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I've noticed this too but particularly on Swamp Fever. I've scrimmed Swamp
Fever a
lot lately in preparation for a ladder match and we've seen up to 15 sets of
pills on
maps 2/3 most of which we aren't able to use because we keep chugging them. In
contrast I played a game of Parish last night and found only 1 pills and 1
adren on
map 3 and 4, searching meticulously. Not sure why pill density isn't translating
across different campaigns.. :/
Original comment by phil...@gmail.com
on 27 May 2010 at 2:33
Original comment by phil...@gmail.com
on 27 May 2010 at 2:34
The inconsistent item numbers has to do with:
1) Some of the pills are static medkits converted to pills, so even with a pill
density of zero, these pills will still exist.
2) On some maps the director likes to group items together so when it spawns
one
item, it is likely to spawn a few others around it regardless of the density.
3) The item densities are all set to 1 item per 100 yards. This means in a 100
yard
section you should find 1 pain pill, 1 adrenaline, 1 molotov, 1 pipe bomb, 1
vomit
jar PLUS the static throwable spawns, static temp health spawns and static
medkits
converted to pills.
I am reluctant to lower the density number any lower because some maps that
have a
small number of static item spawns (like Parish 3/4) will have almost no items
while
maps that have a plethora of items wont be greatly affected by the lower item
density. After a back-end rewrite that we are looking into, we should be able
to add
a feature that lets us set V tovs, W pipes, X biles, Y pills, Z adrenalines per
maps
but that is still a bit away unfortunately.
Original comment by Canada.R...@gmail.com
on 27 May 2010 at 2:56
How about using Stripper:Source?
It is being used in the L4D1 competitive config, Rotoblin, to remove fixed pill
spawns, maybe it could also be used here...
http://code.google.com/p/rotoblin/wiki/Installation
Original comment by Dynastic...@googlemail.com
on 29 May 2010 at 7:59
Any progress on this?
Because I think the masses of pills, molotovs, pipebombs etc are really a big
issue for competitive L4D2...
(L4D1 Rotoblin item density is <3)
Original comment by Dynastic...@googlemail.com
on 28 Jun 2010 at 9:53
Issue 84 has been merged into this issue.
Original comment by Canada.R...@gmail.com
on 13 Sep 2010 at 1:00
Issue 80 has been merged into this issue.
Original comment by Canada.R...@gmail.com
on 13 Sep 2010 at 1:01
Original comment by Canada.R...@gmail.com
on 13 Sep 2010 at 1:01
Attachment: Patch for item tracking module. Also adds some features to mapinfo
and extra pieces for constants/functions.sp
I don't have much time to test so I figured I'd post it here for whoever.
Original comment by prodigysim@gmail.com
on 16 Sep 2010 at 4:07
Basic info:
confogl_<itemname>_limit are the cvars to set item limits.
They can be overridden on a per-map basis by adding an ItemLimits section under
the map section in mapinfo.txt.
See code for details for now. Documentation will come.
Original comment by prodigysim@gmail.com
on 16 Sep 2010 at 4:20
Doesn't seem to work at all. It doesn't limit items for the first team and
then it removes all items from the second team without replacing them.
Original comment by Canada.R...@gmail.com
on 16 Sep 2010 at 7:50
Patch v2.
I've got it to limit spawns on round1. Not sure if it's handling them properly
on round2.
This version needs cvars :
confogl_enable_itemtracking 1 // enable the module
confogl_itemtracking_savespawns 1 // keep spawns consistent between both rounds
If you set savespawns to 0, it will do the same thing on both rounds (which
should work). If you set savespawns to 1, it will kill off all existing items
and respawn the items from round 1 (not sure if it's working).
Sorry I don't have much time to actually work on this today. c2m5 seems to be a
good test map--large number of items with low number of spawn points.
Original comment by prodigysim@gmail.com
on 16 Sep 2010 at 10:11
Attachments:
Turns out some of the weapon_X_spawns don't have models on their own or
somesuch. Had to switch to using weapon_spawn and setting ID.
*Round1 Limiting - TEST OK
*Round2 Limiting - should be OK
*Round2 Consistency - TEST OK
*Mapinfo.txt overrides - Needs testing
Original comment by prodigysim@gmail.com
on 17 Sep 2010 at 4:26
Attachments:
I've tested this and the fix is working perfectly.
The items spawns were completely the same for both teams.
However, I think there are still too many items such as in c5m3.
We probably need to limit items more for a good game.
Original comment by yumyudai
on 17 Sep 2010 at 12:17
If you set confogl_<itemname>_limit # it should limit it to a max of that
number so that would fix too many items on any map. (Ex. confogl_molotov_limit
1 would make it so there is only one molotov each round).
Original comment by Canada.R...@gmail.com
on 17 Sep 2010 at 3:12
Just played a scrim with this and it seems to be working perfectly.
Original comment by Canada.R...@gmail.com
on 19 Sep 2010 at 6:06
Original comment by prodigysim@gmail.com
on 9 Oct 2010 at 6:52
Original issue reported on code.google.com by
Dynastic...@googlemail.com
on 24 May 2010 at 3:55