Left4DoD

A forum dedicated to the Left4DoD Day of Defeat: Source Mod
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Re: Left4DoD

Post by <eVa> + Sarge + » Thu Jul 19, 2012 6:18 am

You have to put the !menu on a bind.
It takes a few minutes to get used to the new menu options, but it's OK. :)

I like the changes :P

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Re: Left4DoD

Post by Dog » Thu Jul 19, 2012 8:58 am

the creeper wrote:In Argentan you can land right on the last flag from the 4th. Also on Kalt if you do it just right. Oh and Donner too.lol. The whole menu thing is messing with me bad though. Got to go to page 2 to get to my shop..By the time i find what i want, my menu disappears.
If you join the Steam Group, it will get rid of one of the menu items....
:D
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Re: Left4DoD

Post by BETTEH » Thu Jul 19, 2012 10:52 am

Dog wrote:
the creeper wrote:In Argentan you can land right on the last flag from the 4th. Also on Kalt if you do it just right. Oh and Donner too.lol. The whole menu thing is messing with me bad though. Got to go to page 2 to get to my shop..By the time i find what i want, my menu disappears.
If you join the Steam Group, it will get rid of one of the menu items....
:D
I joined the Steam Group, you should too.
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Re: Left4DoD

Post by the creeper » Fri Jul 20, 2012 3:38 am

Ok ok.. got it..lol Will do
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Re: Left4DoD

Post by the creeper » Fri Jul 20, 2012 11:04 am

K. So i fixed my menu. Thanks guys. A lot easier now.Joined the Left4DoD group. thought i had already joined it but guess i was just being a derp. How is Rebelyelp an administrator on it though? lol..That made me giggle.
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Re: Left4DoD

Post by Dog » Mon Jul 23, 2012 8:55 am

SMALL UPDATE

A recent VALVe update screwed up the bots.
When the last player leaves (which in L4DOD is not very often!) all the bots go into hibernate mode and leave.
But when someone rejoins, the bots are still absent.

So I made a small code change to re-add the bots every time someone joins an empty server.
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Re: Left4DoD

Post by the creeper » Mon Jul 23, 2012 9:25 am

Ghilliebot, ZombieDOB,...:( we so need a Creeper bot..
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Re: Left4DoD

Post by the creeper » Mon Jul 23, 2012 11:10 am

Yay...lol Creepy Creeper
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Re: Left4DoD

Post by <eVa> + Sarge + » Mon Jul 23, 2012 10:15 pm

I noticed Dog, the forward advance has gone back to normal for the Allies... and you set the player model to stick in spawn when forward advance is selected. I like that, it keeps people from traveling too far when parachuting in. :)

And you moved the store selection back to the first menu page.
Did I miss anything? :P

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Re: Left4DoD

Post by Dog » Mon Jul 23, 2012 10:26 pm

I've been tweaking.
The forward advance thing was a bonus thing for supporters and admins but it was too much of an advantage so I reverted it.

I have been playing with the following:

+ Skelly and Gasman don't jump all the time - just the odd time
+ The other Specials sometimes do a little side step or a lunge
+ The Infected should have no shadow, now - many complained how useless it was so I have tweaked it a little
+ The Specials self heal is a little quicker
+ The Grey Dude may spawn one or two more Zombies depending if Allies are winning
+ Fixed a bug where people could play Grey Dude and Skelly at the same time
+ Adjusted the number of human zombies limit. It also won't take into account Allied/Zombie win differences until there are more than 10 humans on the server.
+ The recent VALVe update broke the bots. When the server empties, the bots are kicked by VALVe. I fixed it so that ten seconds later they get re-added

I'm pondering changing the Zombie menu
It should be like the Allied weapons menu where it remembers choices.
So instead of selecting a different class, to get a different zombie, they are all on the menu, like this:

1. Choose Zombie
2. Choose Spawn Point
3. Store
4. Settings
etc....

and it would remember your last choice and last range of purchases like No Fire....
Selecting a different class would have no effect and to help, I would make the others unavailable.
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Re: Left4DoD

Post by Dog » Tue Jul 24, 2012 12:10 pm

UPDATE VERSION 5.1.910

+ Skelly and Gasman don't jump all the time - just the odd time
+ The other Specials sometimes do a little side step or a lunge
+ The Infected should have no shadow, now - many complained how useless it was so I have tweaked it a little
+ Zombies self heal very slowly
+ The Grey Dude may spawn one or two more Zombies depending if Allies are winning
+ Fixed a bug where people could play Grey Dude and Skelly at the same time
+ Adjusted the number of human zombies limit. It also won't take into account Allied/Zombie win differences until there are more than 10 humans on the server.
+ The recent VALVe update broke the bots. When the server empties, the bots are kicked by VALVe. I fixed it so that ten seconds later they get re-added
+ Change the Zombie player menu - removed choosing Zombie by class
+ Lowered the health on all Special Zombies
+ Menus stay up for longer at spawn
+ Added the base Zombie for players - no powers - more of a challenge than anything!
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Re: Left4DoD

Post by v.o.c » Tue Jul 24, 2012 12:25 pm

i agree that the been able to go straight for flag 5 (great fun though :P ) was to much of an advantage. But can i throw this idea in to you head Dog, been able to parachute in if someone is at an uncaptured flag ie. 1 player at flag 4 and its a 2 man cap etc.
could even provide airborne cover as the flag is been captured, could help on the maps that are harder to cap out on like kalt, with fresh supplies of shields been dropped in by people.
Hey you Would'nt you like to be a vicious orange carrot too?
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Re: Left4DoD

Post by Moonshine » Fri Jul 27, 2012 7:54 pm

Dog, thank you for the zombie menu update, it seems to run a lot smoother now. By the way it seems like it doesn't cost money to become an UNG as far as I know. You are the best :]

Before any of faithful allied players whine and complain and think the UNG is overpowered, get a sniper rifle and shoot me in the head. It will be one shot, one kill.

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Re: Left4DoD

Post by Dog » Fri Jul 27, 2012 10:56 pm

I find the UNG frustrating to play.
Although he is strong, the slow speed is annoying.
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Re: Left4DoD

Post by Rico[CotC] » Sat Jul 28, 2012 6:15 pm

Moonshine wrote:Dog, thank you for the zombie menu update, it seems to run a lot smoother now. By the way it seems like it doesn't cost money to become an UNG as far as I know. You are the best :]

Before any of faithful allied players whine and complain and think the UNG is overpowered, get a sniper rifle and shoot me in the head. It will be one shot, one kill.
Hmmm. Well, when I unload a Thompson mag into the UNG head, I don't get a kill. And a Thompson mag is more than one sniper rifle bullet, in terms of damage.

And it takes a boatload of MG rounds to bring one down. I need to test this out again - unless Dog would like to shed some light on this conundrum...
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