Known Left4DoD issues
- Dog
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Known Left4DoD issues
Zombies can fire skulls/spawn Zombies/gasbomb multiple times
This is a fault in SourceMod. The button detection in SourceMod is slower than the game itself, so several frames have passed before SourceMod tells the server to stop using the weapon. I will likely leave it and reduce the number of times the weapon can be used and decrease weapon pickups for Zombies.
Zombies can block capping when invisible
Their invisibility only lasts a short time if they are spawning, and if they touch a flag while invisible, they will appear.
But it also shows you there is one lurking nearby and to be prepared.
Emos can explode as soon as they spawn
Not quite true. There is a two second gap.
I will take someone's suggestion (Logos or Chicken, can't remember) and gradually increase their power after spawning.
Survival mode is borked
Yes it is. It will need an overhaul...
The GasMan's bombs are too weak
They will be upgraded soon
Why can't you make the Anarchist's skulls explode on impact
Because it requires more skill to bounce them into position and besides, the GasMan's bombs do that.
The skulls are very damaging so exploding on impact would make them too easy and would change gameplay.
Need more drops
In the bath thinking about more drops
I'm also thinking about ways of using the drops for the Zombies other than health upgrades.
This is a fault in SourceMod. The button detection in SourceMod is slower than the game itself, so several frames have passed before SourceMod tells the server to stop using the weapon. I will likely leave it and reduce the number of times the weapon can be used and decrease weapon pickups for Zombies.
Zombies can block capping when invisible
Their invisibility only lasts a short time if they are spawning, and if they touch a flag while invisible, they will appear.
But it also shows you there is one lurking nearby and to be prepared.
Emos can explode as soon as they spawn
Not quite true. There is a two second gap.
I will take someone's suggestion (Logos or Chicken, can't remember) and gradually increase their power after spawning.
Survival mode is borked
Yes it is. It will need an overhaul...
The GasMan's bombs are too weak
They will be upgraded soon
Why can't you make the Anarchist's skulls explode on impact
Because it requires more skill to bounce them into position and besides, the GasMan's bombs do that.
The skulls are very damaging so exploding on impact would make them too easy and would change gameplay.
Need more drops
In the bath thinking about more drops
I'm also thinking about ways of using the drops for the Zombies other than health upgrades.
- Rico[CotC]
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I made a suggestion on The Emo.
I don't know if that's the one you mean, but if I am reposting someone else's suggestion, I apologize.
Yeah, an invisible zombie touching the flag cap area, thus making the zombie visible is a nice touch - but would that work also for Allied players with Zombie Blood? The Gas Man and more powerful gas is a good idea.
Thanks again for the great mod. I love playing it!
Yeah, an invisible zombie touching the flag cap area, thus making the zombie visible is a nice touch - but would that work also for Allied players with Zombie Blood? The Gas Man and more powerful gas is a good idea.
Thanks again for the great mod. I love playing it!
- P. E. Logos
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Re: Known Left4DoD issues
Personally, I think the drop rates are great as is. It makes you anticipate getting kills from certain classes so you get their drops!
The only one I might up would be the airstrike one... But that's just because it's insanely effective and I love it. Having it rare makes more sense, of course, but selfishly? I'd love to see more of them. XD
It must've been Chicken, because though I've thought of talking to you about the emo I don't think I have recently. I really like that idea, however.
The capture block thing is rather frustrating from the Allied point of view--especially when it ends up being an emo who blows the team up. However, the 2 second delay is noticable and is also enough time to kill an emo zombie as he spawns--plus if the block is apparent, experienced players will scatter from the flag and get ready to take down the zombie.
One thing I've noticed on Kalt is that zombie spawn protection makes it nearly impossible to cap the last flag, as their path runs across the tank's capture area seemingly before spawn protection runs out.. so even with a zombie blood drop it's highly unlikely to cap. I love this map, it's one of my favorites--so even if it can't be fixed, it's no big deal. Just bringing it up.
The only one I might up would be the airstrike one... But that's just because it's insanely effective and I love it. Having it rare makes more sense, of course, but selfishly? I'd love to see more of them. XD
It must've been Chicken, because though I've thought of talking to you about the emo I don't think I have recently. I really like that idea, however.
The capture block thing is rather frustrating from the Allied point of view--especially when it ends up being an emo who blows the team up. However, the 2 second delay is noticable and is also enough time to kill an emo zombie as he spawns--plus if the block is apparent, experienced players will scatter from the flag and get ready to take down the zombie.
One thing I've noticed on Kalt is that zombie spawn protection makes it nearly impossible to cap the last flag, as their path runs across the tank's capture area seemingly before spawn protection runs out.. so even with a zombie blood drop it's highly unlikely to cap. I love this map, it's one of my favorites--so even if it can't be fixed, it's no big deal. Just bringing it up.
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Re: Known Left4DoD issues
Yeah - I need to reduce the spawn protection for Kalt since the flag is right beside spawn.
Having said that, I have capped out on Kalt a couple of times but it took team work or a lot of Zombie blood.
Having said that, I have capped out on Kalt a couple of times but it took team work or a lot of Zombie blood.
- P. E. Logos
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Re: Known Left4DoD issues
Yeah, I've seen Kalt capped out once or twice in all the time I've played on it. Thanks for considering working on the spawn time, I appreciate it--even if it doesn't change, I'll still love playing that map.
- Dog
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Re: Known Left4DoD issues
I'm hearing issues of Zombies refusing to come out of spawn.
Not sure what is going on, but it might be because you lot have scared them to death. I mean, 6 million Zombie deaths since January 1.....
Will look into it....
Not sure what is going on, but it might be because you lot have scared them to death. I mean, 6 million Zombie deaths since January 1.....
Will look into it....
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Re: Known Left4DoD issues
Dog wrote:I'm hearing issues of Zombies refusing to come out of spawn.
Not sure what is going on, but it might be because you lot have scared them to death. I mean, 6 million Zombie deaths since January 1.....
Will look into it....
6 Million?! What does that average per server? Per day? Per hour?
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- ninjaski1977
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Re: Known Left4DoD issues
So is that 6 million zombie just alone on the coop server or both servers lol. Yeah just to clarify as im on your server nearly everynight and some days, zombies are getting stuck in spawn and refusing to come out. Nothing stopping them. They generally come out on the 3rd round, and some maps the 2nd round. Once the zombie come out, which i noticed tonight, only half came out or less than that. Just thought i would let you know.
- Dr. Bob
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Re: Known Left4DoD issues
Proximity teamwounding?
I usually tack it up to lag, but I was just running the opposite direction of P.E. Logos and we teamwounded each other shooting. I've seen this happen when people are beside someone shooting as well.
Also, George was wondering if the melee teamwounding was here to stay. This also injures anyone standing behind you rather than the zombie in front of you.
I usually tack it up to lag, but I was just running the opposite direction of P.E. Logos and we teamwounded each other shooting. I've seen this happen when people are beside someone shooting as well.
Also, George was wondering if the melee teamwounding was here to stay. This also injures anyone standing behind you rather than the zombie in front of you.
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Re: Known Left4DoD issues
I will probably play with it a bit more. Settings need tweaked.
As for team wounding people behind you....I'm confused!
I'll need to go on a server with you and see how that works...
I had a go at fixing the Zombie spawn issue. I added an AFK timer to them. If they are 'AFK' then they explode, which usually resets their timers.
As for team wounding people behind you....I'm confused!
I'll need to go on a server with you and see how that works...
I had a go at fixing the Zombie spawn issue. I added an AFK timer to them. If they are 'AFK' then they explode, which usually resets their timers.
- Dr. Bob
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Re: Known Left4DoD issues
It was certainly an odd glitch of sorts.
But yeah, jut get in front of someone and punch
it'll hit whoever's standing behind you
But yeah, jut get in front of someone and punch
it'll hit whoever's standing behind you
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Re: Known Left4DoD issues
Dog wrote:I will probably play with it a bit more. Settings need tweaked.
As for team wounding people behind you....I'm confused!
I'll need to go on a server with you and see how that works...
I had a go at fixing the Zombie spawn issue. I added an AFK timer to them. If they are 'AFK' then they explode, which usually resets their timers.
- Si-Lad
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Re: Known Left4DoD issues
Still an issue with damage from the witch... Just picked up pills so I had 500 health.
I think even if you made the pills give you 1000 health you would still receive high damage.
There's no way you can get that much damage in one hit even a head shot
--
Damage Taken from "The Witch" - ( life ID 1068614 ) - 675 in 1 hit
I think even if you made the pills give you 1000 health you would still receive high damage.
There's no way you can get that much damage in one hit even a head shot
--
Damage Taken from "The Witch" - ( life ID 1068614 ) - 675 in 1 hit
- Dog
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Re: Known Left4DoD issues
Then the game is doing something really strange.
This is the Zombie modifier:
So based on that, if the Witch does 100 normal damage, then the damage is halved to 50 then a small amount added depending on the number of times the Allies have won, so if they have won 5 times, the damage would be 150.
Now bear in mind that the bots ALWAYS headshot. So that might affect it.
Other than that, there is no other code changing Axis damage.
In fact the Allies get loads of modifiers to make their weapons much, much stronger, including a headshot modifier that increases the damage x6
This is the Zombie modifier:
Code: Select all
damage *= (0.5 + (0.2 * g_AlliedWins));
Now bear in mind that the bots ALWAYS headshot. So that might affect it.
Other than that, there is no other code changing Axis damage.
In fact the Allies get loads of modifiers to make their weapons much, much stronger, including a headshot modifier that increases the damage x6
- Rico[CotC]
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Re: Known Left4DoD issues
New issue: Bottle of Pills, dropped by Gas Man.
If I kill the Gas Man, and he drops his pills on the spot where I am standing, I get stuck in that spot until I shoot the pills ways from my feet. If I run over a bottle of antigas pills, I do not get immunity from gas - there is no registered pick-up.
If I kill the Gas Man, and he drops his pills on the spot where I am standing, I get stuck in that spot until I shoot the pills ways from my feet. If I run over a bottle of antigas pills, I do not get immunity from gas - there is no registered pick-up.
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