Known Left4DoD issues

A forum dedicated to the Left4DoD Day of Defeat: Source Mod
Forum rules
Image
Join the Left4DoD Steam Group: http://steamcommunity.com/groups/left4dod
Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Known Left4DoD issues

Post by Dog » Mon Jan 17, 2011 10:03 am

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.
Image

Rico[CotC]
Villun
Villun
User avatar
Posts: 289
Joined: Sat Jan 15, 2011 10:58 pm

Games Played

Ville Awards

CorvusCorvax’s avatar
Loading…

I made a suggestion on The Emo.

Post by Rico[CotC] » Mon Jan 17, 2011 4:21 pm

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!
Image

P. E. Logos
Villun
Villun
User avatar
Posts: 194
Joined: Wed Jul 14, 2010 12:38 pm

Games Played

Ville Awards

P.E.Logos’s avatar
Loading…

Re: Known Left4DoD issues

Post by P. E. Logos » Wed Jan 19, 2011 12:46 am

Personally, I think the drop rates are great as is. :D 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. :)

Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dog » Wed Jan 19, 2011 8:24 am

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.
Image

P. E. Logos
Villun
Villun
User avatar
Posts: 194
Joined: Wed Jul 14, 2010 12:38 pm

Games Played

Ville Awards

P.E.Logos’s avatar
Loading…

Re: Known Left4DoD issues

Post by P. E. Logos » Wed Jan 19, 2011 11:13 pm

:D 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
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dog » Fri Feb 04, 2011 3:02 pm

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.....
:D

Will look into it....
Image

Deslock
Retired Admin
Retired Admin
User avatar
Posts: 4275
Joined: Fri Dec 15, 2006 10:13 am
Location: Iowa

Games Played

Ville Awards

Deslock.TVR’s avatar
Loading…

Re: Known Left4DoD issues

Post by Deslock » Fri Feb 04, 2011 4:16 pm

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.....
:D

Will look into it....

6 Million?! What does that average per server? Per day? Per hour?
Dog isn't Evil, he's Canadian. There's a difference. :lol:
CV 6 USS Enterprise 12 May 1938 - 17 February 1947
CVN 65 USS Enterprise 25 November 1961 - 1 December 2012
CVN 80 USS Enterprise 2025

ninjaski1977
Villun
Villun
User avatar
Posts: 25
Joined: Sun Jan 16, 2011 11:18 am

Games Played

Re: Known Left4DoD issues

Post by ninjaski1977 » Sun Feb 06, 2011 5:01 pm

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.
Image

Dr. Bob
Villun
Villun
User avatar
Posts: 194
Joined: Tue Aug 03, 2010 9:43 pm
Location: North Carolina, USA

Games Played

Ville Awards

docbob’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dr. Bob » Tue Feb 08, 2011 5:32 pm

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.

Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dog » Tue Feb 08, 2011 5:58 pm

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.
Image

Dr. Bob
Villun
Villun
User avatar
Posts: 194
Joined: Tue Aug 03, 2010 9:43 pm
Location: North Carolina, USA

Games Played

Ville Awards

docbob’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dr. Bob » Tue Feb 08, 2011 6:59 pm

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

D.B.Cooper
Retired Admin
Retired Admin
User avatar
Posts: 1502
Joined: Sun Oct 22, 2006 4:25 pm
Location: Dover,Ohio

Games Played

Ville Awards

=USV= Coopy’s avatar
Loading…

Re: Known Left4DoD issues

Post by D.B.Cooper » Tue Feb 08, 2011 7:01 pm

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.


:D

Si-Lad
Villun
Villun
User avatar
Posts: 87
Joined: Wed Oct 20, 2010 4:15 pm
Location: Midlands, UK

Games Played

Ville Awards

Si-Lad’s avatar
Loading…

Re: Known Left4DoD issues

Post by Si-Lad » Thu Feb 10, 2011 8:43 am

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 :mrgreen:

--
Damage Taken from "The Witch" - ( life ID 1068614 ) - 675 in 1 hit

Dog
Server Ops
Server Ops
User avatar
Posts: 14317
Joined: Sun Oct 15, 2006 12:12 am
Location: In the bath, having a good think....

Games Played

Ville Awards

Dog - RIP Stevo’s avatar
Loading…

Re: Known Left4DoD issues

Post by Dog » Thu Feb 10, 2011 11:06 am

Then the game is doing something really strange.

This is the Zombie modifier:

Code: Select all

damage *= (0.5 + (0.2 * g_AlliedWins));
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
Image

Rico[CotC]
Villun
Villun
User avatar
Posts: 289
Joined: Sat Jan 15, 2011 10:58 pm

Games Played

Ville Awards

CorvusCorvax’s avatar
Loading…

Re: Known Left4DoD issues

Post by Rico[CotC] » Sun May 22, 2011 3:04 pm

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.
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests