Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
Yes it removes them, and uses versus map config.
Too much hassle supporting them so removed them. |
Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
Got it.
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Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
Splitscreen mode Player 2 issues:
1. There's the known afk bug when 2nd player spectates when idle(survivor identity fix) that also happens in character manager. (Survivor AFK Fix) 2. When you finish a map then the second one loads, 2nd player's name gets changed to character used. For example: *jimchimp changed name to Francis. Name(Francis) now can't be changed back no matter how many times you try name2 jimchimp (or whatever). 3. Can't sb_takecontrol Bill, only thing thats gonna get switched are the weapons he's(Bill) using. Let's say you're Louis, sb_takecontrol Bill, you're still Louis(character, hands) with Bill's weapons. When I disabled character manager plugin, everything went back to normal |
Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
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Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
So that's also the reason why 2nd player can't gear transfer-switch.
Oh well. Can we make l4d2 recognize fakeclient as actual player? |
Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
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Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
Remember to keep in mind, left 4 dead 1/2 on steam does not officially support split screen, only left 4 dead 1/2 on xbox360 supports it.
EDIT: Should beable to sdkcall this function CBasePlayer::IsSplitScreenPlayer, or read the offset directly with LoadFromAddress. Offset in the client. Windows offset: 9069 Linux offset: 9065 should be uint 8. Not sure if this is the real offset or not may need padding. |
Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
Found a minor fix. I'm using SFKTeam's splitscreen enabler when these issues happen. SFKTeam's vpk command path(on realism mode) is map <mapname> realism z_difficulty Hard Wait 100 connect_splitscreen localhost 2. Then game is loaded automatically with 2 players but recognizes player2 as fakeclient.
However, If you use the old split screen method where you type map <mapname> etc.., then when in game, input connect_splitscreen localhost 2 - Joining a game loading screen, 2nd player is recognized as real player. Not a single issue with player2. It can bot select everyone, switch using gear transfer..Everything works fine. But, well, once you finish the map and on to the next campaign, player2 becomes fakeclient again (Unless you exec the connect_splitscreen command again as a fix but then you restart map #2 with everyone having full health & unsaved items. Wondering if its identity can be saved when the next map loads. |
Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
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Re: [L4D2]Character_manager (1.4.1 - 22/09/2019 )
^Between maps.
Oh, another discovery. 1. Load up the game from windows. Start splitscreen mode using SFKTeam, player2 is a limited fakeclient. 2. Leave the game, go back to start menu then load it the second time, again using SFKTeam's splitscreener, lo & behold, player2 is fixed. Now simulates an actual player. On superversus: 1. When player2 is fakeclient and you cmd2 say !spectate, it is not in the Spectators list(superversus menu: Spectators - 0) About the name changing in-between maps: 1. (MINOR FIX) Make player2 go into spectate/afk mode before you close the safety room's door. When the next map loads, then you join back in, name is retained. Bot takeover-ing: 1. Oh, player2 creates duplicates on 8 survivors when you switch to L4D1 characters because of the fakeclient thing. (survivor set - 2, character manager surv. set - 3) |
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