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[L4D2] nb_update_frequency fix (Experimental)


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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 09-02-2024 , 05:14   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #61

Quote:
Originally Posted by Polyano View Post
This one is v1.9. On my testing this made it worse, even got outright complains from the players. They instantly could tell something wrong with the commons behavior.

Settings: 60-tick, nb_update_frequency 0.014

Similar problems with the new v1.9 on default settings and edited old settings:
  • Default: z_resolve_zombie_collision_multiplier "1.0", z_resolve_zombie_collision_auto_multiplier "1".
  • Edited old: z_resolve_zombie_collision_multiplier "0.15", z_resolve_zombie_collision_auto_multiplier "0"
The problems:
  • Commons got stuck/freezed in stack (like they're glued/tied together) when they spawned at a spawn point. Very frequently happened.
  • Commons randomly just disappeared out of thin air, when they fell down or just when they're running towards you. Very frequently happened.
  • Commons got spawned in your face sometimes.


I guess this one is v1.10, idk. I'm really afraid to test this out yet. In the meantime, I'll use the old version v1.8 although commons have stuttering problem when climbing obstacles in that one.
I see your concerns but the problems you described mostly likely were fixed in the latest update.
1.9 version used the wrong sum variable for commons collision which could cause all of the problems you described and it also explains why using the old settings didn't fix it
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Kerouha
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Join Date: Jul 2015
Location: Russian Federation
Old 09-03-2024 , 17:25   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #62

Updated to the most recent version, zombies still fail to climb certain things sometimes.

Also occasionally commons do massive jumps, like multiple floors high.

Noticed that they can't break windows in No Mercy 2 generator room.

tickrate 96

Video link
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BHaType
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Join Date: Jun 2018
Old 09-04-2024 , 07:35   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #63

Quote:
Originally Posted by Kerouha View Post
Updated to the most recent version, zombies still fail to climb certain things sometimes.
Can you please test attached version?
Quote:
Originally Posted by Kerouha View Post
Also occasionally commons do massive jumps, like multiple floors high.
This is known issue and the extension is not cause of it
Quote:
Originally Posted by Kerouha View Post
Noticed that they can't break windows in No Mercy 2 generator room.
I tested it and they broke it.
Make sure there are no other plugins interfering with the windows.
Attached Files
File Type: zip l4d2_resolve_collision.zip (688.9 KB, 133 views)
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larrybrains
Senior Member
Join Date: May 2017
Old 09-05-2024 , 03:02   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #64

Quote:
Originally Posted by BHaType View Post
If you are using windows server then it's reasonable because for Windows build I disabled compiler's optimization because the extension starts crashing with it.
It's a Linux VPS on NFO Servers on Ubuntu 22.04
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larrybrains
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Join Date: May 2017
Old 09-14-2024 , 17:20   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #65

Would it be possible to add a CVAR setting to make it so that this extension only affects the witch?
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Kerouha
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Join Date: Jul 2015
Location: Russian Federation
Old 09-17-2024 , 14:50   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #66

Quote:
Originally Posted by BHaType View Post
Can you please test attached version?
Been playing with this version for a while, and it's a noticeable improvement. Couldn't reproduce the generator room issue anymore.

Could you possibly look into survivors getting stuck on steep small props and meshes at high tickrate? Like these things on c10m4
Attached Thumbnails
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ID:	205672  
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BHaType
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Old 09-18-2024 , 06:56   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #67

Quote:
Originally Posted by Kerouha View Post
Been playing with this version for a while, and it's a noticeable improvement. Couldn't reproduce the generator room issue anymore.

Could you possibly look into survivors getting stuck on steep small props and meshes at high tickrate? Like these things on c10m4
Bots are using the same movement collision as players so if player can't move over it then neither can a bot.
Those small steps have always been a problem and I guess the only solution to this is to make bots jump over them by marking two nav areas as a gap or cover them with something smooth and less steep so that players and bots can move over them without jumping.
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tRololo312312
Senior Member
Join Date: Apr 2015
Old 09-19-2024 , 11:21   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #68

It's a great extension and i have been using it for long time now but there is still 2 major issues that can ruin the difficulty of the game.

- Infected get stuck in a climbing loop when dropping down sloped walls.
- Infected get stuck when trying to get into crouch only areas when grouped up.

Example of both: https://www.youtube.com/watch?v=p742qLu9W8M
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BHaType
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Join Date: Jun 2018
Old 09-19-2024 , 17:06   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #69

Quote:
Originally Posted by tRololo312312 View Post
It's a great extension and i have been using it for long time now but there is still 2 major issues that can ruin the difficulty of the game.

- Infected get stuck in a climbing loop when dropping down sloped walls.
- Infected get stuck when trying to get into crouch only areas when grouped up.

Example of both: https://www.youtube.com/watch?v=p742qLu9W8M
Can you test if issues persist with the 63# post version?
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tRololo312312
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Join Date: Apr 2015
Old 09-19-2024 , 19:18   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #70

Quote:
Originally Posted by BHaType View Post
Can you test if issues persist with the 63# post version?
Video was recorded on that version. Also happens in 1.8 too.
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