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[L4D/L4D2] Infected Bots Control (1.0.0)


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HarryPotter
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Old 06-13-2020 , 08:54   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1401

Quote:
Originally Posted by RDiver View Post
Couple questions......

(1). What exactly updated in v2.2.7 ? Using v2.2.6 at the moment.
fixed respawn timer when playing infected in coop/realism/survival mode.
not much different

Quote:
(2).
Can SI bots be ghosted in Coop/Survival, in general?
No.

(3).
Quote:

If l4d_infectedbots_adjust_spawn_times = 0, l4d_infectedbots_spawn_time_min & l4d_infectedbots_spawn_time_max still valid ?
still valid, doesn't affect

Quote:
(4).

Much concerned about the laggy (not latency) and regular stuttering issue among all players and infected every couple seconds, especially at the point of SI spawning. This happens whenever extra SI are triggered (l4d_infectedbots_add_specials) or SI are spawned simultaneously (l4d_infectedbots_coordination=1).

Here's an example (See net_graph curve and Server FPS rate):
https://www.twitch.tv/videos/648818701?t=01h26m20s
When SI spawning each time, director use pathfinding for searching a vaild position, it cost server cpu and especially very high in addon map, sorry, only Valve can handle that.

And I can see in your video, the server runs 100 tickrates and there are about 7 survivors and 7 infected.
High tickrate costs much more server cpu.
Server can't afford 14 players under 100 tickate, that's why sv only around 100 and tickrate drops all the time.
I don't really recommand 100 tick with 12+ multi players

try use 60 or 45 tick next time
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Last edited by HarryPotter; 06-13-2020 at 08:56.
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RDiver
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Old 06-13-2020 , 11:20   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1402

Quote:
fixed respawn timer when playing infected in coop/realism/survival mode.
How long is the fixed respawn timer for SI players (not bots) ?

Quote:
Originally Posted by fbef0102 View Post
(3).
still valid, doesn't affect
Then how l4d_infectedbots_adjust_spawn_times=1 exactly affects the spawn timer in different game modes? Faster or slower ? Can u briefly explain?

Quote:
And I can see in your video, the server runs 100 tickrates and there are about 7 survivors and 7 infected.
Server can't afford 14 players under 100 tickate, that's why sv only around 100 and tickrate drops all the time.
Only 7 survival players and all SI are bots only. Still under pressure on the server side regarding tickrate?

SV rate suddenly plunged to 6-8 fps then bounced in regular pattern, instead of low level all the time.

Anyways thanks a lot. I would try using 60 ticks first.

Last edited by RDiver; 06-13-2020 at 11:28.
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Lux
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Old 06-13-2020 , 11:40   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1403

Quote:
Originally Posted by fbef0102 View Post
And I can see in your video, the server runs 100 tickrates and there are about 7 survivors and 7 infected.
High tickrate costs much more server cpu.
Server can't afford 14 players under 100 tickate, that's why sv only around 100 and tickrate drops all the time.
I don't really recommand 100 tick with 12+ multi players
CreateFakeClient(); is the problem, this is a pretty expensive function and will lag regardless of tickrates and even more so the more clients are created and destoryed.
I recommend an alternative using z_spawn_old ect, while it still happens with z_spawn_old less so and still has same effect getting worse overtime, it will not lag if nothing is spawned unless you are at max slot cap.

Good option is to only spawn 1 bot per gameframe to limit frametime variance.

Typical call order most plugins use this for.
Code:
1.CreateFakeClient()
2.z_spawn command
3.Spawns client
4.kick the fake client
5.another fake client is created
6.replaces kicked client
7.AI takes over
This is quite alot of work for 1 frame per spawn.

z_spawn typical order.
Code:
1.z_spawn command
2.creates client
3.spawns client
There is also snapshot updates to stringtables ect alot of redtape not going to go in detail but pretty much 4x less to cost to just use z_spawn(an estermation).
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Last edited by Lux; 06-13-2020 at 11:50.
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HarryPotter
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Old 06-14-2020 , 05:46   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1404

Quote:
Originally Posted by Lux View Post
z_spawn typical order.
Code:
1.z_spawn command
2.creates client
3.spawns client
If I don't use CreateFakeClient() when using z_spawn command to spawn bots, the server won't spawn a new infected if there are already 3 infected bot at the field.
It looks like server only allows 3 max infected bots limit at the same time in coop mode.
( changing cvar "z_max_player_zombies" was not working )

have better idea?
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Last edited by HarryPotter; 06-14-2020 at 05:52.
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Lux
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Old 06-14-2020 , 06:10   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1405

Quote:
Originally Posted by fbef0102 View Post
If I don't use CreateFakeClient() when using z_spawn command to spawn bots, the server won't spawn a new infected if there are already 3 infected bot at the field.
It looks like server only allows 3 max infected bots limit at the same time in coop mode.
( changing cvar "z_max_player_zombies" was not working )

have better idea?
Not messed with it for a while there are some cvars, also for l4d2 there is "MaxSpecials" director keyvalue(director keyvalues take priority over cvars, like gauntlet events remove spitters and limit chargers ect, gameplay balance).

Code:
z_minion_limit 3 //def probs your problem
z_boomer_limit
z_hunter_limit
z_smoker_limit
z_jockey_limit
z_charger_limit
z_spitter_limit

//also versus cvars and survival
z_versus_boomer_limit
z_versus_charger_limit
z_versus_hunter_limit
z_versus_jockey_limit
z_versus_smoker_limit
z_versus_spitter_limit
survival_max_specials
EDIT:
https://developer.valvesoftware.com/..._of_L4D2_Cvars
https://developer.valvesoftware.com/...t_of_L4D_Cvars
https://developer.valvesoftware.com/...irectorOptions

There are many things that l4d devs have given us with cvars already just need to look
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Last edited by Lux; 06-14-2020 at 06:14.
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SilentBr
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Old 06-28-2020 , 22:03   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1406

Quote:
Originally Posted by fbef0102 View Post
Version 2.2.7
I was using a very very old version like I can't even remember when I got it (maybe 2014). And I decided to update it and use your version to try fix 2 bugs:

1- Horde stop spawning
-when people rush the horde stop spawning.

2- Infected bots stop spawning
-sometimes at the start of the map it takes 1-3 minutes
-sometimes after 50% of walk through
PS: Watching the infected HUD I felt like the plugin tried to spawn but something makes them disappear.

Do you know why I have those bugs on my server? Maybe a config does that? Is it related to your plugin?

------------------------------------
PS: I found a bug on your version

After a map change, the number of infected bots will not be the correct number. If I reload the plugin, it is fine for the next map ONLY.
So I realized that i_OriginalMaxPlayerZombies is not working like it should.

So I added on line 2811
Code:
i_OriginalMaxPlayerZombies = 4; //my default number
The problem has been solved

Last edited by SilentBr; 06-29-2020 at 00:07.
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HarryPotter
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Old 07-03-2020 , 15:31   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1407

Quote:
Originally Posted by Lux View Post
Not messed with it for a while there are some cvars, also for l4d2 there is "MaxSpecials" director keyvalue(director keyvalues take priority over cvars, like gauntlet events remove spitters and limit chargers ect, gameplay balance).
Lux, I am very thankful for telling me about l4d2 director keyvalues.
I have tried to use director keyvalues with my plugin,
then I found that l4d1 doesn't have director scripts
so for now I don't have plan to do that way.

Quote:
Originally Posted by RDiver View Post
How long is the fixed respawn timer for SI players (not bots) ?
我這裡講的是"修正(fixed)"真人特感玩家在戰役模式的復活時間,
在舊版本的插件中 復活時間不正確因此我來修正
也許我英文不好使你誤會

Quote:
Then how l4d_infectedbots_adjust_spawn_times=1 exactly affects the spawn timer in different game modes? Faster or slower ? Can u briefly explain?
Spoiler


Quote:
Originally Posted by SilentBr View Post
1- Horde stop spawning
-when people rush the horde stop spawning.

2- Infected bots stop spawning

Do you know why I have those bugs on my server? Maybe a config does that? Is it related to your plugin?
well, I was using "infectedbots.smx" very old version too,
I had same issue here, but I have tried to fix so many bugs these months and modify thousand of codes.
Now I don't actually remember why "stop spawning bots"

Quote:
PS: I found a bug on your version
So I added on line 2811
[CODE]i_OriginalMaxPlayerZombies = 4; //my default number
thank you for reporting, but I have already fixed in v2.3.0

Version 2.3.0
- fixed client console error "Material effects/spawn_sphere has bad reference count 0 when being bound" spam when playing infected in non-versus mode.
- special max limit now counts tank in all gamemode.
- added PlayerLeftStartTimer.
- fixed no infected bots issue when reload/load this plugin during the game.
- added new event "round_end", "map_transition", "mission_lost", "finale_vehicle_leaving" as round end.
- fixed special max limit not correct when map change or reload/load this plugin during the game .
- check infected team max slots limit for players when player changes team to infected team in coop/realism/survival.
- deleted TankFrustStop.
- added player ghost check when tank player frustrated.
- fixed Ghost TankBugFix in coop/realism.
- updated gamedata, add signature "NextBotCreatePlayerBot<Tank>"
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Last edited by HarryPotter; 07-03-2020 at 15:32.
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Sev
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Old 07-04-2020 , 16:52   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1408

Really like the work here in your new version, fbef0102.

Allowing human SI in coop is a real quality of life touch as well.

My only suggestion to add is finding a way to get the SI ladders to light up in coop mode for human players. Once you spawn in as SI, even with playing the game for so long, its hard to memorize where the ladders are when you can't see them.

Last edited by Sev; 07-04-2020 at 16:54.
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sorallll
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Old 07-05-2020 , 00:22   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1409

Quote:
Originally Posted by Sev View Post
Really like the work here in your new version, fbef0102.

Allowing human SI in coop is a real quality of life touch as well.

My only suggestion to add is finding a way to get the SI ladders to light up in coop mode for human players. Once you spawn in as SI, even with playing the game for so long, its hard to memorize where the ladders are when you can't see them.
https://steamcommunity.com/sharedfil...?id=1344167389
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HarryPotter
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Old 07-05-2020 , 03:18   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1410

Quote:
Originally Posted by sorallll View Post
I have tried this vpk.
I don't think it works in dedicated server and it caused so many problems and bugs.

Quote:
Originally Posted by Sev View Post
finding a way to get the SI ladders to light up in coop mode
Sad
I have no clue how to do it
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Last edited by HarryPotter; 07-05-2020 at 19:07.
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