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Stripper:Source (Updated 2011-04-15)


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SkaP
Senior Member
Join Date: Dec 2009
Old 02-14-2010 , 18:20   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #501

Thought so. I think I know whats going on, your missing a Pak file on your server. When you are it will cause you to clip though props because the server doesn't recognize them as physically big as they look. Check your servers left4dead2/left4dead2 folder and make sure you have these paks in there and if your missing one or more upload them from your game folder. Make sure they are in that folder and not any other, they will not load from any other folder. Pak02 0-10 is the addon support in your tools bar in steam.

PHP Code:
pak01_000.vpk
pak01_001
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pak01_dir
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pak02_000
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pak02_dir
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Last edited by SkaP; 02-14-2010 at 18:24.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 02-14-2010 , 18:25   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #502

Hm, I have those files since last l4d2 update from January. BUT they are on directory higher, they donīt lie in the directory with all the other vpks.
Must have been a funny update. The local srcds update did the same on my server, everything got put in a dir 1 level higher. will copy that now and test again. thanks for the info!!!

EDIT: WORKING! Thanks!

Last edited by Skorpion1976; 02-14-2010 at 18:30.
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-14-2010 , 18:31   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #503

Yeah my update did the same thing on my server, I had to move them down as well. Your welcome.

Last edited by SkaP; 02-14-2010 at 18:34.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 02-14-2010 , 23:21   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #504

How many levels of routes can be created? If we could get like 3 variations of the hedge maze, that would be AWESOME!! Maybe even randomly choose which is enabled\disabled!

Where did you get the map source files? Decompile? Pm me with info

Last edited by Thraka; 02-14-2010 at 23:24.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 02-15-2010 , 00:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #505

Quote:
Originally Posted by Thraka View Post
Where did you get the map source files? Decompile? Pm me with info
google
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-15-2010 , 15:04   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #506

The file i coded does NOT do dynamic pathing (it does only contain one path to begin with).

It shows how it would work: A Plugin or Player Trigger would execute the relays to get the path it wants.



EDIT:

Here. This file does random pathing - easy, medium, or hard. Easy is no restrictions, medium is SkaPs original, and hard is my mod of it.

Look into the file for explanations.
Attached Files
File Type: cfg c5m2_park.cfg (10.2 KB, 505 views)

Last edited by AtomicStryker; 02-15-2010 at 15:29.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 02-15-2010 , 23:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #507

... AWEsOME. Thx man! Need more of this. Every map should have this type of thing all over. I would love to have this built into every map.

Questions though:
1) When you play with the VMF, do you use stripper dump to get these entities back out? Whenever I tried to use HAMMER to read info, it has the normal names, not in stripper format. So how do you easily convert this to that?

2) With the easy medium hard, is it possible to let the director choose? Valve says it's supposed to make it harder on the team that is doing better. I've yet to see it in versus though.

Edit:
I tried the config as is (so OnMapSpawn) and the first team ended up with the HARD config and the 2nd team had easy.

Last edited by Thraka; 02-16-2010 at 01:03.
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-16-2010 , 02:41   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #508

Quote:
Originally Posted by Thraka View Post
... AWEsOME. Thx man! Need more of this. Every map should have this type of thing all over. I would love to have this built into every map.

Questions though:
1) When you play with the VMF, do you use stripper dump to get these entities back out? Whenever I tried to use HAMMER to read info, it has the normal names, not in stripper format. So how do you easily convert this to that?

2) With the easy medium hard, is it possible to let the director choose? Valve says it's supposed to make it harder on the team that is doing better. I've yet to see it in versus though.

Edit:
I tried the config as is (so OnMapSpawn) and the first team ended up with the HARD config and the 2nd team had easy.
Working on it. Gonna finish the Parish first. I got some ideas for the sewer part and I am looking at the graveyard to see what's possible. Now that I know how to get the dynamic pathing I can make two of each part.

1. When reading the VMFs you double click the entity and it will give you properties. Match up the entites with the dump for stripper to find that entity. You can not remove static props but everything else goes. If you can't find it that way check the postion of the item you choose at the bottom to find it's origin and match it up with the stripper dump.

2. There is no dynamic pathing in versus it's been taken out completely. The logic entities activate one way and thats it but adding new ones can cause it to activate like what Atomic did.
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-16-2010 , 03:34   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #509

Graveyard Dynamic Pathing Enabled!

Ok I am not done with the cemetery as an infected friendly map yet but I have readded the cemetery's dynamic pathing to be exactly like Valve semi-intended it to work. It was pretty easy after seeing Atomic's code so thank him for this not me.

What I have done is stripped Valve's original logic_auto that that activates the logic_case, which chooses the path in the graveyard, based on director Anger. Then I just added a new logic_auto that randomly picks the path(there are 4 A-B-C-D) at map start. It should pick the same path for both teams. Try it out, it took a while to see all the paths but they are all there. Difficulty is based on which fence opens the closer it is to the highway. So if the first fence is open the path is harder/longer, if you need to walk all the way down the first lane to get in it's the easy path.
Attached Files
File Type: cfg c5m3_cemetery.cfg (453 Bytes, 305 views)

Last edited by SkaP; 02-16-2010 at 03:57.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-16-2010 , 05:57   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #510

Quote:
Originally Posted by Thraka View Post
I tried the config as is (so OnMapSpawn) and the first team ended up with the HARD config and the 2nd team had easy.

Didn't happen with my (very short) test, OnMapSpawn shouldnt fire again after a map has loaded ...

Well, a score-based Plugin to manage pathing would be my first choice anyway.
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