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[L4D2] Standardized Revamp Structure (srsmod)


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proz96
Junior Member
Join Date: Apr 2010
Old 06-04-2010 , 01:09   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #21

Does this only works for versus mode? I tried using this in cooperative mode on c1m1_hotel , it doesn't spawn a tank at all
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roywheels
Member
Join Date: Apr 2009
Old 06-04-2010 , 02:42   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #22

Quote:
Originally Posted by AtomicStryker View Post
- Fixed the item issue (atleast in a quick playtest)

- Found a reason for corrupted temp health scoring .. adding Floats to Integers isnt smart
Was this causing the occasional huge scoring errors we experienced yesterday? One game resulted in the other team getting about 65000000 points. It was very amusing as they'd been losing badly up to that point. Hehe.

Quote:
Originally Posted by AtomicStryker View Post
The convars are OPTIONAL. They are created (when set) with the config file values. Ive merely added them so you could do map-to-map changes or stuff, but using just the config file works fine.
I understand how the config works but I'm still unsure if it's doing what it should.

The following is from my srsmod.cfg. From following your directions, I think this replaces all medkits into pills apart from those in saferooms whilst not touching defibs at all. They remain as they were.

Code:
	"Medkits, inside Saferoom"
	{
		"classname"				"weapon_first_aid_kit_spawn"
		"removal_factor"		"0.0"									// do not remove any saferoom Medkits
		"convarremove"			"srs_remove_start_medkits_factor"
		
		"replace_factor"		"0.0"									// replace all saferoom Medkits with...
		"convarreplace"			"srs_replace_start_medkits_factor"
		"replace_classname"		"weapon_pain_pills_spawn"				// Pills!
		"convarreplaceclass"	"srs_replace_start_medkits_with"
		
		"aroundspawnpoint"		"yes"									// this specifies the setting as "only saferoom"
	}
	
	"Medkits, outside Saferoom"
	{
		"classname"				"weapon_first_aid_kit_spawn"
		"removal_factor"		"0.0"									// remove 60% of map Medkits
		"convarremove"			"srs_remove_map_medkits_factor"
		
		"replace_factor"		"1.0"									// replace all remaining(!) Medkits with...
		"convarreplace"			"srs_replace_map_medkits_factor"
		"replace_classname"		"weapon_pain_pills_spawn"				// Pills!
		"convarreplaceclass"	"srs_replace_map_medkits_with"
		
		"aroundspawnpoint"		"no"									// this specifies the setting as "all but saferoom"
	}
	
	"Defibs"
	{
		"classname"				"weapon_defibrillator_spawn"
		"removal_factor"		"0.0"									// do not remove any Defibs
		"convarremove"			"srs_remove_defibs_factor"
		
		"replace_factor"		"0.0"									// but do replace all
		"convarreplace"			"srs_replace_defibs_factor"
		"replace_classname"		"weapon_adrenaline_spawn"				// with Adrenaline!
		"convarreplaceclass"	"srs_replace_defibs_with"
	}
Without adding the additional/optional cvars it just doesn't work how I'd imagined. No medkits in the safe rooms and not a defib to be seen throughout any of the maps.

Adding the following cvars to the server.cfg results in the predicted affect of medkits replaced by pills apart from the safe rooms.

Code:
sm_cvar srs_remove_enabled "1" // Enable the Removal Module
sm_cvar srs_remove_map_medkits_factor "0.0"	 // remove Medkits outside of Saferoom factor
sm_cvar srs_replace_map_medkits_factor	 "1.00"	 // replace Medkits outside of Saferoom factor
sm_cvar srs_replace_map_medkits_with "weapon_pain_pills_spawn" // replace Medkits outside of Saferoom with item of this class
sm_cvar srs_remove_start_medkits_factor "0.00"	 // remove Spawning Medkits factor
sm_cvar srs_replace_start_medkits_factor "0.00"	 // replace Spawning Medkits factor
sm_cvar srs_replace_start_medkits_with	 "weapon_pain_pills_spawn" // replace Spawning Medkits with item of this class
Without those cvars in the server.cfg, the defaults just don't seem to be working as they should.

This plugin is a fantastic addition to my server and I really appreciate the work that has been done on it but I wonder if it wouldn't be better if you could use the normal sourcemod config setup of having the srsmod.cfg in the /left4dead2/cfg/sourcemod folder without any need at all of cvars in the server.cfg? Maybe there's a reason you haven't done this already- sorry if I'm being stupid and missing something.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-04-2010 , 03:42   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #23

yep, im seeing the same thing as Roy. there is no way to get what you want without using both the srs cfg and the server cfg.

Last edited by GanjaStar; 06-04-2010 at 03:49.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 06-04-2010 , 05:54   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #24

Medkits in the outside aren't being replaced or removed, I've tried both, both time editing the values in your srsmod config and in a cfg I execute when I want the changes. Medkits in the saferoom are working fine.

Also the 800 points to the 2nd team at the beginning on the second round is still happening, using the latest updates I found on the google code page.

Heres a log.
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ellis
Senior Member
Join Date: Apr 2010
Old 06-04-2010 , 10:18   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #25

So a long review of testing the new version.

so first the good news:
the scoring system works now good, here and there little bugs.

now the bad ( bugs )

i have tested it with follow settings:

Map Medikits Inside Safe Room.
0.00 Removed
0.00 Replaced with Pills

Map Medikits Outside Saferoom.
0.40 Removed
1.00 Replaced with Pills

all other settings default, same settings in srsmod.cfg as in the server.cfg to prevent bugs.

First Bug Item Remover not works proberly:
My team and the oppenent team become one medikit and 2 pills as start items. ( Screenshot 1 )

On Dead Center my team become only one Pill as satrt items and the Oppenent team too! ( ty it with map changes but same issue ) Other Maps except the Passing works fine obviously.

Sometimes Map Medikits are not Replaced with Pills ( Sreenshot 2 )

dunno if you read this on my las post, map medikits outside saferoom, remove and replace finale medikits only 2 pills have spawn, can you make a own convar for this to adjust it.

http://img38.**************/i/c6m1riverbank0002.jpg/

http://img52.**************/i/c5m3cemetery0010.jpg/


Second Bug The Parish ( Scoring System ):

the infected team become after the first half round 800 points, example, we play survivor first and reach the saferoom became 840 points and after the animation infected became 800 points too, this "bug" was on the other levels of parish too but always the looser team was played infected first of the half round became 800 points on map siwtch not, dead center the same with 800 points "bug", On the Passing i have not this mysterious Score Bug. dunno if that deliberately is?

For what are the Points Dead and Incapped Survivors we become always zero pints for that?

http://img339.**************/i/c5m1waterfront0002.jpg/

Log here:
Attached Files
File Type: zip L20100604.zip (100.5 KB, 140 views)
ellis is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-04-2010 , 11:46   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #26

@all thanks for the reports, were makin progres here


Item Remover Woes:

As usual its a small thing screwing everything. A single line resetting the search was missing, resulting in a screwup for every second item class. Including map Medkits.

Thats probably the cause for all the "without convars its not working" posts - you should be able to run it without any convars set in server.cfg and it should take the default values (debug log says that happens correctly).


Scoring:

Nasty L4D(2) Events, ill have to find a way to reliably keep this damn misfiring from happening. I have a fair attempt right here.


New version up in first post.
AtomicStryker is offline
GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-04-2010 , 13:15   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #27

testing new version in a few moments.

one thing i am turning of is ammo dump removal. last time there was no ammo pile on the finale. thats pretty insane

also, i forgot to praise you for this

srs_score_incap_malus "-20" // How much Score do Survivors lose per suffered Incap


you listen to people more then valve

Last edited by GanjaStar; 06-04-2010 at 13:18.
GanjaStar is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-04-2010 , 13:23   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #28

By the way, if you want to remove lasers, (which i dont do), the entity is "upgrade_laser_sight"
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-04-2010 , 14:04   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #29

yeah i dont remove lasers either.

bad news though, still broken for me.

cfg settings: i want saferoom medis, the rest pills.
Quote:
"Medkits, outside Saferoom"
{
"classname" "weapon_first_aid_kit_spawn"
"removal_factor" "0.0" // remove 60% of map Medkits
"convarremove" "srs_remove_map_medkits_factor"

"replace_factor" "1.0" // replace all remaining(!) Medkits with...
"convarreplace" "srs_replace_map_medkits_factor"
"replace_classname" "weapon_pain_pills_spawn" // Pills!
"convarreplaceclass" "srs_replace_map_medkits_with"

"aroundspawnpoint" "no" // this specifies the setting as "all but saferoom"
}

"Medkits, inside Saferoom"
{
"classname" "weapon_first_aid_kit_spawn"
"removal_factor" "0.0" // do not remove any saferoom Medkits
"convarremove" "srs_remove_start_medkits_factor"

"replace_factor" "0.0" // replace all saferoom Medkits with...
"convarreplace" "srs_replace_start_medkits_factor"
"replace_classname" "weapon_pain_pills_spawn" // Pills!
"convarreplaceclass" "srs_replace_start_medkits_with"

"aroundspawnpoint" "yes"
we played parish. map 1 medkits in spawn, map 2 and 3 pills in spawn, and medkits all over the map.

here is the log.
Attached Files
File Type: zip medkit woes.zip (15.4 KB, 133 views)
GanjaStar is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-04-2010 , 15:59   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #30

@Ganja

Theres something wrong with your config.

PHP Code:
L 06/04/2010 18:22:15: [srs.main.smx]   ---Indexing weapon_first_aid_kit_spawn now ---  
L 06/04/2010 18:22:15: [srs.main.smxremoval factor convar foundoverriding value 0.000000 with 0.000000
L 06
/04/2010 18:22:15: [srs.main.smxreplacement factor convar foundoverriding value 0.000000 with 0.000000
L 06
/04/2010 18:22:15: [srs.main.smxreplacement class convar foundoverriding value weapon_pain_pills_spawn with weapon_pain_pills_spawn
L 06
/04/2010 18:22:15: [srs.main.smxremoval factor0.000000replacement factor0.000000replacement class: weapon_pain_pills_spawn 
You need to set a value above zero to have any effect ^^
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