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[L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]


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Voevoda
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Old 11-23-2019 , 14:30   Re: [L4D2] Proper Changelevel [Left 4 Fix] [1/11/2019]
Reply With Quote #11

very long card change
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Lux
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Old 12-17-2019 , 01:49   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #12

update 1.2.1

Added optional arg to changelevel native for score reset, requested by sir

This change to the native is backcompat so already compiled binaries will function as default clearing scores on change.
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Dragokas
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Old 02-16-2020 , 06:26   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #13

hi, Lux!

Your previous github samples contains "scripted_mode_shutdown" code when "CDirector::OnChangeChapterVote" fail.

Code:
if (!L4D2_ChangeLevel(sMap))
{
	ShutDownScriptedMode();
	ForceChangeLevel(sMap, "Map Vote");
}
Isn't it require anymore?
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Lux
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Old 02-16-2020 , 21:48   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #14

Nope, that's only in the mission manager fork incase someone don't install the alt level changing method.
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Dragokas
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Old 02-17-2020 , 00:50   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #15

Is there some significant difference between shutdown scripts method and "CDirector::OnChangeChapterVote" ?
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Lux
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Old 02-17-2020 , 03:42   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #16

Yes that's why this plugin exists, don't really remember fully think MapScript something like that and does nothing to global table.

Why are you interested in the old ShutDownScriptedMode();?
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Old 02-17-2020 , 03:53   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #17

I think adding to my MapChanger, so I instering in most simple method.
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Old 02-17-2020 , 04:02   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #18

Also, I curious about this part:

Quote:
vscript is apart of the issue there are still issues else where in the game which causes same effect just is far less of an impact now.
so, in your opinion, some issues with map change can be caused not only by VScript?

In such case, can I guess the problem can persists in L4D1, maybe some identification markers can prove that?

--
P.S. On my other addons server, it's often I faced with problem when I can't change map using ForceChangeLevel(). I see loading window of the next campaign, and after loading finishes, I see not map of this campaign but the map of other compaign set by default on server.

So, I also curious, is there better method, maybe "CDirector::OnChangeChapterVote" or I should try ServerCommand("changelevel %s", sMap), dunno is ForceChangeLevel() just an alias to changelevel... maybe you know.
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Lux
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Old 02-17-2020 , 04:41   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #19

not really sure about l4d1, it has no vscript engine why ShutDownScriptedMode() is pointless, it's still kinda pointless in l4d2 since it don't do everything the alt method of changing level does.

You can try calling that "CDirector::OnChangeChapterVote()"in l4d1 see if it fixes the issue.

And ServerCommand("changelevel %s", sMap) is just the same as ForceChangeLevel() calls changelevel cmd, like every other level changing method including mine, it is called one way or another.


As for the other issues with the game, the talker system leaks, filling up some table or something with lots of concepts i think, after a while it can take whole game frames to process a response, this is persistent across levels i have unable to understand how to fix the problem.


EDIT: This is why alot of l4d actions don't happen when forcing a map change without voting, e.g. intro sequence don't play these seem to be legacy cmds from counter strike maybe
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Last edited by Lux; 02-17-2020 at 04:44.
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Dragokas
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Old 02-17-2020 , 04:52   Re: [L4D2] Proper Changelevel [Left 4 Fix] [17/11/2019]
Reply With Quote #20

Thank you for explanation. I will try.
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