Quote:
Originally Posted by egor1908
Why people allways remove them -_- I would like to see these options off by default.
OR - same things will spawn on same places for both teams.
And... Wow this is a nice plugin O_O <-- this is how my eyes looks now
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We actually do have a CVAR for that
http://code.google.com/p/srsmod/w/edit/CVARs
srs_remove_enabled 0 and now none of the items will be removed.
Quote:
Originally Posted by biship
Oh no, I agree there are great things in this plugin. Some of those other plugins are great too. The problem lies in that unless you can enable/disable every feature from every mod, you can't run more than one at once. There are features from multiple mods I would like to run, but I am forced to have to choose one mod.
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Our mod already lets you disable every feature so we're not incompatible with any other mods. We don't even change any in-game CVARs, that's how compatible we are. You could just use the features we do that other mods don't (tanks on every map, common despawns, remove dynamic pills) and not use the other features (chainsaw/gl/ammo removal).
Quote:
Originally Posted by biship
It almost like 4 independant efforts, which could be one super mod, with all the right options. (in a dream world).
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Indeed, we already have a team of 3 devs, 1 qa and are up for growing. So other people can come join our team and we would welcome them.
Quote:
Originally Posted by GanjaStar
finally tanks on every godamn map. one question. should i remove the cvars for tanks spawns at all? and mods like annoying item remover?
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Yep you need versus_tank_chance_intro 1.0, versus_tank_chance 1.0, versus_tank_chance_finale 1.0. We aren't overriding any of those CVARs, we still let the director spawn tanks. We just unlock it on every map.
Quote:
zero comp mod has a lot of the similar features, but you need to restart maps for it to work. im hoping this one doesn't require a restart to implement changes? cant be botherer with restarign every map in pubs, team vs matches. not only comp players use this.
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Requiring a map restart is the lazy way, only reason it was done that way in the CEVO config was to prevent people from finishing a round and then turning on the Ready-Up mod (which would then let them ready, but only play for 1 round before the map cycles).
Basically you don't need to restart the map for anything except item removal (maybe unprohibit bosses? I'm not positive) which only works at the beginning of the round so you would have to set those CVARs before the map ends or in a config executed during OnMapStart.
If you have a
really good reason to want item removal in the middle of a round then let us know (and how it should work when the survivors picked up the items already), we can add that too.
Quote:
Originally Posted by egor1908
This great plugin needs a code name. When i tell people "Go look at this <link>, it's a great CW/PCW plugin" they just say aww screw it, it's probably just like CEVO...
Advertise it some more
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It's not just like CEVO, it is part of CEVO.
http://code.google.com/p/l4d2-cevo-configs/
Quote:
Originally Posted by ChillyWI
Just noticed that water slowdown is implemented. They didn't copy that into the OP in the other forums.
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It's off in CEVO (and defaulted to off in srsmod), so it wasn't mentioned in their announcements.
Quote:
Originally Posted by ChillyWI
CEVO should really do the following as well:
1. Water slowdown to COOP speeds.
2. !readyup and !pause features.
3. Lock spawn timers to X seconds (I've seen ranges from 15-20 work, so maybe 17?).
The "ghost warping" feature of Zero's comp mod (included in Confogl) is also handy at times, but not really necessary. I've also found that no starting kits works fine and many competitive players are already used to it. Note that the scoring in L4D2 works best when it's rare for teams to make it to the safe rooms.
I honestly can't believe that CEVO didn't include those three items above since they seem to be the least contentious of the competitive changes and really help certain situations.
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1. Water brake has been out for what, 2 weeks? Not enough time to get used to it. People think Hard Rain 4 is a joke, well try it with tanks being able to run around on roofs and throw cars around while also extinguishing themselves anywhere on the map.
2. Already part of CEVO with the Ready Up mod, coincidentally 2/3 of the devs are the same.
3. As Frust said number of features doesn't make a mod better. Quality > quantity.