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[L4D2] Routing (Dynamic Paths)


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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 09-24-2010 , 18:20   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #251

Anyone else getting problems when the paths become invisible every so often?

Fixs itself after a map or so change.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 09-24-2010 , 19:14   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #252

Quote:
Originally Posted by IronWarrior View Post
Anyone else getting problems when the paths become invisible every so often?

Fixs itself after a map or so change.
with the OP cfg files no, with other people's yes.
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Devilfish
Senior Member
Join Date: Jan 2006
Old 09-25-2010 , 04:01   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #253

The OP cfg's are missing alot of cfg's that the likes of untalented have added, I also see Atomic has included some of Untalented's cfg coding in the OP cfg's. As the above comments from post #241 it would actually appear that certain maps arent getting a random path added causing the invisible walls. In particular I reference c1_m1 & c1_m2 in coop mode. I haven't had time to test but I should imagine if an admin does as per #249 that they would work. Iv'e attached the 2 cfg's I'm using if anyone has time to look.
Attached Files
File Type: cfg c1m1_hotel.cfg (5.9 KB, 183 views)
File Type: cfg c1m2_streets.cfg (20.2 KB, 169 views)
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Cthulhu
Member
Join Date: Apr 2010
Old 09-25-2010 , 20:45   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #254

Quote:
Originally Posted by Devilfish View Post
The OP cfg's are missing alot of cfg's that the likes of untalented have added, I also see Atomic has included some of Untalented's cfg coding in the OP cfg's. As the above comments from post #241 it would actually appear that certain maps arent getting a random path added causing the invisible walls. In particular I reference c1_m1 & c1_m2 in coop mode. I haven't had time to test but I should imagine if an admin does as per #249 that they would work. Iv'e attached the 2 cfg's I'm using if anyone has time to look.
These cfgs fix the invisible walls on c1_m1 and c1_m2?
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Capolan
Member
Join Date: Aug 2010
Old 09-28-2010 , 13:47   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #255

Quote:
Originally Posted by Devilfish View Post
The OP cfg's are missing alot of cfg's that the likes of untalented have added, I also see Atomic has included some of Untalented's cfg coding in the OP cfg's. As the above comments from post #241 it would actually appear that certain maps arent getting a random path added causing the invisible walls. In particular I reference c1_m1 & c1_m2 in coop mode. I haven't had time to test but I should imagine if an admin does as per #249 that they would work. Iv'e attached the 2 cfg's I'm using if anyone has time to look.

The randomizer works for these maps in VS - but not in coop. in Coop I have to force the path in order to not get invisible walls.

thats really my only issue at all. I play coop all the time with this pluggin - i just always have to force a path.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-28-2010 , 16:02   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #256

Information is power.

Quote:
l4d2_routing_gamemodes - default "versus,teamversus,mutation12" <- Which gamemodes will this Plugin spawn dynamic paths in.
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Capolan
Member
Join Date: Aug 2010
Old 09-29-2010 , 01:24   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #257

Quote:
Originally Posted by AtomicStryker View Post
Information is power.
cvarRoutingGamemodes = CreateConVar("l4d2_routing_gamemodes", "versus,teamversus,mutation12,mutation8,coop" ,

that is from the source that then was compiled to form the plugin for what i'm using. it has coop in it.

is there anywhere else that "l4d2_routing_gamemodes" is controlled - is there a cfg entry i'm missing somewhere, or some other place that i need to tell the plugin to work with coop?
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McFlurry
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Join Date: Mar 2010
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Old 10-06-2010 , 19:21   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #258

Gnome Chompski in the new campaign intros.
Attached Files
File Type: cfg c8m1_apartment.cfg (737 Bytes, 209 views)
File Type: cfg c7m1_docks.cfg (738 Bytes, 181 views)
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untalented893
Senior Member
Join Date: Oct 2009
Old 10-07-2010 , 21:31   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #259

So you know how you guys have wanted me to do routing for The Passing? Well I'm doing it. Expect it in about a weeks time. I have some pretty good ideas for it that I'm still trying to implement, but so far I have the basic routing done. Also fixes for Hard Rain are coming the same day I release The Passing.
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KrAzyChe3To
Junior Member
Join Date: Jul 2010
Old 10-08-2010 , 11:01   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #260

Quote:
Originally Posted by untalented893 View Post
So you know how you guys have wanted me to do routing for The Passing? Well I'm doing it. Expect it in about a weeks time. I have some pretty good ideas for it that I'm still trying to implement, but so far I have the basic routing done. Also fixes for Hard Rain are coming the same day I release The Passing.
WOOT!
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