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[L4D(2)] SuperVersus [1.5.4]


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Merudo
Senior Member
Join Date: Feb 2016
Old 02-28-2016 , 00:15   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1131

You still get "Native is not bound" errors? Damn. I'll have to think more about it.

The extension is showing up as correctly loaded, so it should work... I'm actually using the same version of Left 4 Downtown 2. Signatures might be different.

In the meantime setting director_si_spmore to 0 should work.

EDIT: I think I found out the problem! I'll fix it asap

Last edited by Merudo; 02-28-2016 at 01:31.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-28-2016 , 05:31   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1132

Superversus 1.8.9

Changes:

- FINALLY fixed bug that prevented MaxSpecials from being changed. director_si_spmore should now work properly.
- FindDirVar native errors removed

For more information, check this link about 1.8.x

Newer versions:
-1.8.15.2
-1.8.14.2
-1.8.13
-1.8.12
-1.8.11
-1.8.10
Attached Files
File Type: sp Get Plugin or Get Source (l4d_superversus.sp - 663 views - 46.5 KB)
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Last edited by Merudo; 03-29-2016 at 03:34.
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Marcus101RR
Veteran Member
Join Date: Aug 2009
Location: Tampa, FL
Old 02-28-2016 , 14:34   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1133

Quote:
Originally Posted by Merudo View Post
Superversus 1.8.9

Changes:

- FINALLY fixed bug that prevented MaxSpecials from being changed. director_si_spmore should now work properly.
- FindDirVar native errors removed

For more information, check this link about 1.8.x
people are complaining they have the mp5 and it does no damage, you need to remove it. only works if you enable that plugin.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-28-2016 , 16:31   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1134

I'm assuming this is on L4D1 again?

On L4D2, it gives a normal smg, and that smg works fine.

I will change the cheat command from "give smg" to "give weapon_smg", hopefully that will do it.

EDIT: never mind, 1.8.9 should work good, and give a smg. It was a misunderstanding.

Last edited by Merudo; 02-28-2016 at 20:44.
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Marcus101RR
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Join Date: Aug 2009
Location: Tampa, FL
Old 02-28-2016 , 16:50   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1135

Quote:
Originally Posted by Merudo View Post
I'm assuming this is on L4D1 again?

On L4D2, it gives a normal smg, and that smg works fine.

I will change the cheat command from "give smg" to "give weapon_smg", hopefully that will do it.
L4D2, the MP5, can only be used and works if you get this plugin: https://forums.alliedmods.net/showthread.php?p=1041458

If you do not have this plugin, you end up with a gun that does absolutely nothing. So using it in the scanning for Teir avarage weapon is pointless since you are not even registering the rest of the CSS weapons, you are better of removing it, or adding all weapons entirely, but that requires another variable to check if you have CSS weapon unlock open and useable, I doubt its dynamic.
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Last edited by Marcus101RR; 02-28-2016 at 16:54.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-28-2016 , 20:27   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1136

I'm playing on L4D2 and the mp5 works perfectly fine without the "Weapon Unlock" plugin, they just need to be precached beforehand.

I'm using the "Weapon/Zombie Spawner" plugin and the mp5 does damage as soon as I spawn it.

In any case, if someone is actually carrying a mp5, I think it is fair to assume it actually does damage (otherwise they'd have replaced it at the start of the level). So it should be consider tier 1 instead of tier 0 or tier 2.

Last edited by Merudo; 02-28-2016 at 23:14.
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Merudo
Senior Member
Join Date: Feb 2016
Old 03-01-2016 , 02:14   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1137

Superversus 1.8.10

Changes:


- director_si_more can now be set to a fractional number. For example, director_si_more set to .5 will give 1 extra SI every 2 extra survivors in coop
- fixed bug where wrong mode was detected if mode was changed after server was created
- updated code to new ConVar syntax
- renamed "director_ci_spmulti" & "director_si_spmore" to "director_ci_multi" & "director_si_more"
- updated infected bot counter code from Marcus. If l4d_versus_si_more is set to 1, incomplete infected teams in versus/scavenge mode will be filled by special infected bots. Unfortunately it's not quite perfected yet - infected will often refuse to spawn due to no spawn point detected, and will sometimes die on arrival. It seems like having high individual special infected limits (z_hunter_limit, etc) help prevent the bots from dying.

For more information, check this link about 1.8.x

Newer versions:
-1.8.15.2
-1.8.14.2
-1.8.13
-1.8.12
-1.8.11
Attached Files
File Type: sp Get Plugin or Get Source (l4d_superversus.sp - 551 views - 48.6 KB)

Last edited by Merudo; 03-29-2016 at 03:34.
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Merudo
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Join Date: Feb 2016
Old 03-01-2016 , 14:07   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1138

Superversus 1.8.11

Changes:


- Fixed director_si_more bug where SI bots would spawn dead by giving them a very brief (.1 sec) invulnerability period when they spawn
- Made director_si_more 1 (active) by default, as it now works really well
- In coop, extra survivors now spawns with 1 sec invulnerability
- In l4d2 versus, z_versus_*_limit is now used instead of z_*_limit (ex: z_versus_hunter_limit instead of z_hunter_limit)

For more information, check this link about 1.8.x

Newer versions:
-1.8.15.2
-1.8.14.2
-1.8.13.2
-1.8.12
Attached Files
File Type: sp Get Plugin or Get Source (l4d_superversus.sp - 706 views - 49.6 KB)

Last edited by Merudo; 03-29-2016 at 03:33.
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Merudo
Senior Member
Join Date: Feb 2016
Old 03-17-2016 , 10:21   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1139

Superversus 1.8.12.2

Changes:
- Fixed bug where director_si_more would spawn bots before the survivors left the safehouse for the second round
- Fixed idle bug, now survivors should correctly go idle.
- The !afk command always put you in idle mode for survivors, even in versus. Use it to test the idle fix!

WARNING: It is necessary to update l4d_superversus.txt, just put it in \sourcemod\gamedata.

For more information, check this link about 1.8.x

Newer versions
-1.8.15.2
-1.8.14.2
-1.8.13.2
Attached Files
File Type: txt l4d_superversus.txt (2.7 KB, 314 views)
File Type: sp Get Plugin or Get Source (l4d_superversus.sp - 581 views - 54.4 KB)
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Last edited by Merudo; 03-29-2016 at 03:33.
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Sev
Veteran Member
Join Date: May 2010
Old 03-17-2016 , 13:54   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #1140

Nice update.

Seems like the finishing touches are there and not really anything else is needed.

The only suggestions I'd make is make director_afk_timeout obeyed in versus. That way if someone is idle too long, the bot takes over automatically as it does in coop. Otherwise you basically have to kick the players in versus...all the time. While sometimes their loading, other times they aren't there and that gets old fast. Who goes idle in VS knowing the bot doesn't take over? So dumb, so this feature would be brilliant.

The other is more ambitious and would probably be better off separate as its own plugin.

The idea of making it so the tank can optionally spawn just like the SI does in Versus, complete with its own rules.

1. When its time for the tank to spawn, you are put into ghost mode like SI
2. When in ghost mode, you have a timer, just like the regular tank does when spawned in, say 30 seconds like the rage meter when spawned in
2A. If you don't spawn in from ghost mode like the rage counter when normally playing as the tank, it passes to another person just like the rage meter would
2B. Like so, if the 2nd person doesn't spawn in, the AI takes over and automatically spawns in like so away from the survivors, but not too far

Obviously, the tank would probably need a nerf in terms of range so it can't spawn directly on top of the survivors like the SI can sometimes do. Otherwise, I think its a great optional idea. Probably best suited as a separate piece of work.
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