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[L4D2] nb_update_frequency fix (Experimental)


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larrybrains
Senior Member
Join Date: May 2017
Old 12-09-2023 , 14:14   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #41

Quote:
Originally Posted by HarryPotter View Post
Launch Game -> single player (30 tickrate, no cheats, no nb_update_frequency set, all vanilla) -> alart horde -> observe how comon zombies move / collide / surround player, better record video

And then test your server 100 tick/nb_update_frequency 0.01.
Adjust z_resolve_zombie_collision_multiplie until zombies' behavior match almost the same as video
Nice! I just tested on my server 100 tick/nb_update_fequency 0.02 and setting z_resolve_zombie_collision_multiplier "0.25" made the zombie behavior closely match vanilla for me, thanks!
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Shimo
Junior Member
Join Date: Dec 2023
Old 01-18-2024 , 10:08   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #42

Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 01-18-2024 , 15:26   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #43

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Originally Posted by Shimo View Post
Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?
I didn't and I have no idea what is this and what it has to do with nb_update_frequency convar.
Describe issue better or show video if possible.
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Shimo
Junior Member
Join Date: Dec 2023
Old 02-07-2024 , 08:49   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #44

Like this.
https://drive.google.com/file/d/15sK...ew?usp=sharing

Last edited by Shimo; 02-07-2024 at 08:53.
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Shimo
Junior Member
Join Date: Dec 2023
Old 02-07-2024 , 09:02   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #45

As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 02-07-2024 , 22:05   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #46

Quote:
Originally Posted by Shimo View Post
As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times
This happens due to collision between 2 commons is being called more frequently rather than on lower nb_update_frequency.
The extension provides "z_resolve_zombie_collision_multiplier" convar to change multiplier of the collision force.
For reference see this post

I was suggested to automatically set this value based on server's nb_update_frequency and now I think it would have been better to do so back then.
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Last edited by BHaType; 02-08-2024 at 06:59.
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KoMiKoZa
Senior Member
Join Date: Dec 2017
Location: Thy old times.
Old 03-15-2024 , 13:32   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #47

What the heck, great work!
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 03-17-2024 , 08:36   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #48

Quote:
Originally Posted by ProjectSky View Post
witch still gets stuck
server tick: 96
nb_update_frequency: 0.0

https://imgur.com/HtwILWX
Quote:
Originally Posted by BHaType View Post
Extension doesn't fix every possible stuck situations.
Only those that were affected by ResolveCollision early return but thanks for report, I will try to fix it.
same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 04-01-2024 , 17:29   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #49

Quote:
Originally Posted by ProjectSky View Post
same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30
try lower z_resolve_zombie_collision_multiplier value?
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