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[L4D] is there a way to unblock certain map blocks?


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Aya Supay
Member
Join Date: Nov 2015
Old 05-02-2021 , 23:14   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #11

Quote:
Originally Posted by finishlast View Post
Omfg
how the hell did you do that!!!

Thats the spirit dude, thats the spirit!

I covered the old gen light that is floating in the air with this here in the stripper file.
There is a stuck spot near the trash, I just added another back of junk to fix that.
For some reason the ladders at the container (to distinguish burning tank is disabled in your map fix.) (made a fix for that)
Plus the ladder on the plateau part up to roof is broken. (cosmetic fix for that)

But it is still a ton of fun.

add:
{
"solid" "6"
"origin" "-1148.11 918.047 260.0"
"angles" "0 0 0"
"model" "models/props_industrial/pumpvertical01.mdl"
"classname" "prop_dynamic_override"
}
{
"classname" "prop_dynamic"
"solid" "0"
"origin" "-2352 1561 350"
"angles" "0 270 0"
"model" "models/props_street/sign_florist.mdl"
"disableshadows" "1"
}
{
"solid" "6"
"origin" "-815 1713 165"
"angles" "0 0 0"
"model" "models/props_junk/trashcluster01b_corner.mdl"
"classname" "prop_dynamic_override"
}
{
"solid" "6"
"origin" "937 -291 254"
"angles" "0 0 0"
"model" "models/props_exteriors/chimney5.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}
{
"solid" "6"
"origin" "937 -291 358"
"angles" "0 0 0"
"model" "models/props_exteriors/chimney5.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}
{
"solid" "6"
"origin" "937 -291 458"
"angles" "0 0 0"
"model" "models/props_exteriors/chimney5.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}
{
"solid" "6"
"origin" "937 -291 470"
"angles" "0 0 0"
"model" "models/props_urban/chimney001.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}



{
"solid" "6"
"origin" "1765 36 -96"
"angles" "0 0 0"
"model" "models/props/de_prodigy/concretebags2.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}
{
"solid" "6"
"origin" "1765 97 -96"
"angles" "0 0 0"
"model" "models/props/de_prodigy/concretebags3.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}

{
"solid" "6"
"origin" "1823 277 -96"
"angles" "0 170 0"
"model" "models/props_industrial/plywood_leaning.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}


{
"solid" "6"
"origin" "1919 33 -64"
"angles" "87 350 0"
"model" "models/props_street/traffic_plate_01.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}

{
"solid" "6"
"origin" "1955 273 -64"
"angles" "87 352 0"
"model" "models/props_street/traffic_plate_01.mdl"
"classname" "prop_dynamic_override"
"disableshadows" "1"
}
sorry try this

Attached Files
File Type: zip The Sacrifice.zip (1,023.9 KB, 90 views)
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 05-03-2021 , 15:23   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #12

Quote:
Originally Posted by Marttt View Post
The ones that we are able to remove through plugins / .lmp files / stripper is the entities that the server can read (usually a env_player_block)
No. You are able to partially remove static as well with .lmp, but you'll receive a weird behaviour like "floating" collision.
But, that requires you have original source code of the map.

The walkaround could be using like DevZones to build bi-directional teleport zones.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 05-03-2021 , 15:30   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #13

Quote:
Originally Posted by Marttt View Post
I don't know much about nav stuff, but AFAIK it is server sided (.nav file), so you can modify and your bots will learn, but for someone that knows nothing (like me xD) is kinda hard editing the nav.
I already tried doing that once but I have failed on making it work.
You guys can order a paid request from @Vit_amin for editing .nav and anything related to bots navigation. He is a professional.
But, ensure Valve will not overwrite those file.
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Last edited by Dragokas; 05-03-2021 at 15:43.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 05-04-2021 , 11:12   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #14

I mean, if you remove prop_static stuff with .lmp files probably you have to send the file to the client otherwise it will fail to load the map
with a message saying that the server version differs from client files. (not sure but I remember having this issue)

for L4D1 requesting for new navs may be a good thing,
but for L4D2 probably it will be eventually replaced by new TLS updates, as they did in the last one.
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Last edited by Marttt; 05-04-2021 at 11:12.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 05-04-2021 , 11:50   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #15

Quote:
Originally Posted by Marttt View Post
I mean, if you remove prop_static stuff with .lmp files probably you have to send the file to the client otherwise it will fail to load the map
with a message saying that the server version differs from client files. (not sure but I remember having this issue)
It depends. Anyway, not a case when I did so. Actually, it's also interesting for me, what are conditions for breaking compatibility.

Quote:
Originally Posted by Marttt View Post
for L4D1 requesting for new navs may be a good thing,
but for L4D2 probably it will be eventually replaced by new TLS updates, as they did in the last one.
If you override TLS update by separate VPK with those .nav, placing new priority layer of dependency in gameinfo.txt, they can't overwrite it with a further update.
You can also set readonly ACL protection for gameinfo.txt file itself.
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Last edited by Dragokas; 05-04-2021 at 11:52.
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plug344
Member
Join Date: Dec 2021
Old 03-13-2022 , 08:09   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #16

Quote:
Originally Posted by Dragokas View Post
No. You are able to partially remove static as well with .lmp, but you'll receive a weird behaviour like "floating" collision.
But, that requires you have original source code of the map.

The walkaround could be using like DevZones to build bi-directional teleport zones.
How to do..? And if I package the .lmp file into a .vpk file, can I not need to send the file to the client?

Last edited by plug344; 03-13-2022 at 08:17.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 03-13-2022 , 11:15   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #17

Quote:
Originally Posted by plug344 View Post
How to do..? And if I package the .lmp file into a .vpk file, can I not need to send the file to the client?
You don't need to.
Hammer -> File - Open map .vmf -> edit what you want -> File - Save as (in new folder) -> File - Run map.
VIDE - Tools - BSPInfo - open compiled .bsp - click on each node name - save .lmp (should be like ~ 30 files).
Copy all .lmp in server's /left4dead/maps
Reboot server.
Public source code for maps is only available in L4D1.
It's not possible to re-compile L4D2 maps after decompilation without distortion.
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Last edited by Dragokas; 03-13-2022 at 11:16.
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plug344
Member
Join Date: Dec 2021
Old 03-13-2022 , 23:21   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #18

Thank you very much, Dragokas!
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 05-15-2022 , 07:03   Re: [L4D] is there a way to unblock certain map blocks?
Reply With Quote #19

I rewrote the last level's trap location and BUG FIX

I've finished almost all the bug locations for the maps
https://github.com/ZBzibing
Attached Files
File Type: cfg l4d_river03_port.cfg (4.6 KB, 34 views)
File Type: 7z l4d_river03_port.7z (524.7 KB, 0 views)
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:

Last edited by ZBzibing; 02-14-2024 at 11:25.
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