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[L4D2]Enhancement_System GoreOnly (2.1 - 04/09/2016)


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Author
Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Plugin ID:
5145
Plugin Version:
2.1
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    GoreSystem 2.0, Enhancement Projects will be in different plugins instead
    Unapprover:
    Reason for Unapproving:
    Unsupported by author
    Old 04-17-2016 , 23:44   [L4D2]Enhancement_System GoreOnly (2.1 - 04/09/2016)
    Reply With Quote #1

    ATTENTION#I will be splitting plugin's instead of 1 big 1, for ease for me#

    EnhanceThrowable's[Here]

    GoreSystem:

    (More Blood and GORE for Everything thing that can die ,
    (infected only)BloodPool on Death, Headshot only Gore,
    Explosion Only Gore)

    Boomer Huge Blood Patch.

    Huge Amount of blood decal Splatter

    Particle Cooldown refresh is +1 every 0.1secs (Keep entitys down and prevent clients from crashing (Blood pool now has it's own capping system))
    Changeable with convar

    please post bugs

    https://www.youtube.com/watch?v=6wo0...ature=youtu.beDisplay of some of the updates

    Credits to Timocop for helping me see silly stuff "This < should be this way > "

    Config Name = EnhancementGore_V2.cfg
    i renamed all the convars use _ instead of caps Like EnhanceGore to enhance_gore caps where a pain also new config to V2

    PHP Code:
    // This file was auto-generated by SourceMod (v1.7.3-dev+5275)
    // ConVars for plugin "Enhancement_System.smx"


    // Save blood pool locations until its gone to create another pool at the same location Better for Client Perf[0 = disable]
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_blood_indexing "1"

    // Enhance Blood & Gore [0 = disable]
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_blood_particles "1"

    // BloodPool Cap Until refresh period [0 = disable bloodpools]
    // -
    // Default: "12"
    // Minimum: "0.000000"
    // Maximum: "100.000000"
    enhance_blood_pool "12"

    // Enable boomer blood pool (Its much bigger than standard) [0 = disable]
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "5.000000"
    enhance_blood_pool_boomer "1"

    // BloodPool Refresh Period [0.0 = disable refresh Period Unlimied blood pools]
    // -
    // Default: "1.0"
    // Minimum: "0.000000"
    // Maximum: "5.000000"
    enhance_blood_pool_refresh "1.0"

    // EnhanceBoomer Pop with decals, but the clientsided particle system does not show boomerexplode particles, this will add them back in server side
    // -
    // Default: "0"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_boomer_decals "0"

    // Enchance Decals to produce more blood splatter on the walls boomer pop decals wont work if this is disabled Autodisabled on(c3m2_swamp & c8m2_subway) Prevent lag
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_decals "1"

    // EnableMe = 1 for EnhanceMents (Blood/Gore)
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_gore "1"

    // Upper Limit to Particles at once
    // -
    // Default: "20"
    // Minimum: "1.000000"
    // Maximum: "100.000000"
    enhance_particle_cap "20"

    // TimeBefore Another Particle slot is Free (effective change happens on NextRound), e.g. cap is 20 to particles(Default) at once and particle slot refeshes every 0.1 secs(Default value) for +1 slot so if cap is at 0 it will be 2 seconds until 20 slots are 
    // -
    // Default: "0.07"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    enhance_refresh_timer "0.07"

    // If you have stutter due to latepreacaching particles enable this, altho they should already precache OnMapStart
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    precache_work_around "1" 
    Log:
    (Release Version 0.2 Alpha)
    https://www.youtube.com/watch?v=5v1udfnzIkI Bit Of gameplay with lots of zombies and blood

    ############################################# #################
    (Release Version 0.9)

    Fixed major flaws particles precache mistake fixed, added config for stuff you can toggle on or off, done some workaround for bugs added custom precaching it works too because my boomer issue.

    Added:Blood Decals.
    Added:BoomerBloodPool
    AddedarticleCap Maxlimit ConVar
    Addedrecache workaround(Besides boomer death still not working :c, Help anyone?)
    Tuned:The BloodSystem
    Added:Survivor splat decals
    Added:Survivor Gore
    Added:SpecialInfected Gore
    Added:BoomerDecal Explosion, ReadConVar why this is here.

    ############################################# ######################
    (Release Version 1.0)
    Added:SpitterGore
    Added:FakeClientCheck on Custom Precaching
    Tuned:fixed a mistake where blood patches were appearing with no death
    Added:Globle ConVar to toggle extra decal splatter on or off
    Cleaned up some stuff that i was not going to use
    Tested:EnhanceBoomerDecals ConVar under Heavyload no crash.
    Changed:EnhanceMe ---> EnhanceGore+

    ############################################# ######################
    (Release Version 1.1)
    Added:Convar For TimerRefesh Period (EnhanceRefreshTimer)
    Added:Custom Precache hurtPount To Prevent LateGame Stutter from being hurt Hp will be restored and checks to prevent Incapping
    Remove smlib include dependency all stocks used are in plugin.

    ############################################# ######################
    (Release Version 2.0)
    Added: BloodPool indexing system to prevent blood pool overlap Better for client perf
    Added: option to toggle boomer blood pool which is huge
    Added: added blood pool capping value
    Added: Added blood pool refresh cap period
    Added: more RNG to the particles should look more random and not 1 way splatter
    Fixes:
    Fixed Verybad lag on c3m2_swamp & c8m2_subway because of the decal tracing though the crashed plane model and subway was too expensive for clients (Valve's problem)

    Fixed Custom Precache system should now be no errors and now considers temp health for hurting for blood.

    Optmised Plugin abit to save some cpu, altho indexing will be better perf for clients but trades at server perf(very small not noticeable)
    ############################################# #####################
    (Release Version 2.1)
    Fixed a Sneaky Handle leak builting up overtime and eating perf slowly
    Optmised abit more
    Fixed a silly mistake with the disableing bool for decal splatter

    This Was Done for 1.6 Compiler
    Attached Files
    File Type: sp Get Plugin or Get Source (Enhancement_System.sp - 2825 views - 41.5 KB)
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    Last edited by Lux; 05-08-2020 at 17:00. Reason: Update
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    Lux
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    Old 04-20-2016 , 03:36   Re: [L4D2]Enhancement System 0.9
    Reply With Quote #2

    Old Version Here
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    Last edited by Lux; 06-26-2016 at 13:22. Reason: info
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    Sectus
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    Join Date: May 2016
    Old 05-21-2016 , 09:31   Re: [L4D2]Enhancement_System GoreOnly
    Reply With Quote #3

    I'm using and I love it xD
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    Sev
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    Join Date: May 2010
    Old 05-21-2016 , 15:30   Re: [L4D2]Enhancement_System GoreOnly
    Reply With Quote #4

    I'd be interested in something like this if it could be used to fix the gibbing for the L4D1 common in L4D2, without having to remove gore so the black squares go away.
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    Lux
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    Old 05-22-2016 , 01:12   Re: [L4D2]Enhancement_System GoreOnly
    Reply With Quote #5

    Quote:
    Originally Posted by Sev View Post
    I'd be interested in something like this if it could be used to fix the gibbing for the L4D1 common in L4D2, without having to remove gore so the black squares go away.
    Sadly there is nothing i can do with source mod about that, that is valve lazy was of a port and not testing very good the black square is the shadow the render to texture is bugged, also the gibs are client sided, i think i can add model's like arm's but never done it, ill add it to my update (if i can do it), but remember too many vertex (too many polygons) can cause client's to crash
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    Last edited by Lux; 05-22-2016 at 01:14.
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    Old 05-28-2016 , 14:21   Re: [L4D2]Enhancement_System GoreOnly
    Reply With Quote #6

    (Release Version 1.1)
    Added:Convar For TimerRefesh Period (EnhanceRefreshTimer)
    Added:Custom Precache hurtPount To Prevent LateGame Stutter from being hurt Hp will be restored and checks to prevent Incapping
    Remove smlib include dependency all stocks used are in plugin.

    Quote:
    Originally Posted by Sev View Post
    I'd be interested in something like this if it could be used to fix the gibbing for the L4D1 common in L4D2, without having to remove gore so the black squares go away.
    Sadly sev i tryed many things but nothing worked.

    only thing that worked is using a fast dl server and using the fixed common's in the population.txt file with hexed mdl files for repathing instead of replacing so making more commons than the default amount l4d2 gives you
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    Sev
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    Old 05-28-2016 , 17:09   Re: [L4D2]Enhancement_System GoreOnly
    Reply With Quote #7

    Quote:
    Originally Posted by Ludastar View Post
    (Release Version 1.1)
    Added:Convar For TimerRefesh Period (EnhanceRefreshTimer)
    Added:Custom Precache hurtPount To Prevent LateGame Stutter from being hurt Hp will be restored and checks to prevent Incapping
    Remove smlib include dependency all stocks used are in plugin.



    Sadly sev i tryed many things but nothing worked.

    only thing that worked is using a fast dl server and using the fixed common's in the population.txt file with hexed mdl files for repathing instead of replacing so making more commons than the default amount l4d2 gives you
    No biggy.
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    Krufftys Killers
    Senior Member
    Join Date: Jan 2014
    Old 05-28-2016 , 20:20   Re: [L4D2]Enhancement_System GoreOnly (1.1 - 28/05/2016)
    Reply With Quote #8

    L 05/28/2016 - 18:43:14: SourceMod error session started
    L 05/28/2016 - 18:43:14: Info (map "l4d_deadline01") (file "errors_20160528.log")
    L 05/28/2016 - 18:43:14: [SM] Native "GetClientHealth" reported: Client 3 is not in game
    L 05/28/2016 - 18:43:14: [SM] Displaying call stack trace for plugin "Enhancement_System.smx":
    L 05/28/2016 - 18:43:14: [SM] [0] Line 1216, /home/forums/content/files/2/5/7/8/4/1/155052.attach:recacheParticlePre()
    L 05/28/2016 - 19:01:13: Error log file session closed.
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    Lux
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    Old 05-28-2016 , 23:53   Re: [L4D2]Enhancement_System GoreOnly (1.1 - 28/05/2016)
    Reply With Quote #9

    Try this see if the error shows up, i have no clue how the hell that error can even happen
    it should not happen, i checked if the client is in game already and it's all within the same frame

    Edit:https://forums.alliedmods.net/showpo...4&postcount=19 USEME
    ^
    Attactments removed_|
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    Last edited by Lux; 06-24-2016 at 15:51.
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    Old 06-10-2016 , 09:51   Re: [L4D2]Enhancement_System GoreOnly (1.1 - 28/05/2016)
    Reply With Quote #10

    Quote:
    Originally Posted by Ludastar View Post
    Try this see if the error shows up, i have no clue how the hell that error can even happen
    it should not happen, i checked if the client is in game already and it's all within the same frame
    Krufftys Killers it would be nice if the issue was fixed or not because i still have not had the issue with the 1.1 version.
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