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[L4D & L4D2] Dissolve Infected (1.17) [15-Nov-2022]


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Silvers
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Old 04-15-2018 , 10:54   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #11

Finally I'm pretty sure it's fixed. Cannot replicate the crash anymore. SDKhooks required to block common damage after death because dissolver entity applies it's own damage which is probably causing the crash.
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Dragokas
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Old 04-15-2018 , 12:52   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #12

Confirmed fixing the crash, when on v.1.2 attempt to changelevel to sacrifice campaign lead to crash.

Silvers, can you please clarify, what exactly benefits of using LMC together with your plugin?
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Silvers
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Old 04-15-2018 , 13:00   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #13

This plugin does not require LMC but supports as-is. LMC let's you change the model of all infected/survivors to any type you like. With a good config the server can feel very fresh and new, scary and exciting!
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Dragokas
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Old 04-15-2018 , 14:27   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #14

I know, I'm using my own CSM+LMC hybrid, but what relationship this plugin has to LMC?
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Lux
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Old 04-15-2018 , 14:29   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #15

Because of this line in lmc makes the model huge to hide the ragdoll when there is an overlay model of the entity
https://github.com/LuxLuma/-L4D2-Lef...hanger.sp#L686
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Last edited by Lux; 04-15-2018 at 14:42. Reason: Better
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Dragokas
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Old 04-15-2018 , 15:33   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #16

Lux, ok, understood.

Silvers, in such case I prefer to see somewhere in 1-st post explanation, like: "To enable LMC support, uncomment ... line".

Or it's better to add conditional "if" block, in case SourcePawn has no possibilities somehow to add #include dynamically after checking LMC plugin for presence.
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Silvers
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Old 04-15-2018 , 16:50   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #17

No changes are required, the plugin works with or without LMC, and if LMC is available it uses it. No purchase necessary. Batteries included.

Future update will have better common infected fading. Not sure what happened to delay fading and then the zombie disappears mid fade. A simple semi-fix (because it may cause 2 fades to clash), would be searching for FX and copying that line to the line below "LMC_GetEntityOverlayModel(target);"
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phoenix0001
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Old 04-17-2018 , 03:26   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #18

Why is my particle effect, without you, on the picture, high, my particle effect is very low.
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Visual77
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Old 04-17-2018 , 05:17   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #19

Quote:
Originally Posted by phoenix0001 View Post
Why is my particle effect, without you, on the picture, high, my particle effect is very low.
The original version used l4d_dissolve_time 0.8 and a different particle effect (I think heavy electrical): Maybe this plugin could add in a cvar to toggle between 0,1,2,3 as particle effect in the sdkcall instead of just the energy particle that is now being used. Just remember, the heavier effects, the more lag impact.

https://developer.valvesoftware.com/...tity_dissolver
Code:
Dissolve Type <choices>
    To do: add description 

    Literal Value 	Description
    0 	Energy
    1 	Heavy electrical
    2 	Light electrical
    3 	Core effect

Last edited by Visual77; 04-17-2018 at 05:23.
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Silvers
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Old 04-17-2018 , 05:23   Re: [L4D & L4D2] Dissolve Infected (1.3) [15-Apr-2018]
Reply With Quote #20

0,1,2,3 seems makes no difference in L4D/2. Please prove me wrong and I'll add it.
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