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[NMRiH] Quality of Life: game fixes (v2.0.3, 2019-11-21)


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Saref
Junior Member
Join Date: Jan 2018
Old 01-30-2018 , 23:43   Re: [NMRiH] Quality of Life: game fixes (v0.5.1 beta, 28/01/2018)
Reply With Quote #11

*Bug* Props which can raise, can kill people, if properly activated, this requires 2 people. Remove damage props

Last edited by Saref; 01-31-2018 at 14:12.
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Saref
Junior Member
Join Date: Jan 2018
Old 01-31-2018 , 14:16   Re: [NMRiH] Quality of Life: game fixes (v0.5.1 beta, 28/01/2018)
Reply With Quote #12

*Bug* Other players can not hear sound of nailing boards, but playeer who nails them - hears.
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Saref
Junior Member
Join Date: Jan 2018
Old 01-31-2018 , 14:17   Re: [NMRiH] Quality of Life: game fixes (v0.5.1 beta, 28/01/2018)
Reply With Quote #13

*Bug* Sounds of bleedout your teammate can heard at any distance.
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Saref
Junior Member
Join Date: Jan 2018
Old 01-31-2018 , 14:25   Re: [NMRiH] Quality of Life: game fixes (v0.5.1 beta, 28/01/2018)
Reply With Quote #14

*Bug* When you standing behind boards and pushing away zombies, they stop going to boards and standing still, beat air, but for some reason breaking boards
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Ryan.
Member
Join Date: Jan 2018
Old 02-03-2018 , 23:53   Re: [NMRiH] Quality of Life: game fixes (v0.5.1 beta, 28/01/2018)
Reply With Quote #15

Changes in 0.6.0 beta:
  • Medical item sounds are now audible to other players.
  • Added sounds to fire extinguisher spray.
  • Added barricade damage sounds.
  • Added visualization of barricade damage. (Boards darken according to health remaining.)
  • Added option to scale damage zombies deal to barricades that are not their primary target.
  • Added option to emit barricading sounds from other players.
  • Added ability to recollect placed boards with hammer's charged attack.
  • Added fix for exploit where two players could alter physics props to be solid and act like a weapon.
  • Added ConVar to prevent grabbing during cutscene (previously always on).
  • Changed qol_infection_bypass from boolean to damage threshold:
    • Damage greater or equal to this will prevent infected players from reanimating.
    • Previous hard-coded value of 100.0 is used as default.
    • Use 0.0 to always reanimate (vanilla behavior).
  • Fixed zombies continuing to bash barricades from any distance after shoved away.
  • Fixed barricade sound continuing to play after player dies.
  • Fixed bleedout sounds from other players being heard everywhere.
  • Fixed more T-pose activites on kids.
  • Fixed infection bypass happening too early. (Prevented pills from being used.)
  • Fixed QOL's object unsticking feature preventing safe zone repair bags from working.

Boards will now darken to visualize the amount of damage they're taking. This is how it looks:

https://i.imgur.com/t5StJrW.gifv

Servers can specify how dark boards should get before they break with qol_barricade_show_damage. A value of 1 means totally black. 0 means never darken (vanilla behavior). The default value is 0.75 for 75% black.

https://i.imgur.com/TSmHmAp.gifv

Now that barricade damage is apparent you'll notice zombies tend to annihilate lower boards of barricades even if they're targeting the highest board. A new ConVar, qol_barricade_zombie_multihit_ignore, sets the percent of damage barricades should ignore from zombie attacks when the board isn't the primary target. A value of 1 makes boards totally immune to AOE zombie damage. 0 means take full damage (vanilla behavior). QOL defaults to 0.75 which means damage is reduced by 75%.

https://i.imgur.com/pSbFR1C.gifv

The barricade hammer can now recollect boards with its charged attack. qol_barricade_retrieve_health defines the percent of health a board must have left in order to be recollected. 1 means boards can only be recollected at full health whereas 0 means allow pickup at any health. A negative number never allows recollection (vanilla behavior).

The code below is the new plugin config information. You can either delete your old config (cfg/sourcemod/plugin.qol.cfg) or copy this to the bottom of your current one to avoid resetting the entire file:
Spoiler


Quote:
Originally Posted by Saref View Post
*Bug* You can not use flashlight with hammer.
I tried adding maglite support to the barricade hammer with the initial release. Unfortunately the method I used for the cleaver doesn't work with the barricade hammer.

Last edited by Ryan.; 02-20-2018 at 00:45.
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Ryan.
Member
Join Date: Jan 2018
Old 02-13-2018 , 02:59   Re: [NMRiH] Quality of Life: game fixes (v0.6.1 beta, 13/02/2018)
Reply With Quote #16

Changes in 0.6.1 beta:
  • Added qol_medical_auto_switch_style to control auto-switching to medical items:
    • 0: Switch if medicine is heavier than current weapon.
    • 1: Switch if medicine is heavier than current weapon and is usable.
    • 2: Switch if medicine is usable (even if a heavier weapon exists).
    • 3: Never auto-switch to medical items.
  • Added qol_maglite_stay_on to prevent maglite turning off when an unequipped weapon is dropped.
  • Changed object-unsticking feature so it never frees objects by "pushing" them.
    • Players reported that objective items could sometimes be pushed through the world.

This update should fix the game-breaking bug where items (like objective props) could be pushed through the world.

If upgrading, you can copy and paste to bottom of your nmrih/cfg/sourcemod/plugin.qol.cfg

Last edited by Ryan.; 02-13-2018 at 03:00.
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yomox9
Member
Join Date: Jan 2014
Location: jp
Old 02-19-2018 , 22:19   Re: [NMRiH] Quality of Life: game fixes (v0.6.1 beta, 13/02/2018)
Reply With Quote #17

Very good plugin. Thank you~
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Ryan.
Member
Join Date: Jan 2018
Old 02-20-2018 , 00:16   Re: [NMRiH] Quality of Life: game fixes (v0.7.0 beta, 19/02/2018)
Reply With Quote #18

Changes in version 0.7.0 beta:
  • Added configurable weapon animation speed system:
    • Old animation ConVars have been removed.
    • Added qol_weapon_config which names config file under sourcemod/configs to use.
    • Config sets animation rates on a per-weapon, per-action basis.
    • Default config is explained below.
  • Added qol_ironsight_shove which allows players to shove during ironsight raise/lower animations.
  • Improved stuck object detection.
  • Changed qol_kid_prevent_tpose to hopefully cooperate with custom zombie dog plugin.

This update includes an experimental change to melee speeds. To disable it you can set qol_weapon_config to "". Alternatively you can edit the config or design your own: the system is customizable and hot-swappable! See the weapon_speeds section inside sourcemod/configs/qol.cfg for documentation.

Melee attack cool-down is now more closely linked to the weapon's visible readiness. I.e. idle time between swings has been reduced. This is more prominent for light weapons like the knife and cleaver. The machete, fireaxe, sledge and pickaxe are unchanged since they're already top-tier weapons. Additionally the revolver has become a bit more agile with quicker ironsight animation and shorter re-fire delay. The previous SV10 and fubar speed-ups have been moved to this new system.

Check out these gifs for a side-by-side comparison of some weapons:
Because some ConVars were removed, you may want to delete your old plugin.qol.cfg.

Quote:
Originally Posted by yomox9 View Post
Very good plugin. Thank you~
That's kind of you to say. I hope you find the zombie dogs work correctly in this update.

Last edited by Ryan.; 02-20-2018 at 00:44.
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Maxovich
New Member
Join Date: Nov 2017
Old 02-20-2018 , 15:10   Re: [NMRiH] Quality of Life: game fixes (v0.7.0 beta, 19/02/2018)
Reply With Quote #19

How to change "item_first_aid" animation speed?
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Ryan.
Member
Join Date: Jan 2018
Old 02-20-2018 , 19:23   Re: [NMRiH] Quality of Life: game fixes (v0.7.0 beta, 19/02/2018)
Reply With Quote #20

My apologies. I overlooked the medical items. Their speed is controllable with the "hip_fire" key but since they use two animations their playback speed gets reset when the actual healing sequence starts. I will have this fixed soon.
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