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Soda

GC Board Member
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Everything posted by Soda

  1. Pretty big update coming to the points plugin soon.

    Will post the changelog once it's live πŸ€“

  2. Working on tracking some basic stats for infected classes right now. Planning to track general stats of Damage, Incaps, Kills, Deaths per playable infected class, distinguishing between bot vs players same as the weapon stats. When I move on to more specific infected stats, like high pounces, seconds jockeyed, charger collisions, etc. I am thinking those will all be stored separately from these general infected stats. PS. Thinking about adding a 'Top 10' type thing for each stat you can view in game, in case you are curious who has the most Pistol Headshots on Boomers, or something like that lol Might just make each stat selectable in the menu, and if you select it then it will display the top ranks for it..
  3. Version 0.4 live now. Changed the database structure slightly and now the kills values represent total kills (for bots or players) and the headshot values represent the amount of the total kills were by headshots. There are likely to be bugs, so please report anything that looks weird in this thread, or by messaging me in discord! Reminder: use /ranks command to access the stats.
  4. Version 0.3 is live now. Changes: Stats and ranks viewable for all weapon/target options that can be selected currently. Please let me know if you find any bugs! Note that if you don't have any stats registered for a specific weapon/target selection, it will say something like 'no data available'. To Do for v0.4: Add 'all targets' option for each weapon to view total kills/headshots/ranks for each weapon.
  5. FYI - Server 1 is down until I figure out what was causing it to repeatedly reboot

  6. Version 0.2 is ready to go live. Changes: Added the rest of pistol target options. Dynamically handling each target selection. Added rank display for all the pistol stat screens. Don't ask how this is possible in one query, I don't want to talk about it lmao Improved performance of stat updates by reducing database calls. 'Insert record unless conflicts with existing key, then update instead.' Version 0.3 will be coming shortly with handling for the rest of the weapons (except melee, I'll do that later). Shouldn't take long, it's just a bunch of disgusting redundant code πŸ˜€
  7. Version 0.1 is live now. Type /ranks to open the menu. Only stat I set up so far to return is pistol --> common kills. That said, all weapons are tracking - they just aren't displayable until i add the logic for them all
  8. Update: Menu is built for first test release. What left to do? Queries returning stats and rankings for selected weapon.
  9. ok i fixed it πŸ€‘

  10. Heads up - latest L4D2 update blew up sourcemod. I am working to fix it asap

  11. Plugin version 2.7.6 Changelog: Renamed plugin file: l4d2_points_system2.1.15 --> GCFTW_Points_System Reworked handling of weapon bonuses (pistol, magnum, sniper) from within the infected death event to it's own function to increment and check values. Separated pistol and magnum variables, enabling different amount of kills required for bonus. Also I fixed these bonuses not awarding as expected (I broke it previously when I added the logic to prevent bonuses awarding from fire, explosions, etc. while having the weapon active, e.g. throwing molly then holding pistol out could award pistol bonus) Server Changelog (May 12, 2024): Moved all server workshop addons to 'disabled' folder, which should prevent the maps rotating to customs automatically, and also fix the black screen many people encountered when joining. The black screen is caused by attempting to download files from the server, but Valve is awesome and only one file can download at a time without a webhosted server to distribute, therefore you end up in black screen. If you encounter this in the future, it can be worked around by entering 'disconnect' in console, then rejoining, and repeat until all files are acquired. Fixed Server #1 not showing up in Steam Group servers.
  12. Update: Database is built. Code is complete for: Incrementing variables for weapon (like 20 tracking right now, everything that shoots bullets), enemy type (common/smoker/jockey/etc.), player type (human/bot), kill type (normal/headshot). Saving player Steam ID to database. Saving linked player names and join count with Steam ID, first connect date/time, last connect date/time. This is set to update on player joining. Saving the weapon stats, i.e. for each player, each weapon, each infected type, bot kill count, bot HS count, player kill count, player HS count. The stats are set to update on round end, meaning if you leave mid-round, the stats won't save. I could probably enhance this in the future to prevent stat loss in case of disconnect prior to round end. What's left before we can test? In-game menu to display your stats and rankings for these different values. command to open menu, select overall stats vs weapon stats, select weapon, run query - display stats and ranking against other players for each stat. Round stat reset upon player disconnect to ensure the same client ID doesn't retain someone else's stats.
  13. @EliteGandalf Good to see you! Yea that's what I was thinking, I'll just dish out 14 day bans when people get caught lacking with cheat addons 😁 And as long as there's always a place people can place on a level playing field, should be good!
  14. Both servers now running identical configurations besides the difference of addon permissions.

    Server #1 doesn't allow addons, Server #2 does allow.

    Will try this for a bit!

  15. Store updated - Monthly and Yearly memberships are back available for all tiers!

    Still PayPal only at the moment. If this prevents you from purchasing a membership, please let me know!

  16. Currently turboblasting my brain on the stats plugin.

    Alpha test coming soon which intends to track all survivor kill stats, e.g. boomer headshots with AK, smoker total kills with AWP, etc.

  17. @MPG1770 Yea regarding cheat addons - I'm looking into ways to blacklist clients from joining with specific addons. Regarding the family friendliness of addons, this shouldn't be an issue, as workshop addons are generally client-side, so your game is not affected by other players' addons.
  18. @looneypumpkin yea we can definitely go above 10v10. There's some 13v13 servers out there, which if I remember correctly were the ones where chargers have the same hp as tanks basically lol I'm sure the question of performance would come up regarding this, to which I can say the main performance hits result from common infected more than players. i.e. commons spawning, attacking, and dying, seems to drop server update output consistently from what I could see., though it's hard to be 100% sure. There's also ways I've tested a small amount that automatically create a new player when joining. e.g. when it's 4v4 and someone joins, it becomes 5v4, then (I assume) another player joins, it becomes 5v5.
  19. New Poll live now!
    Submit your vote πŸ’―

  20. In the past, GC had two L4D2 servers up at a given time for quite a while. Server 1 did not allow client-side workshop addons, and Server 2 did allow them. Given that many L4D2 players enjoy having the option to customize the game visuals and feel to their preference, it's worth exploring enabling that option for GC! Let us know what you think about these questions, and elaborate on your thoughts as much as you'd like, as it's very valuable to hear! 😁 This poll is set to remain open until May 12 @ 12pm (unknown time zone stillπŸ₯΄).
  21. I updated some styling on the site recently. Please message me if you see anything that looks weird!

    Also added some new icons and banners (very cool)

  22. My rename plugin is live on the L4D2 server now. If working as expected, it should catch many players joining with inappropriate terms in their name and rename them something goofy before they load in. Let me know if anyone sees something broken or unexpected related to it, please and thanks!

  23. New quality of life plugin added to L4D2 server: https://forums.alliedmods.net/showthread.php?t=319988

    Fixes stumble direction on repeated shoves.

  24. Oh and also - those kills and headshots on bots and players are also split into each Special Infected class, so yea πŸ˜ƒ Not sure how that'll work for shotguns... I'll probably figure something out lmao
  25. I decided I'll build it to track stats per weapon. That means kills per weapon, headshots per weapon, and also for bots and players separately. Not gonna lie, this is going to be a LOT of stats. Lowkey might be cool tho πŸ€‘
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