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GC L4D2 Update


Flitterkill

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- defib fixes

- upgrade pack fixes

- Survivor finale score bug

- Charger stop bug

- Witch incorrect player attack

(i didn't do any of this, just people pushing updates)

 

- disabled reserved slots until i can test and fix it or it gets updated

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Just wanted to say....

 

14o6hs3.jpg

 

That is, if any of you yoots get that reference.

 

I know it's from the movie Airplane old man, but don't really see how i could miss that reference when there's a picture from it in there?

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Thx!

 

-spent 3 hrs adding and removing plugins to find the crash. Narrowed it down to left4downtown. Problem is l4dt doesn't make any reference to the crashing events.

 

I have no idea where to go from here but others have a similar issue.

Wait, idea. Will check tomorrow. Progress, slow slow progress

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Just a couple things:

 

 

Seems after the 8 main slots are full !jointeam doesnt like to work, Ive bound a little comment to a key telling people to use !survivors or !infected to join.

 

Also, maybe better to switch the default campaign to No Mercy, which mostly works instead of Parish that crashes second map, in the meantime while things are getting worked on?

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for my own reference, and if anyone wants to spot the similarities =] theses are scripts executed during/causing a crash

via https://github.com/C...mpiled VScripts

 

c3m1 - swampfever

Msg("Initiating Barge Script\n");

DirectorOptions <-
{
ProhibitBosses = true
SpecialRespawnInterval = 999999
MobMaxPending = 0
CommonLimit = 30
SpitterLimit = 0
}

 

c10m4 - death toll

 

Msg("Initiating Onslaught\n");


DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = true

PreferredMobDirection = SPAWN_IN_FRONT_OF_SURVIVORS
MobSpawnMinTime = 1
MobSpawnMaxTime = 2
MobMaxPending = 30
MobMinSize = 17
MobMaxSize = 25
SustainPeakMinTime = 1
SustainPeakMaxTime = 3
IntensityRelaxThreshold = 0.90
RelaxMinInterval = 1
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 200
}

Director.ResetMobTimer()
Director.PlayMegaMobWarningSounds()

 

c1m1- dead center

may not be cause



Msg("Initiating Reserved Wanderers\n");

DirectorOptions <-
{
// Turn always wanderer on
AlwaysAllowWanderers = 1

// Set the number of infected that cannot be absorbed
NumReservedWanderers = 5

// This turns off tanks and witches.
ProhibitBosses = true

}

 

generic script fired at c5m2- sacrifice



Msg("Quieting director\n");

DirectorOptions <-
{
ProhibitBosses = true
SpecialRespawnInterval = 999999
CommonLimit = 0
}

 

c11m4 dead air


Msg("Initiating Reserved Wanderers\n");

DirectorOptions <-
{
// Turn always wanderer on
AlwaysAllowWanderers = 1

// Set the number of infected that cannot be absorbed
NumReservedWanderers = 15
}

 

c12m4 harvest



Msg("Initiating Reserved Wanderers\n");

DirectorOptions <-
{
// Turn always wanderer on
AlwaysAllowWanderers = 1

// Set the number of infected that cannot be absorbed
NumReservedWanderers = 10
}

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Is there a plug-in or anything we can use to monitor what's going on that would provide useful information for debugging? It seems random to me. For example, we were playing and when one of the car alarms went off it crashed. But next round on the same map the alarm was set off and it went on without issue. Then at the start of the next round crash.

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