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R4gn0r0k i'll have a look, but weapon fire is handled by individual weapon settings files, not the gamemodes file that i've changed
However finally I want to thank you for your time and dedication. I originally considered not using this mod if I didn't find a way to get it working in multiplayer with my friends, and I am very happy that I can use it now. I always admired scale in videogames and the big hordes of your mods visualize this perfectly.
If I ever find out more about the things we are still unclear about here I will try my best to remember to mention it here. Thank you for all the help!
However what I can say is that even with your mod tanks used to spawn (on Atrium for example) even with no jerry cans poured into the car until I edited the CommonLimit, MegaMobMax/MinSize and z_mob_spawn_finale_size. Ever since I changed the values I haven't seen tanks in the finale. Maybe me and my friends just performed worse and thats why the Director decided to not spawn tanks or something, but that is guesswork at best.
long answer: how the finales seem to be set up is a series of set events that spawn different kinds of waves. stuff like poring fuel into a generator moves from one event to the next. waves with tanks included are specified in the code, presumably to keep them spread out.
what doesn't help is there's is next to no documentation on how the finales were written, so there isn't a place i could get info or advice.
something I've thought about is that it is kinda connected to spawn caps, but rather than not being able to be spawned, the tank wave is getting skipped as people finish objectives faster than they kill a whole wave, but i'm not sure how i would fix that.
As of now I have tested reducing the final hordes in the .nut files to 50 and the CI spawncap at 200. When the 200 are reached it begins to lag a bit. However I am confident that it will improve if I set the CI spawncap to 150.
I have tested the edited version in local hosting with a friend. He used the same file as I did and everything worked as intended. So I can say your mod does work in multiplayer (local hosting) but needs some number tweaking so everything runs smoothly.
Thank you for your help and effort and I will tell you what values I changed to get the finished version.
each of the .nut scripts is for (most of) the official maps that come with the game, and each covers a different finale. this means that changing megamobmaxsize in just 1 will only change 1 maps finale. (a few of the official maps don't have a script, dunno why)
in gamemodes.txt z_mob_spawn_finale_size will cover the finale waves in all non-official maps, and the official maps without their own script. (unofficial maps possibly could have their own .nut script, but i've never found one yet.)
z_mega_mob_size covers, as far as i can tell, waves caused by car alarms and other noise things. it might also cover bilejar mob spawns, but i've never tested to get a definitive answer.
z_mob_spawn_max_size (and the min one) covers the basic waves that spawn based on time spent playing, and any other source.
However, sadly the lag remained and it didn't feel like much less zombies.
I reduced it further to 50 and it still lagged. It really started to change when I changed the finales .nut file, the only files that actually have the line "MegaMobMaxSize". I can also try to reduce the CI limit to 200 from 250, that might help as well.
I have two questions still:
Can any of these changes I made to x_mega_mob_size in gamemodes.txt and "MegaMobMaxSize" in the finales .nut file change the CI amount in non-final hordes?
And secondly, I assume everyone that wants to play with me needs to make the same changes I did in the files correct? Or is it just me who is hosting it?
I assume not since then I wouldn't need the vpk.exe (which I can't find btw), however I thought I'd just ask.
I don't know very much about source modding. Have you any idea where my vkp.exe could be? It is not in the L4D2/bin.
Also changing that in the console means that I need to do it every time again when I launch the game correct? If yes wouldn't it be a more permanent solution to change this all 5 times it is written in the .vpk file and making it read-only?
Also big respect for still answering so fast on an old mod. Doesn't happen too often. Thanks!