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I am on the newest build.
BTW, you can run CDSpawnPresets in console to see a list of all configured presets. This works in solo or when run on a dedicated server (but not on a client connected to a dedicated server, due to fixable but annoying technical limitations).
Also, I asked about "i think PRO_v5 need RPW.mut": he clarified that he meant the volume of big zeds on waves 1 and 2 make things difficult for tier 1 weapons, and that he intended the preset to be played with additional mutators that provide powerful weapons from the start (such as RPW).
several CR* sqauds he intended to be present on waves 4 through 7
were not present in the version he sent me for publication. He updated
these waves and sent me a revised nam_pro_v5 spawncycle. I reviewed
the changes using character-level diff. The changes are
overwhelmingly just cracking monolithic CR squad elements into
multiple squad elements with the same net constituent count, but
some CR and some CR*. There are a handful of squad repositionings
too, like moving a husk a few squads down the cycle, but these seem
minor. For anyone really interested, here's a copy of the diff. It's harder
to read with color coding stripped, but the information is all technically there:
https://gist.github.com/notblackout/4870dd946f94f8dfd280a71e2793c624
Overall, despite my general policy of not modifying spawn cycles,
I don't mind breaking it in this case, especially since Nam found
the problem extremely quickly after initial release. I pushed a new release
with hash f344219. This supersedes release with hash 5a24f7.
These two hashes are identical except for Nam's nam_pro_v5 crawler
changes on waves 4-7.
I've edited this comment into the main post.
I do not recommend more than 6 players, spawn mod 0
https://www.youtube.com/watch?v=iM9d1MFj1d0&t=3s
Map: SubTheWub
Spawn Mod= 0.75
Max Zeds= 25
Fake Players= 4
Commando Play