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Maybe ceiling pouncing is easier on 100tick? 100 tick causes a lot of weird game changes, many of which are undocumented.
Depends on the maps:
versus_tank_chance
versus_witch_chance
are both: 0.75
and
versus_tank_chance_intro
versus_witch_chance_intro
are both: 0.3
However, the default vanilla spawning is still very buggy, because even though the spawn rates are 75% (for non-intro maps), it was very rare to see both Tank and Witch on most maps. This is because by default, Vanilla runs into issues with (multiple) bosses in single map. So, even if a Tank (or witch) was supposed to spawn that map, it might not due to there not being enough space due to where they placed one of them.
The servers use a custom plugin that re-works how the director spawns things, to guarantee there will always be a tank/witch on maps that allow it. We also use a plugin to make sure that the bosses spawns in the exact same spots/directions for both teams. Although I try not to touch custom campaigns with my plugins, since there are so many variables with them.
I think I'm basically all set, thanks for helping me through it. Did have some matches earlier, still some stuff I need to iron out but I think I'm good to figure it out on my own.
So if block1 nets you no servers, then use block2.
You could opt to try using just the IP address instead of individually every port, which would be faster and shorter (by a lot), but then you risk getting dropped into our private admin servers, which while usually not different from the rest of the servers, we generally prefer to be able to use our admin servers whenever we want. So, I generally give admins the green light to kick people from the servers if they are using them without their permission.
Steamgroup means you have to manually select a server from all your steam group servers.
Best Available Dedicated will match you to a random third-party server, but will check if you are using `mm_dedicated_force_servers`, and will use servers listed there instead.
The servers are basically just the same way you use vanilla servers, in that you make a lobby, and then force the matchmaking to use the servers. Directly connecting to them could have unknown outcomes.
How I play on my servers:
I start up a lobby (Dark Carnival Expert), wait for people to join. Make sure my server is forced to my servers, or I set it to "Steam Group Servers". Then start the game from the lobby. We'll be moved into the server.
1) I think the servers are just named like that.
2) I dont know what the deal is, but I played on #15. It was on the parish (there's a couple empty ingame lobbies with no players just sitting on The Parish, actually), and once I beat it it just dumped me back on the main menu instead of going to lobby, is it supposed to do that? No one else joined while I was in there, btw.
How does map/mode selection work? Do the servers just manually cycle them on their own without player input? I joined an empty game, but the game was already started and I couldn't figure out how to return to lobby or anything.
How do I know which block the server I'm selecting is in? The names just say server #1 and so on, but I don't know if that's just how L4D2 presents them or the names you chose for them.
PS massive thanks for hosting these servers, you're doing a great service for everyone.
I'll look into it, but I don't think I can just put add-ons on the server and have them work the same. I'd probably have to look into a sourcemod plugin. As well, I generally try to keep everything as vanilla gameplay as possible with only really cosmetic changes. Having secondaries drop (even if QoL) starts to move away from that.
https://steamproxy.net/sharedfiles/filedetails/?id=2608563050
That plugin removes lobby reservations. The problem with that is that then we have a few issues that will arise from that.
The lobby reservation feature is used for a bunch of things. Removing it would remove the server from matchmaking I think, not allowing people to join from matching into the servers. As well, it would disable the ability for players to block others.
there should be a thread 4 that
A separate pinned thread for plugin suggestions would help from spamming up the comments
Maybe the commands can be confined to campaign and realism modes.
I'm hesitant to add spectate due to the amount of exploits that can be used with it, as well as possibly holding the servers hostage with it. I'm sure there is probably a way to prevent people from holding the servers hostage, but the exploits can not be fixed I feel, at least not with my level of knowledge of Source Pawn.
I don't think it'd be safe to turn off sv_consistency. I usually run into an issue issue with being kicked after being in a versus game and then trying to load into a campaign game. What I usually do is restart my game to fix the issue. Hopefully this fixes it. As well if you can provide me with whatever errors you are receiving that'd be good.
also thank you for hosting vanilla servers
most of them are modded until its nearly unplayable
I have not ran the script to update our custom campaigns. I am doing that right now since it's been a while. Cold Front was out of date. Once it's finished updating, it should be updated on any server that has restarted.
string taable differs
https://www.youtube.com/watch?v=w_SvuwlVzcY
https://forums.alliedmods.net/showthread.php?t=315405
Though I haven't been playing often, I have not observed any issues with it so far. In theory though, it could affect everything that uses mouse-1 and mouse-2 (IE. shoot/vomit/shove/punch/rock/etc). I will do some more testing before I throw it to all the other servers. Unfortunately I can not predict if it'll have any effect on custom campaigns, especially ones that do "slow motion" or "speed up".
Essentially, when you shoot, your bullets fire from the last tick of the server. Obviously if you aren't moving or are moving slowly it won't affect the game much. It's mostly scene during high motion, and the displacement becomes more obvious the faster you are moving:
https://www.youtube.com/watch?v=pr4EZ06mrpQ