@@TwentyCat humm, that justifies your previous comment about the console not being forwarded to clients. i thought you were the host when I suggested for you to use -dev. a client console indeed doesn't help. do you know how to forward the server console to your screen like -dev does? perhaps via a plugin?
haven't heard of this kind of plugins or commands😂what content do you want to see in console? just have -condebug enabled and next time i played i will give it to you.
@@TwentyCat I've asked for smod help in a Discord group. I should also point out that I seek for a generic solution to this matter of verification. One day I would like to list and rank every run completed on these very difficult mutations. The ranking would involve comparing mutations for difficulty, realism hard 20 vs hard 20. Or hard 27 vs hard 28, etc. As such I would need to know exactly what I'm working with for each run. I've thought about implementing vscript warning systems for these preset mutations (hard 13, 16, 20...) but also for LinGe's generic SI controller. However, a warning still wouldn't directly mean an error (failed spawn), even when the warnings were heavily constrained/filtered. That's why I'm seeking for ideal solutions, especially generic ones as they would apply not only in your case, but also for anyone who attempts to try these mutations close to the maxplayers limit (hard 13 for vanilla servers and hard27 & 28 for smod servers). We both know and acknowledge that hard 28 can skip Tank spawns in the worst case scenarion, but we don't know how often that happens, i.e. every run or every 10 runs. I'm very curious to find that out as it's very difficult to test without being in bulk. Btw, is there a specific reason why you use dedicated instead of local server? Is it for performance? ;)
Local server is a combination of server and client, when either server or client crashes, both of them will be gone, and the servers' SV is equal with the client's FPS(can be seen at top-right corner net_graph 4 of my video), so local server is less stable, less performance than the dedicated ones. In my server console, I commit that sometimes it pops out "create fake client errors" when playing some third-party maps, even in C2M1. When errors appears, I have check out "status" in console and confirm the number of SIs is corresponded with the Vscipts. So, if your l4dtoolz functions well, those "failed to spawn" errors can be safely ignored. As for the difficulty comparsion of mutation4, I assume the difficulty is highly decided by the gamestyle of your team, for example, if your team keep killing infecteds at far distance but without too much hurt or incap, the director stage will often keep at BUILD_UP, causing SIs never stop spawning or attacking. As for the tank spawns, assume that we're playing Hard 28, 4 survivors players and 28 SIs are present. If the director wants to successfully spawn a tank, it has to wait until 5 secs after one SI die (the dead SI get kicked after 5s ghost time, which will release 1 slot). If the survivors trigger tank spawn set by the map itself , a "create fake client errors" will appear in the server console, instead of tank spawn. idk if you can understand the differences between "Director Spawn" and "Map Spawn", we have lots of researches about mutation4 in our Chinese community, but I'm sorry that if you're interested with them, these're not in English but in Chinese🤣 My PC and L4D2 Server Spec & Config: www.bilibili.com/read/cv14277674/ Introduction of Mutation4: www.bilibili.com/read/cv3075802/
Great video!
This map's final is a pain in Hard28 without glitch. x_x
yep, too many hordes, plus keep spawning SIs while tank has spawned.
Do u use the 4k mods in the workshop to improve the materials?
Also what is the plugin for the weapons on the ladder
nope, you should not use too many 4k addons, they will very easily cause your game to crash.
forums.alliedmods.net/showthread.php?p=2738865
Forgot to ask previously, but is this a dedicated or lobby server? ;)
my windows server at home
@@TwentyCat humm, that justifies your previous comment about the console not being forwarded to clients. i thought you were the host when I suggested for you to use -dev. a client console indeed doesn't help. do you know how to forward the server console to your screen like -dev does? perhaps via a plugin?
haven't heard of this kind of plugins or commands😂what content do you want to see in console? just have -condebug enabled and next time i played i will give it to you.
@@TwentyCat I've asked for smod help in a Discord group.
I should also point out that I seek for a generic solution to this matter of verification. One day I would like to list and rank every run completed on these very difficult mutations. The ranking would involve comparing mutations for difficulty, realism hard 20 vs hard 20. Or hard 27 vs hard 28, etc. As such I would need to know exactly what I'm working with for each run. I've thought about implementing vscript warning systems for these preset mutations (hard 13, 16, 20...) but also for LinGe's generic SI controller. However, a warning still wouldn't directly mean an error (failed spawn), even when the warnings were heavily constrained/filtered.
That's why I'm seeking for ideal solutions, especially generic ones as they would apply not only in your case, but also for anyone who attempts to try these mutations close to the maxplayers limit (hard 13 for vanilla servers and hard27 & 28 for smod servers).
We both know and acknowledge that hard 28 can skip Tank spawns in the worst case scenarion, but we don't know how often that happens, i.e. every run or every 10 runs. I'm very curious to find that out as it's very difficult to test without being in bulk.
Btw, is there a specific reason why you use dedicated instead of local server? Is it for performance? ;)
Local server is a combination of server and client, when either server or client crashes, both of them will be gone, and the servers' SV is equal with the client's FPS(can be seen at top-right corner net_graph 4 of my video), so local server is less stable, less performance than the dedicated ones.
In my server console, I commit that sometimes it pops out "create fake client errors" when playing some third-party maps, even in C2M1. When errors appears, I have check out "status" in console and confirm the number of SIs is corresponded with the Vscipts. So, if your l4dtoolz functions well, those "failed to spawn" errors can be safely ignored.
As for the difficulty comparsion of mutation4, I assume the difficulty is highly decided by the gamestyle of your team, for example, if your team keep killing infecteds at far distance but without too much hurt or incap, the director stage will often keep at BUILD_UP, causing SIs never stop spawning or attacking.
As for the tank spawns, assume that we're playing Hard 28, 4 survivors players and 28 SIs are present. If the director wants to successfully spawn a tank, it has to wait until 5 secs after one SI die (the dead SI get kicked after 5s ghost time, which will release 1 slot). If the survivors trigger tank spawn set by the map itself , a "create fake client errors" will appear in the server console, instead of tank spawn.
idk if you can understand the differences between "Director Spawn" and "Map Spawn", we have lots of researches about mutation4 in our Chinese community, but I'm sorry that if you're interested with them, these're not in English but in Chinese🤣
My PC and L4D2 Server Spec & Config: www.bilibili.com/read/cv14277674/
Introduction of Mutation4: www.bilibili.com/read/cv3075802/
How many hours do u have in l4d2?
piracy for about 3000h, 7972h in steam.
@@TwentyCat love how 'everyone' started playing l4d2 pirated, but since the game is so good they ended up buying anyways :)