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-   -   [L4D2] nb_update_frequency fix (Experimental) (https://forums.alliedmods.net/showthread.php?t=344019)

larrybrains 12-09-2023 14:14

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Quote:

Originally Posted by HarryPotter (Post 2814233)
Launch Game -> single player (30 tickrate, no cheats, no nb_update_frequency set, all vanilla) -> alart horde -> observe how comon zombies move / collide / surround player, better record video

And then test your server 100 tick/nb_update_frequency 0.01.
Adjust z_resolve_zombie_collision_multiplie until zombies' behavior match almost the same as video

Nice! I just tested on my server 100 tick/nb_update_fequency 0.02 and setting z_resolve_zombie_collision_multiplier "0.25" made the zombie behavior closely match vanilla for me, thanks!

Shimo 01-18-2024 10:08

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?

BHaType 01-18-2024 15:26

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Quote:

Originally Posted by Shimo (Post 2816227)
Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?

I didn't and I have no idea what is this and what it has to do with nb_update_frequency convar.
Describe issue better or show video if possible.

Shimo 02-07-2024 08:49

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Like this.
https://drive.google.com/file/d/15sK...ew?usp=sharing

Shimo 02-07-2024 09:02

Re: [L4D2] nb_update_frequency fix (Experimental)
 
As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times

BHaType 02-07-2024 22:05

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Quote:

Originally Posted by Shimo (Post 2817585)
As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times

This happens due to collision between 2 commons is being called more frequently rather than on lower nb_update_frequency.
The extension provides "z_resolve_zombie_collision_multiplier" convar to change multiplier of the collision force.
For reference see this post

I was suggested to automatically set this value based on server's nb_update_frequency and now I think it would have been better to do so back then.

KoMiKoZa 03-15-2024 13:32

Re: [L4D2] nb_update_frequency fix (Experimental)
 
What the heck, great work!

ProjectSky 03-17-2024 08:36

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Quote:

Originally Posted by ProjectSky (Post 2810561)
witch still gets stuck
server tick: 96
nb_update_frequency: 0.0

https://imgur.com/HtwILWX

Quote:

Originally Posted by BHaType (Post 2810598)
Extension doesn't fix every possible stuck situations.
Only those that were affected by ResolveCollision early return but thanks for report, I will try to fix it.

same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30

HarryPotter 04-01-2024 17:29

Re: [L4D2] nb_update_frequency fix (Experimental)
 
Quote:

Originally Posted by ProjectSky (Post 2819639)
same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30

try lower z_resolve_zombie_collision_multiplier value?


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