Confogl: L4D2 Competitive Conf...

Confogl: L4D2 Competitive Config Beta

Confogl: L4D2 Competitive Config Beta - Page: 4

Thread started by philol on Saturday, 1:45pm December 5th with 64 replies. Views: 27,726

Xincolin

580 posts

9:17pm Dec 8th 09

//v1.3b By Surgical
-Using Crow's newest version
-Cleaned up plugin list in .cfg

-More Smoker Tweaks(suggested by: KeRupTion)
-sm_cvar tongue_victim_acceleration 50
-sm_cvar tongue_victim_accuracy_penalty 0.3
-sm_cvar tongue_victim_max_speed 200
-sm_cvar tongue_fly_speed 1200

-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.

@ Mastax - Phil has been talking to a few modders and it will be should be possible to force tank spawns on levels where there is no tank. However i don't know what the specifics are - i'll ask phil when he comes back but ye should be possible.

11:09pm Dec 8th 09

i knew you'd take the fun out of the game by removing the grenade launcher and chainsaw.

Xincolin

580 posts

11:23pm Dec 8th 09


-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.

Quote from UnrealSteve on the 8th of December 2009


-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.
-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.
-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.
-Grenade Launcher // Chainsaw on by default. You can go into the confogl.cfg and turn them off if you want.

Zombiev2

2,524 posts

11:55pm Dec 8th 09


i knew you'd take the imbalances out of the game by removing the grenade launcher and chainsaw.

Quote from UnrealSteve on the 8th of December 2009

Meshu

1,176 posts

12:07am Dec 9th 09



i knew you'd SHARK TEAM! the SHARK TEAM! out of the SHARK TEAM! by SHARK TEAM!ing the SHARK TEAM! and SHARK TEAM!

Quote from Zombie on the 8th of December 2009

Quote from UnrealSteve on the 8th of December 2009

whoa whoa calm down.

Nigglus Z

1,222 posts

12:59am Dec 9th 09

What happened to our love?
It used to be so bright
Loving, laughing, caring
Then soon caught the night

You were my one and only love
Cared for you too much

Then something happened
And slept with that man
You deceived me
I never felt so desperate

But I try to forgive you now
And try not to think about before
I love you so much
It just hurts to ponder now

Everything I have
Is because of you
Everything I bought
Was because of you

I just love you so much
I'm scared to lose you

Zombie, please don't go.

Hauksbok

989 posts

3:42am Dec 9th 09


I knew I'd have another Q Q in the forums sooner or later

Quote from UnrealSteve on the 8th of December 2009

Edit: Fuckin' silly thing was posting it all back to front

chrisis

505 posts

12:08pm Dec 9th 09

Have you been able to increase slots to allow spectators?

m0ns00n

209 posts

1:44pm Dec 9th 09

The config sounds great - we will have to try it out with you guys in a scrim sometime. L4D2 versus scoring is much better than L4D1 and mods like this help make things much tighter.

People complaining about too many special infected? Wow. Can't you count that high? It has a similar rotating system to L4D1. With lots more to keep track of I reckon it demands more skill as it's less straight forward dumb duhhhh 3 special infected boomer die last duhhh.

The maps are fine. Sure, at points it's handing it to the infected - guess what? That's the point, if you can move passed that as survivor it means you'll score more on the distance scoring system.

philol

184 posts

2:31am Dec 14th 09

1.6a update bump

Now works with updated versions of ReadyUp.

With some minor tweaks and hopefully an update to the Frustianesque L4D2 plugin a L4D2 ladder could start very soon :o

philol

184 posts

2:32am Dec 14th 09


Have you been able to increase slots to allow spectators?

Quote from chrisis on the 9th of December 2009

Yes. Specs i.e. Casters are good to go

Meshu

1,176 posts

3:29am Dec 14th 09



Have you been able to increase slots to allow spectators?

Quote from philol on the 14th of December 2009

Yes. Specs i.e. Casters are good to go :P

Quote from chrisis on the 9th of December 2009
what about melee specs?

philol

184 posts

8:44pm Feb 25th 10

Confogl has gone through a lot of changes none of which I have been posting up here, but we have pushed out a fairly major new update which fixes some issues after the latest valve patch so thought I may as well update this thread. Change log since last update post on here is below as well as the link to the main Confogl page.

http://code.google.com/p/confogl/

//v2.1.0 BETA by Confogl Team
* Main Plugin Updated:
+ Modulizing of the script
+ Match mode now executes every needed for Confogl package
No need for sm_execcfg confogl.cfg or anything. Match mode takes care of everything.
+ New weapon system
Including some new cvars, others renamed.
+ Adjust finale spawn distance
+ Infected bot kicking
+ Version check of Confogl upon match start
- Removed melee damage reduction for tank
~ Reduced pill and adrenaline even more, 1/4 of normal spawning
~ Reduced throwables to 1/4 of normal spawning
~ Adjusted the time before match turns off to 10 seconds
~ Fixed the tank health round off in spectate HUD
~ Fixed the spectate HUD not working after the tank being culled once

* Added confogl_plugins.cfg. This is used by the main plugin to know which others plugins we need in match mode

//v2.0.1-ESL by D4rKr0W
* Main Plugin Updated:
* Fixed CSS weapons
* Fixed Jockey not being afected by water slowdown when riding a survivor
* Fixed tier 2 weapon spawning
* Added password feature, see wiki for more info
* Added confogl_personalize.cfg with hostname, search key, max players (fixed the 18 slots bug?) and password
* Updated Ready Up plugin to 0.17.3

//v2.0-ESL by D4rKr0W
* Main Plugin Updated:
* Autospawns disabled on finales
* Added cvars to load cfg files upon match start/end
* Cvar name changes
* Water slowdown decreased to 15%
* Adjusted confogl.cfg
* Updated Left 4 Downtown to 0.4.6

//v2.0BETA-5 by D4rKr0W
* Main Plugin Updated:
* Tank spawns on every map
* Fixed grenade launcher removal on Dark Carnival finale
* Cvar name changes
* sm_forcematch now switches the game to versus
* sb_all_bot_team set on match start and reset on match end
* Adjusted confogl.cfg and confogl_off.cfg for the new cvars

//v2.0BETA-4 by D4rKr0W
* Updated Zero's mod:
* Ghost warping now fixed and re-enabled.
* Tier 2 is removed from end saferoom
* Static weapons is no longer present,
* Hard Rain, Swamp Fever and The Parish no longer contains any tier 2 weapons at safe house, besides finale.
* Extra items in Parish finale still spawns, need opinions on removal or stay...
* Witch is now more aggressive (from confogl's SI buffs minus her anger rate).
* Jockey have now 15 sec recharge on his ability after incap.
* Adjusted Cvars on confogl.cfg
* No more T2 in safe except for finales (next update should limit those too)
* Removed the L4D2 Score/Team Manager
* Updated README, CREDITS

//v2.0BETA-3 by D4rKr0W
* Updated zero-comp-mod to .14
* Adjusted cvars on confogl.cfg
* Removed unused stuff on confogl_off.cfg

//v2.0BETA
* Started using Zero's plugin
* Removed sibuffs.cfg
* Adjusted confogl.cfg and confogl_off.cfg

Slyke

235 posts

8:59pm Feb 25th 10

Why remove laser sights?

Also wouldn't it be a good idea to place a defib in the safe room instead of a 4th medkit? Perhaps have this as an option.

Also a tank on Dead Center 1 can be brutal... pistols only? Suggest putting T1 weapons at the start, or at least before tank spawns.

Suggest jockey buff of slowdown on survivor when the jockey is shot off (Not meleed off). Slowdown affect is the same speed at red health and lasts for 5 seconds.

Nerrr

126 posts

10:55pm Feb 25th 10

RE the BOOMER thing - i.e. needing a boomer to set up an attack

yeess, really do seem to need a boomer - charger is a poor replacement unless the survs are getting horded... maybe when I have 500 hrs in L4D2 I'll think differntly but atm besides instant kills like 90% of damage comes when there's a boomer

to be honest with a charger if you only hit 1 person you seem to be better of just punching them for 30 hp or so...

what are other peoples opinions - ????

to me this would be my only criticism of vs - most of the time having no boomer means infected are really under powered - unless its the charger insta kill spots, then having no charger is really underpowerd...

solutiosn - force boomer/charger spawns? just hold your chargers? allow people to pick? maybe allow 1 force infected pick per map ? maybe [insert even stupider idea]

in conclusion,

something something darkside, something something complete