View Full Version : Confogl 2.0 Released - Competitive L4D2 Server Plugin
Hobo Joe
01-28-2010, 08:09 PM
Confogl 2.0
It was released about a week ago, and I think it deserves a little extra publicity here:
What does Confogl 2.0 offer you? Here is a full feature list:
Match mode can be enabled anytime with !match command
Match mode includes the following features:
Reduced Spawn Timers to 20 seconds
Tank on EVERY map
Tank is frozen and ghosted with fire immunity for 5 seconds
Tanks take 50% less damage from melee weapons
Tank punch-fix (allows the tank to punch survivors off an edge that otherwise would have incapacitated them on the spot)
Witch 75% spawn rate on maps 2-4
T2/3 weapon spawns limited during map and removed from saferooms (replaced with T1)
Medkits replaced with Pills
Defibs removed
Explosive / Fire ammo removed
Laser Sights removed
Chainsaw nerfs (Removed as default)
Grenade launcher removed (can also be nerf'ed instead)
Minor witch buffs (Fixes wandering witch)
Jockey releap after incap timer reduced to 15 seconds (from 30)
Reduced health items density by 2/3
Reduced throwables density by 2/3
100 pt survivor and 100 pt Tie Breaker bonuses
Pause Feature
Special infected 'Ghost-warp'
Ghost mode enabled on finales
Kills lobby reservation
Water slow down
HUD in spectator mode which shows health and control of a tank when in play
Hard-mode enabled by !buffsi command
The features on the !buffsi command are the following:
Smoker buffs / longer and faster tongue
Increased jockey damage
Witch becomes aggressive faster
Reduced spawn timers to 15 seconds
Where do I download Confogl?
Right here; http://code.google.com/p/confogl/downloads/list
Where can I see the list of cvars for Confogl?
At Confogl's wiki; http://code.google.com/p/confogl/wiki/Configuration
Where can I see the current bugs with Confogl?
Confogl's Issue tab; http://code.google.com/p/confogl/issues/list
Halp! I need help to install / Confogl won't load!
If you need help and want to talk Mr. Zero, you can catch him in Confogl's chat room. Otherwise you can post in this thread and anyone can help you.
Steam Chat Room: steam://friends/joinchat/103582791430773788
Steam Group: http://steamcommunity.com/gid/103582791430773788
Many thanks to philogl, D4rKr0W, and Mr. Zero for their work on this excellent config. Compliment, discuss, download, troubleshoot, enjoy. :)
Grim Tuesday
01-28-2010, 08:12 PM
Looks pretty good. I dont think I am good enough at the game yet though :P
DermoNONE
01-28-2010, 08:16 PM
Not a competitive player myself, but it's good to see people taking the initiative to mod the game rather than ♥♥♥♥♥ing at Valve to fix things.
mewsin
01-28-2010, 08:31 PM
How does the mod perform at the competitive level? Are teams making it to the end still or are there more survivor deaths?
wluo123
01-28-2010, 08:34 PM
No more HP packs....
Right? None at spawn or during the map.
Hobo Joe
01-28-2010, 08:57 PM
How does the mod perform at the competitive level? Are teams making it to the end still or are there more survivor deaths?
Very well, teams can still make it if they play well, but they have to really work for it, especially against a strong infected team.
No more HP packs....
Right? None at spawn or during the map.
Nope, none at all.
Tony Danza
01-28-2010, 09:06 PM
Don't think this will compete with CEVO. It'll end up as a niche like Frusty's was for L4D1.
edward5000
01-28-2010, 09:08 PM
How does this work? Do I need to find a special server? How do I find people that want to play this config?
Cloud8521
01-28-2010, 09:11 PM
How does this work? Do I need to find a special server? How do I find people that want to play this config?
if you own a server you load it into the game-files. then who ever plays will be using those rules. should even work if you make it a local server
Hobo Joe
01-28-2010, 09:42 PM
Don't think this will compete with CEVO. It'll end up as a niche like Frusty's was for L4D1.
Frustians was never a niche. It was the config used by all competitive players not long after its release, and used for all the later tourneys.
blueplastic
01-28-2010, 09:43 PM
Tank on EVERY map
OH MY :eek:
Thaddeus_Frump
01-28-2010, 09:49 PM
Nope, none at all.
Oh god that is beautiful.
heshsess
01-28-2010, 09:50 PM
Sweet!
Thx hobo joe!
NinjaPanda1982
01-28-2010, 09:53 PM
Looks like it turns it into a l4d1 cevo with a couple extra things. lol
Hobo Joe
01-28-2010, 09:56 PM
Sweet!
Thx hobo joe!
Heh, I didn't make it, just spreading the word. :p
wluo123
01-28-2010, 10:48 PM
Oh god that is beautiful.
I know, meds are like the bane of L4D 1 and 2
But Peeelz, now that's the stuff (ask Louis)
grabbinashawt
01-29-2010, 12:52 AM
+1 for this plugin... been using this on my server for a while... love it!
Chippermonkey
01-29-2010, 01:00 AM
Is it possible to allow only starting med kits? Generally if I say "let's use confogl" people will still play, but if I say "let's use CEVO" people won't, so I'd love to be able to use this while allowing medkits in the saferoom, and that's it.
Hobo Joe
01-29-2010, 01:04 AM
Set 'confogl_replace_startkit' to 0.
Chippermonkey
01-29-2010, 01:09 AM
Set 'confogl_replace_startkit' to 0.
Thanks. I'll definitely be using this, then.
grabbinashawt
01-29-2010, 01:19 AM
Thanks. I'll definitely be using this, then.
that's what i do too!
ScullZomBeN
01-29-2010, 02:02 AM
Also heard news of it adding password functionality. Pretty bad that Valve haven't even fixed that.
Great Config.
RugbyOddjob
01-29-2010, 05:50 AM
Has anyone got a SIMPLE set of instructions to install this to the server I got last week?
I've looked around various sites and get conflicting advice (welcome to the Internets eh?).
An example was that I was told to put Confogl into my L4D2 folder. OK, but which one? The more you drill down the more L4D2 folders there are (probably breeding - lol)
Ideally I'd like to have several configs (vanilla, CEVO and Confogl, plus maybe one more with only slight changes and the !pause functionality) which I can switch between, dependant on who's playing.
Plus if I leave my server open to public whilst I'm not playing, I'd like to leave it vanilla to avoid the "OMG! Modded servers sux!" etc.
Thanks in advance ;)
Bridger15
01-29-2010, 07:14 AM
there's a missing question at the end of the first post: Where can I find a list of servers running confogl so i can play it outside of a league :(
Predator97
01-29-2010, 07:23 AM
I still don't know about removing defibs entirely, but do agree that more than 1 defib is a bit overpowered.
Lasersights I really don't see the problem with and it seems to be so rare that the beneficial nature of it is negated.
Hunterkillr
01-29-2010, 07:37 AM
Why remove lasersights? The other things I could see, but lasersights don't really give the survivors that big of an advantage.
Also, a better nerf to the nade launcher would be increased friendly damage.
grabbinashawt
01-29-2010, 07:40 AM
Why remove lasersights? The other things I could see, but lasersights don't really give the survivors that big of an advantage.
Also, a better nerf to the nade launcher would be increased friendly damage.
the ff increase is part of the nade nerf... isn't it?
the esl version of the config is quite brutal and removes most things... personally, i put a lot of that stuff back in, sights, special ammo etc... i mostly use it for medkit fixes, si buffs and that kinda thing....
defibs are out though.... HATE. DEFIBS.
Cellsplinter
01-29-2010, 07:44 AM
someone knows a server with that ?
huhwat
01-29-2010, 08:18 AM
config looks good, did they fix the water slow down bug?
Wolfrip_Sixshot
01-29-2010, 08:32 AM
Why remove lasersights? The other things I could see, but lasersights don't really give the survivors that big of an advantage.
Also, a better nerf to the nade launcher would be increased friendly damage.
Lasersights are help for noobs who can't aim and run while trying to hit the si on you. Rather then the rest of us who kneel and take a perfect shot.
I have been on servers where every player could enble laser sight at the begining of a round by typing !laser on. It was no fun at all as the noobs who normally try running to the guy with a si on him firing and missing are suddebtly blessed with aiming skills.
Lasers give no advantage to players who know how to aim and a big advabtage to those who don't.
Jeremyz0r
01-29-2010, 08:41 AM
I don't understand the reason for bonus points to go from 25 -> 100. Is there any real difference?
Wolfrip_Sixshot
01-29-2010, 08:45 AM
I don't understand the reason for bonus points to go from 25 -> 100. Is there any real difference?
One team does 1000 damage as si while the other does 300. A 25 point bonus is insignificant when dealing with scores of 2000-4000
Jeremyz0r
01-29-2010, 08:46 AM
One team does 1000 damage as si while the other does 300. A 25 point bonus is insignificant when dealing with scores of 2000-4000
One team does 300 damage, the other does 301. /rebut
Wolfrip_Sixshot
01-29-2010, 08:51 AM
One team does 300 damage, the other does 301. /rebut
25 points is still insignificant in comparison to end game scores. If your team plays better you should be rewarded more regardless.
Jeremyz0r
01-29-2010, 08:53 AM
25 points is still insignificant in comparison to end game scores. If your team plays better you should be rewarded more regardless.
That's only your opinion, inflating the points doesn't make it more meaningful.
edit: Alright, I ran a few equations. The larger bonuses would put them into the lead more compared to 25.
Wolfrip_Sixshot
01-29-2010, 08:59 AM
That's only your opinion, inflating the points doesn't make it more meaningful.
It does in comparison to the chapter progress points. You currently get far more points for progressing then for doing a better job as si or in ties.
A example is when 1 team wipes the survivors just before the safe house while the other team makes it inside. 100 point difference for killing all 4? Thats very little points for doing a much better job.
mystrdat
01-29-2010, 09:03 AM
This config in it's ESL build is now used and tested on the latest No Rest for the Wicked Cup, we're getting a lot of good feedback. You can track the progress here, check some match scores etc...
http://www.esl.eu/eu/l4d2/versus/wickedcup10/
iskander
01-29-2010, 09:22 AM
We need a list of the public servers running this mod.
Mr. Zero
01-29-2010, 09:40 AM
Also heard news of it adding password functionality. Pretty bad that Valve haven't even fixed that.
Great Config.
Yeah 2.0.1.esl features a "small" password system. It's rather limited and stupid, but it will have to do until Valve fixes sv_password.
http://code.google.com/p/confogl/wiki/FeaturePassword
ChillyWI
01-29-2010, 10:13 AM
Don't think this will compete with CEVO. It'll end up as a niche like Frusty's was for L4D1.
Actually, most competitive players prefer this due to CEVO keeping kits. Not to mention ESL uses this.
I've been running this on my server for all my friends only games, and it's been great. We have a mix of really good players and really poor players and it works with whoever is taking part in the game.
There are two things to consider before putting this on your server:
1. You might want to leave it off by default but allow teams to type !match. This would be for public servers, since not all public games want to use competitive configs.
2. This tends to make games faster, which IMHO is a very good thing. I'd estimate that our games are approximately twice as fast due to early tanks (with good tank play) on some stages.
Some reasons this config is excellent:
1. Hard Rain 4 is probably my favorite map in the game with water slowdown and a tank. It completely changes the dynamic of the map, forcing the survivors to find a dry spot (one of the rooftops or the dirt mound area). Getting pulled off by a smoker, charger, or jockey during the tank fight can be devastating. It's a really dynamic situation and FAR better than teams being able to rush through the map in the water.
2. No autospawn in finales is excellent. It fixes a few of the problem areas, like the safe side of the SF house. It doesn't really fix the DaC finale, but Valve is addressing that so we should be good that way.
3. Swamp Fever plays very different with water slowdown. You get far more choke points since teams are forced to stay on the walkways so they're not slow. It allows better infected attacks which in turn makes it more fun.
4. Parish 1 with a tank is awesome. It makes it feel like a real map and I've actually seen a couple of wipes on it now. Teams still finish it most of the time, but it's SO much more fun now.
Overall I highly recommend it on servers for any type of player. I personally have it set to not adjust the T2 weapons since they're not an issue with our players (not that many excellent players), but I'd recommend that each admin try keeping it as close to the default as possible or else note in their MOTD what they're changing. :)
Hobo Joe
01-29-2010, 11:26 AM
Has anyone got a SIMPLE set of instructions to install this to the server I got last week?
I've looked around various sites and get conflicting advice (welcome to the Internets eh?).
An example was that I was told to put Confogl into my L4D2 folder. OK, but which one? The more you drill down the more L4D2 folders there are (probably breeding - lol)
Ideally I'd like to have several configs (vanilla, CEVO and Confogl, plus maybe one more with only slight changes and the !pause functionality) which I can switch between, dependant on who's playing.
Plus if I leave my server open to public whilst I'm not playing, I'd like to leave it vanilla to avoid the "OMG! Modded servers sux!" etc.
Thanks in advance ;)
Extract the config into your server's left 4 dead 2 folder, and that's it. All you have to do is make sure that the files in the .zip get into their corresponding folders on the server. In total there's only about 10 files so it's pretty straightfoward. If you want multiple configs, you just exec the appropriate configs, i.e. going from cevo you would exec cevo_off.cfg, then confogl.cfg.
there's a missing question at the end of the first post: Where can I find a list of servers running confogl so i can play it outside of a league :(
Very few, if any public servers run this. They're mostly privately owned. If you wanted info/access you'd have to get it from the server owner directly.
I still don't know about removing defibs entirely, but do agree that more than 1 defib is a bit overpowered.
Lasersights I really don't see the problem with and it seems to be so rare that the beneficial nature of it is negated.
Lasersights make the survivors untouchable, as if they aren't already untouchable from T2.
config looks good, did they fix the water slow down bug?
If you mean bunnyhopping, yes. If you mean something else, then I haven't seen that yet.
I don't understand the reason for bonus points to go from 25 -> 100. Is there any real difference?
Yes, a huge difference. If survivors make it to the saferoom consistently(they shouldn't), it will keep the game about damage, rather than the entire match revolving around a single death charge, as it is with vanilla scoring.
That's only your opinion, inflating the points doesn't make it more meaningful.
edit: Alright, I ran a few equations. The larger bonuses would put them into the lead more compared to 25.
Same as above - it makes a very significant difference.
We need a list of the public servers running this mod.
Same as before, very few if any public servers running this. Even TV teams rage from it half the time, I can't see pubs sticking around without their precious kits and defibs.
TheHolyChicken
01-29-2010, 11:58 AM
Some reasons this config is excellent:
1. Hard Rain 4 is probably my favorite map in the game with water slowdown and a tank. It completely changes the dynamic of the map, forcing the survivors to find a dry spot (one of the rooftops or the dirt mound area). Getting pulled off by a smoker, charger, or jockey during the tank fight can be devastating. It's a really dynamic situation and FAR better than teams being able to rush through the map in the water.That sounds excellent.
ChillyWI
01-29-2010, 12:12 PM
That sounds excellent.
It's so much fun. I described it to my team last night as defending an island, which is kind of what it feels like. There aren't many safe places, but a smart team can still do well if they're patient. It's a lot of fun when you get a heavy rainstorm during a tank, since the survivors can't see the rocks coming until they hit. :)
dacomb
01-29-2010, 12:33 PM
I find it interesting that this mod is so pleasantly received with pretty much zero OMG THIS SUXORS and yet when the CEVO mod was introduced people raised h3ll.
I think confogl is fine although I use the CEVO version since it has some features I like that this one doesn't but at the end of the day they have many similarities and a few differences... It's just the default settings that make them seem so dramatically different.
Both are good. Both suit different folks... why all the love here and hate there?
apapersack
01-29-2010, 12:58 PM
i really like confogl. however, is there anyway to get this to run w/o sm_forcematch?
ChillyWI
01-29-2010, 01:01 PM
I find it interesting that this mod is so pleasantly received with pretty much zero OMG THIS SUXORS and yet when the CEVO mod was introduced people raised h3ll.
I think confogl is fine although I use the CEVO version since it has some features I like that this one doesn't but at the end of the day they have many similarities and a few differences... It's just the default settings that make them seem so dramatically different.
Both are good. Both suit different folks... why all the love here and hate there?
CEVO doesn't have any features that this doesn't have. It's actually the other way around, since this one has the capability of adjusting the SI if both teams agree to it. Both configs have the tanks even on stages without tank spawns, water slowdown (although I think CEVO still has it off by default), ready up, etc. If Confogl doesn't have the common respawner, I know Mr Zero is working to implement it.
The biggest overall differences are:
1. Pills in Confogl vs kits in CEVO.
2. 100 bonus/tiebreaker in Confogl vs 25 in CEVO.
CEVO will be addressing scoring after Alienware, which is a good thing, but until then the 100 point adjustment partially fixes the scoring problem in L4D2. The biggest issue to many of us are the kits, though. Even with the partial fix, L4D2's scoring still works best when it's rare for teams to finish stages. Hence, pills only tends to fix the scoring problem in the easiest possible way.
I also think the !match functionality in Confogl is welcome, since it allows servers to run stock unless both teams want the competitive settings. That's great for pub servers. Personally I'd love to see it implement a vote at start instead, since right now it just requires one person from each team in order to enable it. Using a full vote would make it very friendly for pub servers.
Overall I think the CEVO config only works for teams that want to play with a competitive config, but don't want to actually play at a high competitive level. The people I play with aren't all good, but Confogl forces them to play smart. Having kits available allows players to be lazy since they can easily recover from a major mistake on their team.
i really like confogl. however, is there anyway to get this to run w/o sm_forcematch?
What's your goal? To have it run all the time, or to just not require an admin to start it up?
Hobo Joe
01-29-2010, 01:02 PM
I find it interesting that this mod is so pleasantly received with pretty much zero OMG THIS SUXORS and yet when the CEVO mod was introduced people raised h3ll.
I think confogl is fine although I use the CEVO version since it has some features I like that this one doesn't but at the end of the day they have many similarities and a few differences... It's just the default settings that make them seem so dramatically different.
Both are good. Both suit different folks... why all the love here and hate there?
Because confogl does everything CEVO does but doesn't skimp over very important changes. And if you don't like some things confogl does, well, just disable them. Simple as that. Every single thing the config does is toggleable.
Big things that CEVO doesn't change are scoring, kits, T2, and water slowdown. All huge changes that affect gameplay dramatically.
E: Jinx, Chilly. :p
kakature
01-29-2010, 02:01 PM
Still playing with 1.6. We want to play with an edited version of confogl and as far as I can tell you can't edit 2.0.
For example, we don't like the 100 survivor bonus. In 1.6 we edited the config so it's the standard 25 points. We think 100 points for the tiebreaker is cool so we didnt edit that.
But in 2.0 you only have a 'yes' or 'no' option, you can't edit the points. So if you want a 1 miljen points tiebreaker bonus for example, you can't edit that.
Is there any way we can edit those commands?
Selben Coirlo
01-29-2010, 02:04 PM
In 1.6 we edited the config so it's the standard 25 points. We think 100 points for the tiebreaker is cool so we didnt edit that.
...Sigh. And no one on your server has figured out how to exploit that yet? :rolleyes:
Mr. Zero
01-29-2010, 02:07 PM
vs_survival_bonus
vs_tiebreak_bonus
Hobo Joe
01-29-2010, 02:07 PM
Still playing with 1.6. We want to play with an edited version of confogl and as far as I can tell you can't edit 2.0.
For example, we don't like the 100 survivor bonus. In 1.6 we edited the config so it's the standard 25 points. We think 100 points for the tiebreaker is cool so we didnt edit that.
But in 2.0 you only have a 'yes' or 'no' option, you can't edit the points. So if you want a 1 miljen points tiebreaker bonus for example, you can't edit that.
Is there any way we can edit those commands?
Set 'confogl_tweakscoresystem' to 0, and use "vs_survival_bonus" and "vs_tiebreak_bonus" to alter the scoring system. Default is 25, confogl uses 100.
e;f,b
apapersack
01-29-2010, 02:09 PM
What's your goal? To have it run all the time, or to just not require an admin to start it up?
to have it run all the time :)
ChillyWI
01-29-2010, 02:17 PM
to have it run all the time :)
1. Copy the contents of the confogl config into your server.cfg.
2. confogl_match_alwayson "1"
3. confogl_match_restart "0"
4. sm_forcematch (must be uncommented in the config, which is default)
If you don't set the restart command to 0, the server will loop restarting the map and you'll be unable to connect.
E: Jinx, Chilly. :p
In 1 minute before you. You're not tricking me into thinking you can time travel. :)
kakature
01-29-2010, 02:22 PM
...Sigh. And no one on your server has figured out how to exploit that yet? :rolleyes:
Whatever, we like to play that way.
Set 'confogl_tweakscoresystem' to 0, and use "vs_survival_bonus" and "vs_tiebreak_bonus" to alter the scoring system. Default is 25, confogl uses 100.
e;f,b
Ok, I'll try that. Ty sir.
apapersack
01-29-2010, 02:24 PM
1. Copy the contents of the confogl config into your server.cfg.
2. confogl_match_alwayson "1"
3. confogl_match_restart "0"
4. sm_forcematch (must be uncommented in the config, which is default)
If you don't set the restart command to 0, the server will loop restarting the map and you'll be unable to connect.
of coarse...i never set restart to 0 :o . ill test this shortly, thanks + rep
Selben Coirlo
01-29-2010, 02:30 PM
Whatever, we like to play that way.
You just want an excuse to leave Rochelle to get beaten to death by zombies, don't you? ;)
LFC YNWA
01-29-2010, 02:48 PM
I am an Xboxer (bad word around here, I know), but would love to see a match using the new confogl config. Any chance someone could upload a match using 2.0 for everyone to watch and admire?
azzonie
01-29-2010, 02:48 PM
Very nice cofig. Only one thing bothers me ...... "Competitive L4D2 Server Plugin". This game shines when it comes to coop, but it seems like people want to make it something it will never be very good at, a competitive game on a professional level. The problem is that when it comes to compitition so many games away better. When it comes to coop, this one is top notch. Why try and force it to be something it will never be as good at as other titles are?
LFC YNWA
01-29-2010, 02:51 PM
Very nice cofig. Only one thing bothers me ...... "Competitive L4D2 Server Plugin". This game shines when it comes to coop, but it seems like people want to make it something it will never be very good at, a competitive game on a professional level. The problem is that when it comes to compitition so many games away better. When it comes to coop, this one is top notch. Why try and force it to be something it will never be as good at as other titles are?
Because we both enjoy the game and enjoy competition??? Seems pretty easy to understand
ChillyWI
01-29-2010, 02:53 PM
Very nice cofig. Only one thing bothers me ...... "Competitive L4D2 Server Plugin". This game shines when it comes to coop, but it seems like people want to make it something it will never be very good at, a competitive game on a professional level. The problem is that when it comes to compitition so many games away better. When it comes to coop, this one is top notch. Why try and force it to be something it will never be as good at as other titles are?
As discussed in plenty of other places, any game that allows you to play against other people will be played competitively. Versus and scavenge mode were actually designed for competitive play, since otherwise you'd be playing coop or survival.
Note that when I say "competitive play" I'm referring to any form of competition, even pub games. Organized competition is a subset of that, although you'll find organized competition in almost every game as well. Hell, I've seen Dr Mario leagues.
azzonie
01-29-2010, 03:00 PM
I see. I does help the game from a competitive point. I was more curious if people are trying to make this into another professional competitive game, like CCS. It would be a waste of time trying to get it to that point but if your just trying to increase fun factor then I think it is right on.
Hobo Joe
01-29-2010, 03:11 PM
I see. I does help the game from a competitive point. I was more curious if people are trying to make this into another professional competitive game, like CCS. It would be a waste of time trying to get it to that point but if your just trying to increase fun factor then I think it is right on.
Nah, nobody is trying to turn it into CSS. Speaking for myself, I have very little interest in playing any other game competitively, I don't enjoy anything else to want to play it that much. But I love this game and like to play it against competent opponents, and would like for that to be as balanced and fun as possible. Vanilla is not fun. Things that give the survivors a crutch are not fun.
The problem is that tourney hosts are very slow adopters. CEVO was terrible and I'm not looking forward to Alienware, only playing it at the behest of my team. Kits = bleh...
KeRupTion
01-29-2010, 03:13 PM
OH MY :eek:
That's a good setting, although I'm not a huge fan of the Dead Center 1 tank. It's really ridiculous fighting a tank on the upper levels of the hotel.
I don't understand the reason for bonus points to go from 25 -> 100. Is there any real difference?
It puts a lot of weight on surviving the map as well as making it to the end. A team with 4 people who die outside the saferoom will be 400 points behind instead of 100. The 100 tie breaker is also used to give more of a spread.
Basically, because it is much harder to make it to the end, teams are rewarded more if they do make it to the end.
I find it interesting that this mod is so pleasantly received with pretty much zero OMG THIS SUXORS and yet when the CEVO mod was introduced people raised h3ll.
I think confogl is fine although I use the CEVO version since it has some features I like that this one doesn't but at the end of the day they have many similarities and a few differences... It's just the default settings that make them seem so dramatically different.
Both are good. Both suit different folks... why all the love here and hate there?
I believe CEVO still doesn't have the water slowdown, which adds a huge new variable to Swamp Fever and Hard Rain and improves the gameplay dramatically.
I am an Xboxer (bad word around here, I know), but would love to see a match using the new confogl config. Any chance someone could upload a match using 2.0 for everyone to watch and admire?
I would but the filesize and encoding times would be ridiculous. Not to mention the time it would take to get on to youtube. I wonder how people deal with uploading the 9 minute HD files to youtube.
CreepyD
01-29-2010, 03:28 PM
Is there any way of seeing servers running this mod in the server browser?
It sounds like it addresses pretty much all the issues that make the game not as good as it should be.
ChillyWI
01-29-2010, 03:29 PM
I'll try recording a demo of HR4 at least, just to give an idea of how that plays out.
Hobo Joe
01-29-2010, 03:34 PM
If I have any good games tonight I'll upload demo's.
@CreepyD: Sorry, but no. Not unless they have it in the hostname.
LFC YNWA
01-30-2010, 09:55 AM
It's sort of weird because I feel like we took a step backwards from L4D1 in a competitive standpoint. Obviously, with the first game, we were still trying to troubleshoot and figure out what needed to be done to make the game competitive. There was an evolution from vanilla to CEVO (limited kits, more tanks) to eventually Frustian's, which became THE competitive standard.
Now with L4D2, I feel like we are doing this same evolution all over again, even though we now know people are capable of making it into the safe room without any kits. It seems like we could have saved a lot of time and effort just by skipping straight to a version of Frustian's mod (confogl) and working from there, rather than taking these steps backwards and allowing kits again.
Try going back and watching the archives of Pwnage TV casts of L4D1, and watch a game that was played under the CEVO config - they are almost like a joke, and not nearly as interesting to watch as the matches using Frust's. It's anti-climactic to see a good attack go in, only to see people pull out their health pack.
I'm not an expert, and don't for one second claim to know what is best for the competitive scene. Hell, I'm not even part of the competitive scene. I am just offering my opinion and observations. The sooner Confogl 2.0 becomes the standard, the better: I feel like we should have learned that from L4D1.
mystrdat
01-30-2010, 10:17 AM
I'm not an expert, and don't for one second claim to know what is best for the competitive scene. Hell, I'm not even part of the competitive scene. I am just offering my opinion and observations. The sooner Confogl 2.0 becomes the standard, the better: I feel like we should have learned that from L4D1.
Confogl 2.0 is now a standard in EU, the situation is probably more complicated in US thanks to CEVO.
But a config "competition" is good, makes both grow.
Now that Confogl is developed 90% in EU and is supported by the big ESL, it will only receive further support on our side of the pond. It plays well, certainly better than anything else currently, and we have a degree of control supported by a pro-mode team of Confogl coders.
CEVO on the other hand will remain a US side thing only as it was enforced that way. I don't judge it, but it simply looks to me like Macintosh vs Open-source. Unless it provides something really majestic, it cannot become a community standard overall.
CEVO has a good goal set, but I doubt it can get there in time. While they are thinking about features, we are doing the same, just in another way that looks more productive to me as it doesn't try to use 2 tournaments to push a respectable config for a game that has no potential in lasting as long as other competitive titles.
No doubt CEVO was a competitive standard for a long while in L4D1. Frustian came later and owned it overnight with really basic tweaks that were necessary, yet overlooked by CEVO for so long.
CEVO policy is "more teams, bigger league", the config is their way of marketing around all players of all skill level. ESL.EU is not running a business around this particular game, so our degree of tweaking isn't limited in that way.
Confogl is awesome :D Tons of fun and needs better team play and players. it's on all our servers, and if I/we are in a public lobby we let people know in lobby before we start it, so they can choose to stay or not.
InsanitySpark34
01-30-2010, 10:35 AM
You basically turned a (more or less) balanced gamemode into a ♥♥♥♥-fest for the infected team.
Kaizoku
01-30-2010, 10:45 AM
You basically turned a (more or less) balanced gamemode into a ♥♥♥♥-fest for the infected team.
If you have no competitive perspective, don't comment on competitive settings. Vanilla is not balanced in any way for people who aren't blowful at this game.
mystrdat
01-30-2010, 10:48 AM
You basically turned a (more or less) balanced gamemode into a ♥♥♥♥-fest for the infected team.
Balanced for who? Blind people with no arms?
KeRupTion
01-30-2010, 10:56 AM
You basically turned a (more or less) balanced gamemode into a ♥♥♥♥-fest for the infected team.
Sorry, the game is only balanced for bad players.
ChillyWI
01-30-2010, 11:23 AM
Balanced for who? Blind people with no arms?
Haha. Nice. :)
abcxyq
01-30-2010, 11:32 AM
If you have no competitive perspective, don't comment on competitive settings. Vanilla is not balanced in any way for people who aren't blowful at this game.
Balanced for who? Blind people with no arms?
Sorry, the game is only balanced for bad players.
This is my impression of you:
OMG HAHAH I'M COMPETITIVE LOL EVEYRONE SUCKS.
I really wouldn't care what you do if I could blacklist servers that have these competitive mods. I don't like random people playing games where they always die and it's no fun for either team.
Basically, it's fun, but it doesn't work for a game where you are randomly connected.
Drowning Witch
01-30-2010, 11:48 AM
This is my impression of you:
OMG HAHAH I'M COMPETITIVE LOL EVEYRONE SUCKS.
and my impression of you is:
omg i can't believe people are better then me, I gotta bash them like a spoiled child.
im not competetive, and i can't stand vanilla servers.
if you enjoy vanilla, good for you. don't force your silly its balanced comment on others.
Kaizoku
01-30-2010, 12:03 PM
This is my impression of you:
OMG HAHAH I'M COMPETITIVE LOL EVEYRONE SUCKS.
I'd make an impression of you, but I won't be able to seeing as you'll be on my ignore list for being childish and not understanding what "competitive" means.
dacomb
01-30-2010, 12:33 PM
I believe CEVO still doesn't have the water slowdown, which adds a huge new variable to Swamp Fever and Hard Rain and improves the gameplay dramatically.
The CEVO config does have water slow down, it's just not currently enabled by default.
confogl and CEVO both have the ability to toggle features on or off. One primary difference is that confogl turns off all medkits by default and CEVO left medkits in the saferoom for the time being since they want to play test in a competition before they decide whether or not to turn it off by default...
Personally I don't really care either way since I don't use the plugin competitively but instead configure it like I want it since it does things I want for regular VS games...
The premise of my earlier post had little to do with the specific differences between the plugins and more to do with the community acting like this plugin is so wonderful and the CEVO plugin is so horrible because for whatever reason they decided to take a slower approach in choosing what to remove from the game and what not too...
Although if you want to get specific then CEVO removes chainsaws and grenade launchers and confogl doesn't by default...
Anyway, I'm not here to bash on confogl. I think it's a great plugin...
I just think it's sad when people can't get past the simple fact that everyone has a different set of preferences...
Some people think Vanilla VS is awesome... :/
Are they wrong or stupid because they prefer that? I say No even though I vehemently disagree.
I suppose I'm just encouraging folks to be a bit more open minded and courteous which I know is blasphemy on these forums but I'll say it regardless.
Both plugins have pros and cons... pick the one that best suits your needs and play styles.
Saying one is bad because you don't like the way it's configured out of the box really isn't accurate.
If it was bad because it was horribly broken and crashed servers I'd be making different comments.
ChillyWI
01-30-2010, 12:33 PM
This is my impression of you:
OMG HAHAH I'M COMPETITIVE LOL EVEYRONE SUCKS.
I really wouldn't care what you do if I could blacklist servers that have these competitive mods. I don't like random people playing games where they always die and it's no fun for either team.
Basically, it's fun, but it doesn't work for a game where you are randomly connected.
1. I'm not a CEVO/ESL/etc player and I agree 100% with them.
2. Competitive play != organized competition.
3. Vanilla L4D2 is horrible for any players with even a small amount of skill or organized teamwork. That is NOT balanced, which is why he got laughed at.
4. Server admins can leave the stock behavior with the mod, which is to not enable until both teams have typed !match.
I think many of us would like a server blacklist, but other than that your post is wrong ignorant in every way.
ChillyWI
01-30-2010, 12:43 PM
confogl and CEVO both have the ability to toggle features on or off.
This is true. The problem I have with CEVO is that they use low-mid level teams as an excuse for their settings. As I stated before and have told them, I play with a lot of people that would just be average pub players (ie horrible). Yet these players STILL prefer no kits. It really balances out for low-mid level teams since their infected attacks will also be far less coordinated.
I know admins can customize settings to their liking, but CEVO was in the unique position to bring the community together under one standardized config. They didn't speak to Mr Zero about trying to merge the two. They ignored the history of L4D and the fact that people had been playing Confogl without kits for a month. They made excuses that really don't make much sense.
It's unfortunate in every way, but I think all CEVO has succeeded in doing is fracturing the competitive community.
Not to mention that Confogl IS better for the random player since it has the !match functionality, so it can be on pub servers without forcing those players to actually use it. :)
/double post of the day. hurrah.
dacomb
01-30-2010, 12:51 PM
This is true. The problem I have with CEVO is that they use low-mid level teams as an excuse for their settings. As I stated before and have told them, I play with a lot of people that would just be average pub players (ie horrible). Yet these players STILL prefer no kits. It really balances out for low-mid level teams since their infected attacks will also be far less coordinated.
I know admins can customize settings to their liking, but CEVO was in the unique position to bring the community together under one standardized config. They didn't speak to Mr Zero about trying to merge the two. They ignored the history of L4D and the fact that people had been playing Confogl without kits for a month. They made excuses that really don't make much sense.
It's unfortunate in every way, but I think all CEVO has succeeded in doing is fracturing the competitive community.
Not to mention that Confogl IS better for the random player since it has the !match functionality, so it can be on pub servers without forcing those players to actually use it. :)
/double post of the day. hurrah.
Now that makes much more sense.
Yeah, that is a bummer that they didn't try to work with Mr Zero.
also, I do agree that the !match feature is pretty slick.
The CEVO config does have config files you can tell the server to turn on or off but it's not easily accessible to players in a public game so that is a bummer.
Interestingly, I tried using confogl 1.6 a while ago and then I switched to a plugin that allows Pills Only in the safe room but left Medkits on the map to be found for my pub games and the general response what RAGEQUIT.
I put the kits back to default and RQ's dropped by 50%.
Believe me... I really wish I could get players vote to turn off medkits but thus far I have a hard enough time dealing with all the cry babies that whine cause the infected have a couple of buffs based on confogl.
Personally I only use the CEVO config for some basic item removal, water slow down, Tanks on all maps and, CI despawn / respawn.
Anyway, I hear your main complaint and I would tend to agree with you that it's too bad things didn't go more smoothly.
Mr. Zero
01-30-2010, 01:13 PM
Although if you want to get specific then CEVO removes chainsaws and grenade launchers and confogl doesn't by default...
Confogl does remove grenade launchers by default, and chainsaw is nerf'ed.
Besides that let me list you some more differences:
Replace CSS weapons with normal L4D2 weapons
Punch fix for tank, allows the tank to punch survivors off an edge that otherwise would have incapacitated them on the spot
Limit tier 2 weapons, meaning only one tier 2 gun can be picked up at a tier 2 spawn, then it converts to its tier 1 equivalent.
'Ghost Warping', allows infected to warp to the next survivor by right clicking, instead of only go to the guy in front.
The use of match feature, which means public servers can run confogl as well without having to have an admin online.
Password feature, which allows you to put a password on the server while a match is active.
And probably more, but I can't remember all of CEVO's features :>
Hobo Joe
01-30-2010, 01:41 PM
The premise of my earlier post had little to do with the specific differences between the plugins and more to do with the community acting like this plugin is so wonderful and the CEVO plugin is so horrible because for whatever reason they decided to take a slower approach in choosing what to remove from the game and what not too...
The slow approach was already done with L4D1, and while L4D2 has many different weapons/enemies the balance is more or less the same as in the first game. Good teams have no problem surviving with no kits at all. There's no need to go through this agonizingly slow process again, when frustians came out for L4D1 it was completely adopted by all the competitive players within a couple weeks, because it fixed all the problems that were left with the CEVO config, the things that the people in charge of the CEVO config didn't have the skill to realize.
A week after this game was released, an early version of confogl was already out that removed kits and defibs, and it was very quickly adopted. It completely bypassed the 'slow approach' that CEVO was (and still is) taking. Everybody could see within a couple weeks of release that we would need a frustians-like mod to make this game balanced again. The slow approach is nothing more than a waste of time and frustration for people who are far past the point that the CEVO config is at.
And yes, while some of the features in the CEVO config are toggleable, they aren't allowed in the tournaments hosted by CEVO, and they are limited. In all honesty, this config only does 3 things: forces tank spawns, removes extra kits/defibs, and removes ammo upgrades.
E: Lots more, Zero, lots more. :p
Especially scoring. Gah vanilla scoring.
dacomb
01-30-2010, 01:51 PM
Confogl does remove grenade launchers by default, and chainsaw is nerf'ed.
Besides that let me list you some more differences:
Replace CSS weapons with normal L4D2 weapons
Punch fix for tank, allows the tank to punch survivors off an edge that otherwise would have incapacitated them on the spot
Limit tier 2 weapons, meaning only one tier 2 gun can be picked up at a tier 2 spawn, then it converts to its tier 1 equivalent.
'Ghost Warping', allows infected to warp to the next survivor by right clicking, instead of only go to the guy in front.
The use of match feature, which means public servers can run confogl as well without having to have an admin online.
Password feature, which allows you to put a password on the server while a match is active.
And probably more, but I can't remember all of CEVO's features :>
Here's the list of configurable cvars included with the srsmod (CEVO) for informational purposes...
// Allow tanks to spawn on maps that normally prohibit it
// -
// Default: "1"
srs_bosses_unprohibit "1"
// Enable debug output in srsmod
// -
// Default: "1"
srs_debug "1"
// Sum of debug flags for debug sources (1-normal, 2-spam)
// -
// Default: "1"
srs_debug_in "1"
// Sum of debug flags for debug outputs (1-server, 2-log, 4-chat, 8-adminchat)
// -
// Default: "7"
srs_debug_out "7"
// Disables auto-spawns of Special Infected on finales
// -
// Default: "1"
srs_finale_ghosts "1"
// Enable or Disable the leftbehind CI de-spawner functionality
// -
// Default: "1"
srs_infected_despawn "1"
// How far behind a Zombie has to be for removal, in Ingame Distance Units per Second
// -
// Default: "700.0"
srs_infected_despawn_distance "700.0"
// How much distance in Ingame Distance Units per Second the Survivors must have advanced for Despawning to trigger
// -
// Default: "33.0"
srs_infected_despawn_min_advance "33.0"
// How many seconds a Zombie should be alive for before it can be despawned
// -
// Default: "15.0"
srs_infected_despawn_min_lifetime "15.0"
// If the Survivors are this close to the Saferoom the Despawner stops working
// -
// Default: "1000.0"
srs_infected_despawn_near_safety "1000.0"
// Enable or Disable respawning of de-spawned Common Infected
// -
// Default: "1"
srs_infected_respawn "1"
// Disable all the item removal if 0 (do NOT remove items)
// -
// Default: "1"
srs_remove_enabled "1"
// Remove Chainsaw
// -
// Default: "1"
srs_remove_chainsaw "1"
// Remove Defibrillator
// -
// Default: "1"
srs_remove_defib "1"
// Remove Explosive Ammo
// -
// Default: "1"
srs_remove_explosive "1"
// Remove Grenade Launcher
// -
// Default: "1"
srs_remove_grenade_launcher "1"
// Remove Incendiary Ammo
// -
// Default: "1"
srs_remove_incendiary "1"
// Remove Laser
// -
// Default: "1"
srs_remove_laser "1"
// Replace medkits with pills.
// -
// Default: "1"
srs_remove_medkits "1"
// Replace medkits in saferoom with pills
// -
// Default: "0"
srs_remove_saferoom_medkits "0"
// Remove all pills, except the ones that medkits are converted into.
// -
// Default: "1"
srs_remove_unreplaced_pills "1"
// Time that the tank has godmode/fire immunity after player control
// -
// Default: "2.0"
srs_tank_immunity_time "2.0"
// Enable anti-tank pre-light precautions.
// -
// Default: "1"
srs_tank_prelight_fix "1"
// srsmod version.
// -
// Default: "0.1.3"
srs_version "0.1.3"
// Enable or Disable the Water Brake functionality
// -
// Default: "0"
srs_water_brake "0"
// How much Survivors will be slowed down in Water, 0.7 means 70% speed
// -
// Default: "0.7"
srs_water_brake_speed "0.7"
// Enable or Disable Water Brake for Jockeyed Survivors
// -
// Default: "0"
srs_water_slow_jockey "0"
Thanks for the listing you posted.
EDIT: I do keep up with your config so I'm pretty familiar with the difference... I just haven't used it since the 2.0 beta since in that version it didn't have CVARS I could alter. Obviously it now does...
Also, for the record, again... I wasn't saying your plugin was bad and the CEVO plugin was good or any of that sort of nonsense...
I think you've done a fantastic job with your config.
I don't really care about the drama over medkits versus pills primarly because I don't play in competitions... I'd probably care if I did.
dacomb
01-30-2010, 01:56 PM
Anyway, I hear your main complaint and I would tend to agree with you that it's too bad things didn't go more smoothly.
The slow approach was already done with L4D1, and while L4D2 has many different weapons/enemies the balance is more or less the same as in the first game. Good teams have no problem surviving with no kits at all. There's no need to go through this agonizingly slow process again, when frustians came out for L4D1 it was completely adopted by all the competitive players within a couple weeks, because it fixed all the problems that were left with the CEVO config, the things that the people in charge of the CEVO config didn't have the skill to realize.
A week after this game was released, an early version of confogl was already out that removed kits and defibs, and it was very quickly adopted. It completely bypassed the 'slow approach' that CEVO was (and still is) taking. Everybody could see within a couple weeks of release that we would need a frustians-like mod to make this game balanced again. The slow approach is nothing more than a waste of time and frustration for people who are far past the point that the CEVO config is at.
And yes, while some of the features in the CEVO config are toggleable, they aren't allowed in the tournaments hosted by CEVO, and they are limited. In all honesty, this config only does 3 things: forces tank spawns, removes extra kits/defibs, and removes ammo upgrades.
Yeah man, I hear you. I guess the decision makers for CEVO have their own ideas about how things should be done...
dacomb
01-30-2010, 02:08 PM
@Mr Zero
Quick question, I noticed you posted up a source file zip containing the source for the various plugins you draw from.
I'm curious why you don't post the source for the confoglcompmod.smx also.
Is it a proprietary issue?
Also, how are you implementing Atomic's l4d2scores? I don't see any CVARS relating to that in your list.
Does your plugin remove the infinite grenade launcher on DaC5?
I heard you were working on the CI despawn / respawn feature as well... Is that something you think will be forthcoming soon or is it going to be a while?
and last question...
Why did you not post this on the Sourcemod forums for official Sourcemod approval as well as general Sourcemod user ease of access?
Mr. Zero
01-30-2010, 02:42 PM
Thanks for the listing you posted.
EDIT: I do keep up with your config so I'm pretty familiar with the difference... I just haven't used it since the 2.0 beta since in that version it didn't have CVARS I could alter. Obviously it now does...
Also, for the record, again... I wasn't saying your plugin was bad and the CEVO plugin was good or any of that sort of nonsense...
I think you've done a fantastic job with your config.
I don't really care about the drama over medkits versus pills primarly because I don't play in competitions... I'd probably care if I did.
Na no heat here. Not saying CEVO is bad either just saying there is a difference :3
Thanks for the nice words.
Quick question, I noticed you posted up a source file zip containing the source for the various plugins you draw from.
I'm curious why you don't post the source for the confoglcompmod.smx also.
Is it a proprietary issue?
Dear god no. Sourcemod itself is licensed under GPL, so I am required somewhat to post source. Then again its the internet, good luck suing me >:3
But no, its not a proprietary issue. Its more like a lazy issue. I update the script so often is hard to keep up to date on which version I need post source for and crap like that. All in all, if the newest version is missing source or you just like to see what I'm working on, you can always catch me at MrZeroDK (at) GMail.
Also, how are you implementing Atomic's l4d2scores? I don't see any CVARS relating to that in your list.
As of 2.0 we aren't including Atmoic's Scores plugin anymore. It seemed to have some problems with Confogl.
Does your plugin remove the infinite grenade launcher on DaC5?
Yes.
I heard you were working on the CI despawn / respawn feature as well... Is that something you think will be forthcoming soon or is it going to be a while?
Well, the problem is copying tbh. There is only one way to do it. And CEVO pretty much nailed. So I can only copy code, which makes me feel dirty for not doing my own code, and make me appear as a lazy a♥♥♥♥♥♥ copying other peoples work :>
But yeah I keep getting request for it, so I might included it. When? Can't tell. Once I get some free time I guess from the other long list of features needed.
Why did you not post this on the Sourcemod forums for official Sourcemod approval as well as general Sourcemod user ease of access?
I don't know, rather silly I haven't. I think its that lazy symptom I have. Too lazy for anything.
Drowning Witch
01-30-2010, 02:43 PM
one reason that initially put me of from using confogl and made me use srs, is that srs doesn't require map restarts for changed to take effect.
i specifically read on mr.zero's site, most changes need a map restart. this is unaceptable for me. i don't want to restart maps, nor go through ready up and other stuff i consider nonsensical.
everything with srs works from the first time the map loads. has this been fixed with confogl or still like that?
Mr. Zero
01-30-2010, 02:49 PM
one reason that initially put me of from using confogl and made me use srs, is that srs doesn't require map restarts for changed to take effect.
i specifically read on mr.zero's site, most changes need a map restart. this is unaceptable for me. i don't want to restart maps, nor go through ready up and other stuff i consider nonsensical.
everything with srs works from the first time the map loads. has this been fixed with confogl or still like that?
That is because they aren't changing any director variables that requires map restart to take affect.
Why are Confogl using these director variables?
Otherwise you will get a lot of pipes, biles, moltoves, and pills.
All these can be adjusted with the director variables so the survivors will have less items to find. But it requires the map to restart.
Also by doing so, Confogl also prevents static medkit/pill spawns. So teams can just "plan" ahead to only take this much damage and then just run to the sure-to-find-two-medkits place.
As such all of Confogl's health spawning items is randomized by the director, to prevent teams to just run in the same route every time.
dacomb
01-30-2010, 02:55 PM
Na no heat here. Not saying CEVO is bad either just saying there is a difference :3
nice! glad to hear it!
Thanks for the nice words.
You're welcome!
Dear god no. Sourcemod itself is licensed under GPL, so I am required somewhat to post source. Then again its the internet, good luck suing me >:3
LOL *files frivolous lawsuit*
As of 2.0 we aren't including Atmoic's Scores plugin anymore. It seemed to have some problems with Confogl.
Oh that's a bummer... You know he updated it and it now uses SDKcalls as opposed to the other highly buggy method he used at first...
It works perfectly now... I use to to swap the finale round so the losing team plays first... It gives them a fair chance to recover if they're behind on points.
Well, the problem is copying tbh. There is only one way to do it. And CEVO pretty much nailed. So I can only copy code, which makes me feel dirty for not doing my own code, and make me appear as a lazy a♥♥♥♥♥♥ copying other peoples work :>
opensource FTW.
Copy away man...
Isn't that essentilally what combining all the other plugins into one is anyway?
I realize you have to rewrite things so the combined plugin functions correctly but otherwise it looks like you pull code from several sources...
In any case... if they have what you need... use it... that's why it's opensource.
There's nothing like giving credit to the competition :D
Hobo Joe
01-31-2010, 04:09 PM
Shameless bump. :D
Hobo Joe
01-31-2010, 10:36 PM
For anyone who's interested, I have demo's from a recent game on this config. My team (Negative Energy) vs. blight.rage, on SF. The first half of the first map is missing, forgot to record at the start, but we wiped them with the first tank at the gas station at the start.
Demo's here: http://www.mediafire.com/?mjk3gmwzkwz
Enjoy.
Deadly_Target
01-31-2010, 11:23 PM
For anyone who's interested, I have demo's from a recent game on this config. My team (Negative Energy) vs. blight.rage, on SF. The first half of the first map is missing, forgot to record at the start, but we wiped them with the first tank at the gas station at the start.
Demo's here: http://www.mediafire.com/?mjk3gmwzkwz
I'll check it out. It seems interesting.
DogSoldierXxX
02-01-2010, 06:51 PM
Any news on if/when this will be implemented into Ladders? (I.e. CyberGamer for Australia).
HeadshotHoncho
02-01-2010, 07:33 PM
I like what this mod aims for, but it seems to go a bit too far imo. At least it'll do it to both teams though. :D
Champloo
02-01-2010, 07:41 PM
Didn't they just copy a bunch of crap that CEVO has in their config now. They still left out the most important thing, same tank spawns for both teams. And I don't think this takes things to the extent that Frustians did but changing spawn timers is a big NO in my book.
apapersack
02-01-2010, 07:44 PM
Didn't they just copy a bunch of crap that CEVO has in their config now. They still left out the most important thing, same tank spawns for both teams. And I don't think this takes things to the extent that Frustians did but changing spawn timers is a big NO in my book.
actually confogl came out first....and tank spawns the same in vanilla, so how did they leave that out?
Champloo
02-01-2010, 07:54 PM
It doesn't spawn in exactly the same spot like it does in CEVO, and Confogl did come out before cevo but that was 1.0, Cevo has removed laser sights, ammo packs, nade launchers, and chainsaws. Not sure if Confogl 1.0 had that but I recall Cevo having that.
KeRupTion
02-01-2010, 08:09 PM
It doesn't spawn in exactly the same spot like it does in CEVO, and Confogl did come out before cevo but that was 1.0, Cevo has removed laser sights, ammo packs, nade launchers, and chainsaws. Not sure if Confogl 1.0 had that but I recall Cevo having that.
Confogl has everything CEVO has and more. Confogl was working with changes before the CEVO cfg was even started to be made.
Mr. Zero
02-01-2010, 08:09 PM
It doesn't spawn in exactly the same spot like it does in CEVO, and Confogl did come out before cevo but that was 1.0, Cevo has removed laser sights, ammo packs, nade launchers, and chainsaws. Not sure if Confogl 1.0 had that but I recall Cevo having that.
Hey mate. Thanks for your input.
Sure is good to know that you are clearly up to date on which release is active and of course have test it yourself before making such comments.
But as you might notices, just might, let me qoute you the thread title:
Confogl 2.0 Released - Competitive L4D2 Server Plugin
Confogl 2.0 Released
2.0
Besides that good thing you tested it. Because one thing we at Confogl likes is lazorz and random frag bullets that just stumbles your perfected death charge.
So I decided to scape the whole "competitive" (L4D2? Competitive? HAHA OH WOW) idea behind Confogl and instead included a new type of bullets. I call them "nuke'em". OH and of course the best idea in the world exploding jockey'es (http://forums.steampowered.com/forums/showthread.php?t=1094355).
Even us "casual" players knows that jockey sucks and need that.
Again, I can't stress enough how much I value your input. I will make sure to include that the tank spawns in the same place, sometime around version 1.6.
markino
02-01-2010, 08:10 PM
How do I find servers running this?
mewsin
02-01-2010, 10:00 PM
What's the confogl developer's opinions on:
- no auras/realism mode (body shots do very little damage and auras of items have smaller notice ranges)?
This would make the cane field (and other crowded areas) much more deadly, add some potency to a victim dragged off by a jockey/smoker/charger. It also slows down the survivors considerably, so they can maintain LOS. But staying close together also means more potent spitters. It also makes the hordes more deadly because of their resilience - especially crescendos.
Has anyone tried it yet in versus or scavenge? Noticeably difficult, or still easy?
Champloo
02-01-2010, 10:06 PM
Hey mate. Thanks for your input.
Sure is good to know that you are clearly up to date on which release is active and of course have test it yourself before making such comments.
But as you might notices, just might, let me qoute you the thread title:
Besides that good thing you tested it. Because one thing we at Confogl likes is lazorz and random frag bullets that just stumbles your perfected death charge.
So I decided to scape the whole "competitive" (L4D2? Competitive? HAHA OH WOW) idea behind Confogl and instead included a new type of bullets. I call them "nuke'em". OH and of course the best idea in the world exploding jockey'es (http://forums.steampowered.com/forums/showthread.php?t=1094355).
Even us "casual" players knows that jockey sucks and need that.
Again, I can't stress enough how much I value your input. I will make sure to include that the tank spawns in the same place, sometime around version 1.6.
Umm....what? And I put 1.0 to clarify that CEVO config was released between Confogl 1.0 and 2.0.
Hobo Joe
02-01-2010, 10:09 PM
It doesn't spawn in exactly the same spot like it does in CEVO, and Confogl did come out before cevo but that was 1.0, Cevo has removed laser sights, ammo packs, nade launchers, and chainsaws. Not sure if Confogl 1.0 had that but I recall Cevo having that.
Confogl synced tank spawns long before CEVO came out. Everything CEVO had, confogl had before CEVO was even release, plus a ton more. The only thing that wasn't out before was forced tank spawns on maps that didn't allow it before(DC1, HR3, HR4), and that came out at roughly the same time as CEVO.
So in conclusion, don't talk about what you don't know about.
Mr. Zero
02-01-2010, 10:13 PM
What's the confogl developer's opinions on:
- no auras/realism mode (body shots do very little damage)?
Personally I love the no aura idea FOR ITEMS. However this is versus, so I plan on keeping it that way.
Try you fight a horde of commons while having 4 SI players and a tank active, while the horde is, what feels like, impossible to kill.
The non aura idea for survivors, is a bit extreme tbh. First it would take away one purpose of the boomer (distraction), and it be rough for the survivors to find each other after a split up. Of course created by the infected.
Protip for server operators: sm_cvar sv_disable_glow_survivors 1 for awesomeness in versus
However the no glow for items, is a pretty neat idea if you ask me. It limits "scanning for items". Which means players can't see items 2 miles away, and actually makes them search for them. No longer will survivors just peek their head in and move the mouse around to see if anything glows. They would have to move in and see if there is anything.
I tried suggest it once on Confogl mailing group. Turned into a "Disable auto spawn" discussion. Dunno what went wrong :3
Hobo Joe
02-01-2010, 10:19 PM
What's the confogl developer's opinions on:
- no auras/realism mode (body shots do very little damage and auras of items have smaller notice ranges)?
This would make the cane field (and other crowded areas) much more deadly, add some potency to a victim dragged off by a jockey/smoker/charger. It also slows down the survivors considerably, so they can maintain LOS. But staying close together also means more potent spitters. It also makes the hordes more deadly because of their resilience - especially crescendos.
Has anyone tried it yet in versus or scavenge? Noticeably difficult, or still easy?
I think those changes should stay with campaign mode, that takes the difficulty in the wrong direction. Versus should be focused on the SI, not the CI. As far as the CI goes, I think they're fine for now, although the ease with which the melee weapons deal with hordes is a bit of a problem, but there's no easy solution to that, and that would really turn the config into something newer people would be scared to try.
Boomers are just not very effective when you count melee.
mewsin
02-01-2010, 10:23 PM
^ personally, I'd love the no-aura thing for survs way more. Now going into a dark corner or running around a blind corner means a lot more - I was playing realism advanced the other day and I heard the boom, heard the horde, looked around and had no LOS on the person that was boomed - they took some serious damage before we found them.
Or, imagine during a storm on HR4, getting boomed and then hearing a friend get carried away by a charger?
It ramps up the immersiveness by a long ways, IMO.
mewsin
02-01-2010, 10:31 PM
I think those changes should stay with campaign mode, that takes the difficulty in the wrong direction.
Boomers are just not very effective when you count melee.
The wrong direction? Removing an entire slot (med/defib) is a better direction? I only ask because it just seems to be the "old" method - but not necessarily better. Would utilizing the capabilities of l4d2 not be served better if we used the new mechanics (ie realism), instead of reverting to old mechanics (more like l4d1). It just seems like rigid thinking.
If the difficulty of a realism-style game was too hard on survs, you could even bring back some of the "fluff" that was removed.
But that's only my argument really - I'd actually be interested in trying it out if I owned a server, but I don't :)
Selben Coirlo
02-01-2010, 10:34 PM
BTW, re: melee vs boomer hordes, has anyone played around with, say, doubling the time between swings?
Hobo Joe
02-01-2010, 10:44 PM
The wrong direction? Removing an entire slot (med/defib) is a better direction? I only ask because it just seems to be the "old" method - but not necessarily better. Would utilizing the capabilities of l4d2 not be served better if we used the new mechanics (ie realism), instead of reverting to old mechanics (more like l4d1). It just seems like rigid thinking.
If the difficulty of a realism-style game was too hard on survs, you could even bring back some of the "fluff" that was removed.
But that's only my argument really - I'd actually be interested in trying it out if I owned a server, but I don't :)
Because it gives the strength to the CI and the hordes, not the SI. The SI should be the real damage inflictors, the CI are just there for distraction.
mewsin
02-01-2010, 10:50 PM
edit: I guess my argument essentially revolves around progression vs. regression. Each mod I see tends to, at its core, use a system that hurts the survs by restricting their access to the tools that the game gives to the players. But I am also a steadfast believer in the mechanics already derived by company to maintain the integrity of the developer's work. I can imagine that at some point a valve employee thought of realism+versus, tested it briefly, and discarded it because it was too tough.
mewsin
02-01-2010, 10:57 PM
Because it gives the strength to the CI and the hordes, not the SI. The SI should be the real damage inflictors, the CI are just there for distraction.
They're still "normal" zombies - and everyone takes melée for a reason. They key to this mode is still "no auras", which makes everything about the infected more powerful. You can't just distance aim at the red aura of the charger or smoker that grabbed your friend. Survs are more likely to use pipes and mollies more often to ensure they don't get overwhelmed. Separated people become easier prey. Communication and coordination becomes key for the survivors - I would think the competitive community would love this kind of challenge. I certainly would.
Mr. Zero
02-01-2010, 11:13 PM
Just for the fun of it, I could add it to the BuffSI feature.
lolzorz :3
#edit
Or should I say BuffCI?
mewsin
02-01-2010, 11:21 PM
Just for the fun of it, I could add it to the BuffSI feature.
lolzorz :3
#edit
Or should I say BuffCI?
I'd love to see someone try it out, whether you're joking or not. At the very least, I made my point and now I sleep. The biggest problem I could see is making realism mode campaign too easy once you got used to realism versus :/
I have a problem with configuretion.
The problem occure when a value of "confogl_remove_grenade" is set to "0".
Is there any rules configure a cfg?
When changelevel start, server will be restarted automatically with following error.
L 02/01/2010 - 05:56:52: [confoglcompmod.smx] [ItemRemove] BEGIN LOOP AT ROUND START
L 02/01/2010 - 05:56:52: [confoglcompmod.smx] [WepInfo] Model precached: models/w_models/weapons/w_rifle_b.mdl
L 02/01/2010 - 05:56:52: [confoglcompmod.smx] [WepInfo] Model precached: models/w_models/weapons/w_smg_mp5.mdl
L 02/01/2010 - 05:56:52: [confoglcompmod.smx] [WepInfo] Model precached: models/w_models/weapons/w_sniper_scout.mdl
881/ - weapon_spawn: UTIL_SetModel: not precached: models/w_models/weapons/w_.mdl
881/ - weapon_spawn: UTIL_SetModel: not precached: models/w_models/weapons/w_.mdl
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Mon Feb 1 05:56:52 JST 2010: Server restart in 10 seconds
I confirmed that the problem occures in two different environment WindowsXP and Linux.
grabbinashawt
02-03-2010, 05:52 AM
i had a problem with 2.0.1 resetting my server on map change - but i couldn't get the level of detail in the logs to work out why...
interestingly, i would also have had confogl_remove_grenade set to 0
i fixed it by going back to the 2.0 build...
Mr. Zero
02-03-2010, 06:27 AM
I have a problem with configuretion.
The problem occure when a value of "confogl_remove_grenade" is set to "0".
Is there any rules configure a cfg?
When changelevel start, server will be restarted automatically with following error.
I confirmed that the problem occures in two different environment WindowsXP and Linux.
Its because of my failure logic. It because of the way I have set up the weapon information. Its trying to replace the grenade launcher with a nonexistent weapon using a nonexistent model, hence the crash.
This of course have been fixed in the next version, sorry about that.
grabbinashawt
02-03-2010, 06:30 AM
long live mr. zero!
(and all who sail in him!)
Mr.Zero
thx for reply and developing confogl!!
I'm looking forward to next version.
kakature
02-04-2010, 04:06 AM
2.0 doesn't work on our server somehow.
We load it in, it says "this server is running 2.0 blabla" but the map doesn't restart. So we restart manually but we still have medpacks, fagrounds, defibs, whatever.
The config is configured correctly so that's not the problem.
What does Confogl 2.0 offer you? Here is a full feature list:
Tank is frozen and ghosted with fire immunity for 5 seconds
Confogl is definitely something I think would be enjoyable, but there's one thing I'm confused on (the bit quoted above, obviously;) ). I've seen it suggested to one degree or another for various mods.
I'm assuming the immunity is meant to deal with the issue of prelights. However, a moly lasts a good deal longer than 5 seconds, so when the ghost / invincibility period ends... isn't the tank doomed anyway since he's frozen? It may be just something I'm overlooking here.
Selben Coirlo
02-04-2010, 07:32 AM
Confogl is definitely something I think would be enjoyable, but there's one thing I'm confused on (the bit quoted above, obviously;) ). I've seen it suggested to one degree or another for various mods.
I'm assuming the immunity is meant to deal with the issue of prelights. However, a moly lasts a good deal longer than 5 seconds, so when the ghost / invincibility period ends... isn't the tank doomed anyway since he's frozen? It may be just something I'm overlooking here.
Invincibility lasts for 2 seconds after player takes control, so he has a bit to run out of the fire
0hYeah
02-04-2010, 08:01 AM
One thing people fail to appreciate is the limiting of T2 weapons in confogl. It is the single MOST important difference between CEVO and confogl.
In confogl you really have to search for every weapon (except for maybe a couple of maps like DC2 where there are tons of T2 spawns), conserve ammo, and discuss with your team who will be using which weapon. With vanilla I don't ever bother looking at my ammo, but in confogl I'm constantly wondering
- damn my T2 ammo is getting low
- can't get a "refill" in the next T2 spawn because two of my teammates are still running around with T1 weapons
- I've got 10 auto-shotgun bullets left, am I gonna risk it and try to make it to the next ammo pile or am I gonna take this chrome shotgun right here?
And so on. Unlimited T2 is so 2009.
0hYeah
02-04-2010, 08:03 AM
And oh, it's great to see Uzi, SPAS, SCAR and hunting rifle instead of 4 AK47s. :D
Makes the game so much more fun and varied.
ne_skaju
02-04-2010, 08:29 AM
wannabe 'gangsa' hunter = no-no
About melee weapon damage(Tanks take 50% less damage from melee weapons )
How much damage can be given to tank?
(Tank health)*0.05*0.5=?
or
(Tank health)*0.1*0.5=?
It seems to be first one.
If it does, How can I change or disable the melee weapon damage fix value?
Im using Confogl Ver.2.0.
Mr. Zero
02-10-2010, 02:52 AM
About melee weapon damage(Tanks take 50% less damage from melee weapons )
How much damage can be given to tank?
(Tank health)*0.05*0.5=?
or
(Tank health)*0.1*0.5=?
It seems to be first one.
If it does, How can I change or disable the melee weapon damage fix value?
Im using Confogl Ver.2.0.
Yeah its broken right now. Tanks take 150 damage from melee attacks.
Can't be disabled for now.
Version 2.1.0 is in testing as we speak. Mailing list is already testing the version out.
Mailing list: http://groups.google.com/group/confogl
Anyway, it should be pushed out in a few days once everything is good to go.
The current change log of this post (hopefully more to come):
//v2.1.0
* 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
Includning some new cvars, others renamed.
+ Adjust finale spawn distance
+ Infected bot kicking
- 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
I'm working on it fast as I can :3
MyClam--
02-10-2010, 04:11 AM
One thing people fail to appreciate is the limiting of T2 weapons in confogl. It is the single MOST important difference between CEVO and confogl.
In confogl you really have to search for every weapon (except for maybe a couple of maps like DC2 where there are tons of T2 spawns), conserve ammo, and discuss with your team who will be using which weapon. With vanilla I don't ever bother looking at my ammo, but in confogl I'm constantly wondering
- damn my T2 ammo is getting low
- can't get a "refill" in the next T2 spawn because two of my teammates are still running around with T1 weapons
- I've got 10 auto-shotgun bullets left, am I gonna risk it and try to make it to the next ammo pile or am I gonna take this chrome shotgun right here?
And so on. Unlimited T2 is so 2009.
i do like the idea of 'scavenging' weapons personally. actually i like it enough that in any map i make, i only allow 1 weapon per pickup, and place T2 spawns with 1 weapon alone, and often in side areas.
except that currently 'weapon count' is broken (in vanilla), so that in a versus game it automatically sets the gun so that everyone can pick one up from a single spawn :/
Nerrr
02-10-2010, 05:33 AM
man I only got 60 hrs so I'm thinking this is a bit hard atm also I only play in pubs... ...sad to see that nade launcher go but have seen it absolutely pwnt in the hands of a good player...
how about putting 1 defib in the final saferoom or something... or just making the defib time like 500% longer? it would be sad to see it go completely...
yeah generaly gist of my post - sounds good but too hard 4 me atm and also maybe to remove all the goodies
Mr. Zero
02-10-2010, 05:56 AM
Heh, yeah granted this config isn't for everyone (implied by the thread name), defib pretty much hated within the more competitive side of L4D2.
It can take A LOT of time just to get a survivor down to black and white and then manage to kill the survivor.
Defib just reverts all damage done and gives the survivor his 3 "lifes" back without any penalties.
Besides there is a cvar for it if you don't want to remove defibs.
Jay_ombie
02-15-2010, 04:07 AM
Best thing since sliced bread.
(like a new game mode for nothing)
Only tinkering I have done is disabling tank every level and keeping the chainsaw in.
Looking forward to the update... (?)
Keep up with the good work Mr. Zero.
Mr. Zero
02-15-2010, 07:04 AM
Yeah I was aiming for a release this weekend. However RL was taking a dump on me, so that quickly went down the drain.
But you are still free to sign up to the mailing list (http://groups.google.com/group/confogl) for the beta. We won't spam you, promise.
Dr.Boo.j2
02-15-2010, 07:40 AM
Yeah I was aiming for a release this weekend. However RL was taking a dump on me, so that quickly went down the drain.
But you are still free to sign up to the mailing list (http://groups.google.com/group/confogl) for the beta. We won't spam you, promise.
You created this thing?
YOU SUCK!! GO HANG YOURSELF OMG!!
Just kidding. This mod is great. I installed it on my server a few weeks ago and Left4Dead2 has become much more fun and intense since then.
I also noticed it improves your Survivor play greatly since you have to be much more careful.
I usually hate modded servers, but for this mod, I gladly make an exception. Usually, when I play a game on my server, I'll flat out tell everyone right at start that there are no defibs and only one healthpack just so they get a heads up though.
Jay_ombie
02-16-2010, 07:37 AM
I usually hate modded servers, but for this mod, I gladly make an exception. Usually, when I play a game on my server, I'll flat out tell everyone right at start that there are no defibs and only one healthpack just so they get a heads up though.
What do you do to activate ONE single Heathpack ?
:)
JoeInky
02-16-2010, 08:22 AM
Eh, this isn't for me really, I like the decreased timers, less healthkits and no defibs, but I prefer to buff the infected to match the survivors rather than just remove some of the new weapons and ammo types to put the survivors on the infected's level.
MyClam--
02-16-2010, 08:27 AM
What do you do to activate ONE single Heathpack ?
:)
do the survivors duel to the death over who gets it?
Robofire
02-16-2010, 08:46 AM
Meh, as long as this stays out of the majority of public lobbies.
airuko
02-16-2010, 09:03 AM
I don't find laser sight / special ammo affecting survivor play that much so I don't see why it needs to be taken out. Otherwise I like just about everything (maybe less tanks)... so rep for this config.
Mr. Zero
02-16-2010, 09:16 AM
I don't find laser sight / special ammo affecting survivor play that much so I don't see why it needs to be taken out. Otherwise I like just about everything (maybe less tanks)... so rep for this config.
Fire ammo isn't that bad.
Frag ammo. It can be dead annoying to hunter / smoker / charge / jockey someone miles away and just about to get around a corner to wreck the victim's health. Suddenly a SINGLE frag bullet hits you...
Laser sight might not shine through for the common player. However try you play aginst 4 guys with AKs and laser sights. Not only do they deal a lot of damage (1x AK = 2x M16) but the bad about AK, that is recoil, is now gone due to the laser sight.
Mr. Zero
02-23-2010, 01:10 AM
Yay, I finally came around to release a beta of version 2.1.0.
Download link:
http://confogl.googlecode.com/files/Confoglv2.1.0-BETA.zip
New cvars:
http://code.google.com/p/confogl/wiki/ConfigurationBETA
Thanks Phil, was too lazy to compile it myself :3
Dr.Boo.j2
02-23-2010, 02:25 AM
SO I have Confogl on my server (Confogl is the same as Cevo right?) and it's great. Only one medkit at start etc.
But if I'd use the confogl_remove_lasersight 1 as an admin for example, it would re-enable laser sights once the map restarts or what?
jakal114
02-23-2010, 02:31 AM
i think i will install this on my server and see how it goes.
i will leave the medkits in the saferooms tho. but only pills thru the lvl.
Nerrr
02-23-2010, 05:10 AM
man I only got 60 hrs so I'm thinking this is a bit hard atm also I only play in pubs... ...sad to see that nade launcher go but have seen it absolutely pwnt in the hands of a good player...
how about putting 1 defib in the final saferoom or something... or just making the defib time like 500% longer? it would be sad to see it go completely...
yeah generaly gist of my post - sounds good but too hard 4 me atm and also maybe to remove all the goodies
well I got about 110 hrs now - and played a few maps in this config for the 1st time - happened to join in as an extra in a friendly scrim - was pretty good game -
3 of us made it saferoom on Dark C 1 with myself on BandW having to do some heroics with adrenalin and other team wiping
and then on Dark C 2 both teams wiped about 75% after tank and witch (just b4 crescendo)
was pretty fun - still think there might be a place for some of the extra L4D2 goodies if they get major nerfs? - maybe not in competitive ladder style scrims...
but I see as the skill level goes up this is totally needed - even for decent pubbers - L4D2 doesn't have a ladder in Aus yet but I think they will be using this mod
but yeah, I think the balance is perfect if players are making it to the safe room - just on B&W
my point -
mod is good, even for not proz
kakature
02-23-2010, 05:31 AM
I just won't work on our server. I exec the cfg, it loads but it doesn't restart the map. Then I do a manual mapchange but it seems like confogl istn loaded anymore.
I don't get it, we have no problems at all with confogl 1.6.
Double D
02-23-2010, 05:48 AM
Still don't think the lasers/ammo should be removed, frag rounds are dangerous not only to infected but also to the team that are using them, know that from experience. So I don't agree at all with removing these. CSS weapons should be added!
Mr. Zero
02-23-2010, 08:39 AM
I just won't work on our server. I exec the cfg, it loads but it doesn't restart the map. Then I do a manual mapchange but it seems like confogl istn loaded anymore.
I don't get it, we have no problems at all with confogl 1.6.
Yeah 2.1.0 have had a major turn around.
DO NOT EXECUTE CONFOGL.CFG IN YOUR CFG FOLDER!
Confogl will do that for you. Only use !forcematch or !match. Confogl will take care of the rest, you just set the options you want in that file.
SO I have Confogl on my server (Confogl is the same as Cevo right?) and it's great. Only one medkit at start etc.
But if I'd use the confogl_remove_lasersight 1 as an admin for example, it would re-enable laser sights once the map restarts or what?
The Confogl options are meant to be setup in the confogl.cfg file in your cfg folder. Here you can adjust what you want.
Of course when it says remove_lasersight and its set to 1, you should read it as "Remove lasersight? True". 1 - True, 0 - False.
Dasanvich
02-23-2010, 08:50 AM
wow no offense but this looks AWFUL is this really what the competative people play??
cause if so wow.... just wow....
kakature
02-23-2010, 09:14 AM
Yeah 2.1.0 have had a major turn around.
DO NOT EXECUTE CONFOGL.CFG IN YOUR CFG FOLDER!
Confogl will do that for you. Only use !forcematch or !match. Confogl will take care of the rest, you just set the options you want in that file.
Ok thanks, that worked :)
Colinz
02-23-2010, 06:42 PM
get rid of the
"pause feature"
philtion
02-25-2010, 01:32 AM
get rid of the
"pause feature"
The pause is part of the ReadyUp plugin. You can change the cvar in the confogl.cfg for "l4d_ready_pause_allowed" to "0" to disable the pause (the note says that 0 gives unlimited pauses but ReadyUp had an update that changes this).
What is it exactly that you don't like about the pause?
philtion
02-25-2010, 01:33 AM
wow no offense but this looks AWFUL is this really what the competative people play??
cause if so wow.... just wow....
Care to explain what you think is so awful about it? This has been a huge community project and we are always willing to take criticism and suggestions.
Nerrr
02-25-2010, 02:48 AM
if you could find a way to nerf some of the goodies rather than get rid of them completely that would be cool,
e.g. - defib - brings person to life with 30 hp and b and w and requires 2 people to work it and takes as long as a heal??
explosive/fire ammo - only enough for one person??? - dunno explosive ammo is a very OP imo
grenade launcher... not sure how you could nerf this maybe need direct hits to kill/free survivors rather than hitting close????
chainsaw - i don't really like it its too noisy... dunno maybe make it so you can't hear infected spawns when your using it???
I dunno but if you gyus could come up with some decent nerfs - i dunno it seems that as skill levels go up - survs get more and more OP'd...
maybe the chainsaw/can't hear infected attacks/spawns idea is decent... - something like that would be a real nerf??
Space Burak
02-25-2010, 02:50 AM
Care to explain what you think is so awful about it? This has been a huge community project and we are always willing to take criticism and suggestions.
I think i know what he means. Personally, I wouldn't like to stumble upon a server with that plugin cause I'm not into competitive play.
Quotey
02-25-2010, 02:56 AM
if you could find a way to nerf some of the goodies rather than get rid of them completely that would be cool,
e.g. - defib - brings person to life with 30 hp and b and w and requires 2 people to work it and takes as long as a heal??
explosive/fire ammo - only enough for one person??? - dunno explosive ammo is a very OP imo
grenade launcher... not sure how you could nerf this maybe need direct hits to kill/free survivors rather than hitting close????
chainsaw - i don't really like it its too noisy... dunno maybe make it so you can't hear infected spawns when your using it???
I dunno but if you gyus could come up with some decent nerfs - i dunno it seems that as skill levels go up - survs get more and more OP'd...
maybe the chainsaw/can't hear infected attacks/spawns idea is decent... - something like that would be a real nerf??
Why do silly, complex, hard things when you can just remove it? Your defib idea is silly- at some point you have to say, "Okay guys, our ideas for the defib are into looney tunes territory, let's just take it out". The chainsaw one wouldnt bother anyone, especially in competetive where everyone has mics.
I think i know what he means. Personally, I wouldn't like to stumble upon a server with that plugin cause I'm not into competitive play.
It's certainly mainly for competetive but I feel that this is certainly suited to mid-low. If both teams are the same skill level (till about really terrible) survivors win, and this seeks to fix it. Plus it'll help mid level players get better, and winning as infected is fun :)
Nerrr
02-25-2010, 04:30 AM
yeah i didn't really mean all of those ideas combined for defib - you could be right though - there may not be a way nerf the defib in a way to keep the game balanced but who knows... but someone being b and w on 30 hp in a game with no med packs doesn't sound that OP to me... but I don't play competively
*edit* but i spose if you have no med packs in a game there is no way you should put defibs in - and considering that frusties had no paks then yeah in competitive play no defibs is fair nuff... - spose my suggestions only really apply to the pub version of the mod
oh with the chainsaw - considering the half a second or whatever you'd loose waiting for team mates to tell you boomer incoming or waht ever - quite often that half a sec is the difference between boomed/charged etc., but also could make the deafness a debuff 4 any1 20 ft of the chainsaw... - but i guess no one would use it then... deafening the survivors is a powerful nerf imo
anywho don't mistake this as me thinking I have the answers - just trying to see if there are ways to keep the goodies in the mod as they are quite fun to use and lots of people would be sad to see them go -
kakature
02-25-2010, 05:21 AM
We have some kind of bug on our server, running confogl 2.1.0 beta. So we modified our cfg because we didn't want to play the 'extreme' confogl without tier2 weapons and stuff.
In our config there's still the nadelauncher, chainsaw & medkits at the beginning. No defibs, fagrounds, medkits in the map etc.
However, sometimes when we do a /forcematch command, confogl loads but its an unmodified cfg. It's like it just ignores everything we modified.
So there are no tier2 weapons, only pills. But the strange thing is that there are nadelaunchers and chainsaws & stuff. It just ignores some cvars it seems.
And in HR2, there were no witches for one team, and the other team got like 1 miljen witches or something.
Ishmayl
02-25-2010, 07:42 AM
Personally, i love confogl, and wish I could find a couple servers that I could force play on permanently whenever I start a game.
kakature
02-26-2010, 07:25 AM
We have some kind of bug on our server, running confogl 2.1.0 beta. So we modified our cfg because we didn't want to play the 'extreme' confogl without tier2 weapons and stuff.
In our config there's still the nadelauncher, chainsaw & medkits at the beginning. No defibs, fagrounds, medkits in the map etc.
However, sometimes when we do a /forcematch command, confogl loads but its an unmodified cfg. It's like it just ignores everything we modified.
So there are no tier2 weapons, only pills. But the strange thing is that there are nadelaunchers and chainsaws & stuff. It just ignores some cvars it seems.
And in HR2, there were no witches for one team, and the other team got like 1 miljen witches or something.
Ok, I think I found what causes this.
We join the server, I do a forcematch command, map restarts. Ready mod works, our modified confogl config works, all good.
I do a !resetmatch command, map restarts, vanilla, all good.
Now when I execute the !forcematch command again, it restarts the map but it loads like the standard confogl config.
When this happens, only thing we can do is restart the server and hit !forcematch again. This way it loads our modified confogl cfg again.
Is this a bug or am I doing something wrong (could be, I'm a beginner with server management)?
SunkenBoat
02-26-2010, 07:37 AM
I like everything except the lack of medkits. Medkits are a part of versus, and I personally like them, they're fun and strategic.
I do NOT like mass onslaughts of medkits which you can seem to find ocassionally in L4D2, but I think the 4 medkits in the saferoom and 2-3 inbetween the saferoom and checkpoint is a fair amount.
(Obviously less on the first level, but you get my drift.)
D4rKr0W
02-26-2010, 09:30 AM
I like everything except the lack of medkits. Medkits are a part of versus, and I personally like them, they're fun and strategic.
I do NOT like mass onslaughts of medkits which you can seem to find ocassionally in L4D2, but I think the 4 medkits in the saferoom and 2-3 inbetween the saferoom and checkpoint is a fair amount.
(Obviously less on the first level, but you get my drift.)
Imo medkits are for fun games, you cant play competitively with meds. You gotta trust us, after all this is what nearly all of the top tier teams asked for. We get the feedback direclty from the top players around, but trust me you shouldnt be scared by the lack of medkits. Once you mastered on playing confogl with your team against decent adversaries, you'll laugh at medkits and whoever wants them ;)
Tyrant vs Tank
02-26-2010, 09:49 AM
Maybe one med kit and only 3 other sets of pills for the entire team in the safe room at start.
Defibs are the bigger problem especially in servers in which people can buy them.
Why buy a kit when you can buy a new life and defeat the purpose of killing a survivor.
Far as the scoring system goes. A couple ideas on the current system.
1. 1000 point bonus if teams tie up and 1000 goes to better infected team.
2. Individual time bonus calculated by the number of survivors who make it to the safe room followed by an additional 500 point bonus if everyone survives.
3. Incapacitation limit penalty factored by the number of times a team of survivors get incapped. Say a limit of everyone only allowed to be incapped once. Beyond that the team loses 300 of its total points whether they make it or not.
Ishmayl
02-26-2010, 12:28 PM
Medkits can go to hell. Not really, but man I hate doing massive amounts of damage to survivors, only to see them all in the green two minutes later.
WoZeR
02-26-2010, 12:47 PM
Tanks take 50% less damage from melee weapons
Didn't valve already fix this? Why would we need it nerfed again?
Explosive / Fire ammo removed
Laser Sights removed
Chainsaw nerfs (Removed as default)
Grenade launcher removed (can also be nerf'ed instead)
Removal :(
KeRupTion
02-26-2010, 01:11 PM
Tanks take 50% less damage from melee weapons
Didn't valve already fix this? Why would we need it nerfed again?
That list hasn't been updated. That was before Valve changed it. Yes, people are fixing things before Valve.
Nex Iuguolo
02-26-2010, 01:46 PM
looks great
kakature
02-27-2010, 04:25 PM
I'm wondering, isn't there some kind of cvar to control the amount of car alarms both teams get?
It's so unfair. In Parish3, some teams get all the hard alarms whilst the other team gets one or two car alarms.
It's actually pretty stupid from Valve to just randomize this, such an important thing.
ICantShoot
02-27-2010, 04:43 PM
If any server owner uses this, launch your server with option +sv_gametypes "survival, scavenge, teamversus, teamscavenge" on the command line OR make your server completely private.
It SUCKS to play on a public server a coop game that uses this useless crap.
grabbinashawt
02-27-2010, 05:15 PM
It SUCKS to play on a public server a coop game that uses this useless crap.
my server is private - as are the vast majority of them, i'd wager...
but poasts like yours make me want to make it public.
silly goose.
ICantShoot
02-27-2010, 05:19 PM
my server is private - as are the vast majority of them, i'd wager...
but poasts like yours make me want to make it public.
silly goose.
I've been on so many servers that replace medkits with pills and playing coop. Sucked so bad.
danielmm8888
02-27-2010, 05:27 PM
OP Why didn't you just make the plugin remove everything?
Seriously
Just play the ♥♥♥♥ing game like its meant to be played
Pencil Pusher
02-27-2010, 05:31 PM
OP Why didn't you just make the plugin remove everything?
Seriously
Just play the ♥♥♥♥ing game like its meant to be played
Yeah, why mod the game in any way shape or form? Games should be played 100% vanilla, no custom maps/sounds/skins/scripts or anything. Seriously though, if this many people think something is unbalanced, and they go to make a whole plugin to fix it, there's definitely something wrong with the game the way "its meant to be played". So that's why they made confogl.
Froncos
02-27-2010, 05:43 PM
I got into a game with this plugin (or something really similar) on a pub server.
It was a lot of fun
Mr. Zero
03-27-2010, 04:33 AM
OP Why didn't you just make the plugin remove everything?
Seriously
Just play the ♥♥♥♥ing game like its meant to be played
I challenge you to a game of l4d2.
Whats this?
No grenade launchers.
No tier 2.
No medkits.
Pills only.
Final destination.
No_wander_off
03-27-2010, 07:44 AM
I challenge you to a game of l4d2.
Whats this?
No grenade launchers.
No tier 2.
No medkits.
Pills only.
Final destination.
epic.
i could give you rep but i am out :p
kakature
03-27-2010, 08:05 AM
Is Confogl dead?
Some of you bads need to realize that what may work to give you a game with your sloppy gameplay in vanilla, doesn't work in high level play.
For the comp players, every game is, more or less, a cake walk to the saferoom for the survivors. This is neither interesting nor fun for them, or the people who watch the casts of their matches.
Confogl is good in that it addresses several issues with games at that level, by doing things such as making chip damage a factor in the game again. It's unfortunate to see the folks at Alienware resisting the confogl plugin still, I know it would have made a lot of recent casts a lot more interesting to watch.
funiculi
03-27-2010, 08:09 AM
Some of you bads need to realize that what may work to give you a game with your sloppy gameplay in vanilla, doesn't work in high level play.
For the comp players, every game is, more or less, a cake walk to the saferoom for the survivors. This is neither interesting nor fun for them, or the people who watch the casts of their matches.
Confogl is good in that it addresses several issues with games at that level, by doing things such as making chip damage a factor in the game again. It's unfortunate to see the folks at Alienware resisting the confogl plugin still, I know it would have made a lot of recent casts a lot more interesting to watch.
Anyone who plays these mods would get eaten alive in vanilla. They'd have bad ♥♥♥ weapons, they'd have med packs galore. They'd have defibs galore. The only positive thing this config has going for it (other than it resembling l4d(1) which I could easily just go play) is that the Witch is more aggressive. All this is, is preference. Don't say it's better than the other it makes you look strange.
huhwat
03-27-2010, 09:29 AM
Anyone who plays these mods would get eaten alive in vanilla. They'd have bad ♥♥♥ weapons, they'd have med packs galore. They'd have defibs galore. The only positive thing this config has going for it (other than it resembling l4d(1) which I could easily just go play) is that the Witch is more aggressive. All this is, is preference. Don't say it's better than the other it makes you look strange.
Did you just say a team that plays confogl will get "eaten alive" by a team that only plays on vanilla? Lol.
funiculi
03-27-2010, 09:36 AM
Did you just say a team that plays confogl will get "eaten alive" by a team that only plays on vanilla? Lol.
I'll play ya' :)
kakature
03-27-2010, 10:15 AM
Lol, I'd like to see a good Confogl team lose against a good vanilla team.
funiculi
03-27-2010, 10:18 AM
Lol, I'd like to see a good Confogl team lose against a good vanilla team.
They'd be use to dying. They'd also be used to not having chainsaws break tongues, and grenade launchers launching grenades. It isn't very hard to imagine that it's outside their comfort zone, that's why this was made. They in effect made it easy for infected to win, when it's pretty hard on vanilla.
No_wander_off
03-27-2010, 10:30 AM
confogl is like final destination.
no items, fox only.
players get nerfed pretty bad, and their skill it's artificial.
funiculi
03-27-2010, 10:44 AM
confogl is like final destination.
no items, fox only.
players get nerfed pretty bad, and their skill it's artificial.
+rep
/10+rep
huhwat
03-27-2010, 10:46 AM
I'll play ya' :)
Aight, pm me ur community page or something.
huhwat
03-27-2010, 10:48 AM
They'd be use to dying. They'd also be used to not having chainsaws break tongues, and grenade launchers launching grenades. It isn't very hard to imagine that it's outside their comfort zone, that's why this was made. They in effect made it easy for infected to win, when it's pretty hard on vanilla.
lol, vanilla gives lot of kits to survivors, defibs if they die. So any damage you do on vanilla doesnt really matter unless you can kill them each attack. And even then they'll find defibs. Plus with the 25-30 second spawn timers survivor can just rush after an attack.
And lets scrim and see, which teams better. Maybe we can have it casted too? so every1 on this forum can see.
funiculi
03-27-2010, 10:50 AM
lol, vanilla gives lot of kits to survivors, defibs if they die. So any damage you do on vanilla doesnt really matter unless you can kill them each attack. And even then they'll find defibs. Plus with the 25-30 second spawn timers survivor can just rush after an attack.
How would damage not matter? It would matter entirely if both teams made it. Survivors can always rush after attacks. When we play tonight, if I win you're not allowed to say "it's because it's unbalanced".
And oooh no, it will be me vs you + random fill ins. I'm not getting anyone scheduled for this nonsense, and if you do it only serves to skew.
DesuSnaQ
03-27-2010, 10:52 AM
Good job.
huhwat
03-27-2010, 10:53 AM
How would damage not matter? It would matter entirely if both teams made it. Survivors can always rush after attacks. When we play tonight, if I win you're not allowed to say "it's because it's unbalanced".
And oooh no, it will be me vs you + random fill ins. I'm not getting anyone scheduled for this nonsense, and if you do it only serves to skew.
Lol wat. This is a team game, I cant depend on randoms. What if their new to the game? It has to be your team vs mine. And I wont say its unbalanced. Pretty sure like others in this forum u wont accept the challenge, we'll even play on vanilla.
funiculi
03-27-2010, 10:55 AM
Lol wat. This is a team game, I cant depend on randoms. What if their new to the game? It has to be your team vs mine. And I wont say its unbalanced. Pretty sure like others in this forum u wont accept the challenge, we'll even play on vanilla.
Oh, we're definitely playing on vanilla. Except I don't tell friends "hey, I am going to beat a forum goer, clear your schedules. This is important ♥♥♥♥". I don't have a team? Lawl, if I did it'd be for scavenge, something worthy of possessing a team.
DesuSnaQ
03-27-2010, 10:55 AM
They'd be use to dying. They'd also be used to not having chainsaws break tongues, and grenade launchers launching grenades. It isn't very hard to imagine that it's outside their comfort zone, that's why this was made. They in effect made it easy for infected to win, when it's pretty hard on vanilla.
I've never met a good team that actually preferred CEVO to confogl, and especially not one who plays vanilla.
So I'm pretty sure that "they wouldn't be used to vanilla settings" wouldn't make up the massive gap in skill between a team who regularly plays confogl versus one who only plays vanilla.
It's like training with weighted shoes/gloves. It just makes you a better player when every mistake will cost you as opposed to vanilla where you can screw up all day and be fine.
No_wander_off
03-27-2010, 10:55 AM
+rep
/10+rep
well thank you, have some rep too :)
EDIT: damn, i am out...
Mr. Zero
03-27-2010, 10:55 AM
How would damage not matter? It would matter entirely if both teams made it. Survivors can always rush after attacks. When we play tonight, if I win you're not allowed to say "it's because it's unbalanced".
And oooh no, it will be me vs you + random fill ins. I'm not getting anyone scheduled for this nonsense, and if you do it only serves to skew.
If you haven't noticed, when playing Confogl its kinda expecting you are playing with a "team" in a team based game. Crazy I know.
"I play competitive, but only with randoms."
You silly.
funiculi
03-27-2010, 10:56 AM
I've never met a good team that actually preferred CEVO to confogl, and especially not one who plays vanilla.
So I'm pretty sure that "they wouldn't be used to vanilla settings" wouldn't make up the massive gap in skill between a team who regularly plays confogl versus one who only plays vanilla.
It's like training with weighted shoes/gloves. It just makes you a better player when every mistake will cost you as opposed to vanilla where you can screw up all day and be fine.
I would argue with you. But I fear you are a troll, who reports anything I say as such. I'm ignoring you. (My first ignore)
huhwat
03-27-2010, 10:57 AM
Aight scavenge it is. I like both. Vanilla favors survivors a lot so, I like playing using confogl or a new config my friend is makin that removes t2 (except finale), tanks every round, no kits. Its like l4d1 frust. You can play w.e u want.
So scavenge? Sometime today or tmrw?
funiculi
03-27-2010, 10:57 AM
If you haven't noticed, when playing Confogl its kinda expecting you are playing with a "team" in a team based game. Crazy I know.
"I play competitive, but only with randoms."
You silly.
I never said I play competitive. In fact my views on such a nature can't be tied with vs mode. At all. Ever. Never.
funiculi
03-27-2010, 10:58 AM
Aight scavenge it is. I like both. Vanilla favors survivors a lot so, I like playing using confogl or a new config my friend is makin that removes t2 (except finale), tanks every round, no kits. Its like l4d1 frust. You can play w.e u want.
So scavenge? Sometime today or tmrw?
Hey goofy, check your PM's I sent one like an hour ago.
DesuSnaQ
03-27-2010, 10:59 AM
I would argue with you. But I fear you are a troll, who reports anything I say as such. I'm ignoring you. (My first ignore)
I don't report people unless they're actively trolling a thread that I made myself.
Additionally, ignoring people is pretty dumb unless you're scared of reading ideas that differ from your own. I laughed at you calling me a troll just because you hate any opinion different than your own.
I'm not trying to bash vanilla, I'm just saying that teams who play confogl regularly are always better in my personal experience.
No_wander_off
03-27-2010, 11:01 AM
besides there is the fact that configs don't really solve anything.
huhwat
03-27-2010, 11:02 AM
Hey goofy, check your PM's I sent one like an hour ago.
Aight.
wluo123
03-27-2010, 11:04 AM
No, of course not. We are talking about changing vanilla gameplay.
Any discussion pertaining to mods is irrelevant.
DesuSnaQ
03-27-2010, 11:04 AM
besides there is the fact that configs don't really solve anything.
Confogl solves the problem of the game not being fun to play, for a large number of people in the community. (People who have gotten good enough that making it to the safe room every single map is boring)
That's good enough for me.
No_wander_off
03-27-2010, 11:08 AM
Confogl solves the problem of the game not being fun to play, for a large number of people in the community. (People who have gotten good enough that making it to the safe room every single map is boring)
That's good enough for me.
well, i am very glad it's fun for you. for me it's just a mod :)
Xevenz
04-01-2010, 11:08 PM
could anybody post your server.cfg for Confogl Pub Server
so the server keeps running with confogl, even if it restarts, or change maps..
tried couple of ways, but still cant get it .. help please.. :)
Spaggi
04-02-2010, 02:15 AM
Hey guys...
I use confogl on my server and am very happy with it. The VS games have a lot more tension and LOT less frustration. I think you all know what I mean :).
Still I have a issue with this config...I cant get voting to work. For example, I still would like the "return to lobby"-vote. Ive been messing around with the helpfiles and the cfgs but I cant find the necessairy parameters. Pls help, +rep is waiting ;)
Mr. Zero
04-02-2010, 04:15 AM
could anybody post your server.cfg for Confogl Pub Server
so the server keeps running with confogl, even if it restarts, or change maps..
tried couple of ways, but still cant get it .. help please.. :)
Which version?
Hey guys...
I use confogl on my server and am very happy with it. The VS games have a lot more tension and LOT less frustration. I think you all know what I mean :).
Still I have a issue with this config...I cant get voting to work. For example, I still would like the "return to lobby"-vote. Ive been messing around with the helpfiles and the cfgs but I cant find the necessairy parameters. Pls help, +rep is waiting ;)
This is an unfortunately side effect of the Ready Up plugin. I believe it blocks all voting while a game is active (don't take my word on it through, haven't seen the code in details). However Confogl it self does nothing to the voting system.
Spaggi
04-02-2010, 04:37 AM
Okay, Ill try that out (it means I have 2 disable readyup. Most people dont like it anyways). Thanks!
Xevenz
04-02-2010, 12:39 PM
Which version?
L4D2 Dedicated Version 2.0.1.1
Confogl 2.1.0
thanks Zero... :)
Xevenz
04-05-2010, 10:24 PM
finally got it for pubs.. + i put all my old plugins to confogl plugins, and it works..
the only thing, is eveytime i vote a map in the middle of a game, and succeded to change the map, the score didnt change from the last map.. so i gotta restart the server and start @ the map i wanted to... any other way to do it?
thanks a bunch.. :)
Inferny
04-05-2010, 11:48 PM
finally got it for pubs.. + i put all my old plugins to confogl plugins, and it works..
the only thing, is eveytime i vote a map in the middle of a game, and succeded to change the map, the score didnt change from the last map.. so i gotta restart the server and start @ the map i wanted to... any other way to do it?
thanks a bunch.. :)
That's a l4d2 bug, happens for me all the time, voting to any campaign doesn't clear the scores (although voting to rematch does clear scores).
Xevenz
04-06-2010, 02:54 AM
owh ok.. thx..
it thought it was just me.. lol
blitzzz
04-07-2010, 06:53 AM
I'm having a little trouble with some of the functions in confogl(version 2.1.0 beta). The readme text says players can request for confogl using !match. I tried that with 2 friends and it didnt work. I was survivor and i initiated confogl by !match, and my friends in the infected team responded by typing !match. Then message came out saying 'both teams have agreed to blablabla..." but nothing happens. Is it not working with version 2.1.0? Or should i just try version 2.0.1 ESL?
My 2nd issue is that normal voting (return to lobby, kick player, change campaigns) seems to be disabled. Anyway to go around it? I read a few post back that the l4d2readyup plugin is the culprit so will it work if i unload the plugin?
Thirdly, i'm not sure why but when confogl is enabled, my server became a 32 player server. Is there anyway to lower this number? i don't want pple to think this is a junk 16 survivors vs 16 infecteds server. Whats more, my server name changes to Confogl 2.1.0 BETA? Anyway to change back to my old server name?
Lastly, I notice when i made my server a confogl server by default (as per instructions according to readme txt), no pubs seems to be able to join. It somehow became a private server it seems.. Anyway to make it public again?
Anyhelp on the above would be appreciated.. Thanks~
blitzzz
04-07-2010, 07:00 AM
Hey guys...
I use confogl on my server and am very happy with it. The VS games have a lot more tension and LOT less frustration. I think you all know what I mean :).
Still I have a issue with this config...I cant get voting to work. For example, I still would like the "return to lobby"-vote. Ive been messing around with the helpfiles and the cfgs but I cant find the necessairy parameters. Pls help, +rep is waiting ;)
wait.. you can still do voting when confogl is enabled?
kakature
04-07-2010, 07:07 AM
Sure, just enable it in the config. I think it's disabled by default.
Is there an update coming soon? Cause we're having nothing but bugs with 2.1.0 :(
blitzzz
04-07-2010, 09:12 AM
Sure, just enable it in the config. I think it's disabled by default.
Is there an update coming soon? Cause we're having nothing but bugs with 2.1.0 :(
Um,which part of the config? Which specific cvar?
BladeKiro
04-07-2010, 09:17 AM
Um,which part of the config? Which specific cvar?
The "Ready Up!" part of confogl disables those votes. You have to turn off Ready Up.
blitzzz
04-07-2010, 09:36 AM
The "Ready Up!" part of confogl disables those votes. You have to turn off Ready Up.
Sweet. That works~ Now voting is back to normal. Any helps on the !match feature? So far it doesnt do anything.. Once both teams agreed by typing !match, nothing happens
Xevenz
04-08-2010, 09:17 AM
Sweet. That works~ Now voting is back to normal. Any helps on the !match feature? So far it doesnt do anything.. Once both teams agreed by typing !match, nothing happens
same here.. T_T
any1.. :confused:
nuwit
04-09-2010, 04:22 PM
infected spawn more distance from survivor , how to disable it back to normal spawn distance range?
Xevenz
04-09-2010, 11:06 PM
i think that distance-range setting was build by valve, and it is just for the finales.. the finale was like l4d1, which we spawn immidiately. and in l4d2, infect spawns are just like other maps, but they increase the range..
blitzzz
04-10-2010, 02:30 AM
i think that distance-range setting was build by valve, and it is just for the finales.. the finale was like l4d1, which we spawn immidiately. and in l4d2, infect spawns are just like other maps, but they increase the range..
Hmm i think he was refering to the usual spawn range including the maps outside finales. I also noticed that i have to stand further away from a survivor in order to be able to spawn.. anyone else noticed this?
WeAreMany
04-10-2010, 02:55 AM
infected spawn more distance from survivor , how to disable it back to normal spawn distance range?
sv_force_normal_respawn 1
nuwit
04-10-2010, 11:56 AM
sv_force_normal_respawn 1
it's not work , thx
blitzzz
04-11-2010, 05:00 AM
sv_force_normal_respawn 1
Hmm where do we put this command? in the confogl-personalize.cfg?
Acextreme
04-11-2010, 08:52 PM
could anybody post your server.cfg for Confogl Pub Server
so the server keeps running with confogl, even if it restarts, or change maps..
tried couple of ways, but still cant get it .. help please.. :)
That should be easy, type sm_forcematch 1 into your versus.cfg and that should always start CONFOGL when in versus mode; note that you would need to install the Game Mode Config Loader 1.6 plugin in order to execute the command in the correct game mode and not in all game modes.
Jay_ombie
04-11-2010, 11:33 PM
I do not seem to be having any issues with it on my server.
I start a match by !Forcematch in 'say'
Everything else just flows.
prafulk
04-12-2010, 12:18 AM
Confogl is my favorite Server Cofig Ever !
Xevenz
04-12-2010, 06:45 PM
confogl > cevo
no offense..
but i see cevo for new players, confogl usually used by pro l4d1 players who plays l4d2..
both are good, as long as the community keeps growing up ... :)
roxarn
04-23-2010, 07:55 AM
What approach will the confogl developers take to the passing?
M60 obviously has to be removed. What about the fallen survivor? And what will you do about the double A.I tanks on the finale?
Hobo Joe
05-16-2010, 11:40 PM
Have I missed any big changes?
3lackCat
06-01-2010, 05:35 PM
Question for anyone who can answer it.
I've got confogl running on my server, the only problem is, it won't convert the medkits to pills. I've tried everything I can think of to troubleshoot, all of the cvars look good, but it just isn't working. There is probably something really small that I'm overlooking, idk.
Any ideas?
pompetti
06-01-2010, 05:57 PM
Question for anyone who can answer it.
I've got confogl running on my server, the only problem is, it won't convert the medkits to pills. I've tried everything I can think of to troubleshoot, all of the cvars look good, but it just isn't working. There is probably something really small that I'm overlooking, idk.
Any ideas?
Post your confogl.cfg file, that would help.
3lackCat
06-01-2010, 06:06 PM
left4dead2/cfg/confogl.cfg looks like this:
//Competitive Confogl by philogl, Surgica1, D4rKr0W, Mr. Zero, CanadaRox, ProdigySim
//Project Home: http://code.google.com/p/confogl
//License CC-BY-SA 3.0
//Last updated: 31/05/2010
//Version 2.1.7
//General Server Cvars
sv_cheats 0
sm_cvar vs_max_team_switches 9999
sv_consistency 1
sv_pure 2
sv_pure_kick_clients 1
sv_voiceenable 1
sv_alltalk 0
sv_log_onefile 0
sv_logbans 1
sv_allow_lobby_connect_only 0
//Bandwidth/Rate Settings
sm_cvar sv_minrate 20000
sm_cvar sv_maxrate 30000
sm_cvar sv_minupdaterate 10
sm_cvar sv_maxupdaterate 101
sm_cvar sv_mincmdrate 67
sm_cvar sv_maxcmdrate 101
sm_cvar sv_client_predict 1
//ReadyUp Cvars
l4d_ready_enabled "0" // 1 (default) = enable readying-up, 0 (default) = disable readying-up
l4d_ready_both_halves "0" // 1 = ready up before both halves, 0 (default) = ready up only before the first half
l4d_ready_minimum_players "1" // number of players that need to be in the server before the match can go live (default: 8)
l4d_ready_server_cfg "" // specify the cfg to execute after the map changes, used to overwrite server.cfg for competitive configs (default: "")
l4d_ready_search_key_disable "1" // 1 (default) = Automatically disable plugin if sv_search_key is blank, 0 = ignore value of sv_search_key
l4d_ready_competition "0" // 0 (default) = all plugins are loaded, 1 = disable all plugins but the competition ones
l4d_ready_pause_allowed "3" // (default 2) allows each time to pause that many times per map, 0 = unlimited pauses
l4d_ready_pause_duration "120" // (default 90) the minimum required time of the pause, before either team can unpause
l4d_ready_cfg_name "confogl v2.1.7" // allows cfg creators to display an indication of what config and version the server is running
l4d_ready_connect_enabled "1" // enable/disable connect announcements (useful during pauses)
//Main plugin Cvars
confogl_boss_generalfixes "1" // Sets director variables for boss spawning. Enables tank and witch on every map that supports it and other fixes
confogl_boss_tank "1" // Tank can't be prelight, frozen and ghost until player takes over, punch fix, and no rock throw for AI tank while waiting for player
confogl_boss_unprohibit "1" // Enable bosses spawning on all maps, even through they normally aren't allowed
confogl_boss_witch "1" // Additional cvars for the witch. Makes it more easy to startle her
confogl_sitting_witch "1" // Forces all witches to be sitting regardless of the level's set time of day
confogl_lock_boss_spawns "1" // Enables forcing same coordinates for tank and witch spawns (excluding tanks during finales)
confogl_remove_escape_tank "1" // Removes tanks which spawn as the rescue vehicle arrives on finales
confogl_ghost_warp "1" // Sets whether infected ghosts can right click for warp to next survivor
confogl_disable_ghost_hurt "0" // Prevents ghost infected from dying when falling into water or off c1m1
confogl_reduce_finalespawnrange "1" // Adjust the spawn range on finales for infected, to normal spawning range
confogl_remove_inf_clips "1" // Removes all infected clip brushes. This fixes tanks getting stuck on Dark Carnival 5 and allows a bit more area for infected to spawn on a few maps
confogl_remove_c5m4_hurts "1" // Removes nonlethal explosion hurt triggers from c5m4, including some for up to 50 damage
confogl_jockey_buffs "1" // Additional cvars for the jockey. Decreases the amount of time after a incap for the jockey to use its ability and removes jockey 'Wobble'
confogl_normalize_hordes "1" // Normalizes natural and boomer hordes by making mob size a static 25 and natural hordes spawn every 100 seconds
confogl_limit_tier2 "1" // Limit tier 2 weapons outside safe rooms. Replaces a tier 2 stack with tier 1 upon first weapon pickup
confogl_limit_tier2_saferoom "0" // Limit tier 2 weapons inside safe rooms. Replaces a tier 2 stack with tier 1 upon first weapon pickup
confogl_limit_hr "2" // Limits the maximum number of hunting rifles at one time to this number
confogl_match_allowvoting "1" // Sets whether players can vote/request for match mode
confogl_match_alwayson "0" // Sets whether match mode is always on AFTER match mode have already been initialized
confogl_match_checkversion "1" // Check the current running version of Confogl to Confogl's homepage. Will notify players if the server is running an outdated version of Confogl
confogl_match_execcfg_off "confogl_off.cfg" // Execute this config file upon match mode ends.
confogl_match_execcfg_on "confogl.cfg" // Execute this config file upon match mode starts.
confogl_match_execcfg_plugins "confogl_plugins.cfg" // Execute this config file upon match mode starts.
confogl_match_killlobbyres "1" // Sets whether the plugin will clear lobby reservation once a match have begun
confogl_match_restart "1" // Sets whether the plugin will restart the map upon match mode being forced or requested
confogl_nerf_chainsaw "1" // Additional cvars to the chainsaw. Less ammo (from 20 to 10) and less damage per 0.1 sec (from 100 to 75)
confogl_nerf_grenadelauncher "1" // Additional cvars to the grenade launcher. Increased friendly fire damage (up to 24 damage up close), less ammo (from 30 to 20) and tank recives normal damage (from 1200 to 400)
confogl_increase_t1_shotty_ammo "1" //
confogl_reduce_healthitems "1" // Reduce the ammount of pills and adrenaline spawned by the director
confogl_reduce_spawntimers "1" // Sets whether the plugin will lock the spawn times to 20 seconds
confogl_reduce_throwables "1" // Reduce the ammount of pipes, molotovs and boomer bile spawned by the director
confogl_remove_cabinets "0" // Removes all health cabinets to further reduce pill density
confogl_remove_parachutist "0" // Removes the parachutist (and his items) from c3m2_swamp.
confogl_remove_chainsaw "1" // Remove all chainsaws
confogl_remove_defib "1" // Remove all defibrillators
confogl_remove_grenade "1" // Remove all grenade launchers
confogl_remove_m60 "0" // Remove all M60 rifles
confogl_remove_lasersight "0" // Remove all laser sight upgrades
confogl_remove_saferoomitems "1" // Remove all extra items inside saferooms (items for slot 3, 4 and 5, minus medkits)
confogl_remove_upg_explosive "1" // Remove all explosive upgrade packs
confogl_remove_upg_incendiary "1" // Remove all incendiary upgrade packs
confogl_replace_cssweapons "0" // Replace CSS weapons with normal L4D2 weapons
confogl_replace_startkits "1" // Replace medkits at mission start with pain pills
confogl_replace_finalekits "1" // Replace medkits during finale with pain pills
confogl_replace_tier2 "1" // Replace tier 2 weapons in start and end safe room with their tier 1 equivalent
confogl_replace_tier2_finale "1" // Replace tier 2 weapons in start safe room with their tier 1 equivalent, on finale
confogl_replace_tier2_all "0" // Replace ALL tier 2 weapons with their tier 1 equivalent EVERYWHERE
confogl_stopconvertpills "1" // Stops the director from converting pills
confogl_tweakscoresystem "0" // Tweak the score system to confogl settings. 100 points per survivor, 100 points for the tie breaker
confogl_waterslowdown "1" // Sets whether water will slowdown the survivors by another 15%
confogl_realism "0" // Forces realism versus settings in Confogl. Witches always kill, stronger common infected and no far item or survivor glows.
confogl_SM_enable "1" // Enable the health bonus style scoring
confogl_SM_multiplier "2.0" // Multiplier to apply to the health bonux
confogl_SM_tempmulti_incap_0 "0.30625" // Multiplier to apply to temp health of players with no incaps
confogl_SM_tempmulti_incap_1 "0.17500" // Multiplier to apply to temp health of players with one incap
confogl_SM_tempmulti_incap_2 "0.10000" // Multiplier to apply to temp health of players with two incap (and are black and white)
sm_killlobbyres // Removes the lobby reservation cookie
exec confogl_personalize.cfg
Thanks for looking.
3lackCat
06-01-2010, 07:25 PM
Sorry for the double post but it might be important to note that after first installing confogl, Left4Downtown was causing problems such as saying that the server was full when it wasn't, so could the failure to replace medkits be something to do with that as well?
Confogl version 2.1.7 has been released.
http://code.google.com/p/confogl/downloads/detail?name=Confoglv2.1.7.zip
New for 2.1.7
No tanks will spawn after the rescue vehicle approaches
Medkits on finales converted to pills
Drowning Witch
06-03-2010, 11:19 AM
the latest SRS has new and improved item remover code that the confogl team should definitely look into if they want to keep up.
Kills lobby reservation?
what is that?
teximex
01-31-2011, 06:42 AM
Props to those who created confogl. Its introduced me to a new style of play which totally wrecks the normal run and gun - prevent attack style of play.
2 special infected are completely random and if you are in a clutch situation, these are the classes you do not want to be.
Jockey.
Now I know I am a terrible Jockey. I can admit that... but is it me or is it a random hitbox.
Smoker.
Why when I aim at someone my tongue sometimes shoots at a random angle and licks my unintended target.
Fix those issues and then can this be serious. Luck shouldnt be a part of a match, it should be skill and teamwork, and not necessarily in that order.
Thanks for reading my .02
Mambini
01-31-2011, 07:08 AM
Props to those who created confogl. Its introduced me to a new style of play which totally wrecks the normal run and gun - prevent attack style of play.
2 special infected are completely random and if you are in a clutch situation, these are the classes you do not want to be.
Jockey.
Now I know I am a terrible Jockey. I can admit that... but is it me or is it a random hitbox.
Smoker.
Why when I aim at someone my tongue sometimes shoots at a random angle and licks my unintended target.
Fix those issues and then can this be serious. Luck shouldnt be a part of a match, it should be skill and teamwork, and not necessarily in that order.
Thanks for reading my .02
What you are saying doesn't apply only for CONFOGL but it's a game mechanic issue regarding the smoker. As for the jockey, well.. Don't attack alone.
Mods can only change the game to a certain point and everyone that put effort on making mods for the game deserves a big thumbs up. It's the case of the Confogl dev team and the srs dev.
ProdigySim
01-31-2011, 07:48 AM
What a thread necro.
Smoker tongues actually do follow a pattern for their targeting, it's just not immediately apparent to most people.
Jockeys are incredibly useful and OP. They're basically a free 12 damage whenever you land one.
Me2nice
01-31-2011, 04:27 PM
Nope, none at all.
Really? At least let them have ONE medkit (per person). Give them a pack at the spawn. That is it.
No_wander_off
01-31-2011, 05:19 PM
Really? At least let them have ONE medkit (per person).
Please no! Survivors would have too easy.
zoquan
01-31-2011, 06:10 PM
Smoker tongues actually do follow a pattern for their targeting, it's just not immediately apparent to most people.
So, would you like to share with the rest of us?
ProdigySim
01-31-2011, 07:38 PM
So, would you like to share with the rest of us?
Not especially. It's a trade secret. Like horde behavior. Useful knowledge that can give one team an advantage over another.
Do some experiments with moving/multiple targets and maybe you'll understand the issue. Plus reading through the tongue_* cvars can help.
PizzaSHARK!
01-31-2011, 08:47 PM
What a thread necro.
Smoker tongues actually do follow a pattern for their targeting, it's just not immediately apparent to most people.
Jockeys are incredibly useful and OP. They're basically a free 12 damage whenever you land one.
Been a while since I played. Did they change something in Confogl that caused Jockey to do damage immediately? Isn't it usually 3 damage per swipe, one swipe per second? While riding, I mean.
ProdigySim
01-31-2011, 10:49 PM
Been a while since I played. Did they change something in Confogl that caused Jockey to do damage immediately? Isn't it usually 3 damage per swipe, one swipe per second? While riding, I mean.
Has nothing to do with confogl. Valve did it. 4 damage per swipe/tick, instant damage on landing.
http://store.steampowered.com/news/3964/
No_wander_off
02-01-2011, 03:40 AM
Has nothing to do with confogl. Valve did it. 4 damage per swipe/tick, instant damage on landing.
http://store.steampowered.com/news/3964/
one of the best updates. i remember how happy i was when i saw it.
Growit
02-12-2011, 08:30 AM
If i want just chance some confogl command value, do i just chance it in confogl.cfg-
OR
-list the command with new value in the confogl_personalize.cfg...?
Thigs like:
l4d_ready_enabled 1>0
confogl_addcvar confogl_replace_startkits 1>0
CanadaRox
02-12-2011, 10:41 AM
You'll want to change that in the confogl.cfg. Just find wherever it is written and change the value and it'll be set next time you start up match mode.
Growit
02-12-2011, 11:13 AM
You'll want to change that in the confogl.cfg. Just find wherever it is written and change the value and it'll be set next time you start up match mode.
Thanks!
I think it was just like that, but since i newbie in things like this, just want to be sure that i dont mess things up...;)
mewsin
02-12-2011, 11:42 AM
Not especially. It's a trade secret. Like horde behavior. Useful knowledge that can give one team an advantage over another.
Do some experiments with moving/multiple targets and maybe you'll understand the issue. Plus reading through the tongue_* cvars can help.
BUT I WANTED TO COMPLAIN THAT VALVE SCREWED ME OVER!!!!
Heh. This reminds me of some one-liners that always make me laugh:
"HE'S ONE-SHOTTING ME WITH A SNIPER RIFLE, HE MUST BE AIMBOTTING!"
"The tongue doesn't work!!!" (while standing way too far out of range)
"The tongue doesn't work!!!" (while the opponent is dodging behind obstacles to break the tongue)
"I charged right through them!" (while from my screen it looked like he missed by a mile)
"I can't hit with the jockey!!!" (trying to jump where the survivor is, instead of where the survivor is headed. Oh, and jumping straight forward instead of up.)
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