Go Back   Steam Users' Forums > Steam Game Discussions > # - C > Alien Swarm > SDK / Mods

Reply
 
Thread Tools Display Modes
Old 08-03-2010, 08:48 PM   #1
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
BeyondInsane

Description
Hi,

in this post I'm gonna share my modifications to alien swarm's AI director. The mod allows the customization of AI directed spawns (wanderers only for now) via a config file. This makes it possible to change the amount as well as the type of aliens spawned.

If used together with the configs, BI offers a greatly increased difficulty. Check out the ASBI steam group if you're looking for a challenge.

This modification is server-side only. That means no play has to download anything to be able to play on a BI server.

Features
  • Editable (both by map and difficulty) wanderer type and number
  • Usable colonists
  • Bugfix: drones no longer glitch through players

Download
bin - src

Stats and Achievements
Custom stats and achievements are available for BI players!

Example config (not required)
config (these require my difficulty configs sourcemod plugin - 2010-08-29 or later)

Ingame videos (HD)

Changelog
  • 2010-08-04
    • Initial Release
  • 2010-08-05
    • Fixed most spawns so that aliens no longer spawn inside walls
  • 2010-08-06
    • Binary updated with latest alien swarm patch
  • 2010-08-07
    • Uber drones are now larger than normal drones (30%)
  • 2010-08-10
    • Bugfix: the director was always spawning MinWandererSize wanderers - fixed to spawn a number between min and max.
  • 2010-08-13
    • The spawns can now be configured on a per-map basis.
  • 2010-08-17
    • Fixed a bug that could lead to spawn points not being refreshed.
  • 2010-08-22
  • 2010-08-24
    • Merged BeyondInsane with newest patch.
    • Removed the crash exploit fix (valve fixed it)
    • added command bi_difficulty_print, which gives an overview over the server difficulty
    • configs updated - require updated exec-skills mod
  • 2010-08-27
    • Workaround for a change (by valve) in the latest patch that set asw_marine_time_until_ignite to a fixed value (0.2) when HardcoreFF is enabled.
  • 2010-08-29
    • Changed the configs and added a command to ensure the difficulty shown in sv_tags is accurate and up to date.
  • 2010-09-16
    • Fixed the horde difficulty scaling.
  • 2010-09-17
    • Fixed a mixup in the wanderer difficulty display.
    • Count alien kills as frags (cosmetic change only).
  • 2010-09-21
    • Fixed drone movement: they will no longer glitch through players (or other solid objects) when their movement speed is increased.
  • 2011-03-10
    • included the swarmarmory colonists patch
      • colonists are now usable
      • colonists no longer cause crashes when infected
      • visible feedback which colonists are selected
      • female colonists
    • bots now deal friendly fire
    • hacky implementation to get asw_spawner spawn asw_drone_uber: set the spawned alien name to "asw_drone_uber" and the spawned type to "asw_drone"
  • 2011-03-10
    • don't switch weapons when using asw_drop_extra
  • 2011-03-18
    • fix mini-freezes that occured when playing BI for a long time
    • enable colonists to shoot and equip (some) weapons
    • make colonists hittable by ranger projectiles
    • prevent colonists from running to cover when unarmed and waiting to be rescued
    • some minor performance tweaking

Known Problems
  • The increased amount of alien spawns can at times cause some lag.

Last edited by xehonk: 03-17-2013 at 06:30 PM.
xehonk is offline  
Reply With Quote
Old 08-03-2010, 09:46 PM   #2
VisM.OwnZ
 
 
 
Join Date: Jul 2010
Reputation: 96
Posts: 229
Added to my Addons/Mods/Expansions/Stuff etc. - List
VisM.OwnZ is offline   Reply With Quote
Old 08-03-2010, 10:01 PM   #3
churche0
 
Guest
Posts: n/a
hmm looks good, how do i play? do i use that ip in the dedicated servers window?
  Reply With Quote
Old 08-04-2010, 01:40 AM   #4
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Quote:
Originally Posted by churche0 View Post
hmm looks good, how do i play? do i use that ip in the dedicated servers window?
Hi, the mod can be installed by whoever hosts a server. There are no client-side changes involved. This means that simply joining a server where the mod is active (i.e. the one I posted as example) will indeed allow you to play it.
xehonk is offline   Reply With Quote
Old 08-04-2010, 07:35 PM   #5
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Update: Most alien spawns are fixed, so that the aliens will no longer spawn inside walls. It still happens sometimes, but a lot less often.
xehonk is offline   Reply With Quote
Old 08-05-2010, 06:22 PM   #6
Molup
 
Guest
Posts: n/a
Played tonight on your server (aka Bubba) and I hope that more server will adapt your modification. Just awesome and unique hardcore rounds that really require a team that knows what they do.
  Reply With Quote
Old 08-05-2010, 11:29 PM   #7
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Thanks, Molup.

I recompiled the binary with the latest patch. Just replace server.dll with the new version.
xehonk is offline   Reply With Quote
Old 08-06-2010, 11:18 PM   #8
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Another small update
- I made uber drones a bit larger than the normal ones, so that they can be visually distinguished (and not just by the fact that they don't want to die ;P)
- added another hd gameplay video
xehonk is offline   Reply With Quote
Old 08-07-2010, 12:41 AM   #9
churche0
 
Guest
Posts: n/a
tried ur server and loved it! , i coudlnt beat a single mission in insane though :x (and thats a good thing )
+ rep
  Reply With Quote
Old 08-07-2010, 11:01 PM   #10
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Thanks, church0. :)
The server is supposed to be played on hard (which is why the difficulty reverts to hard after every restart/map change). Nobody ever complained that the game was too easy, so I never bothered to balance insane. ^^
xehonk is offline   Reply With Quote
Old 08-09-2010, 09:04 PM   #11
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Bugfix: the director was always spawning MinWandererSize wanderers - fixed to spawn a number between min and max.
I also removed some leftover debug output.
xehonk is offline   Reply With Quote
Old 08-10-2010, 07:56 AM   #12
johnnythewolf
 
Join Date: Jun 2010
Reputation: 6
Posts: 200
Looks interesting but... huh... how does it works? I can see from the videos that there are new spawns, but I'm not sure to understand how's it done.
johnnythewolf is offline   Reply With Quote
Old 08-10-2010, 10:37 AM   #13
churche0
 
Guest
Posts: n/a
Quote:
Originally Posted by johnnythewolf View Post
Looks interesting but... huh... how does it works? I can see from the videos that there are new spawns, but I'm not sure to understand how's it done.
with scripting, using modsource
  Reply With Quote
Old 08-11-2010, 02:42 AM   #14
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Quote:
Originally Posted by johnnythewolf View Post
Looks interesting but... huh... how does it works? I can see from the videos that there are new spawns, but I'm not sure to understand how's it done.
I'm not sure what you want to know.
  • how does it work (for a server admin)
    • download the binary version of the mod
    • unpack into your "alien swarm/swarm" directory
      • override bin/server.dll
      • make sure resource/h_alien_selection.txt exists (and edit this file as you wish)
    • if you want to make the game even harder (than by simply increasing spawns), install the example configs (and the mentioned mod)
  • how does it work (for a normal user)
    • simply join a server (i.e. the one mentioned in my original post) which has this mod installed
    • enjoy the challenge
  • how does it work (for a developer)
    • not sure what to say - I just took the (already existing) ai director and the already existing spawn_selection and combined the two
    • the director asks the spawn selector which alien to spawn (and how many) and puts them in a queue
    • the director randomly selects a node and spawns an alien from the queue there
    • check the code for more information
xehonk is offline   Reply With Quote
Old 08-13-2010, 01:07 AM   #15
xehonk
 
Join Date: Jul 2010
Reputation: 17
Posts: 335
Update: per map spawn configs

The (wanderer) spawns can now be configured for each map seperately. This allows the server admin to change the difficulty of specific maps without affecting others.

I wrote this after I noticed that certain maps are a lot harder than others - the example configuration reflects this by making timor, residential and deima easier while making sewer and rydberg harder.
xehonk is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > # - C > Alien Swarm > SDK / Mods


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 11:35 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.