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- Left 4 Dead 2 RocketDude Changelog by ReneTM & Community Update Team https://steamcommunity.com/groups/l4d2cut
- 14.06.2020
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- - adjusted director options for common and special infected spawns
- - medkits dont get removed anymore
- - added logic to check if a rocket hit a ceiling/floor or a wall (ground/floor="cloor" :3)
- - added adjusted multipliers for cloor and wall rockets
- - added gravity resistent rockets
- - adjusted blast power in general
- - players will now take 1 dmg for every valid rocketjump/blast in their face
- - TF2 blast values almost match the avg reachable height with a single rocketjump now
- 15.06.2020
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- - increased survivor max health to 250
- - bots dont do friendly fire anymore
- - disabled ledge hang
- - set default melee to baseball_bat
- - reduced SI-Spawns
- before: ( MaxSpecials: 16 ChargerLimit = 4, HunterLimit = 4, JockeyLimit = 4, SmokerLimit = 4, BoomerLimit = 4, SpitterLimit = 4)
- now: ( MaxSpecials: 12 ChargerLimit = 2, HunterLimit = 2, JockeyLimit = 2, SmokerLimit = 2, BoomerLimit = 2, SpitterLimit = 2)
- 21.06.2020
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- - fixed tank having 250 hp
- - fixed boomer having 250 hp
- - removed that all trigger_hurts get removed
- - adjusted
- - MobSpawnMinTime = from 16 to 32
- - MobSpawnMaxTime = from 32 to 64
- - adjusted MaxSpecials from 12 to 10
- 27.06.2020
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- - added mushroom spawns for Dead Center 1-4 for testing
- - fixed activator bug
- 05.07.2020
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- - fix perma horde
- - fix FPS-Loss when infected spawn
- - decide if bots should be able to bump around cars
- - grenadelauncher applies DMG on multiple ticks
- - playtesting & playtesting
- 12.07.2020
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- - added bullettime
- 12.07.2020
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- - set cm_NoSurvivorBots to 0 for testing
- 13.07.2020
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- - fixed double execution of RocketJump code
- - added bullet time for killing infected ( max every 10 seconds with a probability of 20% only )
- - improved probability function for bullet time
- 14.07.2020
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- - fixed survivors max health not getting set for following chapter after the first
- - fixed survivors ledge hang not getting disabled after following chapter after the first
- - adjusted tanks health to the totally overpowered grenadelauncher (thats the only SI health change tho)
- 17.07.2020
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- - adjusted rocket_launcher_projectile start offset
- - fixed double velocity bug
- - added mushroom positions for c14m1_junkyard and c14m2_lighthouse
- - once a player collects a mushroom he will able to use auto bunny hop
- - cleaned up code a bit ( still needs to be polished for later revisiting )
- 18.07.2020
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- - added rollDice function for easy probability calc.
- - lowered probability of bullet time from 20% to 15%
- - fixed bug for bunny hopping player
- (activator is trigger itself because wo do touchtest. So we need the nearest player )
- 18.07.2020
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- - reduced bullet chance to 7% which is still very acceptable
- - fixed tank's hp being 0 on multiplayer
- - on c14 maps the player will have no melee by default for now cuz bat is unavailable
- 19.07.2020
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- - survivors spawn now with a random sharp melee which is defenetly available on the map.
- - in the future, replace with GetAvalableMelees() which hooks mission.txt to improve performance
- 19.07.2020
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- - added replacement method to get an available Default Weapon
- - taking a mushroom will apply an adrenaline effect for 7 seconds
- 19.07.2020
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- - grenade launchers that get dropped by a place holder bot now get removed
- - fixed player getting marked as 'bunny' even when he touches the mushroom while being full hp
- - fixed player respawning with a shotgun
- - fixed first aid kids not spawning
- - changed director item spawning from ItemsToRemove to ItemsToPreserve because its less ;D
- 20.07.2020
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- - reorganized scripts
- - fixed medkit spawns when rocketDude gets started on non-valve map
- 22.07.2020
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- - added new rarity colors to the mushrooms
- (gold...lets call it yellow +75, pink +50, blue +25 and white +10)
- - mushroom models will now have the same rendercolor or a similar one to the glow
- - simplified function to avoid grenade-launcher-drop
- 23.07.2020
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- - fixed weapon_gascans & weapon_cola_bottles get removed
- - added event to listen if 'single' survivors enter the saveroom
- - when survivors enter the saferoom or leave with a rescue vehicle
- there will be a chat output for how long he spend on the ground instaed
- of launching himself through the map( player_step would be cooler tho)
- 23.07.2020
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- - added "tiny" mushrooms to most of the maps...some are just too tiny.. ;D
- - fixed "random sharp melee" giving
- - added "ScreenFade" to visualize a "bloody" effect additionally to the adrenaline effect
- - on arriving at the saferoom / leaving with rescue vehicle will output Time() of the survivor needed + the % of midair time
- 24.07.2020
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- - updated logic of RD_melee_getter.nut
- 29.07.2020
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- - excluded bots from autohop check
- - excluded bots from on ground check
- - removed try and catch in event function 'player_death' for getting attacker and victim
- - fixed time spent in midair message & calculation
- - limited decimal places to of 'timespendmidair' and 'timeneededformap' to 2
- - removed custom event res. files which are left overs of my attempt to use unhooked player_footstep event
- - disabled DebugDrawBox of mushroom trigger visualisation at spawn
- 04.08.2020
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- - anv fixes get killed on multiple events now
- - fall damage crack of landing has been disabled
- - spawning mushrooms will access the mushroom data with "mapname".tolower() now
- 10.08.2020
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- - fixed players being able to use "last chance" more than once
- - fixed heart beating loop not being stopped after using a mushroom
- - fixed witches not being highlighted in last_chance_mode
- - updated "Player x is a bunny now" message color
- - added message when last_chance is used and the player is trying to get revived with an SI kill again
- - re-organized rd_last_chance.nut
- 13.08.2020
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- - added dead instance check which checks for dead infected every second ( needed for "last chance" - glows )
- - when all survivors are incap they will enter known "last chance mode" for 10 seconds.
- special infected will get highlighted with a glow and the survivor will enter black and white mode.
- when any of them gets killed the killer gets revived.
- - added check "isPlayerCapped(player)"
- - set hasdifficulty back to 1
- - player now got 50/50 probability to get a sharp melee or a magnum at start
- 25.09.2020
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- - set "sv_infected_ceda_vomitjar_probability" to 0 to have no infinite vomit jars
- - added AllowFallenSurvivorItem(item) to avoid infinite molotows or pipebombs ( fallen survivor can still spawn )
- - set "sv_infected_riot_control_tonfa_probability" to 0 to avoid even more stuff flying around
- - set "sv_vote_creation_timer" to 8 and "sv_vote_plr_map_limit" to 128 to allow the playing quick restart votes when he fails the "run"
- ( modes/rocketDude.txt & script/vscripts/rocketdude/rd_director.nut )
- - added cvar-changes to cvar listener
- - added rd_map_specifics.nut to add easy mutation related map changes
- - c1m1 - removed trigger lower trigger_hurts
- - c8m1 - re-executed elevator fix
- - added throwable listener to avoid infinite item spam
- - changed cm_CommonLimit from 45 to 44 ( major change ;D )
- 29.09.2020
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- - removed PlayerUnderWater()
- - added Speedrunner stats ( local use only )
- - improved script performance ( simplified grenadeListeners noticable on Netgraph)
- - fixed script enabling glows for projectiles on multiple ticks
- - removed obselete code precaching an early dev model
- 12.10.2020
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- - fixed players ending up with no viewmodel and no avatar by rejoining a game where any survivor already left the saferoom
- - added support for custom playground maps ( a guide will be provided by ReneTM )
- - fixed players not instantly dying by jumping into c14m1 saferoom water area
- - fixed players not instantly dying by jumping into c14m2 finale water
- - lowered slowmotion probability from 10% to 5% as requested by many players
- - fixed RocketDude decals sometimes not showing up.
- - fixed new best times not saving
- - added start and finish textures
- 18.10.2020
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- - common limit, spawnrange and mob sizes have been set to their default values to decrease server and client workload
- - speedrunners may like the added chatcommands !disableslomo and !enableslomo. All players need to type them to change the state
- - min time between slow-motion effect has been increased from 16 to 32 seconds
- 08.11.2020
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- Changes:
- - tanks health increased from 7,14,28,56K to 8,16,32,64K (easy,normal,hard,impossible)
- - throwables are now allowed ( no infinity there inspite of "sv_infinite_ammo 1") removed obsolete removeThrowables()
- - health mushrooms will not give the bunny hop ability anymore
- - when survivors leave the saferoom area their time will be set to 00:00
- - slow motion is disabled by default. It will occur when survivors use mushrooms too often.
- - added chat command !countdown to be used exclusively in starting areas for a synchronized start.
- - increased witch hp to 2048,4096,8192,16384 hp
- Fixes:
- - fixed double execution of spawning level specific entities ( fixes c8m4_interior elevator issue )
- - fixed mushrooms not being usable when a player reaches them less than 10 seconds after server start
- - fixed dublicate c7m2_barge mushroom
- - added cvar listener
- - fixed fall damage and ledge hang sometimes getting disabled too late
- - added auto start finale for cold stream and parish ( fix for survivors dying after entering rescue vehicle )
- - fixed CTD on c4m3_sugarmill_b when a chapter restart happens
- - fixed double execution of getSurvivorsInRange() in grenadeExplodeEvent()
- Optimizations:
- - merged multiple rocket and multiple tankrock listeners
- - "last chance mode" will not fire anymore when jumping into deathly water
- ( no 10 second countdown in this case anymore )
- - improved performance of auto bhop method
- Mushrooms:
- - added health only mushrooms ( 16s to restore )
- - added new random throwable mushroom ( 16s to restore )
- - added new explosive mushroom ( 8s to restore )
- - added new bunnyhop mushroom ( 1s to restore )
- - added mushroom specific glow ranges & rotations
- - added 175 mushrooms ( 474 in total now )
- 28.11.2020
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- - fixed sacrifice being unplayable alone
- - fixed players being able to reset their time while leaving the saferoom as a dead survivor (free cam mode) (spooky huh)
- - fixed weapons in c2m1_streets gunstore not converting to grenade launchers
- - fixed "last chance mode" highlighting survivors also instead of only infected
- - added visual indicator for mushroom pickups
- - removed bullet time effect entirely
- - added !info to print mutation info to the console
- - improved speedrun chatcommands (restricted for local usage)
- !stats -> prints all current besttimes to the console
- !speedrunmode -> toggle between normal and speedrunmode
- !r -> restart from the saferoom
- 06.12.2020
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- - fixed one script getting included with scriptname.extension (changes on compile)
- - fixed c5m2_park explosive mushroom being inside of a health mushroom
- - fixed bus stations explosive mushroom rotations
- 04.02.2021
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- - reworked data structure for mushroom positions
- - improved script performance
- - revisited all mushrooms for visibility
- - attached rotation entities to bhop mushrooms
- - increased survivor_crawl_speed from 28 to 45
- - fixed rocket launcher not being able to destroy the c1m3_mall event glass
- - added hud to display current times for each survivor
- - added chat command !hud to vote change the hud state
- - reworked timer system
- - fixed timer for survivors in saferoom already counting on spawn (yeah it was gettin reset by leaving the saferoom anyways)
- - fixed !r causing an error on non valve maps
- - added more options for map sided mushrooms (angles / rotating yus/nah)
- 07.02.2021
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- - added missing entries in list of chat commands
- - added apendix hud notification for mutation information
- - fixed players being able to use !r on finales
- Usable locally in speedrunmode:
- - added chatcommand !saveangles to save players view direction for speedrunning
- 13.02.2021
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- - Damage dealt to SI is scaled by max health value ("Why do i need 5 melee hits for a charger?")
- - fixed "m_iMaxHealth" getting set to 200 for every spawned player instance
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