Left 4 Dead 2
[VSCRIPT] Real Time Common Infected & Witches
67 comentarios
Kaiser 19 AGO a las 0:01 
essential mod thank you
Sensuka 26 JUL a las 10:50 
you have no fucking clue how much this has greatly improved ever since tls has botched my expert difficulty. thank you so much, you have earned my like & favorite. :Fistofdosh:
HIPPO 26 JUL a las 2:41 
Thank you for your answer :D
Shadow  [autor] 25 JUL a las 15:49 
No setup required, just download and play! :winter2019happyyul:
but if you want to take full advantage of the mod, set cl_interp 0.0 and cl_interp_ratio 0



(the description stuff is all the optional and additional stuff you could install, which do require sourcemod and metamod to work).
HIPPO 25 JUL a las 15:30 
I'm not good at English, so I'm running a translator. Can I just subscribe and use it right away? Or should I set it up separately?
dutch 25 JUL a las 4:07 
one must imagine l4d2 with 64 bit and 60 tickrate
Silent Witch 23 JUL a las 20:22 
@Shadow, thanks for the reply and recommendations!
Shadow  [autor] 23 JUL a las 18:07 
No, it's completely unnecesary as sourcemod provides the override of commands with a cfg (this vscript does that), i recommend that if your server is a listenserver (local server), then add the commands that i added in the description of the mod.

like this for example in your listenserver.cfg:

|
v

sm_cvar nb_update_frequency 0.014
sm_cvar nb_update_framelimit 100
sm_cvar nb_update_maxslide 0
sm_cvar nb_friction_forward 0
sm_cvar nb_friction_sideways 10
sm_cvar z_max_neighbor_range 16
sm_cvar sv_client_min_interp_ratio -1
sm_cvar sv_client_max_interp_ratio 0

it will do the same thing that this vscript does
Silent Witch 23 JUL a las 18:01 
If I already have the 4 plugins in my sourcemod, do you still recommend to subscribe for the vscript version?
from my perspective 22 JUN a las 20:27 
acabó de encontrar ese comando que mencionastes con esté valor:
nb_update_frecuency 0.014 pero no lo puse en mi cvar ésto hace que los comunes corran sin retrasos verdad?
from my perspective 22 JUN a las 19:33 
jajajaj que bueno que hables en español así es más fácil hablar, que raro que el comando -tickrate 60 no afecte en nada porque hice la prueba y primero entre al juego con mis mods y algunos plugins de sourcemod sin el parámetro y creé mi sala en pública y en servidor local y los veia correr lageados cuando venian en hordas, luego puse el comando volví a crear mi sala en pública y servidor local y ya veia a los zombies comunes correr normal sin lag.
Shadow  [autor] 20 JUN a las 15:51 
Te explicaría más a detalle algunas cosas pero steam limita mucho los mensajes, cualquier cosa añadime y explico mejor las cosas :demoticon:
Shadow  [autor] 20 JUN a las 15:48 
Hola, veo que eres de Peru así que creo que puedo explicar mejor para ambos si escribo en Español. Para contestar tu pregunta. No, los lerps no afectan en general a todos los jugadores. 2ndo. Rarísimo la verdad, normalmente el parámetro -tickrate no anda, por más que le des un valor, se requiere si o si la ayuda externa con SourceMod y Metamod, si estás a 60-100 tickrate y los commons se ven lageados, entonces es porque nb_update_frequency no está andando, que hace que los commons se actualizen a un valor más rápido, te digo porque me ha pasado, y a varios amigos también.

• Si estás a 0.0 lerp o 100 lerp, y ves que los commons siguen lageados, significa que el vscript no está andando.
• Había por ahí algunos videos en Español, sobre como instalar bien Sourcemod y Metamod, te recomiendo que te instalés ese y luego uses un tickrate enabler, así te toma bien los ticks, el plugin de BHaType funciona bastate bien.
https://forums.alliedmods.net/showthread.php?p=2752405
from my perspective 20 JUN a las 5:00 
I usually always use several scripts as the creator of my room and it happened to me that I saw the common zombies with delays as if I were with the lerps at 0 but I always play with the lerps in 100, what I did to solve that problem was to write in my launch parameters: -tickrate 60 and that solved that problem and I now see them normally as always.
It took me a long time to find that command by watching countless videos on YouTube to find the solution, it was very difficult for someone who doesn't know about these topics, but as The saying goes, he who seeks finds.
from my perspective 20 JUN a las 4:47 
Hello, excuse my ignorance, if I create my room on a local server with a lerp for example 50, does the lerp affect all the players in my room or does it only affect me and for this addon to work only I should subscribe, right? or should I lower my lerps to 0 necessarily?
Doakes 31 MAY a las 19:24 
I do not use any blood texture replacers or extra gore mods, Real Time Common Infected works flawlessly. players connecting to my server are utterly thankful, 10/10!

my guess is if you are using anything that changes blood, gore, or gibbing, you may experience floating splatters and sprays
Zwed 12 ABR a las 18:23 
Unfortunately with this mod the blood splatters and blood sprays from common infected and other players are spawned not on body but in the air now. But the mod is good. If it is possible to spawn blood splatters with 0.0 delay too it would make it the best mod ever
MARCHESCHI 11 MAR a las 6:42 
base
18 FEB a las 0:57 
crazy, had 70FPS at lowest with this, 10/10 would let my local players be less lagged by commons
Shadow  [autor] 7 FEB a las 17:26 
Hace que los commons se actualizen a tiempo real, en vanilla se actualizan cada 0.100 ms, yo lo puse para que se actualizen cada 0.0 ms, era tedioso que cuando jugas con lerps bajos, los commons se vieran a tirones, o teletransportandose, y si usabas lerps muy altos era horrible ponerse a calcular cuando dar m2 a un hunter o un jockey.
Aparte de eso, como bonus, si haces que se actualizen más rápido, haces que la hitbox quede acorde a lo que realmente se ve en la partida.

- Ojo, haces el juego más dificil, porque indirectamente haces que los commons piensen mucho más rapido, sos libre de probar si te gusta o no. :Horzine:
Leao 7 FEB a las 17:16 
aun no entiendo de que trata el mod
Mint Green 31 ENE a las 22:30 
It makes common infected STRONGER
MrSlenderTOP 28 ENE a las 10:11 
que buen mod , espero que sea el ultimo :D
Black Wolf 7 ENE a las 7:43 
great mod
Could you please tell me what is the lerp of your average random? As in someone that never touched their lerp or even modded the game.
Leon 31 DIC 2024 a las 6:58 
Thanks, will try it out later.
Shadow  [autor] 31 DIC 2024 a las 6:16 
• To see your current lerp values in-game: net_graph 1.

Lerp values based on cl_interp:
cl_interp 0.1 = 100ms lerp
cl_interp 0.05 = 50ms lerp
cl_interp 0.033 = 33ms lerp
cl_interp 0.0 = 0ms lerp ( this is what you want to use with this mod )

• To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000. (This may cause lag; feel free to test it yourself.)
Leon 30 DIC 2024 a las 20:52 
I think mismatching hitboxes isn't really the main issue here because I don't use any common infected mods except for some special infected. I hate it when I was shooting the commons since they have more in numbers than specials, and I have disabled most special infected spawn via vscript, so unless it's map scripted event or finale I kill commons most of the time. If hitboxes isn't the problem I believe it's the lerp settings' fault. So how do I modify them?
Shadow  [autor] 30 DIC 2024 a las 8:23 
@Leon
This issue likely results from a combination of tickrate, hit registration, and server-client desynchronization (e.g., lerp settings).

Blood decals appearing without damage, stagger, or death happen when the hitbox is desynchronized from the model's hitboxes (common in GMod or CS:S). You may shoot an enemy repeatedly, filling them with blood decals, yet no damage is dealt. This is caused by purposely mismatching hitboxes or using exaggerated lerp values, leading to server-client hitbox desynchronization, which proves what you said.

Additionally, when meleeing an infected, you might hear the impact sound but notice no damage, indicating the hit didn't land. This is often due to lag compensation, for example, when playing as the Tank with high lerp values, causes the "long arms" effect.

• Set your server's tickrate to 66 or 100, and lower your lerp settings. which improves responsiveness.
Leon 29 DIC 2024 a las 20:54 
I have a question and it has been bugging me for a long time:
When attacking commons or specials with firearms or melees, sometimes my attacks seems to have hit the target, but the target doesn't show any signs of being hit/staggering/dying. Blood decals appears on the part that was hit, and sometimes it may take several or more attacks to put them to death. Is this related to the tickrate things? Or is it something else causing it?
K4ká 17 DIC 2024 a las 12:47 
very nice
Jakiy 1 DIC 2024 a las 8:31 
Not sure if this is better or not but their movement looks quite funny now.
steeg 30 NOV 2024 a las 18:09 
On Valve Dev Community: sv_client_min_interp_ratio -1 = let clients set cl_interp_ratio to anything || sv_client_max_interp_ratio = If sv_client_min_interp_ratio is -1, then this cvar has no effect || So according to this, your sv_client_max_interp_ratio 0 has no effect. Are you sure those -1 & 0 are the ideal values?
Pluvillion 20 NOV 2024 a las 13:51 
It's more of a "cosmetic" thing if anything as lowering lerp means you have more accuracy when sniping specials in particular, but having commons move in the same manner is more than welcome.

I'm seeing an influx of SourceMod mods being turned into v-scripts and I love that. Thank you for this!
Shadow  [autor] 20 NOV 2024 a las 7:12 
@Melon
As for your question, yes, it might be possible. Increasing the tickrate makes them process movement a lot faster, which is one solution. However, some aspects of their behavior are hard-coded, so you would need SourceMod to make deeper changes, though I don’t have much experience with it.

I forced nb_friction_forward to 0 because it caused the commons to move back and forth instead of sticking to the player to hit them. At high tickrates, this made players miss their melee swings. I haven’t tested nb_friction_sideways yet, but I should definitely test it to see how it affects their movement. I’ve also found some other CVARs, so if I discover anything interesting, I’ll definitely share it or update the mod.

- edit: You could manually edit the navmesh using nav_edit, but it's pretty tedious.
Wee Wee 2.0 19 NOV 2024 a las 20:10 
When I host a local multiplayer online, sv cheats doesn't work and it resets the settings.
Legoshi's 19 NOV 2024 a las 0:11 
Random ass question but is it even possible to "upgrade" the game's pathfinding system for nextbots or is that hard-coded in? The way they move around corners is so goofy, they don't turn smoothly around corners and almost never run in a straight line.

Edit: (To not clog the comment section) apparently setting nb_friction_forward and nb_friction_sideways to values like 10 - 15 works well, the Witch is less stupid (the commons too since they use the same pathing) and "sharply turns" around corners instead of walking forward like a vehicle with too much momentum.
Shadow  [autor] 18 NOV 2024 a las 11:46 
Probably because it sets sv_cheats to 1
дуже гарно' 18 NOV 2024 a las 11:22 
@Shadow
I found the source of the problem. For some reason, on the TUMTaRA map, the commons continue to behave jerkily and laggy
Shadow  [autor] 18 NOV 2024 a las 10:05 
@Doc903
It affects all players, including the host, so... If you’d like to install the mod and give it a try, feel free to do so.
Shadow  [autor] 18 NOV 2024 a las 9:59 
@NexPG
That is strange because there is no way other players could benefit if the host cannot. It is simply impossible since the host determines the update frequency for the commons. If the host is not applying these updates or benefiting from the addon, then the players connected to the server wouldn’t benefit either.
Just in case, make sure to check if you have any conflicting addons that might be causing this issue.
дуже гарно' 18 NOV 2024 a las 8:53 
If I install this addon, it does not work for ME on my local server. It is strange, why does anyone who connects to me get the benefits of this addon, but I do not
Doc903 17 NOV 2024 a las 12:46 
So, do I need to even think about installing if I don't really play online?
Shadow  [autor] 17 NOV 2024 a las 6:05 
@Luucy
Lerp stands for interpolation. It's a delay intentionally added by Valve to smooth out what players see in the game, but it's purely visual. Most players prefer setting their lerp to low values to make the game state on their screen closely match the server's. However, this can cause visual stuttering or "teleporting" effects because there's no smoothing.
• if you want to see what lerps you have in-game, use net_graph 1
• if you want to have low lerp, you need to set your cl_interp to a low value,
cl_interp 0.1 = 100 lerp
cl_interp 0.05 = 50 lerp
cl_interp 0.033 = 33 lerp
To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000.
Zombine 17 NOV 2024 a las 5:20 
0/10 No tiene virus, matate y grabalo perdedor supremo ?)
🌻 Luucy 🌻 17 NOV 2024 a las 5:08 
Sorry for the dumb question, but what does "lerp" mean, and how should I know if I have "low-lerp" in-game? 😅

I'm asking this because I've never seen them lag like that before...and I'm playing on a heavily modded game :)
4512369781 17 NOV 2024 a las 1:56 
@Shadow
Oh, I overlooked that.
Shadow  [autor] 16 NOV 2024 a las 13:38 
@4512369781
Yes, while "cl_interp_npcs 0.1" could be a fix, i think it's better to fix the actual problem, rather to rely on an ilussion. Also, you can't force cl_interp_npcs on all clients in a server, you would need to make them download an addon.
Dendoh 16 NOV 2024 a las 12:29 
Love it
Wee Wee 2.0 16 NOV 2024 a las 10:32 
When I try to start a local server through the menu, sv_cheats get disabled and the commons are laggy again.
4512369781 16 NOV 2024 a las 9:29 
I only use "cl_interp_npcs 0.1" to fix the lag of common infected with 0 lerp, works fine on 30 tick.