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ScareCr0w scarecrowz
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ScareCr0w scarecrowz
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2013 年 1 月 10 日
41 条留言
2013 年 5 月 17 日 下午 3:55 
Today's Changes 17/05

<Changes>
- You won't automatically switch weapon when a teammate passes you pills/adrenaline.
- Survivors in "pushaway-range" will not take Friendly Fire damage.
- Witch damage has been set back to 75 per hit (Promod Value)

- Parish Map 1: Tank Spawn is forced to spawn before the Point of no Return.
2013 年 5 月 17 日 上午 3:43 
Today's Changes 16/05

<Changes>
- Molotovs have been removed from the config.
- Points are Frozen on Tank Spawn (Goes hand in hand with Saferoom Door Manager to prevent undeserved HB&Distance)
- Placed Fencing on Dark Carnival Map 1 Bridge: Preview
- Resolved a few minor bugs with Weapon Spawns on Dead Air.

- Updated Scarecrow with all the General Server Features.
2013 年 3 月 23 日 上午 12:47 
Today's Changes 22/03 2/2

<Fixes>
- Witches and Tanks will no longer spawn on top of eachother (Thanks Visor <3)

<Changes>
- Tanks will take a lot less damage per second from Molotovs, making the Tank harder to kill while also forcing the Tank to commit sooner.
> A Molotov will now take 200 Seconds to kill a Tank. (Default: 75)
2013 年 3 月 22 日 下午 8:27 
Today's Changes 22/03

<Changes>
- Adrenaline has been added back with a limit of 2 spawns per map.
- Adrenaline will no longer offer a running speed buff, the revive/action speed will still be there.
- Molotov has been added back with a limit of 1 spawn per map.

- Melee weapon limit has been removed, their spawns will remain removed from the Saferoom.
> Except for Dead Center 1 of course.

- Health Cabinets will spawn again, due to offering pill spawn locations.
- Custom Campaigns are fully supported with Scarecrow now as well as the Saferoom Door Plugin.

- Common will spawn normally at the Saferoom area again, to prevent an easy rush.
- Tank Spawn on Parish 1 will be banned from early spawn, due to common spawns at the safe area.

- Added a Shove Fix for Common Infected stuck in props.
- Added Infected Despawner, which effectively despawns common infected being left behind the Survivors.
- SI Respawn distance has been lowered.
2013 年 3 月 8 日 下午 10:52 
Today's Changes 08/03

--- Config can be publicly played

<Fixes>
- Saferoom Door Manager plugin is fully fixed to work with L4D1 Maps and most Custom Campaign Maps.
- Death Spit will no longer have a buggy radius. (Jahze's work)

<Changes>
- Spawntimer has been increased with 1. (16 to 17)
- Pills Limit outside of the Saferoom has been set to 2. (0 to 2)
- Shotgun Ammo has been set to 8/128. (L4D1 Style)

<Experimental Implementations>
- Added a "Fix" for SI being able to stop a charger that's carrying a victim by pouncing in front of it.
- Added a "Fix" for SI being able to pounce/target a player that just got charged (After Charge end and before Pummel start)
2013 年 3 月 7 日 下午 3:24 
i forgot about that playing too much promod :D
2013 年 3 月 7 日 上午 8:10 
Hey guys,

Sorry for the lack of updates, I've been focusing on other things :x
Anywoo, I'm back on track and I'll be pushing out a "big" update Saturday.

--
As for the m2, I will not be enforcing the shove delay after a deadstop as the common infected will make it hard enough on you (Limit of 2 melees per team)
2013 年 2 月 18 日 上午 8:22 
It is in developement as far as i heard. Reminded me to make notion of the idea to somehow counter m2+meleeing infected, as in try to put a fatigue that is synchronised between the two or just disabling melee after an m2.
2013 年 2 月 18 日 上午 6:36 
what happened with scarecrow? config is dead? :O
2013 年 2 月 6 日 下午 7:43 
Hmm i've been picking up the game a bit lately and am still bothered by the fact that the console tells use where the tank/witch spawns.
2013 年 1 月 31 日 上午 3:40 
Today's Changes 30/01

<Fixes>
- Melee Spawns in some Saferooms have been fixed.
(L4D2_IsEntityInSaferoom didn't detect some of them)

<Changes>
- When a Survivor is pulled by a smoker, common can no longer block it.
- When a Survivor is jockied and biled, common will no longer push the jockied survivor back/forth
2013 年 1 月 25 日 上午 5:41 
Today's Changes 24/01

<Changes>
- Fixed Instapounce (Hunters & Jockeys)
- Hunters will no longer fall down when being shot during wall pouncing.

<Known Issues>
- Melee spawns in saferoom on most L4D2 maps. (Will be fixed shortly :D)
2013 年 1 月 21 日 下午 8:40 
Yeah, as far as I know the m2_control plugin leaves no side effects for the jockey, it's fully fixed with just the plugin.
2013 年 1 月 21 日 下午 8:20 
What about jockey instapounce ? :| Does it get fixed along with the hunter ?
2013 年 1 月 21 日 上午 6:43 
The repouncing was already on my list to "fix" in this config, I had already decided to go with the m2_control as it seemed better in my opinion. However, in testing it indeed showed that hunters could get a few instapounces off anyway.

The cvar z_max_hunter_pounce_stagger_duration, which is probably what Colossus here meant (;D) is a handy fix when combined with m2_control. The cvar set to 1 (default 0.5) in combination with the m2 plugin seems to work flawlessly.
--

As for the different get-up animations, I think they're fine as they are.
--

Allowing the Tank to decide what kind of rock to throw has been on my mind, but I was never too sure about implementing it. I'll think about it and possibly add it later on.
--

Right now I'm working on a few L4D1 Maps, namely Death Toll 3.

Please do keep discussing ideas and such, always good to read and ponder about. :)
2013 年 1 月 21 日 上午 6:17 
It's in fact vintik's plugin and is available in public. Shanti's just happened to be the very first to use it since, well, we're very eager for innovations.
2013 年 1 月 21 日 上午 5:59 
well there is the shanti plug which gives u the choice between underhand and overhand with pressing E and R when i remember right.I personally dont care about implementing it when people really want it while on the other hand i dont see a need for me personally to implement it.But like said if the community cries for it i dont see a problem in at least trying it since the rock choice is maybe one of the last random elements we have in that game...
2013 年 1 月 21 日 上午 3:16 
Charger skill made me giggle tho. If i'm not mistaking the damage can even differ from charge to charge.

No with the underarm throw i do not mean the jumprock. I actually mean the rock you throw while your tank arms are on the lower part of your body, forcing you to throw the rock up. Having the choice or even only one option would benefit tanks heavily since the underarms are usually totally useless (if i'm not mistaking here one of the animations is already removed by valve itself).
2013 年 1 月 21 日 上午 2:41 
In regards to different get-up animations, that's just silly. It is natural for a player to recover faster after a hunter pounce compared to a charger strike, because the latter requires more charger skill and thus should be rewarded better for the SI team.
2013 年 1 月 21 日 上午 2:37 
There are multiple ways of fixing the repounce bug.

1). l4d2_m2_control [github.com] - my favorite. Resets the ability after a deadstop. The Survivor functionality should be turned off though.
2). l4d2_sishovefix [bitbucket.org] - repeats the m2, i.e. reinforces the shove via a very clever virtual call to the game's native stagger function.
3). z_max_stagger_duration - set it higher and voilà.
2013 年 1 月 21 日 上午 12:03 
- tank still having the underarm throw (i believe the punch animation is already stable) ....
huh?U talking bout jumprocks i suppose??If yes why should someone remove them?Its a dynamic move for the tank and can be important in wide ranges...
2013 年 1 月 21 日 上午 12:03 
well i dont think the repounce can really be fixed without causing other bugs like in pwg cfg`s.There you have no repounce in lets say 85% cases but its still possible if you spam hard enough AND it causes that the hunter gets a cooldown every deadstop which makes it a fix that needs more fixes like some other trys before so i honestly dont believe the repounce is fixable in a satifying way...Well the other things like the under the ground jock would be great to be fixed but i would declare it to minor first world problems for now since it mostly happens on laggy or bad fps players due an animation/information bug as far as i can see.I personally would also like to say the get up animation fixed like u get the same animation everytime(the normal one//fix double standup and insta standup) but not sure how ez or hard it will be to get there...
2013 年 1 月 20 日 下午 7:56 
"tank still having the underarm throw" .. wait wat ? Why would u want that removed lol ?
2013 年 1 月 20 日 下午 5:18 
Well done i see a lot of thing i like in this mod. Kudos.

I do have some things i would like to finally see "fixed" like the hunter insta repounce, the jockey glitching underneath the map, the spitter doing varried damage depending on what getup animation survivors get, tank still having the underarm throw (i believe the punch animation is already stable) ....
2013 年 1 月 20 日 上午 7:15 
Today's Changes 19/01

<Saferoom Door Plugin>
- Fixed an issue with Finales.
- Fixed an issue with Incaps not rechecking if door is allowed to close

<Death Toll: Map 4 Event>
- Horde is back to how it was in L4D1, you can either hold it out in the back or decide to push through it.
- Witch can spawn during the event now.

2013 年 1 月 17 日 下午 6:08 
Today's Changes 17/01

- Parish 3: Changed Cemetery Route to be at least twice as long.
- Dark Carnival 4: Added the Path-Block at the start in the middle of the tents
- Adjusted AI/Director NAV accordingly.
- Increased Parish 3 Max Distance to 700.
2013 年 1 月 17 日 上午 5:26 
Today's Changes 16/01

- Fixed NAV for AI on Parish 1. (Middle Alley and Cafe backdoor)
- Added a small stairs prop to allow infected to get on the highest building.
- Removed the "Melee Spawn Limit" outside of the Saferoom (L4D2 Maps)
2013 年 1 月 16 日 上午 4:23 
Today's Changes 15/01

- Improved "Intro-Removal"
+ Stuck props are now gone, if you're a fast loader or 2nd Round Spawn you can still see the intro props moving.
+ You can however move at all times.

- Fixed No Common spawning when biled on the following Maps:
+ Dead Center Map 2: Between the GunShop and the EventStart.
+ Parish 2: Closing the CEDA Trailer doesn't stop common from spawning anymore.
2013 年 1 月 15 日 上午 10:03 
Today's Changes

- Fixed a bug with the end Saferoom not working.
- Fixed a silly mistake that caused the smgs to be switched sometimes.
- Fixed Pills not being given to Survivors. (Derp)
- Fixed Melee Weapons spawning at the start on Hard Rain 1.

- Killed Intros, this removes the annoying "Freeze" at the start.
+ On No Mercy 1, Parish 1 and Dead Center 1 you will see a floating intro prop.
+ I have not altered Addon Campaign Intros.

- You can no longer close the door of the CEDA Trailer on Parish 2 when the Tank is up.
+ This is done to prevent a glitch that causes no horde to spawn when survivors are biled.
2013 年 1 月 15 日 上午 10:02 
Group is now public

@VinnioD:
- Same mapchanges as in Promod except for Parish 1
- Read "regarding M2" Q/A below. :)
- I've always liked the idea of temp healthkits, but I don't think I want to pursue it in this config.
- The Bonus Damage system is interesting, but I think I'll be sticking to the regular old Health Bonus system.
- I've always loved no-glows, RVS was amazing for that matter, I however don't feel like the community is at a state to accept it right now.

To answer a few questions I've received Today;

Q: Will you put the sniper back in?
A: No. Now that we're finally at the point where most of the community can let go of the Sniper, I will not be putting this Overpowered weapon back in.

Q: Will you change anything regarding M2?
A: Probably not, I've tried all the mods regarding M2 and it's safe to say that all the "interesting" ones are never 100% proof. Also keep in mind that with decreased melee spawns and a limit of two, those M2s will be needed.
2013 年 1 月 15 日 上午 3:17 
- Will there also be a no deadstop in this config? Or reduced to 1 deadstop with much slowdown on hunter/jockey?
well there are some thoughts about it ye since azure has it also but imo m2 and ds in general is part of the game and shouldnt be removed.I personally do not mind but i think most players wont like it.But i would like to implement the 1 m2 thingy later maybe after some testings.
-Parity is not approved yet,damage system not seen till yet in a serious version.if its tested and applied a bit more we can think about that.Open to it ....
Glows...ye i personally allways liked the no-glow version but most of the community just hates it..but im pretty sure there can be also a no-glow version of scarecrow once its going to be ready for public appeareance.
2013 年 1 月 15 日 上午 3:07 
First of all I like the idea. I even see maybe a few features from the 'old' rvsx version you created back in the days! All the changes you have made look nice too me. Still few questions come up:

- Is this includinig tabun's mapchanges? Or original maps or a mix between it?
- Will there also be a no deadstop in this config? Or reduced to 1 deadstop with much slowdown on hunter/jockey?
- What about that temp medkits I saw in Parity or the bonus dmg system instead of HB?
- Will the glows be available in this mod or is it going to be a realism config?

Well I will keep these announcements in mind and will join a game for sure. Alwas willing to test some new stuff!
2013 年 1 月 14 日 下午 11:03 
Ello Mack,

There are quite some differences from Promod, of course there are a few things I can't leave out
such as Plugin fixes and Stripper fixes.

Some changes may seem small but will have a big impact on how the game plays out, the best examples of this would be;

- Spawntimers decreased from 18 to 16.
- Rotoblin "Gameplay"; No Pills on the map.
- Melee being limited to two and a max of 4 spawns on the map, Saferoom never has melee.
- The config differentiating between L4D1 and L4D2 maps (+certain Maps), allowing L4D1 gameplay on L4D1 maps. The reason for this is that L4D1 maps are just not made for L4D2 SI, no matter what you add with Stripper or Valve would ever add.
- Some extra map modifications; Parish 1 (for now)

Also keep in mind this is just the start of things. I wanted to keep it private for a much longer time but something inside of me just wanted to start testing right away.

2013 年 1 月 14 日 下午 10:31 
well we will announce every game we start on the cfg for interested people to watch and participate.For sure there will be also some streams coming up when we dive deeper in direction of an open beta.For now its still a closed beta which means we try to figure out what we can improve and what features do or do not work as they should.
2013 年 1 月 14 日 下午 9:33 
The ladderblock patch and the saferoom doors changes are good, I like them. However, I feel that there aren't that much changes from ProMod. I think it plays pretty much the same, Correct me if I'm wrong.

Some streams or group announcements would be good eh? Since only admins can start the config and regular players cannot. I'd like to spec some games, thanks.
2013 年 1 月 14 日 上午 9:58 
Good News!

After another day of finishing up code, adding a few new things, fixing "broken" stuff and making sure everything is working as it should.

I'd say the config is now fully BETA-Ready
--

This is the phase where we collect data, test and of course.. enjoy .
Currently only admins on SirPlease Servers can start the config.

Admins:
- Sir , bAm , nikeOn , Dena , Vinnio , Kekkeri
- Raecher , Estoopi , RedTea , Don , mc'

Config Details: Link [pastebin.com]

--
Please do make sure everyone in the game is aware of the config's features.
As this is the first beta-test, either report your feedback to me or comment on this group page.
2013 年 1 月 13 日 下午 9:14 
<3 keep it up This ♥♥♥♥`s gonna blow some minds out :D
srsly : damn good job so far but make sure u dont dive to deep and get lost in the matrix :P
2013 年 1 月 13 日 上午 11:58 
Hey guys,

I'd like to say a few things
So far the config has made a lot and quick progress, mainly due to being forced to set a Deadline on a beta-test game you all so eagerly asked for.

You guys have really given a lot of positive feedback as well as interesting ideas to look into, it's awesome that you guys are so excited about this, gives me a big motivation boost!

--
The last two days I haven't made much changes, but I did dig deep into coding as well as write another plugin that will be finished on the deadline. It's nothing amazing this time, but it does prevent the need for certain rules.
Always better to patch than to make rules. :)

Luckily, no bad news.
Everything is going according to plan and I'm looking forward to the beta-game!
If you haven't "signed up" yet, you can do so on the posted discussion.
2013 年 1 月 11 日 上午 6:18 
Finally we have balanced L4d1 maps, n1
2013 年 1 月 10 日 上午 5:28 
=D
2013 年 1 月 10 日 上午 4:26 
Top secret.. shhhh!