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This project forked from mikesmiffy128/sst
Mirror of https://gitlab.com/mikesmiffy128/sst - pull requests ignored!
License: Other
At least until RTA system exists - so runners can look at their video and easily determine what demos are part of the run. Would look similar to SAR's demo hud
Discussed previously in DMs, but add the warp.nut
script functionality into SST so that it can stop giving false positives/negatives and generally be accurate and more extensible (broken examples include passing finale upwarp from on top of the bridge at the end, and that weird sacrifice 1 thing I showed off).
discussion here https://canary.discord.com/channels/@me/748560836448223243/1146676732783513691
Related to #13
SAR impl here (supports a global blacklist or just specified commands)
SPT impl here - just a global blacklist
Some relevant discussion here and above at this link https://canary.discord.com/channels/@me/748560836448223243/1134872919135223918
Having a standard recommended blacklist that's either in the plugin or in some kind of config that we can just send around or something would be nice, blocking everything would presumably break things like dsp_player (for adren sound) when watching demos, so yeah
Very debatable as to whether this is worth bothering with or how you'd want to handle it, but I die inside every time I see someone write something like plugin_unload spt
in the console and the game trolls them into thinking they did the right thing (since depending on load order they might not have even unloaded spt in this example)
Before 2.0.4.1 sprays were limited to like 128kb in size, 2.0.4.1 and onwards have 512kb sprays, Valve please fix
SAR already has this (too lazy to find), but this would be useful for when SST gets warp visualization, reasoning:
https://canary.discord.com/channels/@me/748560836448223243/1146695320076566539
Related to #12
Ultimately low priority given NVCP/RTSS etc exist but would be nice to be fixed since limiting frames from within the game is presumably slightly lower latency than NVCP/RTSS/whatever AMD driver alternative that exists.
In pre-TLS patches of L4D2, if you are in a country that borders (or is) Germany and you are running your game in low violence mode, you will cause any lobby you join to get CS:S guns (host might need to be running low violence as well, not sure). However, if a Polish person joins a north american low violence server with low violence disabled on their client, there will be no CS:S weapons.
The first outcome is really bad for co-op runs, because the AWP and scout are terrible in comparison to either of the normal L4D2 sniper rifles on swamp finale, for example. (CS:S knife is busted though, and it would be nice if everyone could have access to that in the weapon pool for solo without needing to pretend to be a Polish femboy).
Related cvar: mm_dlcs_mask_extras
Some relevant discussion from September 24 2022 and code:
https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/client/gameui/basemodpanel.cpp#L122
(images featured at the bottom of this screenshot):
Contrary to what I say in the above screenshot, I do recall having CS:S weapons eventually spawn that day, but it's been a year so maybe my memory is wrong. Would have to test again. Goldberg emulator does force the country geolocation check to always be USA, so if someone wants to be bothered with changing that to a relevant country and compiling a build of it, that might be of use, rather than bothering with a VPN or pestering someone in a relevant country.
Ever since the update that killed the vgui steam overlay, the steam overlay basically doesn't work on pre-2.0.4.1 versions of L4D2 (and possibly L4D1 1.0, didn't check). Sometimes stuff that you previously had open will show in the overlay, but you can't really interact with it, clicking stuff like 'invite friends' ingame doesn't work, etc. All of this stuff works fine in >=2.0.4.5 (presumably 2.0.4.1 as well but literally who cares)
Reason: Timescaling hotel cutscene results in helicopter sounds playing well after you've gained control which otherwise wouldn't happen normally if you weren't using timescale.
This probably isn't that useful nor worth the effort, but if the same problem with the sounds is present with the eventual newer quickreset time-skipping functionality, then I feel like this should be considered (or something else that solves the actual problem at hand should be considered instead)
Requested by some runners due to repeated incidents with autojump (lol). Optional to have enabled. Not to be used as a means of determining if someone is cheating.
Some relevant discussion https://canary.discord.com/channels/239488584896217098/1065712821406547999/1121847199270174830
The purpose is to allow a "all custom campaigns" run on L4D2.
Would need to check, but I think that prior to 2.0.4.2, it is possible to vote to different custom campaigns while in one (so these limitations are not in place), as per these update notes: https://left4dead.fandom.com/wiki/Updates_(Left_4_Dead_2)#October_7,_2010_(2.0.4.2)
Edit from the future: the update responsible might actually be 2.0.3.4, not sure
Similar to !find in everyone's favorite Speedrunner Tools, but done in such a way that will actually identify the item spawn correctly (normally with speedrunner tools you will need to restart the map multiple times and repeat the !find command each time to learn all of the possible locations).
Additionally, if it's possible to calculate probability of the desired item spawn, that would be neat
At resolutions greater than 1080p, the developer console and other UI elements like cl_showpos can be very difficult to read, and showpos gets laughably tiny. For accessibility and general fairness reasons, SST should somehow make these DPI aware.
Like savelocs in bhop/surf, or sar_teleport to start with.
As far as I know, the crash is version agnostic. (Pictured below is from 2.0.9.1)
Fault offset always seems to be the same (idk how meaningful this is), at least for the 3 or 4 recent instances I checked in event viewer.
Can happen through map
command, launching via menu, or even just playing a Passing 1 demo. Fairly easy to reproduce, just load the map over and over.
Change MSAA or game resolution, the text disappears completely. Reloading the plugin fixes it in L4D2, however in L4D1 (1.0 and newest), reloading the plugin at this point just causes the feature to fail to init because sst: ihud: error: couldn't create font
Subtitles at 1440p in L4D1 & L4D2 are a much more comfy size than at 1080p. However, not everyone has a 1440p monitor, so it would be nice if this advantage could be given to everyone (optionally). This might be a bit controversial from a speedrun rules standpoint (mainly if #18 happens) so there would probably need to be some discussion beforehand.
Title
Steps to repro:
Asking this for reasons similar to #17, #18, and #19 - the distance at which LODs are culled(?) is dependent on your resolution. Therefore, those with 1440p/4K displays cannot use the same visual lineups or look for the same detail pop-in that those playing on 1080p can use. (The greater the resolution, the greater the distance at which LODs change or pop-in/out).
I don't consider this to be very fair to those with higher resolution displays, or something that should be part of the competition in a speedrun, and it also presents an unfair advantage to those playing at a higher resolution - because (afaik) something like the distant fences you shoot commons through from the roof on Swamp finale will disappear sooner/more effectively for those on a higher resolution.
Edit: It turns out I misunderstood. For example, the lamp to the right of the balcony that you bhop onto at the event on quarter is culled on Low effect detail from pretty close - and this isn't actually affected by resolution (at least up to 1080p). The Swamp finale fences also don't seem to change based on resolution. But the LOD pop-in on stuff like the Hotel elevator does in fact change based on resolution. In order to get a similar experience to 1080p's medium effect detail when playing in 1440p, you have to play on low effect detail, which is what I think is dumb/not fair.
Relevant: https://github.com/VSES/SourceEngine2007/blob/master/se2007/engine/l_studio.cpp#L2254
IMO, it would be ideal if everything is normalized for 1080p, or maybe the player can choose a resolution to normalize for (up to 4K for sanity reasons). Something like that.
https://docs.google.com/spreadsheets/d/1lTqiDNFpvBpT7YwntZtnWFNkbQ8AABZOPGRRMzxWKDs/edit#gid=0
From this vaguely scientific testing, I learned that simply having any addon enabled doubled my load times. This needs to be tested further to see if there's a specific version where this starts and if it's in L4D1, but it would be really nice if it could be fixed as running things like Jumpman (or any third party mutation/custom campaign) sucks because of this unless you know of Alternative Methods to load the content, which isn't exactly convenient to work with.
Game checks Computer\HKEY_CURRENT_USER\SOFTWARE\Valve\Steam\Language
for what language to launch the game in. If SST could override this to allow the -language
launch option to work like it does in modern builds and games, this would be nice. (All versions of L4D1 rely on the reg key, old versions of L4D2 rely on it, and old versions of HL2/Portal rely on it as well.)
Would be neat if I could create markers on my stream or type in my chat from in-game. Would also help the single monitor streamers who play fullscreen and thus can't have any real kind of third party chat overlay (unless you use streamlabs obs, ew).
Similar things already exist in the form of (I assume) SM plugins that I've seen CSS bhop streamers use. There's also this, which may or may not be the same thing: https://forums.alliedmods.net/showthread.php?t=337893 I could ask around at a later date to find out what plugin they're using if it's relevant or helpful.
This is fixed in the next version of the game, and swapping filesystem_stdio.dll from 2028 into 2027 works (but may have other side effects). Presumably something trivial to fix?
Issue in the original code mikesmiffy128@63f0e42. Code ends up thinking an old version which already had SST loaded is actually TLS due to fps_max being unhidden by the first load, so it sets the maxval to 1000 instead of 300
Valve still bumps the demo protocol with every L4D1 update, even though in theory the demos should play just fine on the newest version. Do something to force these demos despite having a mismatched protocol version (whatever the technical term is).
Normally I wouldn't complain about this, but going into the future, more and more people will have higher and higher resolution monitors. Showpos is much less useful at 1440p, and pretty much completely useless at 4K. Specific things like ladder launches rely on being able to read the third positional coordinate of showpos, which is literally not possible at 1080p. Lowering resolution can lead to more input lag/other undesirable effects, so we should really consider fixing this (make it work like every other source game/later versions of L4D2).
The bug is fixed in version 2.1.2.5 (July 2nd, 2013) - https://left4dead.fandom.com/wiki/Updates_(Left_4_Dead_2)#July_2,_2013_(2.1.2.5)
This bug is present in all versions of L4D2, other source games I tested in Russian just keep the console font Lucida Console as usual (tested Portal 3420, 5135, Steampipe, Portal 2, L4D1 1.0 and newest). SerGGun9 said it used to happen with Russian in CSGO back in 2017-2018, but don't quite know for sure. Game is trying to make Tahoma the console font but it does not render properly.
Doesn't happen on native Linux L4D2 (font remains the default Linux dev console font). I can't find anything in the game files that is responsible for this, but who knows?
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