Left 4 Dead 2

Left 4 Dead 2

Cold Front (Part 1)
Showing 1-6 of 6 entries
Update: Mar 1 @ 3:30am

Map 3:
- Fixed a niche softlock if Mike died during or before the event. (I'm coming for that 10/10 rating, Nascoz)

Map 5:
- Fixed some bugs where the points didn't progress properly in Versus.
- Fixed a bug where the survivor bots would not properly enter the helicopter in Versus mode.

Update: Dec 31, 2024 @ 6:46am

General:
- Fixed the glows on all interactible objects to make the player's hand outstretch properly. (Some exceptions apply due to game jank)
- Fixed a bug where Mike reverted into a survivor clone on Map 5.
- Fixed a persisting Mike save data bug.
- Minor optimizations.
- Added SFM source files to source files download. Animators can now more easily use Cold Front’s assets for SFM art and animations. (Courtesy of Flow Motion Stories)

Map 1:
- Fixed an easteregg not working.
- Fixed a bug where 8-player mods would spawn the players using the L4D1 survivors in the lofi room.

Map 2:
- Fixed some texture oversights.
- Fixed a bug where the clothing store's ambient music would continue playing after restarting the map.
- Added "infection" sounds to ambience.

Map 3:
- Fixed a fullblack railing in Mike’s room.
- Added a missing doorway trim to Mike's room.
- Added a missing stair trim to Mike's room.
- Optimized some lighting data.
- Fixed an incorrect texture in Mike's room.
- Fixed incorrect saferoom door.

Map 4:
- Fixed an incorrect saferoom door.

Map 5:
- Added a missing rock.
- Fixed some sprites that weren't rendered.

Update: Oct 2, 2024 @ 5:45am

General:
- Updated accessibility patch for all new voicelines.
- Talker scripts have been fully converted to vscript.
- Set "allow_cola" to 1 in the mission file.
- A bunch of new models are now snowy.
- Updated storm glow script.
- Updated Jikky fumo.
- Updated loadingscreen to be 6MB smaller.
- Modified info_gamemode to output into coop_relay and versus_relay for every map (Should be easier for people to modify things now)
- info_gamemode entity on each map now has the name info_gamemode.
- Added logic_relay "remove_tanktrap_relay" to map 2 for server owners to trigger if they want to remove the tanktrap manually for any gamemode.
- Updated navmesh for all maps.
- Added snowy concrete bag pile models.
- Fixed an incorrect steam ID in the lofi room script.
- Turned all out-of-bounds ladders from func_ladder to func_detail to decrease entity data. (They still act the same, but can be climbed by anyone, on any face, so only do this for ladders survivors can't reach)
- Updated snow shovel icon.
- Deleted dx80.vtx files, as those are for Direct X 8, which L4D2 does not officially support. This slightly decreases filesize.
- Deleted all .sw.vtx files, as those are only made when compiling a model with a program not made for L4D. This slightly decreases filesize.
- Ragdoll death script has been modified to prevent players from turning invisible when touching the trigger with godmode. Players will now only ragdoll if the trigger kills them.
- Set various trigger_hurt to use zero damage force so ragdolls don't fly away upon death.
- Custom particles have been modified.
- Clipped every single table and desk to stop the stupid f*$%ing commons from getting stuck in them.
- Various fences are now frosty/snowy.
- Added a few more voicelines to various events or all survivors.
- Added instance of cut gas station explosion to the source files.
- Various vscript edits by the vscript wizards.
- Fixed 40 of Mike's voicelines that had audio distortions due to length.
- Mike is now reskin compatible.
- Fixed an issue where bile jars would drop in Versus.
- Updated Addon tags for part 2 and 3.

Map 1:
- Removed some unecessary cubemaps.
- Increased pistol spawn frequency.
- Updated project F.R.E.D
- Up̶d̶ated proje̵c̴t ̴F̸.R.E̵.D̴
- Upd̶a̵t̶ed̶ p̷r̵o̴je̵c̴t ̴F.̴R̶.̷E̵.̸D̴
- ̷I̵... w̴h̴a̵t̴.̷..̶? W̷h̶at̸ ̴i̸ s̴ ̴h̸a̴p̵p̴en̷ ̵in̸ ̴g̵?
-
- Fixed map not being capitalized in Versus mode.
- Added missing soundscape for Mechanic shop respawn closet.
- Zia fumo and Jaiz plush have joined the lofi room.
- Fixed an infected ladder by the hotel that was difficult to climb.
- Lofi room items are now killed in Versus mode to save on entities.
- Made distant police siren slightly quieter.
- Lofi room is now locked in Versus.
- One of our developers lost their key to the lofi room. Please return it if you find it.
- Skylight glass now breaks properly via script. (The glass was set to "break on touch", but the source engine doesn't care and didn't do as it was told. This new script should fix this)
- Added missing trims to the shutters in the mall entrance.
- Set the func_breakable bars of the bar doors to use a manual infected-only filter, because the built-in parameter annoyingly applies MOB_ONLY to the nav underneath it.
- Disabled Smokers for the event.
- Removed an unecessary occluder.
- The secret lofi room now has an ak47.
- It's mine (Jaiz).
- Don't touch it.
- Fixed an error in the onslaught script for Versus mode.

Map 2:
- Updated hittable shelves to support prop_physics, instead of requiring prop_physics_override.
- Fixed an incorrect texture.
- Clipped the table and modified the ATMs to prevent the chokepoint skip by the toystore.
- Added more vents connecting the middle and upper floor of the atrium.
- Connected the ceiling spawnrooms by the van event so players can access it in Versus.
- Slightly increased onslaught event values.
- Increased pistol spawn frequency.
- Gnome.
- Added more locations for pistols to spawn.
- Adjusted locations of the gumball machines. (They are now slightly randomized)
- Changed gumball machines from prop_physics_override to prop_physics.
- Gumball machines can now be broken by survivors shooting them, instead of only tanks.
- Added more locations where weaker Tier 2 weapons can spawn. (They're still rare spawns, for balance purposes)
- Fixed a plant pot clipping into the glass railings.
- Added and modified some models to better block LOS in the lower atrium.
- Added and modified some models to better block LOS in the parking garage's dark area.
- Made some car glass only render if graphics are set to medium or higher. (Forgot to do this earlier, since all car glass should be set up this way)
- Made breakable vents by the security office start broken, as prop_static, and nonsolid, to decrease entity count.
- Fixed 2 paintings being unecessarily forced server-side.
- Removed obsolete auto crouch triggers by the hunting store.
- Raised the pillars and ceiling in the parking garage by 10 units to fix stuckspots on top of vehicles.
- Fixed collision models of the drumkit.
- Jumpscare elevator lights are now off in Versus to avoid confusion.
- Fixed some buggy item spawns.
- Removed a bunch of item spawns for optimization.
- Many entities are now spawned in via script to fix a hittable forklift that disappeared in the 2nd round of Versus mode.
- Modified some fade scales to prevent low graphics advantages.
- Clipped a shelf.
- Slightly resized tanktrap starting trigger.
- Removed an obsolete env_soundscape
- Clipped the lower trims in the parking garage turns.

Map 3:
- Added additional failsafe that triggers backup_relay if any player takes control of Mike, to prevent griefing/softlocking.
- The event will now only last 20 seconds when playing the spite mutation, similar to tank run.
- Added Cola.
- Fixed medkits at the start only spawning for one team in Versus.
- Added ammo pile to Mike's room for Versus.
- The horde event now ends later in Versus. (This lets players choose to either rush through the horde and progress faster and riskier, or to hold it out and progress slower but safer)
- Slightly reduced pain pills and adrenaline density for coop.
- Moved hatchback in the parking lot further back to prevent the concrete barrier skip. (Also moved the large crate slightly further away to prevent the same skip across the CEDA trailer)
- Increased pistol spawn frequency.
- Added more locations for pistols to spawn.
- Added a few more locations for Tier 2 weapons to spawn.
- Fixed collision on the electrical power area after the warehouse.
- Added some concrete bag piles to the end of the map.
- Added a missing ladder in the warehouse.
- Moved the trigger that stops the snowstorm further outside the warehouse, to prevent the storm from happening indoors. (It can still happen, but should be much rarer)
- Removed an unecessary snowpile on a crate.
- Added snowstorm particle effects.
- Changed backup button message from "Something broke. This is a backup." to "Something went wrong. This is a backup."
- Slightly moved a pipe in Mike's room that was clipping into an other pipe.
- Fixed misaligned texture in Mike's room.
- Re-adjusted the trigger that makes Mike move to the terminal.
- Clipped an infected stuckspot on a baggage pile.
- Clipped the fallen barrier by the double tents.
- Added various infected ladders.
- Moved the director quiet trigger to the warehouse entrance.
- Fixed some displacements not being properly nonsolid.
- Fixed a perma-stuck spot on the opentrunk crown victoria at the end of the map.
- Fixed an infected ladder in the accessible area that was accidentally unassigned.
- Fixed the damitscold remark trigger not having a survivor-only filter.
- Fixed some models incorrectly being prop_physics instead of prop_static.
- Fixed the starting saferoom soundscape.

(Continued below)

Update: Oct 2, 2024 @ 5:42am

Map 4:
- Modified the intentional gap from the previous update to be larger, because apparently the nav issue was not actually fixed.
- Added cubemap to rooftop path respawn closet.
- Fixed an infected stuckspot on the railway section.
- Increased pistol spawn frequency.
- Added more locations for pistols to spawn.
- Modified the rooftop hatch so it starts closed, and only opens if a player passes through the lower area, to avoid confusion about where to go.
- Fixed a player clip brush that was too large.
- Fixed a snow overlay not being applied to the correct brush faces at the start of the map.
- Removed hazard lights from the sedan at the start of the map, since people kept thinking it was an alarmed car.
- Replaced alarmed car by the logging trailer with the hatchback variant. It is now also hittable in Versus.
- Fixed the storm not properly occuring in Versus.
- Clipped a stuckspot on the tower at the border crossing.
- Renamed the dynamic path relays so it's easier to make sense of.
- Removed the 2 crashed car hittables at the border for Versus mode.
- Clipped the blue dumpster at the start of the map for smoother movement.
- Fixed rooftop navblockers only blocking nav for infected.
- Fixed some soundscapes being too small.
- Slightly adjusted storm kill trigger.
- Replaced models/props_trainstation/train_signals.mdl with custom prop_static version.
- Made garage path accessible from the backside because of items still spawning there.
- Added a door to the traincar rescue closet that is killed when the map loads, to prevent the RESCUE_CLOSET nav attribute from spreading outside of it. (For some reason, the game will only end a rescue closet area at a door, and nothing else can stop it. Thanks Source Engine)
- Copied missing models from the start of map 5 over to the end of map 4.
- Added missing window border overlays to the end saferoom.
- Added a bunch of infected ladders along the railway and border crossing.
- Added some infected ladders to the start of the map.
- Made the green sedan in the mechanic lot hittable.
- Fixed a missing light at the start.

Map 5:
- Adjusted infected ladders leading to the windows at the start for smoother movement.
- Removed glowsprites in the trainyard warehouse, as they were barely noticeable.
- Slightly decreased delay for the initial radio transmission to start.
- Improved lighting on a snowpile at the end of the map.
- Added a clip between a couple out of bounds traincars to prevent infected from getting stuck.
- Clipped a horizontal coolingtank's edge in the trainyard.
- Clipped various stuckspots on the highway.
- Added an infected ladder to connect an out of bounds area in the trainyard.
- Clipped an infected stuckspot at the start of the map.
- Fixed a floating tent.
- Clipped a stuckspot in the first warehouse.
- Slightly modified trigger outside the saferoom that starts the radio broadcast.
- Fixed holdout supplies spawning in only for the 2nd team in Versus.
- Fixed one team not being able to attack before the finale is started in Versus.
- Added an infected ladder for religious purposes.
- Condensed the 5 holdout navblockers into an info_zombie_border (I didn't know this entity even exists, but apparently it works better)
- Modified escape helicopter's animations to improve performance. (It no longer loops an invisible animation while disabled)
- Added an info_goal_infected_chase to make infected properly run off the cliff during outros.
- Modified timing for the gauntlet to abort when getting the helicopter escape, so that players aren't swarmed by infected when the megaphone voiceline plays.
- Amplified volume of holdout intermission voiceline when the bridge is blown up.
- Removed 2 more hittable cars from the highway in Versus mode.
- Overhauled entire finale for Versus mode. It now uses the holdout escape and simulates the gauntlet portion with an onslaught script.
- Clipped the roadside fence by the power station to prevent "walking" up on it.
- Added anti-hang trigger at the trainyard drop-down.
- Added missing window border overlays to the starting saferoom.
- Clipped some props I missed.
- Since the giant red flare was not enough, the APC now glows in the distance to guide players.

Update: Jan 14, 2024 @ 1:25am

General:
- Added download link to addoninfo.txt
- Fixed the preview image being a missing texture.
- Copied addinfo.txt to all parts, Versus should now work properly on servers that restrict Add-Ons, without the talker scripts breaking.
- Various script improvements and optimizations.
- Various stability and performance improvements. (You will now have 3FPS more)
- Fixed snowy alarmcars not having the snow scatter effect when hit by a tank.
- Updated source files with newest files. (Also added lots more cool bonuses too)
- Modified Versus score values for the maps. Map 1 is now worth 200 points, and each subsequent map increases by another 200 points. (Early deaths should be less punishing, while later maps still allow for comeback potential)

Map 1:
- Implemented project F.R.E.D - A state of the art anti-intrusion prototype - to defend the lofi room from communists unauthorized intruders.
- Slightly adjusted onslaught values.
- Implemented a script to prevent L4D1 survivors from softlocking the map when accessing the secret lofi room with a 4+ player mod active.
- Added Booboo to a painting in the secret lofi room.
- Made some ragdolls frozen for optimization.
- Added another bile jar spawn location.
- Disabled weird-looking shadows on some corkboard physics props.
- Slightly increased melee spawn density.
- Added missing wrongway signs to a clipped rooftop.
- Jikky fumo now has server-side physics calculations.
- Modified lofi room teleport triggers to let physics props teleport out. (You can now bring Jikky to the saferoom)
- Moved a melee spawn from a difficult to reach area.
- Added blood to hatchback with dead hunter on it.
- Added low-res cubemaps to the lofi room for the painting reflections.

Map 2:
- Disabled weird-looking shadows on some corkboard physics prop.
- Gave Fred dinner.
- Removed early medkit spawns in the backrooms, they will now only appear if the director connverts pills.
- Enabled 2 hittable shelves in the toystore for Versus.
- Fixed the supplies in the fallen saferoom spawning in Versus mode, they will now only spawn in co-op.
- Made upper floor vent larger to fix a stuckspot, and so infected can move around better.
- Added autocrouch triggers to other vents that didn't have any.
- Gnome.
- Clipped a stuckspot in the emergency stairwell rescue closet.
- Clipped a godspot in the emergency stairwell.
- Collapsed slide instance into main map, the ladder should now be working.
- Removed detail brushes behind leamington diamonds sign to fix a stuckspot.
- Clipped godspot in the generator room.
- Modified logic to break hittables OnVersus, instead of Kill, for navmesh purposes.
- Added hittable car in the parking garage for Versus.
- Added overlays to visually mark the ceiling breakwalls by the van event.
- Renamed guitar and drumset models (Along with their textures) to fix Dark Carnival Remix showing up as conflicting.

Map 3:
- Added logic_relay "remove_mike_relay" to violently murder mike and use the versus event progression, which doesn't rely on him. (You need to prevent info_gamemode from firing on map 3, and trigger remove_mike_relay in order for it to work. I don't know anything about server hosting though, so let me know if I should make more changes)
- Changed Mike spawn method to player_spawn so at least one survivor should be able to spawn in before Mike spawns.
- Mike now spawns with a medkit equipped.
- Slightly adjusted onslaught values.
- Modified Versus-specific and Coop-specific logic.
- Fixed nonsolid generator.
- Disabled weird-looking shadows on some corkboard physics props.
- Fixed some weapons having the wrong worldmodel in Hammer++.
- Fixed medkits spawning in Mike's room for the second team in Versus.
- Added snowpiles to some models that didn't have any.
- Updated population file to use snowy police instead of mall employees in the security office.
- Added a missing clip.
- Improved lighting on some snowpiles.
- Removed lightglows for the warehouse lights. They weren't noticeable and took up edicts.
- Clipped shelves in the warehouse versus path.
- Fixed 2 infected ladders that could be climbed by survivors.
- Fixed godspot by the end saferoom.
- Clipped utility truck in event area for smoother movement.
- Fixed some medkit spawns.
- Improved lighting/shadows on curbs.
- Modified storm logic to disable and enable glows via vscript. (Should now work on dedicated servers as well. If this causes issues, the storm can be disabled by triggering the relay "nostorm_relay")
- Enabled storm logic for Versus (It was accidentally disabled. The storm can be disabled by triggering "nostorm_relay" at the start of the map)
- Added 2 hittables out of bounds in the end of the map for Versus.
- Added hittable forklift to the warehouse.

Map 4:
- Fixed a door being unbreakable for the rooftop path by updating the navmesh (Yes, adjusting the navmesh fixes a door's health. Welcome to the world of source engine fixes.)
- Fixed roof path respawn closet.
- Fixed some map logic.
- Fixed an unintentional gap.
- Added an intentional gap to fix a nav error near the end of the map. (I know this sounds weird, but trust me)
- Fixed staircase respawn closet still being active when the lower path is open.
- Disabled weird-looking shadows on some corkboard physics props.
- Slightly increased melee weapon spawn rate.
- Improved clipping on a rock.
- Moved an arrow indicator on the rooftop to be more easily visible.
- Deleted a pickup truck. (I bet you can't find where it was)
- Added snowpiles to some models that didn't have any.
- Clipped the top of an infected ladder that you could jump onto as survivor.
- Clipped the gate in the tunnel by the drop-down.
- Clipped a godspot on the generator by the end saferoom.
- Modified storm logic to disable and enableglows via vscript. (Should now work on dedicated servers as well. If this causes issues, the storm can be disabled by triggering the relay "nostorm_relay")
- Fixed the wrecked hatchback at the end being stuck on glass.

Map 5:
- Modified the escape logic. The timer now starts when using the radio. (Previously it started when leaving the saferoom, and could be triggered without fully stepping outside)
- Fixed ragdolls being killed OnCoop, instead of OnVersus. (Also made decorative ragdolls freeze 15 seconds after the map loads, for optimization)
- Added a damage trigger at the end of the bridge to kill any infected that manage to run past the soldiers during the APC outro.
- Fixed nonsolid generator.
- Slightly enhanced shadows. (You probably won't notice the difference, but I won't be able to sleep knowing that the shadows are not immaculate.)
- Slightly reduced the amount of sounds in the soundscapes. (It should be less likely for sounds to cut out now, but mods that take up a lot of memory may still cause issues.)
- Fixed a table having a fade scale of 1200.
- Added a few more item spawns along the highway. (Mainly grenades)
- Added snowpiles to some models that didn't have any.
- Added some glowing sprites in the trainyard to further show where to escape to.
- Slightly darkened ambient fog.
- Removed the skyfade changing when entering the trainyard.
- Fixed a buggy displacement.
- Heavily optimized the map for low graphics settings.
- Fixed some incorrect textures.
- Fixed a gap in the skybox horizon fade texture.
- Adjusted jet trigger on the highway.
- Clipped stuckspot on ceda tents in the first warehouse.
- Fixed some medkit spawns.
- Modified logic to break hittables OnVersus, instead of Kill, for navmesh purposes.

Update: Jan 9, 2024 @ 2:40am