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There are no random exposions in the map, only large roaming fires. In version 1.6 fire particle was replaced with same type of fire but without the explosive start. So nothing to fix.
Logging sound was already planned, just found a sound that I like without having to pay/worry about royalty fees.
Map 3: Chainsaw? Where are you getting a chainsaw? I ask because there is only one real spawn for this and it is in map 1 (not something that realy needs to be answered). Posible mod conflict? As for the orientation of character spawn. That is how the level was created by TRS. The last map was created in the opposite direction of the first two. So when you spawn from map 2 to 3 if you are looking north you'll actually be looking south in map 3.
This is one of the reasons the health kits and gun spawn are in the next room and led to what you found with the ammo spawn outside the saferoom in map 3 after spawn.
I see the isuse with weapon spawn out side of spawn room. I got fix for that.
I'll try something with elevator doors. I can force them shut to a degree. We'll see what happens.
As for the escape doors, they're at the lowest hit feedback possible. For the same reason you want me to fix/change the elevator doors this can not change. Other options were tried and it led to the doors frequently being blocked by bots (or trapping bots), zombies, tanks, ect.
Thanks for the constructive feedback.
My focus was on fixing the intergated graphics issue. I want everone to play it if I can.
The Chainsaw I got it in map 1. It spawned in the wooden house in the orchard. I equipped it and took it all the way to map 3. I'll see if I can repro it and take a pic and or vid if necessary.
https://www.youtube.com/watch?v=f5xuDy7OR8M
https://www.youtube.com/watch?v=dwBJiKxCL4s
On Map 2, if the broken wall rooms has another entrance on another side, such as a door that you can manually open, bots will enter through the door and go into the broken wall room. However if the broken wall room has no alternate entrance, they will not enter the room at all. In addition, if there are any items inside, bots will not pick them up at all.
2: Chainsaw Gas Smoke on Map 3
https://www.youtube.com/watch?v=9dsil5-jwqc
https://www.youtube.com/watch?v=4tSe2N7IMWM
Ok so I narrowed it down to this. The Chainsaw will randomly appear on Map 1. Grab it and have it in your inventory all the way to Map 3. Now I run a mod that allows me to carry melee weapons in a seperate inventory slot (slot 5, I believe - whereas primary weapon is slot 1) and gas cans in another sperate inventory slot (slot 6, I believe). I discovered that the gas smoke issue will only occur if you are carrying both the Chainsaw and a Gas Can at the same time. Equipping the Gas Can and then switching to the Chain Saw will cause the gas smoke to appear in out of bounds area. Perhaps this is not a fixable issue then? Review the video for more.
3: Elevator Stuck Due to Infected Entering on Map 3 - GAME PROGRESS BREAKER
https://www.youtube.com/watch?v=Cl6r2zuf6aE
This affects both elevators on Map 3. You basically have to have infected (preferably horde) rushing in just as you push the Elevator Button. As infected rush in and the door closes, the door will collide with infected and then open back up. The door may attempt to close again however it will collide with the infected (either live or dead bodies) and will stay open. The elevator will not move up at all and this will break the game flow and prevent you from progressing any further.
4: Silent Explosions on Map 2 - around and past wrecked building
https://www.youtube.com/watch?v=Hoawu4iVJa4
There are explosion animations with no explosion sounds that are around and just past the Wrecked Building. An animation of an explosion will play followed by the area being lit by fire. The fire will stay for a short while then go away and then the explosions will start at another part (or same) area on the map. Check video for more.
The Bots not traversing the wallbreak: This is an issue with L4D and how it handles nav. This can be seen in Valve release campanins (Good example is No Mercy map 4). It's what I would like Valve to fix, not dynamically changing nav attributes with map change. They’re kind of hacky ways to to correct this but causes other issues with nav with mobs. I explored changing to accommodate the bots but it caused more problems than it's worth. Waiting to see if Valve will fix this, if ever.
Chainsaw Gas Smoke on Map 3: This is something I’m going to have to report as a mod conflict. It looks like whatever mod that is letting you have the chainsaw is making the water_lod_control become visible shortly as a steam sprite.
Map Update 1.7 coming shortly.
Looking forward to the new update
I go start the generator and move the wood that block the way. At that time at soon at i past through the place where the wood has been move: https://steamcommunity.com/sharedfiles/filedetails/?id=1756801913
My game crashes. And i don't know why, i reopen L4D2 again and play that map again, my game still crashes at that part no matter how much i restart this campaign.
When I run the campaign locally, these sounds play. I have only tested this in the first map of the campaign, not sure about the others.
In console, there is a bug in red that reads:
But I am not sure if that is related.
Anyway, not having these sounds leaves the environment feeling less full of life. Would be cool if you could find a fix for this.