• Left 4 Dead Megathread
    2,122 replies, posted
Maybe somebody wanna help me to finish this little project mine? [url]http://www.l4dmaps.com/details.php?file=13971[/url] This is the original l4d beta hud [url]http://i162.photobucket.com/albums/t280/left4dead411/showdowna2.jpg[/url] Just need to improve the healthbar
I've nearly finished my campagin, I just need some play testing. Here's a beta version if anyone wants to try it and it'll be nice if you could report bugs you find. [img]http://shrani.si/f/3e/V7/14GG5tEJ/composite.png[/img] [url=http://dl.dropbox.com/u/4380409/bloodproof.7z]Download[/url]
[QUOTE=Yanzl;34111549]I've nearly finished my campagin, I just need some play testing. Here's a beta version if anyone wants to try it and it'll be nice if you could report bugs you find. [img]http://shrani.si/f/3e/V7/14GG5tEJ/composite.png[/img] [url=http://dl.dropbox.com/u/4380409/bloodproof.7z]Download[/url][/QUOTE] Nice job! really well done. a bug I found: The survivors seem to get stuck at this area [thumb]http://cloud.steampowered.com/ugc/632987624193707594/464024CB88C4D0BF8126CA7D07E934C97F5BC754/[/thumb] later on [thumb]http://cloud.steampowered.com/ugc/632987624193680609/F6E7901D6A49A836D7C64B1F4B5FC8BCD0E559FE/[/thumb] even further(the survivors are a little bit left to the middle of the screen) [thumb]http://cloud.steampowered.com/ugc/632987624193679594/BFA11AC8664BD66571435A641C3047B90ECC4781/[/thumb] Keep up the great work.
I'm too terrified to use my mic in L4D and it makes my team hate me. ;_;
My mod for the L4D1 survivors mug shots: [url]http://www.l4dmaps.com/details.php?file=13363[/url] I tried to make it similar to L4D's 2 ones as much as possible. It looks better in-game than the compressed l4dmaps pictures, trust me.
[QUOTE=Dr. Ethan Asia;34140226]I'm too terrified to use my mic in L4D and it makes my team hate me. ;_;[/QUOTE] i'll play if you want, i just grabbed a new graphics card so i can finally play it send me a request!
I couldn't resist not sharing this. Skip to 2:25 for the L4D related material (the whole video is worth watching though). [video=youtube;KWFhKpZdweE]http://www.youtube.com/watch?v=KWFhKpZdweE[/video]
[QUOTE=ChocoCoach;34226816]I couldn't resist not sharing this. Skip to 2:25 for the L4D related material (the whole video is worth watching though). [video=youtube;KWFhKpZdweE]http://www.youtube.com/watch?v=KWFhKpZdweE[/video][/QUOTE] what the fuck am I watching I stopped watching after the first thirty seconds
I wish this game actually got something new added to it every once in a while let-alone at all.
I wish this game didn't take me 15 hours to install...
[QUOTE=Butthurter;34235925]i like how after 2 years l4d2 is still on a cliffhanger on what happens after the parish[/QUOTE] L4D1 was on a cliffhanger for a long time.
[QUOTE=Butthurter;34235956]thats what happens when the devs decide to repackage everything each dlc[/QUOTE] Why the disagree? L4D2 is almost as big as TF2 (7.5 gb as opposed to TF2's 10), all because Valve decided to repackage all of L4D1's content and call it free updates.
[QUOTE=Butthurter;34240556]didnt they also had to repackage already existing/in-use l4d1 content from previous l4d1 to l4d2 dlcs into other dlc vpks[/QUOTE] yes, hence why there is no reason to have l4d1 installed unless you want a better experience
[QUOTE=Butthurter;34240556]didnt they also had to repackage already existing/in-use l4d1 content from previous l4d1 to l4d2 dlcs into other dlc vpks[/QUOTE] Hm, I've got some kind of list for what models were repackaged in the DLCs, it's in "dump" style (except for the comma including "and" parts). WARNING, this list is VERY long and will be confusing: deadbodies\dead_male_sittingchair props\cs_militia\sheetrock_leaning props\cs_office\cardboard_box03 and paper_towels props\de_inferno\handrailstairs03 props\de_nuke\light_red2 props\de_train\de_train_floodlights_01 props_c17\chair_stool01a props_canal\canal_bars004 props_doors\door_urban_rooftop_damaged props_industrial\brickpallets, [B]brickpallets_break03[/B], [B]oil_pipes[/B] and [B]plywood_leaning[/B] props_interiors\computer_monitor, computer_monitor_[B]p1[/B] and [B]p1a[/B], computer_monitor_[B]p2[/B] and [B]p2a[/B], desk_executive props_junk\garbage_milkcarton002a (the only junk prop?! That's good, Amen) props_lighting\lightfixture[B]02[/B] and lightfixture[B]03[/B] props_pipes\interiorpipecluster02a, pipeset02d_512_001a, pipeset32d_[B]256[/B]_001a, pipeset32d_[B]512[/B]_001a, pipeset32d_bend256u_001a and pipeset32d_corner128d_001a props_plants\plantairport01_dead (Also the only prop) props_rooftop\antennaclusters01a and billboard03 props_signs\sign_apartment props_street[B]\awning_modular01[/B]_corner01, [B]awning_modular01[/B]_straight01, awning_round, bus_stop and watertower01 props_trainstation\benchoutdoor01a props_unique\generator & generator[B]_short[/B] and hospital05_rooftop_stair02 props_urban\fire_escape_platform and light_fixture01 props_vehicles\cement_truck01 & cement_truck01[B]_windows[/B], front_loader01_[B]front_down[/B], front_loader01_[B]glass[/B] & front_loader01_[B]rear[/B], pickup_dually & pickup_dually[B]_glass[/B] props_waterfront\balcony_72x48, historic_tour_sign,[B] [B]railing01[/B]_128 & [B]railing01_[/B]64, railing01_post_[B]corner[/B], railing01_post_[B]end[/B] & railing01_post_[B]middle[/B] (includes[B] railing02[/B]_128, [B]railing02[/B]_64 & railing02_[B]post[/B], rayford_shipping_sign, street_lamp01_on, [B]walkway01_support[/B]_128 & [B]walkway01_support[/B]_64 and window07_32_72_flat_dark (There's a lot over here, shit.) v_models\v_m60 (obviously because an M60 would spawn in The Sacrifice/No Mercy if you're lucky, but I wish someone could make a minor mod that improves the viewmodel like what they did to the Hunting Rifle) w_models\weapons\w_m60 and w_minigun (PS: w_minigun is in [I]all[/I] of them! But in DLC2 and DLC3 it has a "new" physics model) That's it, I hope your heads exploded from failing to understand. Who wants to list the textures? Just tell me if you want me to or don't want me to
lol the left 4 dead team
I assume I need L4D to play the L4D levels in L4D2, right?
[QUOTE=Take_Opal;34253701]I assume I need L4D to play the L4D levels in L4D2, right?[/QUOTE] no
So, what's the point in owning L4D?
[QUOTE=Take_Opal;34254144]So, what's the point in owning L4D?[/QUOTE] There isn't.
Baffling.
[QUOTE=Take_Opal;34254144]So, what's the point in owning L4D?[/QUOTE] Well, if you want to play the old L4D style, with the L4D zombie models, L4D sounds, and play survival. Is better play L4D since L4D2 doesn't have that. *Disclaimer: Even there is a mutation for L4D2 which removes all the new things from L4D2, still the models of L4D aren't ported, also, Valve never fixed the L4D2 music in the L4D campaign. The survival lighthouse map isn't in L4D2, and there isn't survival version (Well No mercy has it)*
If you don't download L4D, you'll miss all of Francis' witty banter. My life is richer for knowing the things he hates.
Whoa, whoa, whoa: you can play as Francis in L4D2? Well, consider my ignorance exposed!
[QUOTE=Screencapper;34254795]Whoa, whoa, whoa: you can play as Francis in L4D2? Well, consider my ignorance exposed![/QUOTE] I think you can in the dlc with the bridge
[QUOTE=Butthurter;34254846]have you people been living under a rock or something all l4d campaigns have officially been tweaked and applied to l4d2 for a while now (except for survival modes)[/QUOTE] Nah, I had my copies of l4d/l4d2 under a rock.
i just got around downloading this game for the first time. who wants to play?
[QUOTE=nmagain;34261914]i just got around downloading this game for the first time. who wants to play?[/QUOTE] I'm game
we need one more person, saza is in too now. [editline]17th January 2012[/editline] nevermind, we decided to play elevator source instead.
[QUOTE=Butthurter;34245584]good job valve[/QUOTE] But that's not all, they even "accidentaly" placed texture files in the model folders! models\hybridphysx\... ??? Cable VMT and texture models\props\cs_militia\shelves_wood.vmt models\props_misc\hospital_banner's VMT, texture and normalmap (The right files in the wrong directory can make all the difference in Windows/Mac OSX.) models\props_unique\spawn_apartment\tarp_ref.vtf models\props_vehicles\helicopter_news_ref.vtf That concludes "texture files in models directory", the part below is for the textures also existent in The Sacrifice DLC (not just The Passing DLC). However, they are all the same and are directly copied from DLC1: materials\brick\urban_brickwall_0[B]2[/B]a and urban_brickwall_0[B]3[/B]a materials\concrete\blend_sidwwalk_01_wet materials\concrete\cinderwall02_dirty materials\concrete\concreteceiling001a materials\concrete\floor002_normal materials\concrete\sewer_concretewall001a and concretewall002a materials\concrete\sidewalk_01_ssb-ssbump materials\concrete\urban_concretefloor_03b materials\de_tides\tiddeclosed materials\decals\drainage_stain_02 materials\decals\manholecover01 materials\decals\offwhtbrda materials\decals\subwaytracks_overlay materials\decals\trashdecal04a materials\detail\dt_wood2.vtf materials\glass\glasswindow041b materials\glass\glasswindow048a materials\graffiti\graffiti_alive_256 materials\graffiti\graffiti_rage_256 materials\graffiti\graffiti_squid_256 materials\graffiti\graffiti_throwup_05a materials\models\deadbodies\thesittingdead_01 materials\models\props\cs_militia\sheetrock_leaning materials\models\props\cs_office\poster_backing materials\models\props\de_nuke\[B]light_red1[/B] stuff to [B]light_yellow1[/B] stuff materials\models\props\de_train\de_train_floodlights_01 materials\models\props\de_train\wood_pallet_01.vtf materials\models\props_canal\canal_bars004 materials\models\props_industrial\brick_breakstack materials\models\props_industrial\oil_pipes materials\models\props_industrial\pallet_barrel_water01 (DLC2 has an unused Envmapmask file... But DLC1 w/o cubemaps, OK!) materials\models\props_industrial\plywood_leaning (Scaffolds, to reach "chamber locks"? Not really!) materials\models\props_interiors\desk_executive materials\models\props_interiors\lamp1_lit.vtf materials\models\props_interiors\power_outlet_campground materials\models\props_interiors\screen and screenb (Screen has texture and VMT while Screenb is VMT only) materials\models\props_lab\lab_objects03 materials\models\props_lighting\lightfixture (ALL lightfixture from "02" to "03_on"!) materials\models\props_pipes\ ("interiorpipe002a" and "pipeset_metal02" are both copied, but "pipeset_metal" from DLC1 is cool) materials\models\props_plants\plantairport01_dead materials\models\props_rooftop\billboard03_main materials\models\props_signs\sign_apartment materials\models\props_street\awning_modular (DLC2 has, like the "Pallet Water Barrel", an unused envmapmask.) materials\models\props_street\awning_round materials\models\props_street\bus_stop (Texture, VMT and envmapmask) materials\models\props_street\watertower01 materials\models\props_trainstation\benchoutdoor01a materials\models\props_unique\generator & generator01 (They're not the same, but are copied from DLC1 to DLC2.) materials\models\props_unique\ibeama, metalstair002a and nuke_metalfloor_01 (These three are VMT only) materials\models\props_urban\light_fixture01 & light_fixture02_on materials\models\props_vehicles\cement_truck01 & windows (Texture files and envmapmasks) materials\models\props_vehicles\front_loader01 & glass (Like "cement_truck01", but envmapmask for "front_loader01_glass only") materials\models\props_vehicles\pickup_glass (Like "front_loader01".) materials\models\props_vehicles\pickuptruck (Same as above) materials\models\props_vehicles\sailboat (Also same as above) materials\models\props_waterfront\awning materials\models\props_waterfront\balcony_72x48 materials\models\props_waterfront\bridge_metal01 (VMT only!) materials\models\props_waterfront\historic_tour_sign materials\models\props_waterfront\railmetal01, railmetal02 & railwood_01 (VMT only) materials\models\props_waterfront\rayford_shipping_sign materials\models\props_waterfront\street_lamp_on (This one has a [B]$selfillummask[/B] instead of an envmapmask, that makes it glow in the dark) materials\models\props_waterfront\windows_exterior_01_dark (Speculars n' shit, cool) [B]THERE'S NOT ENOUGH ROOM TO WRITE MORE IN THE THIS COMMENT, WAIT FOR NEXT PART!!![/B]
PART 2, we left off from the "props_waterfront" right? It's time for the epic list to continue, I wrote it all in a Text Document and copied all the text into my comment here: [B]Original Survivor files etc.[/B] below, starting with MISC (eyeballs and pupil textures, IT and so on) materials\models\survivors\biker_manager_eyeball (These files exist in DLC1, so we don't need them "re-loaded" in DLC2) materials\models\survivors\iris (brown and green iris, both are in DLC1) materials\models\survivors\survivor\eye_ao.vtf (Also in DLC1, so why put it in DLC2 for re-load?) materials\models\survivors\survivor_it_shared (IT Shared and "survivor_it.vtf" are already in the original "left4dead2" directory! Why need another VMT + VTF in DLC2 when there's no difference between them?) [B]Francis[/B] (Biker) materials\models\survivors\biker\francis_color & it ("left4dead2" has "francis_color", the added "Half Lambertian" and the normalmap for it already, but the ITs are in DLC1) materials\models\survivors\biker\francis_head (DLC1 has all Francis's head-related texture files and VMTs, so why not just use the textures from there?) [B]Louis[/B] (Manager) materials\models\survivors\manager\louis_color (Same as Francis with "left4dead2", and DLC1 has "IT" which is for when covered in vomit) materials\models\survivors\manager\louis_head (Similiar to Francis, Louis's head textures and files in DLC1 already) [B]Bill[/B] (NamVet) materials\models\survivors\namvet\bill_color (I'm amazed our old friend's body textures survived and are in one piece in "left4dead2", same as the rest) materials\models\survivors\namvet\bill_hair (Existent in DLC1, so no need to be in DLC2 as well) materials\models\survivors\namvet\bill_head (Same as hair, except the "compress" and IT are in DLC2. That's fine because his dead body has no facial flexes anyway, he died after The Sacrifice) Eyeball textures can stay in the DLC2 files because they are for when Bill is playable again, so I didn't document them [B]Zoey[/B] (TeenAngst/TeenGirl) materials\models\survivors\teenangst\teenangst_eyeball (Both L and R exist in DLC1, no big difference.) materials\models\survivors\teenangst\zoey_color (Like the other three, Zoey's body texture, normalmap and newly added "Half Lambertian" are in "left4dead2", but "IT" is in DLC1) materials\models\survivors\teenangst\zoey_hair (They're all in DLC1 too, but why copied into DLC2? The waste of Space, the waste of Space! Original song by Motorhead, song is called Ace of Spades) materials\models\survivors\teenangst\zoey_head (Same as for hair, Zoey has her "head texture" files in DLC1) Here ends the list of original Survivor files materials\models\v_models\weapons\m60\m60 (I don't want The Sacrifice to see the M60 as completely new, no offence but, it's in DLC1 already so it doesn't surprise me that The Sacrifice also takes place at the Port...) materials\nature\cobweb00 (No change here, that's funny) materials\overlays\signage_surfaceaccess (It's right here in DLC1 already, is it OK if this vanishes from the DLC2 files?) materials\plaster\urban_plasterwall_04a (Just like everything else, it has no difference but takes a lot of space because of the same things copied into the next DLC files) materials\signs\sign_safety_checklist_mod01 (I found this in DLC1, so we don't need it in DLC2 as a copy) materials\signs\urban_sign001 (This one's in DLC1 too) materials\stone\cobblestone_0#-ssbump (cobblestone_01 and cobblestone_02 both have their ssbump files in DLC1 and DLC2, let's remove the already-existing files from DLC2 and keep DLC1's) materials\stone\counter01 (It has textures and an [B]$envmapmask[/B]) materials\stone\waterfront_cobblestone_0#a (waterfront_cobblestone_01a and waterfront_cobblestone_03a are also in DLC1 already, take them away from the clutches of DLC2 now!) materials\stone\waterfront_stone_01a & waterfront_stone_03a (In DLC2, but are ALSO in DLC1 already!) materials\wood\infceilinga materials\wood\inffence01 materials\wood\milwall017 materials\wood\urban_woodfloor01 (All of its files are existent in DLC1, DLC2 comes with a version without any SSBumpmaps, it's mentioned as [B]"urban_woodfloor_01_nobump"[/B]) [B]More Miscellaneous, like original campaign posters re-copied[/B] materials\vgui\loadingscreen_originalcampaignhere (We've already got the non-widescreen textures for the original campaign posters in "left4dead2", so why not just remove [I]them[/I] from DLC2 but keep the widescreen ones?) materials\vgui\outrotitle_originalcampaign (Same as above, but none of the outro titles have widescreen which is cool enough) materials\vgui\s_panel_originalsurvivor & s_panel_originalsurvivor_incap (Those are already in "left4dead2" as well, I guess Valve INTENDED to get L4D1 content into L4D2 all this time), (originalsurvivor = Zoey, Bill, Francis, Louis. "_incap" = Incapped, lying down and bleeding out) [B]"left4dead2" files in "left4dead2_dlc3"?[/B] materials\de_chateau\woodm (It's in "left4dead2", but I see 0% difference between this one and DLC3's) materials\models\props\cs_office\file_cabinet1 & file_cabinet3 (I'm surprised that Valve managed to copy only a "few" or no files from the original "left4dead2" game files, but these two and the _refs are too much if more than one per each) materials\models\props_foliage\forestrock_cluster01 & forestrock_single01 (WHAT? Model files in DLC3 too?! Valve, is this either Madness or Sparta?) materials\vgui\maps\l4d_garage01_alleys & l4d_garage02_lots VTFs (They use "c9m1_alleys" and "c9m2_lots" now, so these original texture names used by L4D1 can be deleted without doubt) [QUOTE=Butthurter;34254846]All L4D campaigns have been officially tweaked and applied to L4D2 for a while now (except for survival modes[/QUOTE] That's correct, Butthurter. Although, Crash Course seems to have a Survival map on its own too. But it's because of the Truck Depot PS, OFF-TOPIC: Right now, we're in trouble with some kind of bill called SOPA or PIPA, they plan to censor free internet access like Wikipedia and YouTube
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