We aim to propose change to Valve's Left 4 Dead 2 with ingenuity, inclusivity, and integrity.
We are a community pursuit. There is no license or C++ source access involved, and map recompiles are not permitted.
A small community patch has been released for Left 4 Dead 2's Last Stand update. | |
For a version of this changelog with direct links to exact files and lines changed, please see: | |
https://github.com/L4D-Community-Team/Last-Stand-Refresh/blob/main/changelogs/Hotfix_Update_01.md | |
Valve (C++) | |
VScript CDirector: |
These: | |
/main/scripts/vscripts/mutation15.nut | |
/main/scripts/vscripts/mutation19.nut | |
Maybe updated with these: | |
https://github.com/Tsuey/L4D2-Community-Update/blob/master/root/scripts/vscripts/community/maps/c1m2_streets.nut#L190 | |
https://github.com/Tsuey/L4D2-Community-Update/blob/master/root/scripts/vscripts/community/maps/c2m2_fairgrounds.nut#L181 | |
https://github.com/Tsuey/L4D2-Community-Update/blob/master/root/scripts/vscripts/community/maps/c3m1_plankcountry.nut#L156 |
We aim to propose change to Valve's Left 4 Dead 2 with ingenuity, inclusivity, and integrity.
We are a community pursuit. There is no license or C++ source access involved, and map recompiles are not permitted.
Hey there!
We are thrilled that you would like to help. If you ever have a question it is probably addressed below; if not, please contact us.
As a community pursuit, everything we do is motivated by passion. Unlike The Last Stand, we are not officially greenlit for an update. However, we are not going to wait for life to happen to us. With the right amount of persistence and a lot of patience, we aim to get out what we put in.
By participating, you agree to our Code of Conduct.
Hey there!
We are thrilled that you would like to help. If you ever have a question it is probably addressed below; if not, please contact us.
As a community pursuit, everything we do is motivated by passion. Unlike The Last Stand, we are not officially greenlit for an update. However, we are not going to wait for life to happen to us. With the right amount of persistence and a lot of patience, we aim to get out what we put in.
By participating, you agree to our Code of Conduct.
Every changelog or reference the Update Team has ever assembled, is forever preserved here!
A :: Major Map and Navmesh Changes for Version 2.2.0.0 (source)
B :: Valve's Changelog up to Version 2.2.1.3 (source)
C :: Campaign Mode Clipping Q&A (source)
D :: Campaign Mode Clipping Analysis (source)
CLIP MOVES FROM ALL MODES TO VERSUS-ONLY | |
c1m2 | |
_booster_mallroof Moved to Versus | |
c2m2 | |
_booster_uppertracka Moved to Versus | |
_booster_uppertrackb Moved to Versus |
STEPS FOR "REMOVING" DARK CARNIVAL 5 ROOF W/O RECOMPILING | |
========================================================= | |
"map c2m5_concert versus" | |
"mat_wireframe 2" | |
Yes, luckily the bleachers render through | |
the roof, but it may be one-way only; may | |
be necessary for Propper replacement roof |
_NEO_EXPORTS | |
============ | |
From HHD Hex Editor Neo to *.CSV files. | |
While 010 Editor also offers exporting of structures, Neo's | |
format and look is overall better. This is mostly an effort to | |
liberate this data from Neo -- using WebGL to read directly | |
from BSP files is a 9-year old pursuit with many examples: |