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L4D2 The Last Stand - Changelog_General.txt

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  1. ======================================================================================================
  2. ===== GAME SOUNDS ====================================================================================
  3. ======================================================================================================
  4. (Lt. Rocky) - Added individualized audio files and game sounds for silenced SMG, chrome shotgun, Spas shotgun, M60 and cricket bat
  5. (Lt. Rocky) - Added individualized deploy audio for the MP5, Scout and SG552 and all melee weapons
  6. (Salad) - Waterfront sound script was modified to feature a full music set
  7. (Lt. Rocky) - Fixed "npc.Biker_IncapacitatedInitial01" playing the wrong sound (played "No1.wav" instead of "IncapacitatedInitial01.wav")
  8. (Lt. Rocky) - Fixed and restored broken sound "Player.Biker_No01"
  9. (Lt. Rocky) - Restored missing "Player.Biker_ArriveGeneric01" game sound for Francis
  10. (Lt. Rocky) - Restored missing "Player.Biker_ReviveCriticalFriend01" game sound for Francis
  11. (Lt. Rocky) - Restored missing "Player.Manager_Reloading01" game sound for Louis
  12. (Lt. Rocky) - Restored missing "Player.TeenGirl_Hurrah23" game sound for Zoey
  13. (Salad / Lt. Rocky) - Fixed an oversight where "Player.NamVet_ReactionPositive06" had a volume level of 0 (now 0.6)
  14. (Salad) - Channel of "PainPills.Use" was changed from "CHAN_BODY" to "CHAN_ITEM" to prevent interruption from footstep audio
  15. (Salad) - Volume of "AK47.FireIncendiary" was lowered from 1.0 to 0.7, to match volume level of "AK47.Fire"
  16. (Salad) - Volume of "Pistol.Fire" was raised from 0.65 to 0.75, to match volume level of "DualPistol.Fire"
  17. (Salad) - Volume of "Shotgun.Fire" was raised from 0.7 to 1.0 to match volume level of Shotgun.FireIncendiary & Shotgun_Chrome.Fire
  18. (Salad) - Pumpshotgun and Autoshotgun randomize between both loadshell sounds
  19. (Lt. Rocky) - Fixed bad syntax in soundlevel of "Achievement.Earned" (Set "SNDLVL_94dB" instead of "94")
  20. (Lt. Rocky) - Fixed bad syntax in soundlevel of "Minigun.SpinUp", "Minigun.Fire" & "Minigun.SpinDown" (Set "SNDLVL_94dB" instead of "94")
  21. (Doktor Haus) - All gunfire audio use a random pitch (97%-103%)
  22. (Lt. Rocky) - Added unused hordeslayer tracks for L4D1 campaigns
  23. (Lt. Rocky / Sergi338) - added unused horde tracks for L4D1 campaigns
  24. (Lt. Rocky) - Flashlight audio was split into two separate files for being switched on and off
  25. (Salad / Lt. Rocky) - Changed channel on ChargerZombie.Charge from CHAN_VOICE to CHAN_STATIC, to prevent the charger's warcry from being interrupted by pain audio
  26. (Salad / Xanaguy) - Added 4 lines for Francis from custom L4D1 maps (Dead Before Dawn, Night Terror, Last Drop) and created scenes, facial animations, soundscript entries & subtitles for each
  27. (Salad) - Added missing fall04 WAVs for biker, manager and teengirl (currently they are copies of fallshort01, fallshort02 and fallshort02, respectively)
  28. (Salad) - Biker ReactionStartled03 "Woah! Jesus..." - raised volume on "Jesus"
  29. (Salad) - Changed channel on "Inferno.StartSweeten" from CHAN_WEAPON to CHAN_STATIC so it would play alongside "Inferno.Start" when a Molotov or gas can explodes, instead of overriding it
  30. (Salad) - Raised volume on Mob Signal music cues in L4D1 campaigns to be closer to how they were in L4D1
  31. (Salad) - Altered Waterfront music set to try splitting the difference with intentionally music-free custom campaigns; Replaced intro music with checkpoint intro cue, lowered loop volume
  32. (Salad) - Fixed a bug where L4D1's version of the leftfordeath music would cut short when mode of spectation was changed
  33.  
  34.  
  35. ======================================================================================================
  36. ===== TALKER =========================================================================================
  37. ======================================================================================================
  38. (Xanaguy) - (See Changelog Talker)
  39.  
  40. ======================================================================================================
  41. ===== WEAPONS & ITEMS ================================================================================
  42. ======================================================================================================
  43. (Splinks / Lt. Rocky / Doktor Haus / Salad) - Added new melee weapons: a shovel and pitchfork!
  44. (Lt. Rocky) - Added individualized UI icons for all weapons and items; script files are no longer required for making custom hud icons
  45. (Salad) - New UI icons for the pistols, representing the models added in L4D2
  46. (Arima / CTriggerHurt) - Higher quality view models for L4D1 weapons
  47. (Lt. Rocky) - Higher quality view models for Desert Rifle, Grenade Launcher and M60
  48. (Lt. Rocky) - All view model sequences transition in and out of idle state with improved animation blending
  49. (Lt. Rocky) - Added texture groups for several weapons
  50. - "Gold" Crowbar
  51. - "Worn" & "NamVet" M16
  52. - "Worn" Hunting Rifle
  53. - "Worn" SMG
  54. - "Worn" Autoshotgun
  55. - "Wartorn" & "Rural" AK47
  56. - "Worn" Silenced SMG
  57. - "BlueWood" & "Operative" Desert Eagle
  58. - "Swapped" pump shotgun
  59. - "Swapped" chrome shotgun
  60. - "Trophy" cricket bat
  61. - "Green" & "Diesel" gascans
  62. (Lt. Rocky) - Added new brass eject particles for pistols, smg's, desert eagle, rifles, AK & M60
  63. (Lt. Rocky) - Fixed scripting error where the silenced smg used the wrong particle in 3rd person
  64. (Lt. Rocky) - Fixed a particle error where the silenced smg fell back to one of the regular smg's particles
  65. (Lt. Rocky) - Higher quality textures for L4D1 weapons and items
  66. (Lt. Rocky) - Added normal and exponent map for guitar
  67. (Lt. Rocky) - Restored missing flashlight wire on military sniper
  68. (Lt. Rocky / Salad / Sergi338) - Restored text on the side of the spas shotgun
  69. (Lt. Rocky) - Optimized world models by removing several unused and useless dmx bones and hitboxes
  70. (Lt. Rocky) - Weighted the magazines and pumps to move in all weapon world models
  71. (Lt. Rocky) - Flipped the scope on the hunting rifle's world model to face the correct direction
  72. (Lt. Rocky) - Added item pickup animations for Pistols, Dual Pistols and Desert Eagle
  73. (Lt. Rocky) - All weapon view models emit muzzle smoke from the correct position
  74. (Lt. Rocky) - Added jiggle bones to several view models & world models
  75. -Strap on the Silenced SMG
  76. -Sling chain on the SMG
  77. -Sling chain on the hunting rifle
  78. -Flashlight wires on the SCAR and military sniper
  79. -Stock and chain on the Spas shotgun
  80. -Sling chain on the M16, a la L4D1 beta
  81. -Sling chains on the grenade launcher
  82. -Forward sight on the grenade launcher
  83. -Straps and zippers on the medkit
  84. -Starter cord on the chainsaw
  85. -Molotov's cloth strap (world model)
  86. -Pipebomb's fuse (world model)
  87. - All jigglebones on the world models use LoD's to deactivate after a certain range
  88. (Lt. Rocky) - Added walking cycles and vertical posing for the pistols, Desert Eagle and defib
  89. (Lt. Rocky) - Rebuilt the Fireaxe & Machete animations to no longer obscure the camera when playing at a higher Field of View
  90. (Lt. Rocky) - Moved origin positions of several view models farther from the camera, more centered and more consistant
  91. -Desert Eagle
  92. -Hunting Rifle
  93. -AK
  94. -Rifle
  95. -Desert Rifle
  96. -Military Sniper
  97. -SMG
  98. -Silenced SMG
  99. -M60
  100. -Spas shotgun
  101. -Fireaxe
  102. -Machete
  103. (Lt. Rocky) - Added 1st person arm support to Gnome & Cola carryables
  104. (Lt. Rocky) - Fixed the M16, AK47 and SCAR not playing audio of operating their bolts when deployed
  105. (Lt. Rocky) - Fixed an error where the M16 played the AK47's foley deploy audio
  106. (Lt. Rocky) - Fixed visual clipping with the Desert Eagle's reloading, where the magazine could be seeing going through the grip
  107. (Lt. Rocky) - Fixed an error where the world model of the Desert Eagle and single-wielded pistol would not eject shell cases
  108. (Lt. Rocky) - Fixed incorrect positioning of muzzle and flashlight attachments on the Desert Eagle's world & view models
  109. (Lt. Rocky / Salad) - Improved the Desert Eagle's view model mesh to display double-sided along the slide
  110. (Lt. Rocky) - Fixed the spas shotgun and military sniper's bolts going out-of-bounds during run animation
  111. (Lt. Rocky) - Fixed incorrect angle of shell eject attachment on M60 world model
  112. (Lt. Rocky) - The Desert Eagle uses the correct reload audio instead of the pistol's
  113. (Lt. Rocky) - Fixed incorrect positioning with the Military Sniper's bolt in the deploy and walk animations
  114. (Lt. Rocky) - Removed muzzle light from the Silenced SMG
  115. (Lt. Rocky) - Fixed incorrect positioning with the Spas shotgun's bolt in the walk animation
  116. (Lt. Rocky) - Fixed incorrect UV baking on parts of the Spas's inner layers, which would show a shell inside foregrip
  117. (Lt. Rocky) - Fixed the bolt of the SCAR going through the receiver during animation
  118. (Lt. Rocky) - Uzi SMG's bolt no longer moves when firing
  119. (Lt. Rocky) - Silenced SMG's bolt was rebuilt to move more correctly to the weapon's nature (opposite direction)
  120. (Lt. Rocky) - Removed unweighted extra shell seen inside the view model of the Auto-shotgun during reloading
  121. (Lt. Rocky) - Fixed unnatural wrist twisting on the hunting rifle's vertical posing
  122. (Lt. Rocky) - Fixed arm twitching in the hunting rifle's idle loop cycle
  123. (Lt. Rocky) - Slowed down the rate at which the Minigun visually heats up
  124. (Lt. Rocky) - Fixed a visual error with the chains on the chainsaw during attack loop animation
  125. (Lt. Rocky) - Melee animation on single pistol and desert eagle was adjusted with less frames and a more streamlined motion
  126. (Lt. Rocky) - The magazines no longer clip with the weapon when the SCAR and M16 are reloading
  127. (Lt. Rocky) - Fixed the hunting rifle's bolt not moving with the weapon on the walk animation
  128. (Lt. Rocky) - Fixed various UV inaccuracies on the M60's view and world models
  129. (Lt. Rocky) - Increased frames-per-second of M60's fire sequence from 30 to 40 for a smoother display of the ammo belt's animation
  130. (Lt. Rocky) - Fixed unnatural twisting on the left hand of the machete animations
  131. (Lt. Rocky) - Removed blur particle from the machete and frying pan's shove attack
  132. (Lt. Rocky) - Fixed z-fighting textures on SCAR's view model trigger guard
  133. (Lt. Rocky) - Added animation to the shell doors on the Automatic shotguns
  134. -Added double-sided faces to the inside of the mesh behind the shell door on the auto shotgun
  135. (Lt. Rocky) - Cleaned the ambient bake and UV of the AK47 base texture to correctly showcase the entire magazine
  136. (Lt. Rocky) - Added rotation dampening to the physics of the golfclub world model
  137. (Lt. Rocky / Salad / Doktor Haus) - Assigned new surfaceprop settings to various weapon world models, with new unique sounds
  138. (Lt. Rocky) - Fixed inconsistant camera angles on adrenaline animations
  139. (Lt. Rocky) - Pump shotguns, molotov, SG552 and Scout use more accurate collision models
  140. (Lt. Rocky) - Corrected a syntax error in electric_guitar.txt; "player_activity_idle" under "secondaryattacks" was written as "ACT_SHOOT_SECONDARY_GUITARq"; corrected to spell "ACT_SHOOT_SECONDARY_GUITAR"
  141.  
  142.  
  143. ======================================================================================================
  144. ===== COUNTERSTRIKE: SOURCE WEAPONS (MP5, SG552, SCOUT, AWP, Knife) ==================================
  145. ======================================================================================================
  146.  
  147. (Kerry) - All Counter-Strike weapons are unlocked and can be used internationally*
  148. (Kerry) - Added cvar "director_cs_weapon_spawn_chance" (default 0.5) to set the chance of each CS weapon getting added to the spawn pool for each spawner. This is to reduce their likelihood in comparison to the standard weapons
  149. (Lt. Rocky) - Decreased Knife attack speed by 10%
  150. (Lt. Rocky) - The CSS weapons have been re-built right-handed; script files will no longer be required for customizing these weapons
  151. (Kerry) - Fixed the mp5's melee shove canceling its reload animation*
  152. (Lt. Rocky) - Scout's damage was increased from 90 to 105
  153. (Salad / Lt. Rocky) - Added incendiary gunfire audio for CSS weapons
  154. (Lt. Rocky) - Fixed a transition bug that would cause the CSS weapons to freeze after reloading
  155. (Lt. Rocky) - All CSS view models were rebuilt with improved finger orientation and new walk cycles
  156. (Salad) - Improved view model meshes with less visible gaps
  157. (Lt. Rocky) - MP5 UI icon was changed to include the stock
  158. (Lt. Rocky) - Restored smooth groups on the view model of the MP5
  159. (Lt. Rocky / Salad) - Improved smoothing on the view model of the AWP
  160. (Lt. Rocky) - Fixed inverted vertex normals on the lens of the AWP
  161. (Lt. Rocky) - Fixed the flashlight not following the AWP's movement
  162. (Lt. Rocky) - Added phong to the view model materials
  163. (Salad) - Knife uses frying pan animations for third person attacks
  164. (Salad) - Reverted the Scout's gunfire audio back to the original CSS track
  165. (Lt. Rocky) - The AWP properly emits a muzzle flash when firing
  166. (Lt. Rocky) - Fixed a visual error where the SG552 appeared briefly unusable after reloading
  167. (Lt. Rocky) - Re-enabled mipmaps on view model textures
  168. (Lt. Rocky) - Re-enabled shell eject particles on view models
  169. (Lt. Rocky) - Knife swings in diagonal arcs
  170.  
  171. ======================================================================================================
  172. ===== SURVIVORS ======================================================================================
  173. ======================================================================================================
  174. (Lt. Rocky / Porki-Da-Corgi) - Francis can now make vampires explode with his mind
  175. (Kerry) - L4D1 survivors have the same weapon preferences from the first game*
  176. (Kerry) - Fixed a bug where survivors would not use gestures on dedicated servers*
  177. (Rayman / Lt. Rocky) - L4D1 survivors have attachments to holster their melee weapons
  178. (Salad / Lt. Rocky) - L4D1 view model arms given improved apdatation to L4D2 skeleton
  179. (Lt. Rocky) - Cleaned finger weights and reduced clavicle size on Coach's view model arms
  180. (Salad / Lt. Rocky) - Adjusted illum position on all survivor 1st person models to a point closer to the weapon view models
  181. (Lt. Rocky) - Added jigglebones to Rochelle's jewelry in 1st person
  182. (Salad) - L4D1 survivors were given the additional weapon bones added in L4D2
  183. (Salad) - Fixed an error where Bill's scene files left him with a long pause of silence after speaking
  184. (Lt. Rocky / Salad) - Fixed a scene error where Nick would sometimes interrupt Coach and Ellis from speaking when he began speaking
  185. (Lt. Rocky) - Adjusted the scene files of the L4D2 survivors to point at a Special Infected they've spotted or when they've found ammo*
  186. (Lt. Rocky) - Fixed a flex controller error where Louis wouldn't blink
  187. (Salad) - Restored Francis' missing stereo controllers for blinking
  188. (Salad) - Smoothened Francis' normal map along his finger seams
  189. (Salad / Lt. Rocky) Removed an erroneous patch on Zoey's normal map, on top of her hands
  190. (Splinks) - Higher quality survivor icons
  191. (Splinks) - Removed ambient mask from Nick's hands
  192. (Lt. Rocky) - Reduced ambient mask on Zoey's hands
  193. (Salad) - Added missing scenes & facial animations for two Nick lines from the Passing
  194. (Salad) - Added jigglebones to Rochelle's earrings***
  195. (Salad) - Adjusted Rochelle's medkit attachment farther away from her body
  196.  
  197. ======================================================================================================
  198. ===== SURVIVOR ANIMATIONS ============================================================================
  199. ======================================================================================================
  200. (Salad / Lt. Rocky) - (See Changelog Survivor Animations)
  201.  
  202. ======================================================================================================
  203. ===== INFECTED =======================================================================================
  204. ======================================================================================================
  205. (Kerry / Lt. Rocky / Rayman / Salad) - Added L4D1 Special Infected models to spawn in the L4D1 campaigns*
  206. (Bronwen) - Modified Infected shader to support gibs with a standard set of textures*
  207. -$DISABLEVARIATION turns off all the diffuse variation features, allowing a bespoke diffuse map to be used
  208. -The new diffuse map's alpha channel can be used as a specular mask.
  209. -$BUMPMAP enables bump mapping, but only if shaders are on high
  210. -The bump map's alpha channel is used as the exponent map if it is enabled
  211. -If the bump map is not enabled, $DEFAULTPHONGEXPONENT is used
  212. -$BLOODPHONGEXPONENT and $BLOODSPECBOOST are still used
  213. -The burn detail mask is also disabled when variation is disabled (otherwise we'd have crispy skin texture all over the clothing)
  214. (Kerry) - Enabled "z_boomer_gibs" by default
  215. (Lt. Rocky / Rayman / Salad / Porky-Da-Corgi / Sergi338) - Added new Common Infected models
  216. -L4D2 Parachustist
  217. -L4D1 Hazmat zombies
  218. -L4D1 Construction workers
  219. -L4D1 Fallen Survivors
  220. -L4D1 Mudmen
  221. -L4D1 Riot cops (not used in stock maps)
  222. -Various new L4D1 common outfits
  223. (Kerry / Lt. Rocky) - The police zombie will now drop nightsticks*
  224. -Added new cvar "sv_infected_police_tonfa_probability" to control nightstick likelihood on new police zombies*
  225. (Salad) - L4D2 Boomer uses a new view model from the original character model
  226. (Rayman / Lt. Rocky) - Updated population lists with L4D1 sets containing L4D1 models
  227. (Salad) - Fixed an animation bug where the Witch was damaging incapacitated survivors at an inconsistent rate, doing less damage than intended.
  228. - Fixed a broken blood particle on the witch's attack
  229. (Lt. Rocky) - Added burn shaders to all Special Infected
  230. (Rayman / Lt. Rocky) - Added texture family to switch Hunter's material when set on fire***
  231. (Lt. Rocky) - South-To-North melee attacks will now apply the correct vertical or diagonal wound models
  232. (Lt. Rocky) - The riot cop Infected will showcase wounds from melee and chainsaw attacks
  233. (Lt. Rocky) - Added audio to the Tank's ladder climbing animations
  234. (Lt. Rocky) - Added ShinyBlood to material of both Hunter's to add phong to their blood overlays
  235. (Lt. Rocky) - Boosted Charger's rimlight closer on par with fellow Special Infected
  236.  
  237. ======================================================================================================
  238. ===== PROPS & MATERIALS ==============================================================================
  239. ======================================================================================================
  240. (Salad) - The hissing noise made by oxygen tanks when shot will attract common infected
  241. (Lt. Rocky) - The forklift vehicle is now breakable for better accuracy with Tank punches
  242. (Lt. Rocky) - Reanimated the helicopter in the finale of Dark Carnival to properly fly over the buildings added post-release
  243. (Lt. Rocky / Salad) - Improved smoothing on Dark Carnival helicopter
  244. (Lt. Rocky) - Added skingroups to Dark Carnival and No Mercy helicopters
  245. (Sergi338) - Changed the surfaceprop of multiple geometry textures from "dirt" to "foliage"
  246. (Lt. Rocky) - Fixed a mesh error where the first Level of Detail model on the Crash Course howitzer was missing half the model with incomplete tire meshes
  247. (Lt. Rocky) - Fixed several tree materials lacking tree sway parameters
  248. -"materials\models\props_foliage\branch_city"
  249. -"materials\models\props_foliage\branches_farm01"
  250. -"materials\models\props_foliage\cedar01"
  251. -"materials\models\props_foliage\cedar01_mip0"
  252. -"materials\models\props_foliage\oak_tree01"
  253. -"materials\models\props_foliage\tree_deciduous_01a_branches"
  254. -"materials\models\props_foliage\trees_city"
  255. -"materials\models\props_foliage\trees_farm01"
  256. - Several models shared the tree material above, which also made them sway in the wind. As such, these models were recompiled with a new material that has no tree sway
  257. -"props_wasteland\rock_cliff01.mdl"
  258. -"props_wasteland\rock_moss01.mdl"
  259. -"props_wasteland\rock_moss02.mdl"
  260. -"props_wasteland\rock_moss03.mdl"
  261. -"props_wasteland\rock_moss04.mdl"
  262. -"props_wasteland\rock_moss05.mdl"
  263. -"props\cs_militia\militiarock01.mdl"
  264. -"props\cs_militia\militiarock02.mdl"
  265. -"props\cs_militia\militiarock03.mdl"
  266. -"props\cs_militia\militiarock04.mdl"
  267. -"props\cs_militia\militiarock05.mdl"
  268. (Lt. Rocky) - The metal railing on the urban street tree prop and it's size variants were given a different material with no tree sway
  269. -The "medium" and "small" variants were assigned the materials with the correct tree sway strengths
  270. (Lt. Rocky) Fixed several prop rocks with inaccurate collision meshes
  271. -"lostcoast\props_wasteland\rock_cliff02a.mdl"
  272. -"lostcoast\props_wasteland\rock_coast02a.mdl"
  273. -"models\props_wasteland\rockcliff_cluster02c.mdl"
  274.  
  275. (Lt. Rocky / NF) - Lynched Charger prop was recompiled with a separate material from the player model, to prevent crashes with mods that randomize the Charger's textures
  276. (Salad / Lt. Rocky) - Fixed an oversight where the flashlight beam texture lacked clamps, which resulted in artifacting around the beam's edge
  277. (Salad) - Several miscellaneous vmt's (mostly Crash Course assets) point to higher-res textures found in Left4Dead2_DLC3's archive.
  278. (Lt. Rocky) - Fixed an oversight where cargo_container01.vmt (a material for a model that is tinted in certain maps) was not using a version of it's texture that had an alpha map nor it's envmap mask, and added $blendbytint and an $envmap to it
  279. (Lt. Rocky) - Added tint mask to utility truck model
  280. (Lt. Rocky) - Restored HL2 envmap on cardboard_boxes001a material
  281. (Lt. Rocky) - More accurate collision mesh for the lift holding the Crash Course escape truck
  282. (Salad) - Fixed a glass material (glass/urban_glass_03) that was missing the glass surfaceprop
  283. (Salad) - Cleaned up heavy compression artifacts on the diffuse of models/props_doors/offdra
  284. (Salad) - Fixed an error where door prop metal_door_112_noskins_dm03_01.mdl had a different material in one of it's damaged states
  285. (Lt. Rocky) - Added phong & basemap envmap to materials/models/props_doors/freezerdoor01.vmt
  286. (Lt. Rocky) - Added $nocull & $allowalphatocoverage to materials\models\props_interiors\patio_chairwhite.vmt
  287. (Salad) - Fixed an oversight where "signs/sign_warning_12" had no alpha channel
  288. (Lt. Rocky) - Added allowphotocoverage for better material sorting on police cruiser lights
  289.  
  290. ======================================================================================================
  291. ===== MISC ===========================================================================================
  292. ======================================================================================================
  293.  
  294. (Rayman) - Fixed a bug where the survivors could fire their weapon before the end of the intro cinematic in No Mercy
  295. (Salad) - Updated credits roll to include Bill's voice actor (R.I.P, Jim French) as well as the L4D1 face models and additional voice actors
  296. (Lt. Rocky) Added the golf club to The Sacrifice, Dead Air & Dead Centre
  297. (Lt. Rocky) - Added fireaxe to Death Toll melee list; certain spawners were requesting it
  298. -Likewise with the Frying Pan in regards to Crash Course
  299. -Added tonfa to all L4D1 maps, to support the cop zombie's new ability to drop the weapon
  300. (Salad) - Fixed a bug where L4D2's HLMV lacked a texture for ENV demonstration
  301. (Lt. Rocky) - Fixed a bug where the particles fire_truck and city_burning_effect used the wrong spritesheet
  302.  
  303. ======================================================================================================
  304. ===== SUBTITLES & CAPTIONS ===========================================================================
  305. ======================================================================================================
  306. (Salad / Xanaguy / Sergi338 / VladFRY)
  307.  
  308. - All subtitle_* files (L4D2, L4D2_DLC1, L4D2_DLC2) were merged into one giant file per language
  309. - Added missing DLC subtitles for the following languages (Some copied from L4D1 files, others sourced from uncompiled L4D2 files):
  310. > Czech
  311. > Korean
  312. > Korean A (?)
  313. > Romanian (DLC1 translation is only about half-finished, but DLC2 translation appears complete)
  314. > Simplified Chinese
  315. > Thai (Everything appears incomplete but I guess it's more than there used to be)
  316. > Traditional Chinese
  317. > Turkish
  318.  
  319. - Fixed incorrect subtitle colors for Louis and Zoey in Crash Course dialogue and incorrect color for Nick in The Passing dialogue
  320. - Corrected jukebox song names ("Midnight Riding" -> "Midnight Ride", "Bad Man" -> "One Bad Man", "Re Your Brains" -> "Re: Your Brains")
  321. - Added jukebox captions for "Save Me Some Sugar" and "All I Want for Christmas (Is to Kick Your Ass)"
  322. - Corrected several miscellaneous typos and inconsistencies (English only because seriously I can't speak any of the other languages)
  323. - Added exclamation points to L4D2 special infected death captions (i.e. "[Jockey Death]" -> "[Jockey Death!]") for consistency with L4D1 death captions
  324. - Created subtitles for placeholder "05_military" radio voices
  325.  
  326. - Altered a bunch of subtitles to be more accurate to VO:
  327. > All GrabbedBySmoker subtitles (i.e. biker_grabbedbysmoker01a changed from "no, No, NO, NOOOOOOO!!!!!!!!!" to "No, no!")
  328. > biker_worldsmalltown0511/512 "I hate boat lawyers" -> "I hate lawyers"
  329. > Francis L4D1DLC2 generator
  330. > NamVet_FriendlyFireFrancis
  331. > Coach taunts (taunt01, taunt03, taunt08)
  332. > Coach_World02 "Oh yeah. Our goal is right next to the bridge, ON THE OTHER MOTHER F'IN SIDE OF THE RIVER!" -> "...OF THE WATER!"
  333. > Teengirl incapacitatedinjury "[Pain]AHHHHH!" -> "[Terrified yell]", for consistency with the other L4D1 characters)
  334. > NamVet C6DLC3Creatures All caps, added missing exclamation point to warncharger03
  335. > manager_closethedoor03 "Lock the door, man" -> "Lock the damn door!"
  336. > manager_tankpound04 WAV is a duplicate of tankpound03, but the subtitle was different
  337. > All ScreamWhilePounced i.e. manager_screamwhilepounced02 "GET IT GET IT OFF GET IT OFF!" -> "GET IT! GET IT! GET IT OFF ME, GET IT OFF ME!"
  338. > Gambler_WarnJockey Changed to all caps for consistency
  339. > Biker_DLC2Intro07 "Hey. Sunshine Beams. We just CRASHED. ..." -> "Hey, Mr. Positive! We just CRASHED. ..."
  340. > Biker_DLC1_C6M1_InitialMeeting06 "Hey! Are you a racecar driver?" -> "Can't! Generator's out."
  341. > Properly capitalized Special Infected names (i.e. "Stop freakin' out the damn Witch.")
  342. > Properly capitalzed "Army"
  343.  
  344. - Applied the above color fixes and created merged L4D2_DLC1 and L4D1 subtitle files for the following UNSUPPORTED languages:
  345. > Brazilian
  346. > Bulgarian
  347. > Greek
  348. > Ukrainian
  349.  
  350. - [Xanaguy] Changed the color of Bill's sacrifice "movie lines" to red to increase visibility
  351. - [Xanaguy] Changed the names of "Soldier 1" and "Soldier 2" to "Papa Gator" and "Rescue 7"
  352. - Created subtitles for dialogue from two community campaigns - Dead Before Dawn (COMPLETE) and Redemption II (Map 5 only)
  353.  
  354.  
  355. *Requires L4D2 Beta branch
  356. **Temporary or placeholder
  357. ***Work in progress
  358.  
  359. Notes:
  360. -All higher res L4D1 textures and higher res survivor images were compressed from the source psd's. No changes were made, they were simply compressed at the resolution of the source files
  361. -The hunting rifle no longer stores and references it's animations from it's .ani file (v_huntingrifle.ani). It is a waste of memory for an ani file to be referenced only by a single mdl. The ani file was nevertheless still updated for the few mods that actually do rely on it (mostly older ones from early 2010's). The vanilla hunting rifle should not be commiting the .ani file to memory anymore.
  362.  
  363.  
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