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- ======================================================================================================
- ===== GAME SOUNDS ====================================================================================
- ======================================================================================================
- (Lt. Rocky) - Added individualized audio files and game sounds for silenced SMG, chrome shotgun, Spas shotgun, M60 and cricket bat
- (Lt. Rocky) - Added individualized deploy audio for the MP5, Scout and SG552 and all melee weapons
- (Salad) - Waterfront sound script was modified to feature a full music set
- (Lt. Rocky) - Fixed "npc.Biker_IncapacitatedInitial01" playing the wrong sound (played "No1.wav" instead of "IncapacitatedInitial01.wav")
- (Lt. Rocky) - Fixed and restored broken sound "Player.Biker_No01"
- (Lt. Rocky) - Restored missing "Player.Biker_ArriveGeneric01" game sound for Francis
- (Lt. Rocky) - Restored missing "Player.Biker_ReviveCriticalFriend01" game sound for Francis
- (Lt. Rocky) - Restored missing "Player.Manager_Reloading01" game sound for Louis
- (Lt. Rocky) - Restored missing "Player.TeenGirl_Hurrah23" game sound for Zoey
- (Salad / Lt. Rocky) - Fixed an oversight where "Player.NamVet_ReactionPositive06" had a volume level of 0 (now 0.6)
- (Salad) - Channel of "PainPills.Use" was changed from "CHAN_BODY" to "CHAN_ITEM" to prevent interruption from footstep audio
- (Salad) - Volume of "AK47.FireIncendiary" was lowered from 1.0 to 0.7, to match volume level of "AK47.Fire"
- (Salad) - Volume of "Pistol.Fire" was raised from 0.65 to 0.75, to match volume level of "DualPistol.Fire"
- (Salad) - Volume of "Shotgun.Fire" was raised from 0.7 to 1.0 to match volume level of Shotgun.FireIncendiary & Shotgun_Chrome.Fire
- (Salad) - Pumpshotgun and Autoshotgun randomize between both loadshell sounds
- (Lt. Rocky) - Fixed bad syntax in soundlevel of "Achievement.Earned" (Set "SNDLVL_94dB" instead of "94")
- (Lt. Rocky) - Fixed bad syntax in soundlevel of "Minigun.SpinUp", "Minigun.Fire" & "Minigun.SpinDown" (Set "SNDLVL_94dB" instead of "94")
- (Doktor Haus) - All gunfire audio use a random pitch (97%-103%)
- (Lt. Rocky) - Added unused hordeslayer tracks for L4D1 campaigns
- (Lt. Rocky / Sergi338) - added unused horde tracks for L4D1 campaigns
- (Lt. Rocky) - Flashlight audio was split into two separate files for being switched on and off
- (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
- (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
- (Salad) - Added missing fall04 WAVs for biker, manager and teengirl (currently they are copies of fallshort01, fallshort02 and fallshort02, respectively)
- (Salad) - Biker ReactionStartled03 "Woah! Jesus..." - raised volume on "Jesus"
- (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
- (Salad) - Raised volume on Mob Signal music cues in L4D1 campaigns to be closer to how they were in L4D1
- (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
- (Salad) - Fixed a bug where L4D1's version of the leftfordeath music would cut short when mode of spectation was changed
- ======================================================================================================
- ===== TALKER =========================================================================================
- ======================================================================================================
- (Xanaguy) - (See Changelog Talker)
- ======================================================================================================
- ===== WEAPONS & ITEMS ================================================================================
- ======================================================================================================
- (Splinks / Lt. Rocky / Doktor Haus / Salad) - Added new melee weapons: a shovel and pitchfork!
- (Lt. Rocky) - Added individualized UI icons for all weapons and items; script files are no longer required for making custom hud icons
- (Salad) - New UI icons for the pistols, representing the models added in L4D2
- (Arima / CTriggerHurt) - Higher quality view models for L4D1 weapons
- (Lt. Rocky) - Higher quality view models for Desert Rifle, Grenade Launcher and M60
- (Lt. Rocky) - All view model sequences transition in and out of idle state with improved animation blending
- (Lt. Rocky) - Added texture groups for several weapons
- - "Gold" Crowbar
- - "Worn" & "NamVet" M16
- - "Worn" Hunting Rifle
- - "Worn" SMG
- - "Worn" Autoshotgun
- - "Wartorn" & "Rural" AK47
- - "Worn" Silenced SMG
- - "BlueWood" & "Operative" Desert Eagle
- - "Swapped" pump shotgun
- - "Swapped" chrome shotgun
- - "Trophy" cricket bat
- - "Green" & "Diesel" gascans
- (Lt. Rocky) - Added new brass eject particles for pistols, smg's, desert eagle, rifles, AK & M60
- (Lt. Rocky) - Fixed scripting error where the silenced smg used the wrong particle in 3rd person
- (Lt. Rocky) - Fixed a particle error where the silenced smg fell back to one of the regular smg's particles
- (Lt. Rocky) - Higher quality textures for L4D1 weapons and items
- (Lt. Rocky) - Added normal and exponent map for guitar
- (Lt. Rocky) - Restored missing flashlight wire on military sniper
- (Lt. Rocky / Salad / Sergi338) - Restored text on the side of the spas shotgun
- (Lt. Rocky) - Optimized world models by removing several unused and useless dmx bones and hitboxes
- (Lt. Rocky) - Weighted the magazines and pumps to move in all weapon world models
- (Lt. Rocky) - Flipped the scope on the hunting rifle's world model to face the correct direction
- (Lt. Rocky) - Added item pickup animations for Pistols, Dual Pistols and Desert Eagle
- (Lt. Rocky) - All weapon view models emit muzzle smoke from the correct position
- (Lt. Rocky) - Added jiggle bones to several view models & world models
- -Strap on the Silenced SMG
- -Sling chain on the SMG
- -Sling chain on the hunting rifle
- -Flashlight wires on the SCAR and military sniper
- -Stock and chain on the Spas shotgun
- -Sling chain on the M16, a la L4D1 beta
- -Sling chains on the grenade launcher
- -Forward sight on the grenade launcher
- -Straps and zippers on the medkit
- -Starter cord on the chainsaw
- -Molotov's cloth strap (world model)
- -Pipebomb's fuse (world model)
- - All jigglebones on the world models use LoD's to deactivate after a certain range
- (Lt. Rocky) - Added walking cycles and vertical posing for the pistols, Desert Eagle and defib
- (Lt. Rocky) - Rebuilt the Fireaxe & Machete animations to no longer obscure the camera when playing at a higher Field of View
- (Lt. Rocky) - Moved origin positions of several view models farther from the camera, more centered and more consistant
- -Desert Eagle
- -Hunting Rifle
- -AK
- -Rifle
- -Desert Rifle
- -Military Sniper
- -SMG
- -Silenced SMG
- -M60
- -Spas shotgun
- -Fireaxe
- -Machete
- (Lt. Rocky) - Added 1st person arm support to Gnome & Cola carryables
- (Lt. Rocky) - Fixed the M16, AK47 and SCAR not playing audio of operating their bolts when deployed
- (Lt. Rocky) - Fixed an error where the M16 played the AK47's foley deploy audio
- (Lt. Rocky) - Fixed visual clipping with the Desert Eagle's reloading, where the magazine could be seeing going through the grip
- (Lt. Rocky) - Fixed an error where the world model of the Desert Eagle and single-wielded pistol would not eject shell cases
- (Lt. Rocky) - Fixed incorrect positioning of muzzle and flashlight attachments on the Desert Eagle's world & view models
- (Lt. Rocky / Salad) - Improved the Desert Eagle's view model mesh to display double-sided along the slide
- (Lt. Rocky) - Fixed the spas shotgun and military sniper's bolts going out-of-bounds during run animation
- (Lt. Rocky) - Fixed incorrect angle of shell eject attachment on M60 world model
- (Lt. Rocky) - The Desert Eagle uses the correct reload audio instead of the pistol's
- (Lt. Rocky) - Fixed incorrect positioning with the Military Sniper's bolt in the deploy and walk animations
- (Lt. Rocky) - Removed muzzle light from the Silenced SMG
- (Lt. Rocky) - Fixed incorrect positioning with the Spas shotgun's bolt in the walk animation
- (Lt. Rocky) - Fixed incorrect UV baking on parts of the Spas's inner layers, which would show a shell inside foregrip
- (Lt. Rocky) - Fixed the bolt of the SCAR going through the receiver during animation
- (Lt. Rocky) - Uzi SMG's bolt no longer moves when firing
- (Lt. Rocky) - Silenced SMG's bolt was rebuilt to move more correctly to the weapon's nature (opposite direction)
- (Lt. Rocky) - Removed unweighted extra shell seen inside the view model of the Auto-shotgun during reloading
- (Lt. Rocky) - Fixed unnatural wrist twisting on the hunting rifle's vertical posing
- (Lt. Rocky) - Fixed arm twitching in the hunting rifle's idle loop cycle
- (Lt. Rocky) - Slowed down the rate at which the Minigun visually heats up
- (Lt. Rocky) - Fixed a visual error with the chains on the chainsaw during attack loop animation
- (Lt. Rocky) - Melee animation on single pistol and desert eagle was adjusted with less frames and a more streamlined motion
- (Lt. Rocky) - The magazines no longer clip with the weapon when the SCAR and M16 are reloading
- (Lt. Rocky) - Fixed the hunting rifle's bolt not moving with the weapon on the walk animation
- (Lt. Rocky) - Fixed various UV inaccuracies on the M60's view and world models
- (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
- (Lt. Rocky) - Fixed unnatural twisting on the left hand of the machete animations
- (Lt. Rocky) - Removed blur particle from the machete and frying pan's shove attack
- (Lt. Rocky) - Fixed z-fighting textures on SCAR's view model trigger guard
- (Lt. Rocky) - Added animation to the shell doors on the Automatic shotguns
- -Added double-sided faces to the inside of the mesh behind the shell door on the auto shotgun
- (Lt. Rocky) - Cleaned the ambient bake and UV of the AK47 base texture to correctly showcase the entire magazine
- (Lt. Rocky) - Added rotation dampening to the physics of the golfclub world model
- (Lt. Rocky / Salad / Doktor Haus) - Assigned new surfaceprop settings to various weapon world models, with new unique sounds
- (Lt. Rocky) - Fixed inconsistant camera angles on adrenaline animations
- (Lt. Rocky) - Pump shotguns, molotov, SG552 and Scout use more accurate collision models
- (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"
- ======================================================================================================
- ===== COUNTERSTRIKE: SOURCE WEAPONS (MP5, SG552, SCOUT, AWP, Knife) ==================================
- ======================================================================================================
- (Kerry) - All Counter-Strike weapons are unlocked and can be used internationally*
- (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
- (Lt. Rocky) - Decreased Knife attack speed by 10%
- (Lt. Rocky) - The CSS weapons have been re-built right-handed; script files will no longer be required for customizing these weapons
- (Kerry) - Fixed the mp5's melee shove canceling its reload animation*
- (Lt. Rocky) - Scout's damage was increased from 90 to 105
- (Salad / Lt. Rocky) - Added incendiary gunfire audio for CSS weapons
- (Lt. Rocky) - Fixed a transition bug that would cause the CSS weapons to freeze after reloading
- (Lt. Rocky) - All CSS view models were rebuilt with improved finger orientation and new walk cycles
- (Salad) - Improved view model meshes with less visible gaps
- (Lt. Rocky) - MP5 UI icon was changed to include the stock
- (Lt. Rocky) - Restored smooth groups on the view model of the MP5
- (Lt. Rocky / Salad) - Improved smoothing on the view model of the AWP
- (Lt. Rocky) - Fixed inverted vertex normals on the lens of the AWP
- (Lt. Rocky) - Fixed the flashlight not following the AWP's movement
- (Lt. Rocky) - Added phong to the view model materials
- (Salad) - Knife uses frying pan animations for third person attacks
- (Salad) - Reverted the Scout's gunfire audio back to the original CSS track
- (Lt. Rocky) - The AWP properly emits a muzzle flash when firing
- (Lt. Rocky) - Fixed a visual error where the SG552 appeared briefly unusable after reloading
- (Lt. Rocky) - Re-enabled mipmaps on view model textures
- (Lt. Rocky) - Re-enabled shell eject particles on view models
- (Lt. Rocky) - Knife swings in diagonal arcs
- ======================================================================================================
- ===== SURVIVORS ======================================================================================
- ======================================================================================================
- (Lt. Rocky / Porki-Da-Corgi) - Francis can now make vampires explode with his mind
- (Kerry) - L4D1 survivors have the same weapon preferences from the first game*
- (Kerry) - Fixed a bug where survivors would not use gestures on dedicated servers*
- (Rayman / Lt. Rocky) - L4D1 survivors have attachments to holster their melee weapons
- (Salad / Lt. Rocky) - L4D1 view model arms given improved apdatation to L4D2 skeleton
- (Lt. Rocky) - Cleaned finger weights and reduced clavicle size on Coach's view model arms
- (Salad / Lt. Rocky) - Adjusted illum position on all survivor 1st person models to a point closer to the weapon view models
- (Lt. Rocky) - Added jigglebones to Rochelle's jewelry in 1st person
- (Salad) - L4D1 survivors were given the additional weapon bones added in L4D2
- (Salad) - Fixed an error where Bill's scene files left him with a long pause of silence after speaking
- (Lt. Rocky / Salad) - Fixed a scene error where Nick would sometimes interrupt Coach and Ellis from speaking when he began speaking
- (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*
- (Lt. Rocky) - Fixed a flex controller error where Louis wouldn't blink
- (Salad) - Restored Francis' missing stereo controllers for blinking
- (Salad) - Smoothened Francis' normal map along his finger seams
- (Salad / Lt. Rocky) Removed an erroneous patch on Zoey's normal map, on top of her hands
- (Splinks) - Higher quality survivor icons
- (Splinks) - Removed ambient mask from Nick's hands
- (Lt. Rocky) - Reduced ambient mask on Zoey's hands
- (Salad) - Added missing scenes & facial animations for two Nick lines from the Passing
- (Salad) - Added jigglebones to Rochelle's earrings***
- (Salad) - Adjusted Rochelle's medkit attachment farther away from her body
- ======================================================================================================
- ===== SURVIVOR ANIMATIONS ============================================================================
- ======================================================================================================
- (Salad / Lt. Rocky) - (See Changelog Survivor Animations)
- ======================================================================================================
- ===== INFECTED =======================================================================================
- ======================================================================================================
- (Kerry / Lt. Rocky / Rayman / Salad) - Added L4D1 Special Infected models to spawn in the L4D1 campaigns*
- (Bronwen) - Modified Infected shader to support gibs with a standard set of textures*
- -$DISABLEVARIATION turns off all the diffuse variation features, allowing a bespoke diffuse map to be used
- -The new diffuse map's alpha channel can be used as a specular mask.
- -$BUMPMAP enables bump mapping, but only if shaders are on high
- -The bump map's alpha channel is used as the exponent map if it is enabled
- -If the bump map is not enabled, $DEFAULTPHONGEXPONENT is used
- -$BLOODPHONGEXPONENT and $BLOODSPECBOOST are still used
- -The burn detail mask is also disabled when variation is disabled (otherwise we'd have crispy skin texture all over the clothing)
- (Kerry) - Enabled "z_boomer_gibs" by default
- (Lt. Rocky / Rayman / Salad / Porky-Da-Corgi / Sergi338) - Added new Common Infected models
- -L4D2 Parachustist
- -L4D1 Hazmat zombies
- -L4D1 Construction workers
- -L4D1 Fallen Survivors
- -L4D1 Mudmen
- -L4D1 Riot cops (not used in stock maps)
- -Various new L4D1 common outfits
- (Kerry / Lt. Rocky) - The police zombie will now drop nightsticks*
- -Added new cvar "sv_infected_police_tonfa_probability" to control nightstick likelihood on new police zombies*
- (Salad) - L4D2 Boomer uses a new view model from the original character model
- (Rayman / Lt. Rocky) - Updated population lists with L4D1 sets containing L4D1 models
- (Salad) - Fixed an animation bug where the Witch was damaging incapacitated survivors at an inconsistent rate, doing less damage than intended.
- - Fixed a broken blood particle on the witch's attack
- (Lt. Rocky) - Added burn shaders to all Special Infected
- (Rayman / Lt. Rocky) - Added texture family to switch Hunter's material when set on fire***
- (Lt. Rocky) - South-To-North melee attacks will now apply the correct vertical or diagonal wound models
- (Lt. Rocky) - The riot cop Infected will showcase wounds from melee and chainsaw attacks
- (Lt. Rocky) - Added audio to the Tank's ladder climbing animations
- (Lt. Rocky) - Added ShinyBlood to material of both Hunter's to add phong to their blood overlays
- (Lt. Rocky) - Boosted Charger's rimlight closer on par with fellow Special Infected
- ======================================================================================================
- ===== PROPS & MATERIALS ==============================================================================
- ======================================================================================================
- (Salad) - The hissing noise made by oxygen tanks when shot will attract common infected
- (Lt. Rocky) - The forklift vehicle is now breakable for better accuracy with Tank punches
- (Lt. Rocky) - Reanimated the helicopter in the finale of Dark Carnival to properly fly over the buildings added post-release
- (Lt. Rocky / Salad) - Improved smoothing on Dark Carnival helicopter
- (Lt. Rocky) - Added skingroups to Dark Carnival and No Mercy helicopters
- (Sergi338) - Changed the surfaceprop of multiple geometry textures from "dirt" to "foliage"
- (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
- (Lt. Rocky) - Fixed several tree materials lacking tree sway parameters
- -"materials\models\props_foliage\branch_city"
- -"materials\models\props_foliage\branches_farm01"
- -"materials\models\props_foliage\cedar01"
- -"materials\models\props_foliage\cedar01_mip0"
- -"materials\models\props_foliage\oak_tree01"
- -"materials\models\props_foliage\tree_deciduous_01a_branches"
- -"materials\models\props_foliage\trees_city"
- -"materials\models\props_foliage\trees_farm01"
- - 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
- -"props_wasteland\rock_cliff01.mdl"
- -"props_wasteland\rock_moss01.mdl"
- -"props_wasteland\rock_moss02.mdl"
- -"props_wasteland\rock_moss03.mdl"
- -"props_wasteland\rock_moss04.mdl"
- -"props_wasteland\rock_moss05.mdl"
- -"props\cs_militia\militiarock01.mdl"
- -"props\cs_militia\militiarock02.mdl"
- -"props\cs_militia\militiarock03.mdl"
- -"props\cs_militia\militiarock04.mdl"
- -"props\cs_militia\militiarock05.mdl"
- (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
- -The "medium" and "small" variants were assigned the materials with the correct tree sway strengths
- (Lt. Rocky) Fixed several prop rocks with inaccurate collision meshes
- -"lostcoast\props_wasteland\rock_cliff02a.mdl"
- -"lostcoast\props_wasteland\rock_coast02a.mdl"
- -"models\props_wasteland\rockcliff_cluster02c.mdl"
- (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
- (Salad / Lt. Rocky) - Fixed an oversight where the flashlight beam texture lacked clamps, which resulted in artifacting around the beam's edge
- (Salad) - Several miscellaneous vmt's (mostly Crash Course assets) point to higher-res textures found in Left4Dead2_DLC3's archive.
- (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
- (Lt. Rocky) - Added tint mask to utility truck model
- (Lt. Rocky) - Restored HL2 envmap on cardboard_boxes001a material
- (Lt. Rocky) - More accurate collision mesh for the lift holding the Crash Course escape truck
- (Salad) - Fixed a glass material (glass/urban_glass_03) that was missing the glass surfaceprop
- (Salad) - Cleaned up heavy compression artifacts on the diffuse of models/props_doors/offdra
- (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
- (Lt. Rocky) - Added phong & basemap envmap to materials/models/props_doors/freezerdoor01.vmt
- (Lt. Rocky) - Added $nocull & $allowalphatocoverage to materials\models\props_interiors\patio_chairwhite.vmt
- (Salad) - Fixed an oversight where "signs/sign_warning_12" had no alpha channel
- (Lt. Rocky) - Added allowphotocoverage for better material sorting on police cruiser lights
- ======================================================================================================
- ===== MISC ===========================================================================================
- ======================================================================================================
- (Rayman) - Fixed a bug where the survivors could fire their weapon before the end of the intro cinematic in No Mercy
- (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
- (Lt. Rocky) Added the golf club to The Sacrifice, Dead Air & Dead Centre
- (Lt. Rocky) - Added fireaxe to Death Toll melee list; certain spawners were requesting it
- -Likewise with the Frying Pan in regards to Crash Course
- -Added tonfa to all L4D1 maps, to support the cop zombie's new ability to drop the weapon
- (Salad) - Fixed a bug where L4D2's HLMV lacked a texture for ENV demonstration
- (Lt. Rocky) - Fixed a bug where the particles fire_truck and city_burning_effect used the wrong spritesheet
- ======================================================================================================
- ===== SUBTITLES & CAPTIONS ===========================================================================
- ======================================================================================================
- (Salad / Xanaguy / Sergi338 / VladFRY)
- - All subtitle_* files (L4D2, L4D2_DLC1, L4D2_DLC2) were merged into one giant file per language
- - Added missing DLC subtitles for the following languages (Some copied from L4D1 files, others sourced from uncompiled L4D2 files):
- > Czech
- > Korean
- > Korean A (?)
- > Romanian (DLC1 translation is only about half-finished, but DLC2 translation appears complete)
- > Simplified Chinese
- > Thai (Everything appears incomplete but I guess it's more than there used to be)
- > Traditional Chinese
- > Turkish
- - Fixed incorrect subtitle colors for Louis and Zoey in Crash Course dialogue and incorrect color for Nick in The Passing dialogue
- - Corrected jukebox song names ("Midnight Riding" -> "Midnight Ride", "Bad Man" -> "One Bad Man", "Re Your Brains" -> "Re: Your Brains")
- - Added jukebox captions for "Save Me Some Sugar" and "All I Want for Christmas (Is to Kick Your Ass)"
- - Corrected several miscellaneous typos and inconsistencies (English only because seriously I can't speak any of the other languages)
- - Added exclamation points to L4D2 special infected death captions (i.e. "[Jockey Death]" -> "[Jockey Death!]") for consistency with L4D1 death captions
- - Created subtitles for placeholder "05_military" radio voices
- - Altered a bunch of subtitles to be more accurate to VO:
- > All GrabbedBySmoker subtitles (i.e. biker_grabbedbysmoker01a changed from "no, No, NO, NOOOOOOO!!!!!!!!!" to "No, no!")
- > biker_worldsmalltown0511/512 "I hate boat lawyers" -> "I hate lawyers"
- > Francis L4D1DLC2 generator
- > NamVet_FriendlyFireFrancis
- > Coach taunts (taunt01, taunt03, taunt08)
- > 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!"
- > Teengirl incapacitatedinjury "[Pain]AHHHHH!" -> "[Terrified yell]", for consistency with the other L4D1 characters)
- > NamVet C6DLC3Creatures All caps, added missing exclamation point to warncharger03
- > manager_closethedoor03 "Lock the door, man" -> "Lock the damn door!"
- > manager_tankpound04 WAV is a duplicate of tankpound03, but the subtitle was different
- > 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!"
- > Gambler_WarnJockey Changed to all caps for consistency
- > Biker_DLC2Intro07 "Hey. Sunshine Beams. We just CRASHED. ..." -> "Hey, Mr. Positive! We just CRASHED. ..."
- > Biker_DLC1_C6M1_InitialMeeting06 "Hey! Are you a racecar driver?" -> "Can't! Generator's out."
- > Properly capitalized Special Infected names (i.e. "Stop freakin' out the damn Witch.")
- > Properly capitalzed "Army"
- - Applied the above color fixes and created merged L4D2_DLC1 and L4D1 subtitle files for the following UNSUPPORTED languages:
- > Brazilian
- > Bulgarian
- > Greek
- > Ukrainian
- - [Xanaguy] Changed the color of Bill's sacrifice "movie lines" to red to increase visibility
- - [Xanaguy] Changed the names of "Soldier 1" and "Soldier 2" to "Papa Gator" and "Rescue 7"
- - Created subtitles for dialogue from two community campaigns - Dead Before Dawn (COMPLETE) and Redemption II (Map 5 only)
- *Requires L4D2 Beta branch
- **Temporary or placeholder
- ***Work in progress
- Notes:
- -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
- -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.
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