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- Left 4 Dead 2 Campaign "TIME TO DIE" v. 1.6
- (Oct. 15, 2020)
- Known Issues, Glitches, Errors, Exploits, and Et Cetera
- ........................................................
- *** General Bugs ***
- - CUSTOM SOUNDS MAY NOT PLAY! No idea what causes this, but on the bright side, custom sounds are NOT required for progression.
- - [RARE] RANDOM CRASHES! While infrequent, certain mods may conflict with Time to Die and cause crashes at random.
- If you see trees with a purple checkerboard texture, you might want to restart Left 4 Dead 2 before it crashes.
- The more add-ons you enable (including other campaigns), the more likely a crash becomes. Proceed with caution.
- - Survivors will occasionally talk to their dead comrades in one-sided conversations.
- - Survivors may speak unfitting or out-of-context lines due to the Last Stand Update's expanded dialogue scripts.
- - NPC bots, both Infected and Survivors, can get stuck near ladders and other random places. See "Survivor Bots" section.
- When this happens, Survivors usually teleport to get themselves unstuck, but Infected may become permanently trapped.
- - It is theoretically possible for a Tank or Charger attack to launch a player behind the fence near the outhouse in Map 2.
- Unfortunately, the map crashes when I place an invisible box there to prevent this from happening. I have no idea why.
- - The rescue closet door in the space area of Map 2 may disappear when you touch it.
- - Minor graphical glitches occur on every chapter, particularly near reflective surfaces. See "Visual Bugs" section.
- - Performance issues may occur on Map 1 in the forest sections. The problems are minor on my PC, but your mileage may vary.
- - Further performance issues may occur on Map 4 in the finale area. Again, problems should be minor. This ain't Chernobyl.
- *** Survivor Bots ***
- - Survivor bots can get stuck on level geometry and then teleport to their desired destination to free themselves.
- This is especially common near ladders and safe rooms, but it can seemingly happen anywhere in the campaign.
- - In the Crescendo Event near the end of Map 2, survivor bots may occasionally stand in the fire until they are incapacitated.
- It's unfortunate if your team is low on supplies, but on the bright side, it's incredibly funny when it happens. Trust me!
- *** Visual Bugs ***
- - Generally, many reflective surfaces have visible "seams" breaking up what is supposed to be a continuous textured surface.
- Many surfaces are also shinier than they realistically should be due to the Source Engine's limitations with cubemaps.
- - Certain props in Map 1 (particularly vines and ivy) are pitch black, as if there was no light source nearby.
- Using an info_lighting entity did not fix this issue in any circumstance, which is why it's listed as a bug.
- - The wagons in the western area of Map 2 are missing a polygon or two, allowing you to see through a small section of them.
- - In the same area, the vertical logs in the border fence experience an identical issue with missing one or more polygons.
- - Similar to the props in Map 1, the door near the Crescendo Event in Map 2 is pitch black unless you shine a flashlight on it.
- - Some vertical seams are visible on the walls in the apartment and office sections at the end of Map 2, like perfectly
- straight shadows. This is due to the Source Engine's lighting calculations (and my inexperience in working around them).
- - Props in the Map 4 finale area may randomly "blink" like Christmas lights for some reason. At least it's rare.
- - Vertical seams are visible on several walls of the finale area in Map 4, again due to Source Engine lighting.
- - A section of land near the skybox in the finale area of Map 4 does not render properly when standing on top of the townhouse.
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