Guest User

L4D2 Time to Die - Known Issues 1.6

a guest
Mar 27th, 2022
3,941
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.76 KB | None | 0 0
  1. Left 4 Dead 2 Campaign "TIME TO DIE" v. 1.6
  2. (Oct. 15, 2020)
  3. Known Issues, Glitches, Errors, Exploits, and Et Cetera
  4. ........................................................
  5.  
  6. *** General Bugs ***
  7.  
  8. - CUSTOM SOUNDS MAY NOT PLAY! No idea what causes this, but on the bright side, custom sounds are NOT required for progression.
  9.  
  10. - [RARE] RANDOM CRASHES! While infrequent, certain mods may conflict with Time to Die and cause crashes at random.
  11. If you see trees with a purple checkerboard texture, you might want to restart Left 4 Dead 2 before it crashes.
  12. The more add-ons you enable (including other campaigns), the more likely a crash becomes. Proceed with caution.
  13.  
  14. - Survivors will occasionally talk to their dead comrades in one-sided conversations.
  15.  
  16. - Survivors may speak unfitting or out-of-context lines due to the Last Stand Update's expanded dialogue scripts.
  17.  
  18. - NPC bots, both Infected and Survivors, can get stuck near ladders and other random places. See "Survivor Bots" section.
  19. When this happens, Survivors usually teleport to get themselves unstuck, but Infected may become permanently trapped.
  20.  
  21. - It is theoretically possible for a Tank or Charger attack to launch a player behind the fence near the outhouse in Map 2.
  22. Unfortunately, the map crashes when I place an invisible box there to prevent this from happening. I have no idea why.
  23.  
  24. - The rescue closet door in the space area of Map 2 may disappear when you touch it.
  25.  
  26. - Minor graphical glitches occur on every chapter, particularly near reflective surfaces. See "Visual Bugs" section.
  27.  
  28. - Performance issues may occur on Map 1 in the forest sections. The problems are minor on my PC, but your mileage may vary.
  29.  
  30. - Further performance issues may occur on Map 4 in the finale area. Again, problems should be minor. This ain't Chernobyl.
  31.  
  32.  
  33. *** Survivor Bots ***
  34.  
  35. - Survivor bots can get stuck on level geometry and then teleport to their desired destination to free themselves.
  36. This is especially common near ladders and safe rooms, but it can seemingly happen anywhere in the campaign.
  37.  
  38. - In the Crescendo Event near the end of Map 2, survivor bots may occasionally stand in the fire until they are incapacitated.
  39. It's unfortunate if your team is low on supplies, but on the bright side, it's incredibly funny when it happens. Trust me!
  40.  
  41.  
  42. *** Visual Bugs ***
  43.  
  44. - Generally, many reflective surfaces have visible "seams" breaking up what is supposed to be a continuous textured surface.
  45. Many surfaces are also shinier than they realistically should be due to the Source Engine's limitations with cubemaps.
  46.  
  47. - Certain props in Map 1 (particularly vines and ivy) are pitch black, as if there was no light source nearby.
  48. Using an info_lighting entity did not fix this issue in any circumstance, which is why it's listed as a bug.
  49.  
  50. - 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.
  51.  
  52. - In the same area, the vertical logs in the border fence experience an identical issue with missing one or more polygons.
  53.  
  54. - 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.
  55.  
  56. - Some vertical seams are visible on the walls in the apartment and office sections at the end of Map 2, like perfectly
  57. straight shadows. This is due to the Source Engine's lighting calculations (and my inexperience in working around them).
  58.  
  59. - Props in the Map 4 finale area may randomly "blink" like Christmas lights for some reason. At least it's rare.
  60.  
  61. - Vertical seams are visible on several walls of the finale area in Map 4, again due to Source Engine lighting.
  62.  
  63. - 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.
Advertisement
Add Comment
Please, Sign In to add comment