Re: Night Terror - A j2 l4d campaign - beta 1 and beyond
Posted: Mon Jun 07, 2010 12:38 am
Who IS this guy!?
online gaming community
https://forums.joe.to/
snd_rebuilaudiocache ins't recommended to use in L4D2. Instead use snd_updateaudiocache, it's much more faster than that one and doesn't seem "to crash" the game.NIPPER wrote:Do we have all the info for making the vpks somewhere? I think i'm just gonna release what we have and write "run snd_rebuildkjafnkjaf" on the loading screen or something.
That's what Mr. Blip said =Pjazzy_ wrote:it's a valve employee.
Who are you? You're just coming out of the blue with a workaround.Imanobody wrote:heres a hint <mapname>_level_sounds.txt in maps folder :P It works I tested it.
EDIT The bug seems to be l4d2 not recognizing sounds right away but by adding just an empty text file for the map you can enable all the custom sounds :S
But these sounds will be cached correctly when you use snd_updateaudiocache?Imanobody wrote:heres a hint <mapname>_level_sounds.txt in maps folder :P It works I tested it.
EDIT The bug seems to be l4d2 not recognizing sounds right away but by adding just an empty text file for the map you can enable all the custom sounds :S
Something you might wanna do something about on NT02. Basically, the door can close even when not everyone is inside it:Im not in game or even playing right now just set it to download, but the spot I'm talking about was in the L4D1 map.
It was right outside that mansion(not haunted mansion) Where you have to hit the button on the door to summon the hordes.
Its a pretty flat open area with some Military trucks- big ones with the raised beds. One might have been a humvee.
Anyway looking towards the door you have to activate, it would be one or both? of the trucks on the right-hand side?
You could just jump up into the back or top of the truck and the bots would stand near the door and all the hordes would target them and no one targets you at all. Maybe a smoker or two once or twice.
Ill jump in there later and try to make sure im not crazy. If I'm not Ill screenie it and send you a PM.
NT03: not clear when you have to run and not camp crescendo events.One thing though, three people I was playing with went into the stretching room in the mansion on map two. The door shut behind them, leaving me outside. I went around (you can avoid it entirely by going the other way) and all the CI spawned outside and went for me instead of them. I also heard that the bots won't follow you in there
He probably means both the Great Hall crescendo where you actually have no idea that it only ends when you cross the hall and get through it's door at the other side. Having the bots yell "run, run run!" might help. Or some grafitti that says "don't stay in the hall! RUN" or something like that.You may want to have the Survivors artifically yell stuff as soon as (or just before) they drop into the area where the Tanks and stuff spawn like mad, if it's possible.
Coach's "run" dialogue: yellrun01.wav - yellrun06.wav
Nick's "run" dialogue: yellrun01.wav - yellrun04.wav
Ellis' "run" dialogue: yellrun01.wav - yellrun03.wav
Rochelle's "run" dialogue: yellrun01.wav - yellrun04.wav
With the way item placement is, there is no way to tell how something will "land", basically the collision box on the crates are too high. This is the same thing with the guns on the bed.Dr.Boo wrote:NT1-1: okay, entered the mansion, found an Axe. That was hovering ABOVE the crated. nice job
I used the coffee can ammo pile but it overrides it for some reason.Dr.Boo wrote:NT1-4: first safehouse: the ammopile is through the wall. also, the SMG isnt on the crib and is going through the ground.