Left 4 Dead 2 + SDK Update Released

Clan and gaming news from July 2005 - February 2011

Postby Pratt » Fri Feb 05, 2010 4:17 pm

Gameplay
  • Now ghost PZ's can never be staggered
  • Enabled PZ bots
  • PZ bots use their more aggressive survival mode behavior in versus and scavenge
  • Enabled finale manual spawn by default
  • Fixed human PZ players not getting counted when they were dead, allowing extra PZ bots to spawn
  • Reduced effectiveness of melee weapons against the Tank ( 5% of max health, from 10% )
  • Fixed a case where a player who dies, then is rescued from a rescue closet, and then is revived from a ledge hang receives the secondary weapon that he lost when he was initially killed
  • Improved SurvivorBot AI in cases where the bots refused to shoot through their teammates and became non-responsive
  • Fixed issue with witch sometimes taking on uncommon common properties
  • Fix for cheaters quitting before the vote to kick them would succeed and avoiding ban on server
  • VAC banned users can now play L4D2 single-player, commentary mode and credits

Map Fixes
  • Dark Carnival Fair Ground: added env_player_blocker to keep special infected from getting stuck
  • Dark Carnival Fair Ground: added navigation area that was missing
  • Dark Carnival Fair Ground: Disconnected drops that were blocked by the top of a fence
  • Swamp Fever Plank Country: Deleted 2 nav areas that connected between tree trunks you can't pass through
  • Swamp Fever Shanty Town: Redrew ladder thinner so special infected could climb up to the roof
  • The Parish Waterfront: Fixed various navigation areas
  • Mall: Tuned spawning for difficulty

SDK Content
  • Added missing nature/blend tooltextures added
  • Added missing cs models/textures
  • Added missing acunit01 model/texture
  • Added missing ammo_can_02 model/texture
  • Added missing patio_chair model/texture
peace,
-p.


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Pratt
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