L4D2 Updates

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Stevo
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L4D2 Updates

Post by Stevo » Fri Feb 05, 2010 3:30 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

NoahTheBoa
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Re: L4D2 Updates

Post by NoahTheBoa » Fri Feb 05, 2010 3:49 pm

What's a PZ?
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Stevo
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Post by Stevo » Fri Feb 05, 2010 3:54 pm

I'm guessing it stands for Playable Zombies.

Cpt. Winky
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Post by Cpt. Winky » Fri Feb 05, 2010 5:15 pm

YESSSSS DEATH TO ZE AUTOSPAWN
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:icon_heart: RIP TW 1954 - 2008

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Post by Jesus_Faction » Fri Feb 05, 2010 6:48 pm

melee nerf noooooooooooooooooooo

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Post by NoahTheBoa » Fri Feb 05, 2010 11:45 pm

[quote="Cpt. Winky";p="223697"]YESSSSS DEATH TO ZE AUTOSPAWN[/quote]
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Post by Checkm8 » Sat Feb 06, 2010 12:50 am

[quote="Jesus_Faction";p="223707"]melee nerf noooooooooooooooooooo[/quote]
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Post by Gizanked » Sat Feb 06, 2010 12:55 am

[quote="Checkm8";p="223797"][quote="Jesus_Faction";p="223707"]melee nerf noooooooooooooooooooo[/quote][/quote]


only on tanks
http://www.tf2items.com/id/evagizanked
the artist formerly known as Replica

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Post by Guardian » Sat Feb 06, 2010 1:01 am

That's the point, you know how fun it was to melee a tank to death?

.... even though it was kinda cheap.

Stevo
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Re: L4D2 Updates

Post by Stevo » Fri Feb 19, 2010 5:29 pm

- Fixed all bot teams not leaving the starting area if sb_all_bot_team 1 was set
- Fixed a case where survivor bots would fail to rescue a friend from charger attacks
- Updated Thai translations
- Fixed an issue where servers wouldn't relist after the master server was bounced
- Fixed Charger jumping exploit
- Fixed Spitter bug where spit could emit from a location several inches from the head, causing the spit to unexpectedly strike nearby objects and fall

So Uncivilized
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Re: L4D2 Updates

Post by So Uncivilized » Mon Feb 22, 2010 11:16 am

[quote="Stevo";p="226541"]
- Fixed Spitter bug where spit could emit from a location several inches from the head, causing the spit to unexpectedly strike nearby objects and fall[/quote]

- Fixed Spitter bug where spit could emit from a location several inches from the head, causing the spit to unexpectedly strike nearby objects and fall (just like in real life)

FIXED

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Post by l3eeron » Mon Feb 22, 2010 12:41 pm

:lol:

Hi SU!

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