Left 4 Dead 2

Left 4 Dead 2

SaltHell Park (Part 1 of 4)
Visar 11–20 av 24 poster
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Uppdatering: 21 jul, 2015 @ 7:29

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 21 jul, 2015 @ 7:28

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 21 jul, 2015 @ 7:27

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 21 jul, 2015 @ 7:25

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 21 jul, 2015 @ 7:25

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 21 jul, 2015 @ 7:24

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Uppdatering: 10 mar, 2015 @ 6:10

Various bug fixes and polish. Most notable bug fix stops infected from spawning in safe room at end of map 4.

Uppdatering: 27 dec, 2013 @ 2:41

Big changes to background detail, ambient detail and optimisation.

Uppdatering: 27 dec, 2013 @ 2:24

Big changes to background detail, ambient detail and optimisation.

Uppdatering: 28 jul, 2013 @ 9:13

Optimisations, bug fixes and polish.