Left 4 Dead 2
Rockford Station - Survival Map
Показані результати 1–2 із 2
Оновлено: 17 жовт. о 15:04
автор: goomba

v2.0 - Changes that you won't notice, but your PC might

- Complete redesign of the bot protection system

Turns out the whole system was needlessly complicated. It required a hefty amount of entities on the map, caused a lot of spam in the console and strange pathing for the bots - and worst of all, it failed to work in a specific scenario, where the bots would have been slapped by Tank onto the rails, and they would just stand there, accepting their demise.

Now, it's been massively simplified. I wouldn't even call it a "system" anymore - it's been replaced by a teleporting trigger attached to the trains. As a result, I could cut down on the entities on the map, and this time I have more confidence in that 99% guarantee in the description.

- Optimized the map and assets (hopefully)

Several things were done to hopefully optimize the map - and when I say "hopefully", I mean that I have no way of confirming if my efforts made any difference. My PC is just too powerful for this. Changes include adding a LOD to each rail model, cutting down on their vertex count by 75%, adjusting fadeout distance to many props and adding a fadeout distance to A LOT of props that didn't have one before. This, along with less entities interacting with each other in bot protection system, should probably show some improvements. Maybe. Hopefully.

- Fixed the camera violently snapping when getting teleported out of solid geometry when riding the trains

In Source Engine, riding a func_tracktrain (which is what the trains here are) can cause you to get stuck in geometry - something I remedied by adding teleporters inside walls where this might happen. However, doing it through trigger_teleport caused the view to snap to 0,0,0 angle, which has been swapped for doing it through VScript.

Оновлено: 11 жовт. о 6:21
автор: goomba