Set in the zombie apocalypse, Left 4 Dead 2 (L4D2) is the highly anticipated sequel to the award-winning Left 4 Dead, the #1 co-op game of 2008. This is the current changelog.Left 4 Dead 2 – Set in the zombie apocalypse, Left 4 Dead 2 (L4D2) is the highly anticipated sequel to the award-winning Left 4 Dead, the #1 co-op game of 2008. I'm currently too busy with some other mod's (blorc, titan, q4 rip vol 5, csdmo)
I have some minor updates on mind sometime on the future, but there won't be new weapons, maybe some sprite fixes and code improvements. Only solution I can think of so far would be to make the drop don't spawn the used weapon so it couldn't be picked up continuously.ģ - There are no plans for adding the german version of the weapons. Since the M60 is a special type of weapon, just like the chainsaw, it is meant to have some limited use. You shouldn't be supposed to get any ammo from that weapon at all until you pick up again that weapon somewhere else. Can't remember the number as of now.)Ģ - Technically speaking, that's a bug that haven't found a way to solve. (On zandronum, it increases your max hp by 10, so the more you inject, the more max health you will have. I've currently not found a way to fix it, so this particular item will work best on zandronum. Thanks for the feedback, i'll answer some of these questiġ - There is an issue on gzdoom that makes the adrenaline shot don't work properly. Since batch files were renamed and autorun no longer worked.
Although cool, I no longer have the editor to change autorun parameters. Increased lowres size on some sprites that shows the cropped sprites while bobbing everytime.Īdded an optional reduced recoil mode that takes away recoil on stock actions.Īdded optional L4D2 monsters, taken from Zdoom forums.Īdded alternate death states on vanilla monsters, based on which weapon player uses, akin to "the unmentionable mod".Īdded an improved batch file to load the mod.ĭeleted the autorun launcher. Sprites are no longer static while moving.īlocked bob on certain sprites that shows the cropped sprites while bobbing. Now uses native wrf functions instead of jumpifinventory. Rewrote some weapon actions, like reload and zoom.
Mod is no longer compatible with Skulltag. Weapon melee now throws enemies away akin to l4d2. Low res sprites now merged into staticbase. I don't have a changelog of all thing tweaked since last update, but at least I can take note of things done in the past months.Īll lowres/highres weapons sprites were tweaked.
This update was made out of boredom and I have no intentions to update the mod again in the future. And the mod is no longer compatible with Skulltag, as i've decided to use several features from zandronum/classic gzdoom to improve weapons behaviour. Speaking of LZDoom, the mod is now compatible with that sourceport. So you can play with them on LZDoom or modern version of GZDoom (>3.8.2) So, this update is mostly a mainteinance update with several bugfixes, sprites improvements and the long awaited compatibility with L4Doom monsters pack, from ZDoom forums.Īctually, not truly compatible with the original monsters pack as is, but a fork of the monsters were made for this mod.
It was pure coincidence that L4D2 update and Back4Blood announcement were made while I was secretly working on the update =P Not really, the mod was under hiatus for very long time (almost 5 years actually)īut after last year quarantine and no internet, I was in the mood of updating several old projects of mine, one of them being this Left 4 Doom mod. It was a matter of time for me to announce a new Left 4 Doom update =P So, as most of you may be aware at this moment, Left 4 Dead 2 got a community update last year and Back 4 Blood, a spiritual sucessor of l4d2 was announced this year, made by the studio who developed l4d2 back then.