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This may be a fan-made project, but it's a must-play if you are looking for a reason to revisit Left 4 Dead. —Ben Kuchera (arstechnica.com)

Posts Tagged ‘problem’

Nov23

Lies and concerns

Posted by Nicolas in Lamentation

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Since the release of Left 4 Dead 2 a week ago, we received a few emails asking us if it was going to have any consequences on our I Hate Mountains campaign. I thought it could be good to clear up the situation for everyone at the same time. So here’s our thoughts on the current situation.

  • First, there’s still no SDK for Left 4 Dead 2 and something tells us that we might not see it before a long time. So we can’t port our campaign to Left 4 Dead 2 if we wanted to.
  • Second, even if we could, we won’t be able to port our campaign to Left 4 Dead 2 because Valve kind of changed their mind about their so-called interoperability between Left 4 Dead 1 and 2. There is no such thing and all the content we used from the first game (textures, models, sounds, etc.) isn’t available in the second for the moment. Let’s hope they’ll remedy this situation later.
  • Left 4 Dead 1 is still crippled with bugs and it’s still rather impossible to create a serious campaign using custom everything (models, particles, music, sounds, etc.) that doesn’t rely on dirty and risky hacks. We might finally use these, but we’d really like to avoid it.
  • Most people are starting to move on from Left 4 Dead 1 to Left 4 Dead 2 and even us are seeing Left 4 Dead 1 as a serious regression over Left 4 Dead 2. It frighten us a bit because, now that the community is splitted, we don’t really know were our potential players are.

Finally, I guess nothing really changed for the moment. We’re still working on the campaign, but we’ve been quite depressed by the quality and the originality of the new Left 4 Dead 2 campaigns. It’s really hard to focus on your own campaign when you perfectly know you’ll never be able to reach this kind of result, damn you Valve<:em> and your clever ideas! But still… we’re working on it.

Nov2

Advertising and notifying

Posted by Nicolas in General, Progress

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Just a quick note to tell everyone to try the Suicide Blitz campaign for Left 4 Dead 1. We don’t know the guy who made it, but kudos to him, we were asbolutely thrilled when we played it yesterday. The campaign is brilliant and beautiful, full of details and sweet lighting. Plus, the ambience is really great, the difficulty high enough for a great challenge and the optimisation is quite good too. The five maps and the overall campaign are a bit too long (took us almost 3 hours in advanced) but it’s definitely worth a try. One of the best campaigns we stumbled upon for the moment.

Aside from this, we’re still working hard on the campaign. And as you can see with the semi-chaotic release of Dead Before Dawn a few days ago, we were absolutely right when we talked about how bad Left 4 Dead 1 was supporting custom campaign. That encourage us to wait more and more, until Valve releases the patch they’re talking about for months.

On the bright side, our maps are finished. Two of them are in the optimisation process, four of them are in the final navigation meshing process, and then it should be finished for good. We won’t give any hint on a possible release date for the moment, we’re not planning anything since there’s too much unanswered questions for the moment. What’s sure is that we won’t release anything until Valve fixes Left 4 Dead 1 for good. But for the moment, they still have some time.

PS: Ok, the guy’s named R.T. Frisk, see in the comments.

Oct22

Could someone fix Left 4 Dead please?

Posted by Nicolas in Development, Lamentation, Media

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As you may already know it, we’re almost done with the big stuff (ie: level-design and gameplay). What’s left is mostly bugfixes, sound effects and little details here and there, which will still take some time. But I’d like to point a few things I’m not really happy with recently and that most people don’t understand when they contact us.

I’m not gonna make a pamphlet about Valve, but the situation around Left 4 Dead custom campaigns is seriously fucked up. Sorry for the harsh words but, it’s been nearly one year since the game was released and six months since the SDK was added to the game, and still… half of the features are still bugged out or simply not supported. That’s something people heavily discuss on the Left 4 Dead Mailing List, but nothing seems to move on Valve’s side. What’s still impossible to do, you ask?

  • You can’t embed custom music in your campaign VPK.
  • You can’t embed custom sounds in your campaign VPK at all because players would have to rebuild the whole Left 4 Dead sound cache each time they install a new campaign, and when it doesn’t simply mess up everything, it takes almost 10 minutes to complete.
  • Custom models are crashing the game randomly when embedded in the campaign VPK.
  • You still can’t embed custom particle effects, in the maps or in the VPK.
  • The sound system is ruined and plays random sounds at random events, like an alarm sound when you set zombies on fire and such…
  • We can’t make custom game instructor messages and as we can’t record survivor voices ourselves, there’s mostly nothing we can to to help players understand what to do.

And believe me, this is just the tip of the iceberg. Basically, what I’m saying is that more than 11 months after the release of the game, we still can’t make elaborated custom campaigns. Should we see a deliberate method of pushing players and modders to Left 4 Dead 2, I don’t think so ; but there’s something seriously wrong in there. So, if you’re waiting for our campaign, you might as well wait for the next bugfixes. Until then, here’s a few widescreen action screenshots of the first three maps!




















Sorry for the quality of the darkest ones, the JPEG format doesn’t like big dark areas. And by the way, what I said in this article is my own opinion, and not the team’s one (even if I know they agree with my opinion) and I know there’s some campaign out there that do have custom sound/music/models, but it mostly relies on hacks and exponentially increase the campaign size. And our campaign contains a hell of a lot of custom content.