Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
> mind explaining / defining this for clarity?
"In terms of hypothetical future official updates,
this is important since re-compiles are forbidden due to testing cost and risk"
Compiling a map changes too much information about the .bsps even if it's supposed to be the same.
And since the L4D2 maps were compiled around 10 years ago, the tools that were used to compile them may have changed drastically.
This has the chance to introduce some new bugs, crashes, or slowdowns, and risking that with a big playerbase isn't worth it.
Source Engine looks at these files as direct *.BSP file updates.
So that means this can only be played locally or with others who also have the mod.
Modification of lighting and map geometry without Hammer or re-compiles.
it modifies the already existing original campaigns.
"In terms of hypothetical future official updates,
this is important since re-compiles are forbidden due to testing cost and risk"