Left 4 Dead 2

Left 4 Dead 2

Super Hordes - Lite
101 Comments
西瓜天尊™ 22 May @ 9:49am 
舒服了。
R4gn0r0k 30 Apr @ 7:55pm 
why does this version give bullets smoke trails but not any other version?
MG.Rogers 3 Apr @ 1:32am 
Super Ammo? Nah im just slashing them with a Chainsaw or a Fire Axe
Blackcat12951  [author] 5 Dec, 2024 @ 10:11pm 
i've downloaded this addon just to make sure its the same as the one in my folder. and it also doesn't have the file needed to change the ak. friendly fire changes have been a part of this addon series since the start, however i see i did not include that part in the descriptions, sorry about that.
R4gn0r0k 5 Dec, 2024 @ 7:57pm 
not only is ak not a one-shot, but friendly fire seems extra high. tripple what it should be on normal.
Blackcat12951  [author] 11 Nov, 2024 @ 4:23am 
kishishiki yes, as it changes the same file.

R4gn0r0k i'll have a look, but weapon fire is handled by individual weapon settings files, not the gamemodes file that i've changed
dnshk 11 Nov, 2024 @ 4:16am 
Does this conflict with left 4 bots, and competitive bots mod?
R4gn0r0k 10 Nov, 2024 @ 9:40pm 
i disable the mod & nothing else its back to a 1 shot. It only one shots on easy with this enabled.
Blackcat12951  [author] 8 Nov, 2024 @ 6:53am 
this addon doesn't have the file needed to change fire modes for any weapon, so it's likely another mod causing the issue
R4gn0r0k 28 Oct, 2024 @ 11:53pm 
why does this make ak a two shot.
Blackcat12951  [author] 11 Jul, 2024 @ 12:37am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=191955778 try this one. however if you meant that is the a way to use another bot mod, then no, cause all of them change the same file
k1rbYY 9 Jul, 2024 @ 7:10am 
is there another mod or way that would not tamper directly with the bots and only the hordes + ammo?
yoru 29 Jun, 2024 @ 12:55pm 
wicked
Blackcat12951  [author] 29 Jun, 2024 @ 9:25am 
yes, any mod that i've made with "no bonus" in the title
yoru 11 Jun, 2024 @ 8:47pm 
do you have a version of super hordes that doesn't temper with ammo and other scripts? just the hordes
Blackcat12951  [author] 4 Jun, 2024 @ 5:17am 
thats not this mod, that sounds like a texture or model issue, this mod doesn't touch those in any way
pootis 30 May, 2024 @ 1:31pm 
for some reason, some of the zombies are unkillable error signs, any fix?
multoghost 27 Apr, 2024 @ 6:53am 
i have a goal and that goal is to beat super hordes in expert and super hordes solo in advanced
sinsforeal 23 Apr, 2024 @ 2:56am 
Fixed it myself by deleting the "vscripts" from the VPK. Not sure what they was doing but it restored the functionality of the finale and you can still have as many zombies as you like by editing "gamemodes".
sinsforeal 16 Apr, 2024 @ 9:23pm 
Do you know what causes the finale to not work properly? For instance on dead center the final panic starts and a tank spawns with infinite horde but even when you put all the gas tanks in the car it doesn't trigger and must be triggered via commands.
MADDPIRATE75 15 Apr, 2024 @ 1:01pm 
how do i change the ammo?
MADDPIRATE75 14 Apr, 2024 @ 5:57pm 
How so?
᲼᲼᲼᲼᲼᲼᲼᲼᲼ 4 Apr, 2024 @ 9:52pm 
dont use this with 8 players worst mistake of my life
Blackcat12951  [author] 14 Mar, 2024 @ 7:34am 
i'm gonna say a tentative yes. l4b seems to do the changes without changing the files this mod changes, however i don't know which mods ai changes will be the ones applied, i think theirs will over-right only the same variable changes (eg if they have it set so bots don't use melee, then the bots won't, but if they don't change the lines that allow bots to complete the level, then the bots should complete)
MADDPIRATE75 14 Mar, 2024 @ 5:24am 
does this mod work with left 4 bots?
Blackcat12951  [author] 6 Mar, 2024 @ 7:55pm 
it looks like both mods alter the same file, so unfortunately they won't work with each other
潜兵别回头我是牛牛 6 Mar, 2024 @ 6:13am 
crash with the 8 slots lobbies mod,that means it can't use online?really want to play with friends ……
MADDPIRATE75 11 Feb, 2024 @ 6:28am 
makes my game crash
Captain Karpov.Jun 24 Jan, 2024 @ 7:42pm 
ITS VERY NICE
76561199000673882 17 Jan, 2024 @ 2:23pm 
Lore accurate left 4 dead horde
F o u R [2]nd . - 12 Jan, 2024 @ 6:03am 
2.201.601 zombie killed end of campaign, damn dude :steamthis::steamthis:
Nento 13 Dec, 2023 @ 9:53am 
Thanks for the response! I just had my concerns, the stuttering isn’t that bad it’s still playable but it’s annoying me for quite a bit. Nontheless the mod is quite fun and makes the game a new experience
Blackcat12951  [author] 13 Dec, 2023 @ 5:30am 
it's quite possible you are right. really at this point the main issue is the game is quite old and was never designed to be pushed like my mods do
Nento 12 Dec, 2023 @ 4:37pm 
Why does it lower my gpu usage and makes my frames drop and im getting stutters I sound stupid but im thinking having so much zombies it drops my frames and it is more cpu intensive? im using an RTX 3070ti and a Ryzen 9 5900x
NightRaider 26 Nov, 2023 @ 8:12am 
This mod on Atrium finale is just way too much for my blood. The mod was good on the 1st to 3rd part of the campaign, made the playthrough a lot harder but fun.
ikea warlord 4 Nov, 2023 @ 5:50am 
I also wanna say that it maybe is just better without them spawning anyways; A lot of time is spent trying to break through the horde towards objectives, and your movement is limited by this. Meaning if tanks would spawn additionally they would become very hard to counter and very strong. So maybe thats just a pill we have to swallow.

However finally I want to thank you for your time and dedication. I originally considered not using this mod if I didn't find a way to get it working in multiplayer with my friends, and I am very happy that I can use it now. I always admired scale in videogames and the big hordes of your mods visualize this perfectly.
If I ever find out more about the things we are still unclear about here I will try my best to remember to mention it here. Thank you for all the help!
ikea warlord 4 Nov, 2023 @ 5:50am 
Alright, I myself have also no idea to read code. I can make sense of certain values, but thats kinda it. I have only been testing a little bit yet so I might just have been pretty lucky with tank spawns, or not met requirements.
However what I can say is that even with your mod tanks used to spawn (on Atrium for example) even with no jerry cans poured into the car until I edited the CommonLimit, MegaMobMax/MinSize and z_mob_spawn_finale_size. Ever since I changed the values I haven't seen tanks in the finale. Maybe me and my friends just performed worse and thats why the Director decided to not spawn tanks or something, but that is guesswork at best.
Blackcat12951  [author] 4 Nov, 2023 @ 12:38am 
short answer: i don't know.
long answer: how the finales seem to be set up is a series of set events that spawn different kinds of waves. stuff like poring fuel into a generator moves from one event to the next. waves with tanks included are specified in the code, presumably to keep them spread out.
Blackcat12951  [author] 4 Nov, 2023 @ 12:38am 
however, tanks not spawning for people has been a low chance, but long recurring issue for the entire time I've been modding. every fix I've tried, like making sure tank waves are always specified, making sure that bosses aren't blocked, that tanks have a limit count of equal or more than one, has ultimately helped some people, but inevitably months or even years later, i'll get a comment asking about tanks in finales not working.
what doesn't help is there's is next to no documentation on how the finales were written, so there isn't a place i could get info or advice.
something I've thought about is that it is kinda connected to spawn caps, but rather than not being able to be spawned, the tank wave is getting skipped as people finish objectives faster than they kill a whole wave, but i'm not sure how i would fix that.
ikea warlord 3 Nov, 2023 @ 9:10am 
One thing I forgot: After changing the CI final hordes value to 50 and the spawncap to 200, I have never seen Tanks in the finales. Are Tanks in any way dependent on the CI wave size or the total spawncap?
ikea warlord 3 Nov, 2023 @ 9:03am 
Thank you for the information! I will try and use different values, until I find something that works for me.

As of now I have tested reducing the final hordes in the .nut files to 50 and the CI spawncap at 200. When the 200 are reached it begins to lag a bit. However I am confident that it will improve if I set the CI spawncap to 150.
I have tested the edited version in local hosting with a friend. He used the same file as I did and everything worked as intended. So I can say your mod does work in multiplayer (local hosting) but needs some number tweaking so everything runs smoothly.

Thank you for your help and effort and I will tell you what values I changed to get the finished version.
Blackcat12951  [author] 2 Nov, 2023 @ 10:31am 
as for everyone needing the file, while i'm not 100% sure, i think each person does need it for consistency reasons. using my mods in multiplayer has not been something i've been able to test, due to rather poor internet quality. so unfortunately i don't have any definite answers, i can only go off what other users have told me.
Blackcat12951  [author] 2 Nov, 2023 @ 10:31am 
sorry, should of explained it a bit better

each of the .nut scripts is for (most of) the official maps that come with the game, and each covers a different finale. this means that changing megamobmaxsize in just 1 will only change 1 maps finale. (a few of the official maps don't have a script, dunno why)

in gamemodes.txt z_mob_spawn_finale_size will cover the finale waves in all non-official maps, and the official maps without their own script. (unofficial maps possibly could have their own .nut script, but i've never found one yet.)

z_mega_mob_size covers, as far as i can tell, waves caused by car alarms and other noise things. it might also cover bilejar mob spawns, but i've never tested to get a definitive answer.

z_mob_spawn_max_size (and the min one) covers the basic waves that spawn based on time spent playing, and any other source.
ikea warlord 2 Nov, 2023 @ 7:37am 
I needed to install the L4D2 tools for the vpk.exe to appear. I extracted the root from the vpk, I changed all the mega_mob_size value to 100 in gamemodes.txt, then pulled it onto the vpk.exe and replaced the original vpk with it in the addons folder.
However, sadly the lag remained and it didn't feel like much less zombies.
I reduced it further to 50 and it still lagged. It really started to change when I changed the finales .nut file, the only files that actually have the line "MegaMobMaxSize". I can also try to reduce the CI limit to 200 from 250, that might help as well.
I have two questions still:

Can any of these changes I made to x_mega_mob_size in gamemodes.txt and "MegaMobMaxSize" in the finales .nut file change the CI amount in non-final hordes?
And secondly, I assume everyone that wants to play with me needs to make the same changes I did in the files correct? Or is it just me who is hosting it?
Blackcat12951  [author] 2 Nov, 2023 @ 5:29am 
you do need to extract, change and then recompile, otherwise it won't save changes unfortunately. Steam\steamapps\common\left 4 dead 2\bin\vpk.exe is the path i have to vpk.exe, and to the best of my knowledge, i haven't moved it
ikea warlord 1 Nov, 2023 @ 2:34pm 
Do I need extract the gamemodes.txt first, then change it, and then recompile? Or can I just change stuff in the .txt when I open it out of GCFScape, save it and its done?
I assume not since then I wouldn't need the vpk.exe (which I can't find btw), however I thought I'd just ask.
I don't know very much about source modding. Have you any idea where my vkp.exe could be? It is not in the L4D2/bin.
Blackcat12951  [author] 28 Oct, 2023 @ 4:27am 
it would seem so. you would need to change it in gamemodes.txt, and the line "MegaMobMaxSize" in each file in the vscripts folder. you'll need GCFScape to open .vpk's ( https://developer.valvesoftware.com/wiki/GCFScape ). you'll also need the the vpk.exe provided in the game files to recompile them.
ikea warlord 27 Oct, 2023 @ 6:14am 
Nevermind I can't use cheats (like z_mob_spawn_finale_size) in local servers unless sv_cheats is set to 1, which I can't do in local play seemingly. So changing it in the actual vpk is the only option?
ikea warlord 27 Oct, 2023 @ 6:07am 
By the way I have just tested setting z_mob_spawn_finale_size to 100 and it still lagged, and then to 50 and it still lagged. However the amount of zombies flooding in didn't seem to be less.
ikea warlord 27 Oct, 2023 @ 5:21am 
Does everyone playing on my local server need to change that value in the console, or is it just me, the host, that has to change this?
Also changing that in the console means that I need to do it every time again when I launch the game correct? If yes wouldn't it be a more permanent solution to change this all 5 times it is written in the .vpk file and making it read-only?

Also big respect for still answering so fast on an old mod. Doesn't happen too often. Thanks!