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for the missing textures; behind the C130 escape vehicle (looking out from the saferoom, so to the c130s right) there's this heap of wrecked planes. beneath the planes themselves (primarily the back-end of some passenger airliner for this mound), there's a pile of some kind, i can only assume its rubble, but it appears as a missing texture. there's other spots where the missing textures appear, but this is the biggest, and most noticeable.
as for the addons,
helldivers coach
paramedic ellis
co-op infected only mutations
your L4DM campaigns
xDR
and thats it
i have zero texture addons, all i've got are playermodel addons and fixes for playermodels, then the rest of the l4dm maps.
As for the bots ignoring items, this is now fixed. Grouped trigger_hurt brushes were marking the starting area as 'DAMAGING' resulting in the bots ignoring items.
Also, at the beginning of map 2 bots don't grab anything from the safe room. In fact, they won't notice or pick up anything until you climb into the hotel/apartment.
@Total_Failure - No debris pile models have been modified on this campaign, and all works well on my end (with no other addons enabled). Try disabling any HD improvement addons or any conflicting addons to resolve the issue.
I'll wait for The Blood Harvest and The Sacrifice
This picture is very good. There are many zombies to feel when playing. Give people an atmosphere of doomsday
In the greenhouse and the rooftop outside I marked those areas as empty to prevent infected from spawning there as the TLS L4D1 infected models cause a stutter when they first spawn (this applies to any map that uses them). During the intro cutscene the stutter was quite annoying which is why I choose to empty the greenhouse, and a couple of times the infected would try to break down the door before leaving the safe area. The point past the plank crossing the rooftops is where infected begin to spawn.
Regarding the infected spawning in large groups, this was increased intentionally as they are usually so scattered the map would not feel as populated. Another factor is the 'spawn range' which was decreased in that area due to the rooftop areas being small to begin with. When you pass the doorway after the one-way drop the spawn range is increased for the street outside the hotel.
Could you please elaborate? Specifically what map, which area, and if any event in which it occurs. A screenshot or short video would also help!
Thanks
talk about intense
keep up the good work