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@@ -15,6 +15,40 @@ Information below is summarized from:
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See "Lump Hashes and Information.txt" for MD5, SHA1, File Sizes and more.
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# The Need
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Officially, map recompiles aren't allowed due to "testing cost and risk".
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We can't even officially recompile Cold Stream 1 to fix a Crash-to-Desktop.
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Millions of people play L4D2 on thousands of varied hardware setups, so
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on that basis alone it's wise to not recompile. Valve knows how black magic
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BSP files and compilation can be. The other reason is we're not authorized
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to create a "Remaster" -- that would demand an entirely separate Steam Store
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item, and only to that extreme would recompiles make sense. Lump editing is
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powerful, but it also naturally limits options and enforces self-control.
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For The Last Stand Community Update aka TLS:
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https://github.com/Tsuey/L4D2-Community-Update
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VScript was used to overcome some BSP limitations. 14_LUMP_MODELS was used
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(or should I say abused) extensively for that to clone pre-existing Infected
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ladders to create new ones. Cloning brushes (that are tied to edicts) was
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already exhaustively used... now it's about manipulating baked-in brushes
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that previously could only be achieved with Hammer recompiles.
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# The Goal
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Make the official L4D2 maps flexible. This isn't about forcing subjective
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changes or entities on players, it's about allowing server mods to have
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more control over how they change the maps (clips / dynamic pathing) with
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the smaller side effect of benefitting official vanilla Versus updates,
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updates to Mutations, easing clipping for RocketDude, etc.
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It's about finding what can be changed, with minimal visual impact on
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the default/original maps, and supplementing those changes with VScript
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that can dynamically add/remove previously-baked-in clips, or Propper
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restoration of modified world geometry to empower us with dynamic options.
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Keeping everything above-board is critical for this type of project since
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the goal is to (indirectly) modify Valve's original map BSP files. This
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will allow official updates to accomplish the previous unthinkable, where

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