Vicpop
11-06-2008, 06:44 AM
Hey guys, I'm a member of the Interlopers community (shameless plug http://interlopers.net/ etc). I had a couple of hours after the demo finished preloading, so I figured-- why not try and decompile the demo maps?
Well it works, to an extent-- VMEX drops out after line 300000 or so, but I was able to clean the vmf generated a bit, and I got it to open up in Hammer. I searched around, and I've got a pretty good look at how they set up maps. I DID take some pictures, but if you've played the demo then you already know what they are.
I made a list of entities that are new to L4D. Here they are.
<div class="quote">
beam_spotlight
env_tonemap_controller_ghost
env_tonemap_controller_infected
env_outtro_stats
fog_volume
func_simpleladder
info_director
info_game_event_proxy
info_survivor_position
info_survivor_rescue
light_directional
point_viewcontrol_multiplayer
postprocess_controller
prop_car_alarm
prop_car_glass
prop_door_rotating_checkpoint
prop_health_cabinet
prop_minigun
trigger_auto_crouch
trigger_finale
weapon_ammo_spawn
weapon_autoshotgun_spawn
weapon_first_aid_kit_spawn
weapon_hunting_rifle_spawn
weapon_molotov_spawn
weapon_pain_pills_spawn
weapon_pipe_bomb_spawn
weapon_pistol_spawn
weapon_pumpshotgun_spawn
weapon_rifle_spawn
weapon_smg_spawn
point_viewcontrol_survivor
info_changelevel
func_precipitation_blocker
</div>
Things to note are:
info_director - AI Director entity. All it needs is a targetname.
func_simpleladder - This excites me. No more needing to set up an annoying func_useableladder setup?
light_directional - A new light entity. Looking at its properties, it seems to have a similar setup to light_environment, without ambient light.
Well it works, to an extent-- VMEX drops out after line 300000 or so, but I was able to clean the vmf generated a bit, and I got it to open up in Hammer. I searched around, and I've got a pretty good look at how they set up maps. I DID take some pictures, but if you've played the demo then you already know what they are.
I made a list of entities that are new to L4D. Here they are.
<div class="quote">
beam_spotlight
env_tonemap_controller_ghost
env_tonemap_controller_infected
env_outtro_stats
fog_volume
func_simpleladder
info_director
info_game_event_proxy
info_survivor_position
info_survivor_rescue
light_directional
point_viewcontrol_multiplayer
postprocess_controller
prop_car_alarm
prop_car_glass
prop_door_rotating_checkpoint
prop_health_cabinet
prop_minigun
trigger_auto_crouch
trigger_finale
weapon_ammo_spawn
weapon_autoshotgun_spawn
weapon_first_aid_kit_spawn
weapon_hunting_rifle_spawn
weapon_molotov_spawn
weapon_pain_pills_spawn
weapon_pipe_bomb_spawn
weapon_pistol_spawn
weapon_pumpshotgun_spawn
weapon_rifle_spawn
weapon_smg_spawn
point_viewcontrol_survivor
info_changelevel
func_precipitation_blocker
</div>
Things to note are:
info_director - AI Director entity. All it needs is a targetname.
func_simpleladder - This excites me. No more needing to set up an annoying func_useableladder setup?
light_directional - A new light entity. Looking at its properties, it seems to have a similar setup to light_environment, without ambient light.