
This is because Valve's collision models for these rocks are clumsy as hell. Can't use cheat cvar fogend in multiplayer, unless the server has svcheats set to 1. IF you know about it, please tell us, but this is unlikely to be fixed some day.Īt some points in the campaign, the spitter might encounter some precise spots where her spits will explode in mid-air next to rocks. BinkOpen( c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4dead2\media\l4d2background03.bik ) Can't use cheat cvar fogstart in multiplayer, unless the server has svcheats set to 1. This is not something we were able to fix and we don't know where the problem comes from.

There is a possibility that no map name will be displayed on the loading screens between the levels. So far there's no way to embed custom particles anymore, and it's quite a shame. But since the DLC 'The Passing', this is not possible anymore.

To make it work in Left 4 Dead 1, we had to overwrite all the particles of the original game and add our own particles. Unlike Team Fortress 2 (for example), Left 4 Dead 2 is not able to read custom particle systems embedded in custom campaigns. Hopefully, the situation has improved with Left 4 Dead 2, but this is still not perfect since we're still missing some legacy support for some Left 4 Dead 1 sounds.

The Left 4 Dead sound system is rubbish and even if Valve is aware of this problem since over a year, they don't seem to plan on fixing it so custom campaigns have to suffer from incomprehensible issues that can't be fixed.
