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Bir çeviri sorunu bildirin
the setting page would also tell you that Paged Pool Memory does.
I wonder why that setting fixes the issue, but good to know that it does
I definitely wouldn't have had the willpower to mod my game to the lengths that i have if it hadn't been for this. stay safe!
Cool. I'll update the FAQ
Thanks.
Someone recently told me turning "Paged Pool Memory" off helped them. Perhaps you can try that.
If not, i'll have to make a new map that can't load as much stuff at once, by adding more rooms
There's no easter eggs or other funny business anywhere in these maps.
In normal gameplay you would not see every single usable item, all players and infected (and even more) at once.
I found an issue where when I added a lot of mods the map crashed after loading, but when I added them separately it didn't. It's okay to play the official map when these mods are used together, but it crashes when using the test map. I suspected that it was a problem with individual mods or mod addition caps, but after a simple experiment, it was found that these are not the two reasons (at least the upper limit is different, the difference between the maximum and minimum values is about 10, and these mods that cannot be added can also be used after replacing the mods that have been added or added separately). I also suspect that too many outdated mods are causing issues like computer memory overflow, but this issue at least allows me to enter the map instead of crashing after loading. Hopefully this will be solved.
if you are curious, this is the "FPS" boost mod i use. i do not actually need this mod, im just testing out things to see how much FPS i get. but yeah it makes the shootable buttons invisible. on the addon page it gives a list of "launch options" to use. i have NOT used those. so it's some settings inside the vpk of this that is making them invisible
If that was true, all maps of the entire game would be missing about half its shit.
As for putting it into tumtara, I'm no modder but I could see the use of being able to test a single character's voicelines without having all of the others scream something at the same time and not needing to kill everyone but the one you want to test first
Unnecessary, I suppose, but who doesn't like putting a pretty little bow on things?
It is still in the literal, exact, same spot...
But what you can do is use the command "bot_mimic 1" and then use the radial talker to say something, and the bots will all say the same.
Or, if you got a talker script you can swap the talker to use voicelines of any of the bots you wanna check and use "their" voicelines with bot mimic to have just them say it.
"as in, play as nick, set YOUR talker to ellis and speak one of ellis' storied with bot_mimic 1 to have him talk"
OR just literally use the "vocalize" cvar, like "Vocalize PlayerSpotAmmo" to say something about ammo
load the map properly and she won't appear. to load the map properly open the console and type in
map tumtara
or
map tumtara_l4d1
Cause the witch bride model is for some reason built laying down, instead of standing up.
Yet if you make a witch mod and also replace the bride, she'd be standing up properly.
therefore i added a button to rotate the bride if you activate her.
https://steamproxy.net/sharedfiles/filedetails/?id=3257339663
Not only is there a literal button for that, but you can use the command "sb_takecontrol" while aiming at whoever you want to play as. I've got it bound to a key.
But yea, as ray said "Map tum" is enough to have the auto-complete in the console lock onto "Map Tumtara". Likewise, "map veh" would be enough to lock onto the vehicle map.
and then i add it and it crashes more often for other people. so i take it out and i get people wanting it back again.
There's the playground map and the infected map that let you spawn living uncommon