Left 4 Dead engine branch: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Kestrelguy moved page Left 4 Dead (engine branch) to Left 4 Dead Engine Branch: title case.)
m (minor formatting changes)
Line 1: Line 1:
{{lang|Left 4 Dead (engine branch)}}
{{lang|{{PAGENAME}}}}
The '''Left 4 Dead engine branch''' was released in 2008 with {{Game link|Left 4 Dead}}, and continued in 2009 with {{Game link|Left 4 Dead 2}}. It was maintained side-by-side with the [[Orange Box]] branches but was ultimately discontinued with the release of {{Game link|Portal 2}}.
The {{l4dbranch|4}} was released in 2008 with {{l4d|4}} and continued in 2009 with {{l4d2|2}}. It was maintained side-by-side with the {{src07}} [[Orange Box]] branches but was ultimately discontinued with the release of the {{asbranch|4}}.


Unlike other branches, L4D does not require earlier versions of Source to be installed. It stands entirely alone.
Unlike other branches, L4D does not require earlier versions of Source to be installed. It stands entirely alone.
Line 10: Line 10:
; [[VPK]] files and add-ons
; [[VPK]] files and add-ons
: A new archive format for easy content distribution, replacing the old [[GCF]] format.
: A new archive format for easy content distribution, replacing the old [[GCF]] format.
; "Counter-Strike bot" AI
; [[NextBot]] AI
: Source's original AI routines appear to have been completely replaced by the successor to Mike Booth's [[Counter-Strike bot]]. As well as unknown changes to code structure, the old [[nodegraph]] system has been superseded by polygonal [[Navigation Meshes|navigation meshes]] that are automatically generated by the engine.
: Source's original AI routines appear to have been completely replaced by the NextBot, the successor to Mike Booth's [[Counter-Strike bot]]. As well as unknown changes to code structure, the old [[nodegraph]] system has been superseded by polygonal [[Nav Mesh|navigation meshes]] that are automatically generated by the engine.
; [[info_director|AI director]]
; [[info_director|AI director]]
: A "dungeon master" for the entire game which controls NPC spawning, music, weather effects, map layout, and more.
: A "dungeon master" for the entire game which controls NPC spawning, music, weather effects, map layout, and more.
Line 32: Line 32:
; [[$color#Additional_Model_Parameters|Per-texel color tint masking for models]]
; [[$color#Additional_Model_Parameters|Per-texel color tint masking for models]]
: Models can now use the alpha channel of their base textures to define areas to tint with a specific color.
: Models can now use the alpha channel of their base textures to define areas to tint with a specific color.
; {{l4d2 add|[[VScript]]}}
; [[VScript]] {{since|{{l4d2}}}}
: A powerful new scripting system primarily using [[Squirrel]].
: A powerful new scripting system primarily using [[Squirrel]].
; {{l4d2 add|Water flow maps}}
; Water flow maps {{since|{{l4d2}}}}
: Water can now flow using [[Water (shader)#Flow|flow maps]], and water fog can now receive lightmaps.
: Water can now flow using [[Water (shader)#Flow|flow maps]], and water fog can now receive lightmaps.


== Availability ==
== Availability ==


* {{Game link|Left 4 Dead}}
* {{l4d|4}}
* {{Game link|Left 4 Dead 2}}
* {{l4d2|4}}


Source code for this branch is '''not''' available. However, [[Left 4 Dead Plugins|server plugins are possible]], and authoring tools exist for custom content.
Source code for this branch is '''not''' available. However, [[Left 4 Dead Plugins|server plugins are possible]], and authoring tools exist for custom content.

Revision as of 15:32, 6 May 2022

English (en)Português do Brasil (pt-br)中文 (zh)Translate (Translate)

The Left 4 Dead engine branch Left 4 Dead engine branch was released in 2008 with Left 4 Dead Left 4 Dead and continued in 2009 with Left 4 Dead 2 Left 4 Dead 2. It was maintained side-by-side with the Source 2007 Orange Box branches but was ultimately discontinued with the release of the Alien Swarm engine branch Alien Swarm engine branch.

Unlike other branches, L4D does not require earlier versions of Source to be installed. It stands entirely alone.

Features

New since the Orange Box is:

VPK files and add-ons
A new archive format for easy content distribution, replacing the old GCF format.
NextBot AI
Source's original AI routines appear to have been completely replaced by the NextBot, the successor to Mike Booth's Counter-Strike bot. As well as unknown changes to code structure, the old nodegraph system has been superseded by polygonal navigation meshes that are automatically generated by the engine.
AI director
A "dungeon master" for the entire game which controls NPC spawning, music, weather effects, map layout, and more.
Split-screen
Up to four players can play on the same screen at once.
Subtitles for intro movies and other Bink-based videos
Allows subtitles (including custom ones) to be put on timelines for when they should show.
Lag compensated props
prop_physics entities can be selectively lag compensated.
Shader and effect detail options
New options that allow for better performance on low-end machines, entirely replacing the old DirectX level system.
New post-processing effects
More post-processing effects have been added, such as film grain and vignette.
Radial fog and fog volumes
Radial fog replaces the previous planar-based fog, and multiple fog controllers can now be used within defined volumes.
Local light shadows
Render-to-texture shadows can now be calculated per-entity, and their direction determined by the closest light source.
Swaying trees
A material parameter that gives the effect of trees swaying in the wind.
Per-texel color tint masking for models
Models can now use the alpha channel of their base textures to define areas to tint with a specific color.
VScript (in all games since Left 4 Dead 2)
A powerful new scripting system primarily using Squirrel.
Water flow maps (in all games since Left 4 Dead 2)
Water can now flow using flow maps, and water fog can now receive lightmaps.

Availability

Source code for this branch is not available. However, server plugins are possible, and authoring tools exist for custom content.