Difference between revisions of "Left 4 Dead (engine branch)"

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m (Actually add shader detail system this time)
(Reordered some features, expanded on VPK and Shader/detail option features, and added new postprocessing effects, radial fog, fog volumes, local light shadows, $blendtintbybasealpha, and water fog lightmaps to the feature list)
 
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The '''Left 4 Dead engine branch''' was released in 2008 with [[Left 4 Dead]], and continued in 2009 with [[Left 4 Dead 2]]. It was maintained side-by-side with the [[Orange Box]] branch, but was ultimately discontinued with the release of [[Portal 2]].
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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]] branch, but was ultimately discontinued with the release of {{Game link|Portal 2}}.
  
 
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.
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New since the Orange Box is:
 
New since the Orange Box is:
  
;Subtitles for intro movies and other Bink-based videos
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; [[VPK]] files and add-ons
: Allows subtitles (including custom ones) to be put on timelines for when they should show
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: A new archive format for easy content distribution, replacing the old [[GCF]] format.
 
; "Counter-Strike bot" AI
 
; "Counter-Strike bot" 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 As well as unknown changes to code structure, the old [[nodegraph]] system has been superseded by polygonal [[Navigation Meshes|navigation meshes]] that are automatically generated by the engine.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 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 As well as unknown changes to code structure, the old [[nodegraph]] system has been superseded by polygonal [[Navigation Meshes|navigation meshes]] that are automatically generated by the engine.
 
; [[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.
; [[VPK]] add-ons
+
; Split-screen
: An archive format for easy mod distribution.
+
: 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 compensation|Lag compensated]] props
 
; [[lag compensation|Lag compensated]] props
 
: [[prop_physics]] entities can be selectively lag compensated.
 
: [[prop_physics]] entities can be selectively lag compensated.
; Split-screen
 
: Up to four players can play on the same screen at once.
 
 
; Shader and effect detail options
 
; Shader and effect detail options
: New options that allow for better performance on low-end machines.
+
: New options that allow for better performance on low-end machines, entirely replacing the old [[DirectX Versions|DirectX level]] system.
 +
; New [[postprocess_controller|post-processing]] effects
 +
: More post-processing effects have been added, such as film grain and vignette.
 +
; [[env_fog_controller|Radial fog]] and [[fog_volume|fog volumes]]
 +
: Radial fog replaces the previous planar-based fog, and multiple fog controllers can now be used within defined volumes.
 +
; Local light [[shadow_control|shadows]]
 +
: [[Lighting#Dynamic_shadows|Render-to-texture shadows]] can now be calculated per-entity, and their direction determined by the closest light source.
 
; [[$treeSway|Swaying trees]]
 
; [[$treeSway|Swaying trees]]
 
: A material parameter that gives the effect of trees swaying in the wind.
 
: A material parameter that gives the effect of trees swaying in the wind.
 +
; [[$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.
 
; {{l4d2 add|[[VScript]]}}
 
; {{l4d2 add|[[VScript]]}}
: A powerful new scripting system using [[Squirrel]].
+
: A powerful new scripting system primarily using [[Squirrel]].
; {{l4d2 add|Flowmaps}}
+
; {{l4d2 add|Water flow maps}}
: Water can now flow through a map using [[Water (shader)#Flow|flowmaps.]]
+
: Water can now flow using [[Water (shader)#Flow|flow maps]], and water fog can now receive lightmaps.
  
 
== Availability ==
 
== Availability ==
  
* [[Left 4 Dead]]
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* {{Game link|Left 4 Dead}}
* [[Left 4 Dead 2]]
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* {{Game link|Left 4 Dead 2}}
 +
 
 +
Source code for this branch is '''not''' available. However, [[Left 4 Dead Plugins|server plugins are possible]], and authoring tools exist for custom content.
 +
* {{Game link|Left 4 Dead Authoring Tools}}
 +
* {{l4d2}} [[Left 4 Dead 2 Authoring Tools]]
  
Source code for this branch is '''not''' available. However, [[Left 4 Dead Plugins|server plugins are possible]].
+
{{Branch-navbox}}
  
 
[[Category:Left 4 Dead]]
 
[[Category:Left 4 Dead]]
 
[[Category:Left 4 Dead 2]]
 
[[Category:Left 4 Dead 2]]
[[Category:Engine branches]]
 

Latest revision as of 00:05, 1 September 2019

The 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 Orange Box branch, but was ultimately discontinued with the release of [Portal 2] Portal 2.

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.
"Counter-Strike bot" 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 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 (New with Left 4 Dead 2)
A powerful new scripting system primarily using Squirrel.
Water flow maps (New with 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.