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Left 4 Dead 2 - Update

An update has been released for Left 4 Dead 2. Bug Fixes - Fixed file path for CricketBat.Miss sound event. - Fixed muzzle flash occurring if you melee immediately after shooting. - Fixed a crash on zero-byte VPKs. - Fixed a startup crash on Linux. - Fixed some memory leaks in VGUI. - Fixed text corruption when using emojis in player names or text. - Fixed some text corruption related to UTF-8 conversion in some instances on Linux. - Fixed some out-of-bounds reads with weapon indices. - Fixed fps_max being reset when loading a new map. - Fixed custom maps with no lights disabling lighting for the rest of the play session (mat_fullbright). - Fixed addon info being truncated much earlier on Linux. - Fixed selecting certain audio/video options via navigation via arrow keys or controller. - Fixed Widowed (No Border) option on Linux. - Fixed a crash if a script call to QueueSpeak() didn't pass any modifiers. - Fixed a possible crash if a script-defined forbidden target is destroyed. - Rebuilt gas can physics to fix an issue with falling through the world. - Fixed an issue in Rocket Dude with a player getting moved to spectator after a level transition. - Fixed two malformed player clips in c4m1 and c4m5. - Fixed some incorrect place names in Cold Stream nav. - Restored some missing commentary entities in c5m5. Features and Updates - Added a Vulkan render backend (currently accessible through the -vulkan command line parameter). - Better support for ultrawide monitors in the UI and game (requires Vulkan if using Linux) - Marked the game as DPI-aware for high DPI displays. - Improved default settings for window size and type. - Improved full-screen quad rendering performance. - Made captions anti-aliased - Marked fps_max and viewmodel_fov as FCVAR_RELEASE. - Cvars 'survivor_incap_health' and 'survivor_incap_decay_rate' can now be changed after startup. - New cvar 'charger_pz_claw_damage'; functions the same as equivalent melee cvars for other specials. - New archived cvar "addons_hide_conflict_dialog" suppresses the warning dialog in the addons screen. Any conflicting addons will still be highlighted in red with conflicts printed to the console. - Added an FOV slider to the Multiplayer settings. - Added a+bench_demo [name] command line parameter which will run a demo, and quit after it is finished. - Added a-bench_settings [name]command line parameter to load a cfg/video_bench_{name}.txt file containing settings to load. There are a set of defaults provided, very_high_4k, very_high, high, medium and low. - Lobbies that connect via a forced server IP are not considered for "Official Only" Quick Match searches. - Overhauled UI usability on controller Added controller button icons across the UI. Made confirmation prompts accessible on controller. Now able to select mutations on controller. Now able to fully manage lobbys on controller. Now able to manage addons on controller. Now able to browse achievement details on controller. The game instructor (in-game hints) now shows controller buttons and hints. Added a flashlight binding to the default controller config. Made the intro video skippable by any button on a Steam Controller. New Scripting Hooks Global FindRescueAreaTrigger() - Returns the trigger entity for the rescue area GetDifficulty() - Returns the current difficulty as a numeric value GetDifficultyString() - Returns the current difficulty as a string HasConfigurableDifficultySetting() - Returns true if the mode supports more than a single difficulty IsMissionFinalMap() GetScavengeItemsGoal() GetScavengeItemsRemaining() SetScavengeItemsGoal() SetScavengeItemsRemaining() TheDirector AreAllSurvivorsInFinaleArea() AreTeamsFlipped() GetMapNumber() IsAnySurvivorBypassingTank() IsAnySurvivorInExitCheckpoint() IsAnySurvivorInStartArea() IsFinale() IsFinaleEscapeInProgress() IsFinaleVehicleReady() IsFirstMapInScenario() IsPlayingIntro() IsSessionStartMap() GetTotalElapsedMissionTime() IsFinaleWon() GetMissionWipes() IsLocationFoggedToSurvivors( vLocation ) GetTimeSinceSpecialZombieKilled( iClass ) GetClosestActivePipeBomb( origin ) RegisterForbiddenTarget( entity ) - Bots avoid damaging forbidden targets. UnregisterForbiddenTarget( entity ) CTerrorPlayer IsIT() IsAdrenalineActive() IsGettingUp() IsImmobilized() IsInCombat() IsOnThirdStrike() IsFiringWeapon() IsStaggering() IsDominatedBySpecialInfected() GetSpecialInfectedDominatingMe() GetAliveDuration() - Returns the time the character has been alive (only valid when alive). HasEverBeenInjured( team ) - Returns true if the character has ever been injured by a member of the given team. CBaseEntity GetCenter() - Get world space center of object - absolute coordinates TakeDamageEx( hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType ) CBaseCombatCharacter GetLastKnownArea() - Return the last nav area occupied - NULL if unknown. NavMesh GetNavAreaByID( areaID ) GetLadderByID( ladderID ) GetNavArea( origin, flBeneath ) - given a position in the world, return the nav area that is closest to or below that height. GetNearestNavArea( origin, maxDist, checkLOS, checkGround ) - given a position in the world, return the nearest nav area that is closest to or below that height. GetNavAreasInRadius( origin, radius, table ) - fills a passed in table of nav areas within the radius. FindNavAreaAlongRay( startpos, endpos, ignoreAreaID ) GetNavAreaCount() - return total number of nav areas. GetAllAreas( table ) - fills a passed in table of all nav areas. GetObstructingEntities( table ) - fills a passed in table of all obstructing entities. GetAreasWithAttributes( bits, table ) - fills a passed in table of all nav areas that have the specified attribute bits. NavAreaBuildPath( area, area, goalPos, flMaxPathLength, teamID, ignoreNavBlockers ) - returns true if a path exists. NavAreaTravelDistance( area, area, flMaxPathLength ) - compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'. GetLadderCount() GetAllLadders( table ) - fills a passed in table of all nav ladders. FindLadderAlongRay( startpos, endpos, ignoreArea ) GetNavAreasFromBuildPath( table ) - Fills table with areas from a path. Returns whether a path was found. GetNavAreasOverlappingEntityExtent( entity, table ) - fills passed in table with areas overlapping entity's extent. RegisterAvoidanceObstacle( entity ) UnregisterAvoidanceObstacle( entity ) CNavLadder GetLadderEntity() GetID() ConnectTo( area, dir ) Disconnect( area ) IsConnected( area, dir ) GetBottomOrigin() GetTopOrigin() GetBottomArea() GetTopArea() GetLength() GetWidth() GetDir() - Return the direction the ladder faces (ie: surface normal of climbable side). GetPosAtHeight() - Return 2D coordinate of the ladder at a given height. IsInUse() - Return true if someone is on this ladder (other than 'ignore'). IsUsableByTeam( team ) TerrorNavArea GetID() HasAttributes() - Nav area attribute bits GetAttributes() SetAttributes( RemoveAttributes() HasSpawnAttributes( attributes ) - Spawn attribute bits. GetSpawnAttributes() SetSpawnAttributes( attributes ) RemoveSpawnAttributes( attributes ) GetPlaceName() SetPlaceName( name ) GetCenter() GetCorner( cornerIndex ) - Get a corner position. FindRandomSpot() - Get a random origin within the area extents. GetSizeX() - Return the area size along the X axis. GetSizeY() - Return the area size along the Y axis. GetZ( pos ) - Return Z of area at (x,y) of 'pos'. GetDistanceSquaredToPoint( pos ) - Return shortest distance between point and this area. IsRoughlySquare() - Return true if this area is approximately square. IsFlat() - Return true if this area is approximately flat. IsDegenerate() - Return true if this area is badly formed. IsVisible( point ) - Return true if area is visible from the given point. IsUnderwater() IsCoplanar( area ) - Return true if this area and given area are approximately co-planar. IsEdge( dir ) - Return true if there are no bi-directional links on the given side. Contains( area ) - Return true if other area is on or above this area, but no others. ContainsOrigin( point ) - Return true if given point is on or above this area, but no others. IsOverlapping( area ) - Return true if 'area' overlaps our 2D extents. IsOverlappingOrigin( pos, tolerance ) - Return true if 'pos' is within 2D extents of area. GetAdjacentCount( dir ) - Get the number of adjacent areas in the given direction. GetAdjacentAreas( dir, table ) - Fills a passed in table with all adjacent areas in the given direction. GetAdjacentArea( dir, n ) - Return the n'th adjacent area in the given direction. GetRandomAdjacentArea( dir ) - Return a random adjacent area in the given direction. IsConnected( area, dir ) ConnectTo( area, dir ) - Connect this area to given area in given direction. Disconnect( area ) - Disconnect this area from given area. GetIncomingConnections( dir, table ) - Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them). AddIncomingConnection( area, dir ) - Add areas that connect TO this area by a ONE-WAY link. RemoveOrthogonalConnections() - Removes all connections in directions to left and right of specified direction. ComputeDirection( point ) - Return direction from this area to the given point. GetParent() - Returns the area just prior to this one in the search path. GetParentHow() - Returns how we get from parent to us. GetLadders( table ) - Fills a passed in table of ladders in direction. ConnectToLadder( ladder ) DisconnectLadder( ladder ) IsConnectedLadder( ladder, dir ) GetElevator() - Returns the elevator if in an elevator's path. GetElevatorAreas( table ) - Fills a passed in table with a collection of areas reachable via elevator from this area. GetDoor() - Returns the door entity above the area. IsDamaging() - Return true if continuous damage (eg: fire) is in this area. MarkAsDamaging( duration ) - Mark this area is damaging for the next 'duration' seconds. IsBlocked( team ) - Return true if team is blocked in this area. MarkAsBlocked( team ) - Mark this area as blocked for a team. UnblockArea() IsBottleneck() IsCleared( player ) - Returns true if this area has been cleared for the player. MarkAreaCleared( player ) - Mark this area as cleared for the player MarkAreaNotCleared() GetTimeSinceCleared() IsValidForWanderingPopulation() IsSpawningAllowed() - Returns true if spawning is allowed in this area. IsPotentiallyVisibleToTeam( team ) - Return true if any portion of this area is visible to anyone on the given team. IsCompletelyVisibleToTeam( team ) - Return true if given area is completely visible from somewhere in this area by someone on the team. HasAvoidanceObstacle( maxheight ) - Returns true if there's a large, immobile object obstructing this area. MarkObstacleToAvoid( height ) - Marks the obstructed status of the nav area. GetAvoidanceObstacleHeight() - Returns the maximum height of the obstruction above the ground. GetPlayerCount( team ) - Return number of players of given team currently within this area (team of zero means any/all). DebugDrawFilled() - Draw area as a filled rectangle of the given color. Defines "LADDER_UP" "LADDER_DOWN" "NAV_NORTH" "NAV_EAST" "NAV_WEST" "NAV_SOUTH"


[ 2021-06-15 16:51:06 CET ] [ Original post ]



Left 4 Dead 2
Valve
  • Developer

  • Valve
  • Publisher

  • 2009-11-16
  • Release

  • Action Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 73  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Overwhelmingly Positive

    (672972 reviews)


  • Review Score

  • http://www.l4d.com
  • Website

  • https://store.steampowered.com/app/550 
  • Steam Store

  • The Game includes VR Support



    Left 4 Dead 2 Linux Cotent [530.4 M]

  • Public Linux depots

  • Set in the zombie apocalypse, Left 4 Dead 2 (L4D2) is the highly anticipated sequel to the award-winning Left 4 Dead, the #1 co-op game of 2008.
    This co-operative action horror FPS takes you and your friends through the cities, swamps and cemeteries of the Deep South, from Savannah to New Orleans across five expansive campaigns.
    You'll play as one of four new survivors armed with a wide and devastating array of classic and upgraded weapons. In addition to firearms, you'll also get a chance to take out some aggression on infected with a variety of carnage-creating melee weapons, from chainsaws to axes and even the deadly frying pan.
    You'll be putting these weapons to the test against (or playing as in Versus) three horrific and formidable new Special Infected. You'll also encounter five new “uncommon” common infected, including the terrifying Mudmen.
    Helping to take L4D's frantic, action-packed gameplay to the next level is AI Director 2.0. This improved Director has the ability to procedurally change the weather you'll fight through and the pathways you'll take, in addition to tailoring the enemy population, effects, and sounds to match your performance. L4D2 promises a satisfying and uniquely challenging experience every time the game is played, custom-fitted to your style of play.
    • Next generation co-op action gaming from the makers of Half-Life, Portal, Team Fortress and Counter-Strike.
    • Over 20 new weapons & items headlined by over 10 melee weapons – axe, chainsaw, frying pan, baseball bat – allow you to get up close with the zombies
    • New survivors. New Story. New dialogue.
    • Five expansive campaigns for co-operative, Versus and Survival game modes.
    • An all new multiplayer mode.
    • Uncommon common infected. Each of the five new campaigns contains at least one new “uncommon common” zombies which are exclusive to that campaign.
    • AI Director 2.0: Advanced technology dubbed “The AI Director” drove L4D's unique gameplay – customizing enemy population, effects, and music, based upon the players’ performance. L4D 2 features “The AI Director 2.0” which expands the Director’s ability to customize level layout, world objects, weather, and lighting to reflect different times of day.
    • Stats, rankings, and awards system drives collaborative play
    MINIMAL SETUP
    • OS: Ubuntu 12.04
    • Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: nVidia GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1
    • Storage: 13 GB available space
    GAMEBILLET

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