Revised Mob Rules [V-Script]
A very simple v-script & music replacement mod that raises the volume of the Mob Rules track, while dynamically lowering the threshold needed to trigger it; according to the game’s difficulty.
Written by botian
原版游戏中当你被超过一定数量的小丧尸围攻时会有类似特感控人的音乐,这个数量跟music_dynamic_attack_CI_num这条控制台代码有关,原版默认值30,这个mod修改了这条控制台指令的数值及其所触发的音乐文件,作者应该是觉得这个音乐文件的音量太小,且这个值为30时太难触发,所以增大了音量,并把该指令数值从30降低到8~22,使这个音乐从几乎听不到的变得更加常见(原版要被被8个小丧尸围殴,这个mod改成只需2~6个)。
Left 4 Dead’s dynamic soundtrack selection is superb and wonderfully mixed in-game. Largely thanks to the hands-on approach of the music director. However, there has remained one track that has always personally bothered me. It’s a track I’m sure most players are not even aware off due to how rare and difficult it is to clearly hear. When surrounded by 8 or more common infected simultaneously attacking the player. A specific ‘terror’ track kicks in, meant to encapsulate the player’s oncoming demise; similar in nature to the special infected’s attacking tracks. The problem? Due to how loud a mob of angry commons beating you to death tends to be, makes it almost impossible to hear. I’m not sure why Valve left it so inaudible in the first game, and it was disappointing to hear it left unaddressed in the sequel.
Other factors also contribute to the track’s infrequency. The sheer number of commons needed to trigger it will, most of the time kill you long before you get a chance to hear it on anything higher than normal.
It’s a vital track that signals the appropriate danger of a player who’s currently being swarmed by commons. The DPS of which, can easily outpace some specials on advance and expert. When a player hears this track, it communicates the dire situation. You’re either about to die or desperately need to be saved by your teammates. This is particularly important for players who are pinned and/or blinded by bile, who cannot fend for themselves.
It’s well understood that the horde themes are not just a single track, but rather layered compositions. The intensity of which, swells and calms in tandem with the amount and proximity of commons, attacking the player; mirroring the ebb and flow of combat if you will. In this respect, mob rules can be considered the final piece of this compositional crescendo. Conveying heightened states of danger has always been an integral part of the game’s musical identity. So should the horde be attributed this designation when appropriate.
Like I said, it’s a simple mod, nothing complicated. Firstly, the game will now adjust its ‘music_dynamic_attack_CI_num’ CVAR (console variable) value, according to the difficulty you’re playing on. The track should now begin to play at a more reasonable point. By default, Valve sets it to 30! across the board (sweet Jesus). Below I’ve listed each difficulties new configuration.
With the infected split between four survivors, each difficulty was individually decided. Based on what a typical player of that skill level, would realistically face. Taking into account a horde’s damage output, to match their respective threat at each level. Remember: the infected counted, must be actively hitting the player; not just merely in close proximity to you. And when you’re blindsided by a hunter or jockey in the middle of a horde, you can be sure the music will add to the overwhelming moment; as it was originally intended to do.
The second modification is a quick and dirty amplification to the audio file ‘mobrules.wav’ by 5 dB (decibels). If you’re curious to the location of this file here’s the directory path:
Alas, there’s only so much an edit like mine can do. While I could in theory, amplify it even further. For those of you not familiar with audio mixing, excessive amplification ‘clips’ the audio, distorting it in a rather unpleasant or more often amusing manner (see below for a good example).
Coach’s violently loud Friendly Fire lines when he gets shot by anyone by Volatile Dweevil
My 5 dB tweak is already enough to cause clipping issues, but thankfully the noise of the horde in-game and other accompanying music, largely drown out any perceptual distortion. I admit it’s far from ideal, but I consider it an acceptable compromise.
A strange choice by Valve I’ll admit, but yes, this is normal behaviour dictated by the music manager system. Unfortunately, I’m not aware of any method to get around this limitation, nor is such a change within the scope of this mod.
Yes and no. Music is handled client-side, meaning the modified track will retain its increase in volume even in dedicated servers. Unfortunately, the lowered common infected threshold, will default back to the regular value on anything other than single-player/local servers.
If you are hosting a server on the other hand, the benefits are reversed. Players who do not have the mod already installed, will only hear the track at regular volume. The track will however, trigger at the lowered common infected threshold.
Due to the workshop’s character/word limit this section has now been moved on over to the mod’s discussions page and pinned. Here is a helpful link.
The gnarly thumbnail art is from Left 4 Dead’s ‘The Sacrifice’ comic (part 3, page 43), In case anyone’s curious (you should give it a read if you haven’t already!)[www.l4d.com]
Mods Featured in the Demonstrative Video:
- Purple Francis (Cut L4D Content) by Bobinsox
- Menu UI Fixes and Improvements by Olde
Revisions:
Old revisions of this mod are available below. Click the link to download.