Garry's Mod
SlashCo (Beta Version)
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Ενημέρωση: 1 Σεπ στις 12:09
από Raphael

# General changes
[+] Added `soundData.unreliable` field used to send sounds as an unreliable message.
This field is mainly used by slasher footsteps, as those are really short sounds & don't need to be reliable.
Sending them as unreliable greatly reduces networking delay and should reduce sound delay for higher pings

[+] Allow the new AudioSystem to play the same sound for multiple entities instead of limiting it to unique identifiers.
(This will solve any issues with sounds cutting off if the same slasher exists multiple times/if the same identifier was used on different entities)
[+] Added a new Slasher function `SLASHER:CanJumpscare(target)` for future use.
(Return true to cancel the jumpscare)
[+] Added `mapambient` and `document` sounds for future use (hopefully later this week).
[+] Added new database column `Experience NUMBER` to the `slashco_master_database` table for future use.
[#] Fixed yet another error with `sc_crimclone.lua`
[#] Fixed intent of some files (spaces to tabs)
[#] Fixed document UI showing the slasher name even when you don't have the document unlocked.
[#] Fixed `SLASHER:OnBalanceForPlayers` not being called after an autorefresh, causing variables to be screwed up when testing.
[#] Changed how `SlashCo.BustDoor` works to break double doors instead of just one
(just like how Player:SlamDoor works)

# Brick (Item)
[+] Made it more brick like (They now have knockback against slashers)
[#] When thrown it has a 1/5 chance on breaking on impact
[#] Increased the throw strenght when throwing them
(be careful to not hit doors or you might break them :skull:)

# Note for the following changes below
The number `additional survivor` is centered around the default max survivor count which is 6.
This means that this number can range from -5 (when 1 survivor plays) up to any number like 12 when (18 players are playing)

If a change only says only increase or only decrease, then it only applies to additional survivor's being above 0 to increase or below 0 to decrease.

For Variables, in the code most of them have an added comment if anyone is curious to know what they exactly do if the name doesn't reveal it already.
Every mentioned variable often has in braces their default value noted to make the increase/decrease clearer.

# Changes that apply to all mentioned slashers below
[#] Singularity is now applied inside of `OnBalanceForPlayers`
[#] All Slashers use the new AudioSystem for Footstep sounds.
[#] Some cleanup for `SLASHER.Footstep`

# Abomignat
[+] additional survivor now also influences following things:
- SlashCooldown, only can increase by 0.2s

[#] renamed `SlashCD` to `SlashCooldown`
[-] Removed false LagCompensation inside a timer.

# Amogus
[#] Tried to fix his fuel can disguise sometimes not working/the fuel can being on hip level and not on the floor.

# Bababooey
[+] additional survivor now also influences following things:
- Number of clones(1), 1 more clone for every 4 additional survivors, can only increase
- AppearCooldownReduction(0s), increases/decreases by 0.25s
- CooldownReduction(0s), same as above but 0.01s

# Borgmire
[+] additional survivor now also influences following things:
- PunchDamage(35), increases/decreases by 1.5
- ThrowStrengthForward(1600), increases/decreases by 30
- ThrowStrengthUp(800), increases/decreases by 10
- PunchSlowdownDiv(2), increases/decreases by 0.05

# Criminal
[+] additional survivor now also influences following things:
- AdditionalClones(0), 1 more clone for every 4 additional survivors, can only increase
- AdditionalSpecialClones(0), 1 more clone for every 5 additional survivors, can only increase

# Dolphinman
[+] additional survivor now also influences following things:
- HuntPowerDiv(1), increases/decreases by 0.1, cannot go below 0.5
- HuntPowerGainDiv(2), increases/decreases by 0.02, cannot go below 0.5

# Male 07
[+] additional survivor now also influences following things:
- PrimaryDamage(50), increases/decreases by 2
- GameProgressMult(1), increases/decreases by 0.05, cannot go below 0.5

# Manspider
[+] additional survivor now also influences following things:
- NestedRange(1000), increases/decreases by 50
- AdditionalAngerMult(0), increases/decreases by 0.05, cannot go below 0.5
- JumpStrengthForward(800), increases/decreases by 30
- JumpStrengthUp(200), increases by 5, cannot decrease

# Princess
[#] If we have above 0 additional survivors, the ChaseSpeed is increased by 7.5 per survivor, if we have less than the default, we only decrease it by 2.5 per survivor

# The Watcher
[+] additional survivor now also influences following things:
- SurveyLength(10s), increases/decreases by 1s
- SurveyCooldown(100s), increases/decreases by 2.5s

# Tyler
[#] Remaned function `SwitchForm` to `TylerSwitchForm` and made it a global function.
[#] Fixed him marking players as seen when he shouldn't.
(He now only marks a player as seen when he's the destroyer)

# Sid
[#] He will now actually eat the cookies a survivor is holding instead of killing them :sob:
[#] Changed handling of SidGunShoot to remove an unessesary timer.

Ενημέρωση: 9 Αυγ στις 21:34
από Raphael

[#] Don't reset the lobby just because a survivor or slasher disconnected.
(Previously if anyone disconnected after the lobby state changed, it would reset the entire lobby)
[#] Did some cleanup for dynamic lights.

Ενημέρωση: 9 Αυγ στις 18:19
από Raphael

[+] Added some sounds for future use
[#] Fixed late join failing since I used the wrong variable
[#] Did some cleanup & fixed the lobby player count being always 0 before you first entered it.

Ενημέρωση: 9 Αυγ στις 16:18
από Raphael

[#] Remove the slashco_dynamicfog convar since it gave others a possible advantage.
[#] Allow disconnected players to reconnect in the late join time.

Ενημέρωση: 9 Αυγ στις 15:50
από Raphael

[+] Make batteries play a sound in overtime just like fuel cans.
(They have a slightly bigger range than the sound played by fuel cans)
[#] Fixed a possible error when starting a round.
[#] Make the generators use the new audio system.
[#] Fixed a rare error in the audio system when a net message was received before the local player was valid.
[#] Fixed a possible bug in the audio system causing sounds to never fade to a new volume properly.
[#] Fixed fuel cans sound in overtime having a way too huge range since it was never limited.
[#] Make the lobby elevator proceed after 30 seconds if players take too long to get in.

Tyler changes:
[+] He can now destroy any item a player is holding
(Each item he destroys reduces his time as a destroyer based on the item's value)
[#] He no longer will stop his chase after destroying an item (except for fuel cans)
[#] Players won't be jumpscared anymore if he's destroying the fuel or an item they're holding.
[#] Slightly reduced screen shake
[#] Reduced KillDelay from 6 to 4 seconds
[#] Fuel cans will spawn in front of him if the space for it exists.
[#] Fixed my math for the background music fading out

Ενημέρωση: 8 Αυγ στις 17:28
από Raphael

[#] Fixed a typo causing a Lua error in sc_crimclone.lua
[#] Tyler's background music will now slowly become more silent the closer he gets to entering destroyer form.

Ενημέρωση: 8 Αυγ στις 17:07
από Raphael

[+] SID will now eat cookies if a player is holding them
[#] Fixed a Lua error in the lobby causing the transition to never happen
[#] Fixed late join code spawning people before the round started
[#] Cleaned up sc_crimclone code & fixed a possible error caused by SlashCo.LocalizedTraceHullLocator failing.

Ενημέρωση: 6 Αυγ στις 12:51
από Raphael

[#] Fixed late join not working
[#] Fixed a warning printed by GM:PlayerSelectSpawn
[#] Only throw an error once if the audio system failed to load a sound instead of multiple times.

Ενημέρωση: 6 Αυγ στις 11:05
από Raphael

[#] Fixed a lua error
[#] Slight adjustment to Trollge's prowl speed for balancement

Ενημέρωση: 5 Αυγ στις 13:14
από Raphael

[#] Fixed a missing check allowing players to possibly join at any time in the round instead of just the first 3 minutes.