Garry's Mod
SlashCo (Beta Version)
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Actualizare: 19 oct. @ 11:41
de Xerk

[+] Replaced the lobby to fit the halloween theme.
[+] Fixed tyler having an error on a function.

Actualizare: 29 sept. @ 15:44

## Porchlight
[#] Fully implement it.
I have no idea how the SlashCo VR one works, so I just had a little fun.
It will create THE SUN.

- Slashers are randomly stunned each time their inside is light. With good RNG, it can happen that they won't be stunned for a few seconds.
- Survivors are safe inside of its light.
- You preferably shouldn't be near it when it's about to end...

## Other changes
[+] Added the ability for items to display tool tips.
(still needs a bit more testing on different resolutions)
[#] Fixed Borgmire having an error when chasing
[#] Fixed an error with Watcher using the wrong variable.
[#] Fixed an error with manspider
[#] Fixed Slasher selection ignoring danger level and class since I forgot to uncomment two lines :sob:
[#] Fixed fog color not being accounted for.
(Now, if a fog_controller exists on a map, it will use the set fog color instead of always being black)

## AudioSystem changes
[+] Added delta updates to reduce networking of sounds
[+] Allow sounds to play per entity instead of being globally limited to 1
[+] Implemented delta recovery in the utterly rare case the client forgets a delta table???
[+] Partially implemented raytracing audio code
(Idea is that this could be used for sounds that should change based off the environment and objects though it still needs lots of work)
[#] Fixed it using GetPos instead of EyePos causing small inaccurate audio positions
[#] Fixed a lot of StopSound calls who were missing the slasher/entity to stop the sound on.
[#] Fixed a typo in sound field `forceSterio` -> `forceStereo`

Actualizare: 14 sept. @ 16:39

[#] Fixed Tyler having an error when spawning
[#] Fixed Jonkler cart always rapidly increasing the anger of all slashers
[#] Fixed Slasher Selection screen, allowing one to pick any slasher ignoring class & danger limits
(Also added serverside verification to enforce these limits now properly since a client could have always sent any slasher they wanted)
[#] Improved Slasher Selection screen code to not always recreate the entire selection screen when you select a slasher.
[#] Fixed Costco pizza erroring since I forgot to pass the dmg object to the `ITEM:OnOwnerTakeDamage` function.
[#] Hopefully improved error handling when a slasher fails to spawn properly
It will detect now if a slasher failed to spawn properly and will attempt to spawn them a second time, if it fails the slasher is moved to be a spectator.
Preferably this should instead allow the slasher to select a new one, though for now this will be a temporary fix.

Actualizare: 9 sept. @ 9:05

[+] Added a Newports eat sound
[+] Added Jonkler cart sound to content for later use.
[+] Partially implemented Jonkler cart
[+] Force a door use delay of 0.2 seconds
(When used, doors also have a random rare chance to break)
[#] Increase brick knockback on players
[#] Fixed beer kegs exploding when they weren't activated.
(happens when they spawn as map items)
[#] Fixed Slasher SpawnDelay using the wrong variable
[#] Changed Tyler to no longer reset his time when he was found
(Instead, now it can be reduced by up to 15 seconds.)
[#] Allow Newports to spawn on maps
[#] Lowered Newport Menthols price to 40
(When used the fog will decrease for a random time between 140 up to 200 seconds)

Actualizare: 9 sept. @ 6:49

[+] Implemented missing code for SLASHER.SpawnDelay to take effect
(Slashers can use this to reduce their spawn delay, allowing them to spawn sooner.)
[#] Fixed an exploit that allowed anyone to switch teams, breaking a lot of things.
[#] Fixed an exploit that allowed anyone to pick any slasher even if they were never meant to pick one.
[#] Did some cleanup in slasher picker code
[#] Made SlashCo.Abort also prints the abort reason into the console.

Actualizare: 5 sept. @ 22:25

[#] changed gamemode folder back to slashco.
(I had changed it to be slashco_beta, though its actually a stupid & shit idea)

Actualizare: 5 sept. @ 22:15

[+] Added `Costco Frozen Pizza` and a few others yet unfinished items (`Newport Menthols`, `PorchLight`, `Evil Jonkler Cart`, `JelloCup`)
[+] Added `ITEM:OnOwnerTakeDamage` for items to cancel damage if a player is holding them (used by the `Costco Frozen Pizza`)
[+] Added `PLAYER:PlayDamageSound` and `PLAYER:TakeDamageWithEffec` for later use
[+] Added higher quality footstep sounds to abomignat.
[+] Added a swing & rage scream to Abomignat (rage screan is used when he's hit by pocket sand or a beerkeg)
[#] Fixed beerkeg always exploding on impact. (Had added a +10 in testing :sob:)

Actualizare: 3 sept. @ 16:30

[+] Added Beer Keg as an Item.
(Deafens slashers for a minimum of 25 seconds + 2.5 second * their perception - They will be unable to see any Footstep notices)
[#] Fixed Slasher's clientside effect possibly not working
[#] Renamed HatMan files
[#] Fixed a lot of entities being deleted on cleanup when they shouldn't be.
[#] Fixed SlashCo.BustDoor being broken because of the last changes.

Actualizare: 1 sept. @ 13:39

[#] Fixed a potential error inside of `SlashCo.BustDoor`

Actualizare: 1 sept. @ 12:40

[#] Fixed additional generators not spawning at all.
[#] Changed additional generator count, for every 6 (previously 8) additional survivors, there will be 1 additional generator now.