Garry's Mod
SlashCo (Beta Version)
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Actualizare: 5 aug. @ 13:09

[+] Properly handle all the player disconnect cases when waiting for all players to join.
After 90 seconds it will try to force start the round, if the slasher left, all players are asked if they want to possibly become the slasher, and they get 15 seconds to decide, if they don't pick any option it assumed they don't want to be a slasher.
If all players decline, it will return to the lobby since it's missing a slasher.
If at least one player accepts (if multiple accept, one is randomly picked) they will be given the option to select the slasher with the same options as they had in the lobby, he gets 15 seconds to decide.
If he doesn't pick any slasher in the 15 seconds, he will be given the slasher that was originally selected by the previous player that left.
If he disconnects while he's supposed to be selecting a slasher, then it will pick another random player that had agreed to become a slasher and they're given the same option. If no players are left to randomly pick from it will return to the lobby.

This should hopefully ensure that every possible scenario is properly handled.
If someone just took ages to load in, they will still spawn as a survivor in the first 3 minutes after round started.
[+] Added a background music while waiting for all players to join. (Sound is from SlashCo VR)
[+] Added `slashco_announcement` for servers to display announcements for all players.
[#] Reduce spectator light size & increase its brightness.
Dynamic lights are very expensive, and the spectator light often halved the FPS.
[#] Fixed some Lua errors
[#] Fixed invisibility effect not disabling player shadow
This fixes player's shadow remaining visible when Soda was used.
[#] Do very basic balancement based on player count that probably will screw up a lot
Yes, this will most likely cause a lot of issues, though with feedback it should be somewhat easy to get this into a good state.
I don't have that many people to test it out, so this basically is just many random values hoping to not break stuff.
It can also be reverted if it becomes too big of an issue, but it's better than nothing.
Stuff like more tasks/generators/minigames can be added at a later point.

Actualizare: 3 aug. @ 18:37
de Xerk

[+] Added proper information on Smiley Dealer and Leuonard documents.

Dolphinman:
[#] Fixed a bug that was preventing him to kill anyone after one kill.
[#] Fixed Tesla Coil softlocking his main ability.

Borgmire:
[#] Reduced chase speed to his pre-buff one (from 335 to 325).
[#] Increased chase cooldown to 5s (from 3s).

Princess:
[#] Now increases aggro when taking a baby from the survivor hand.

Actualizare: 14 iul. @ 12:19

[+] Added back original `trollge_stage6` sound file & use it also for the background music.

Actualizare: 14 iul. @ 12:10

[#] Fixed typo in pensivesmiley file.
[#] Fixed Dolphinman not being able to kill when the helicopter is called.
[#] Increased Borgmire range a bit

Actualizare: 7 iul. @ 9:43
de Xerk

[#] Switched more audio formats to .ogg.
[#] Removed the jumpscare sound when a slasher sees you for the first time.
[#] Reverted Bababooey's speed change.
[#] Reduced Watcher's speed on rage.

Actualizare: 7 iul. @ 6:09
de Xerk

[#] Changed a few audio formats.
[#] Fixed Sid not gaining speed when chasing.
[#] Fixed Smiley Dealer main ability being broken.
[#] Fixed Borgmire not being able to move when throwing a survivor.
[#] Fixed Thirsty speed bug.
[#] Also properly reduced the distance to grab a survivor.
[#] Reduced Manspider TimeNested to 30s.
[#] Reduced Watcher speed on rage.

Actualizare: 28 iun. @ 13:26

[+] Added "slashco_tyler_endless_chase_music" convar for clients to disable the endless chase music for now.
[#] Don't force sounds on the local player to be mono, since that destroys quality.
[#] Lowered the volume (from "1" to "0.5") of the Seen by Slasher sound & let it fade out after a total of "6" seconds.
[#] Increase "maxDistance" for chase music from "2000" to "3000"

Lua API changes:
[+] Add "SLASHER.OnBalanceForPlayers(totalSurvivors, additionalSurvivors)" for later use
[+] Added "soundData.fadeOutStart" field for sounds, allowing them to fade out after x seconds.
[+] Added "soundData.boundConVar" & "soundData.fallbackSoundPath" fields to allow one to change sounds based on a client's convar value.

Actualizare: 27 iun. @ 4:51

[+] Allow one to disable the dynamic fog using `slashco_dynamicfog`
[+] Allow one to ban slashers using `slashco_banslasher`, `slashco_unbanslasher`
(The ban remains indefinetly until removed manually!)
[#] Updated gamemode config file to add maxplayer field for the menu screen when creating a game.

Lua API changes:
[+] Added `PLAYER:SetFogMult`, `PLAYER:GetFogMult` functions
[+] Added `SlashCo.SetGlobalFogMult`, `SlashCo.GetGlobalFogMult`, `SlashCo.SetGlobalFogColor`, `SlashCo.GetGlobalFogColor` functions
[+] Added `SlashCo.GetBannedSlashers`, `SlashCo.IsSlasherBanned`, `SlashCo.BanSlasher`, `SlashCo.UnbanSlasher` functions.

Actualizare: 24 iun. @ 3:44

[#] Fixed a huge performance issue caused by the recent change to `AudioSystem.CalculateTime`

When the background music finished playing for the first time, it would then bug out, and BASS would cause huge file system reads, dropping the FPS by a huge amount.
This was because it would try to set the time for the channel since it thought the music went out of sync, but the time to sync it was calculated wrong, causing it to constantly try to set the time, which then caused BASS to read the entire file over and over again.

Actualizare: 22 iun. @ 15:46

[+] Added a single sound field to be networked since I forgot to add it