Garry's Mod

Garry's Mod

Zeta Players | The Sandbox Nextbots
Affichage des entrées 151-160 sur 206
< 1 ... 14  15  16  17  18 ... 21 >
Mis à jour le : 18 mars 2022 à 20h47

Zeta Update 3.3 | Upping The Tempo

It's time to let the Zetas know your taste! Let them dance to your favorite music!



-- You can now add custom music to the Zeta Music Box! Learn how to add custom music by watching this video https://youtu.be/1fVPl7N6eNs

-- Zeta Music Boxes will now show their current played track

-- Zeta Flashlight will no longer cast shadows

-- Added Voice Lines from one of the most memorable Garry's Mod machinimas, Eliot Goes To School Videos. Never Forget

-- Zetas will no longer speak multiple idle lines at once

-- Zeta Selection Boxes now save your input

-- I forgot what else I did

Mis à jour le : 18 mars 2022 à 15h06

Zeta Update 3.2

-- Optimizations have been put into place. After the events of what happened with FPS yesterday, optimizations had to be put into play. I did my best and there is indeed improvement to fps.

-- Wandering movement now properly uses the Navigation Mesh to walk around

-- Zetas will now properly avoid going into water as a result from the fix above. Note, Zetas will still go in water if they have to in order to get to where they want

-- Fixed a issue where Zetas spin like a helicopter while sitting in a vehicle

-- Moved Teleport To Friend Zeta to the Friend System options

-- Added Teleport Friend Zeta To Yourself option in Friend System options

-- Added the Zeta View Shot ability to Zetas. Zetas now have the ability to "Screenshot" what they are seeing if their View Shot Request passes the chance and will save what they see to a image file inside your Garry's Mod folder. More information is in located in the Zeta View Shot category. Off by Default

Screenshot of the View Shots folder


-- Fixed Lua error regarding the hook, EntityTakeDamage failing to get a class of a entity. Added a IsValid() to it lol

-- Flashlight Projected Textures will now ONLY exist when they are needed such as in a dark place and will remove the Projected Texture from existing when it is not needed.

Mis à jour le : 17 mars 2022 à 19h44

Zeta Update 3.1.2

-- Replaced a PhysObj:UpdateShadow() with just setpos() and setangles()

This has to be the fix to the major fps drop when there is barely any Zetas

Mis à jour le : 17 mars 2022 à 17h57

Going back to Quick fix 13

Mis à jour le : 17 mars 2022 à 17h56

Reverting to 3.0.4 for testing purposes. Still investigating fps issue

Mis à jour le : 17 mars 2022 à 17h54

Reverting to Quick fix 13 for testing purposes

Mis à jour le : 17 mars 2022 à 17h06

Reverting due to major fps issues. Currently investigating FPS issues

Mis à jour le : 17 mars 2022 à 16h09

Zeta Update 3.1.1

-- Fixed constant water particles when a Zeta is in water however, Zeta prop collisions will not work under water anymore as a cost of this fix. But you prefer your frames right?

-- Added a 'Draw Flashlight' option in Others

-- Removed certain Rendering Hooks responsible for viewmodel breakage. Original purpose was to prevent Halos from rendering over viewmodels

-- Laying ground down for Zeta 'Screenshotting'

Mis à jour le : 16 mars 2022 à 20h09

Zeta Quick Fix 13

-- Fixed a lua error regarding spawn point spawning not getting spawn points

Mis à jour le : 16 mars 2022 à 19h46

Zeta Update 3.1 | Movement Improvement

-- Zetas will now climb ladders if they are present

-- Zetas will now try to consciously move away from spots that block them. This means they will not get stuck on door frames anymore or at least not as often.

-- Zetas will now try to open a double door by opening both at once. I cannot guarantee that they will successfully.

-- Fixed a problem where the Zetas were not able to equip the Revolver and would only equip seemingly, just a cube.

-- Map Wide Spawning now has a option that will spawn natural Zetas at Player Spawn Points (info_player_start entities)

-- Zetas will now use a flashlight in darker areas to light up their way. It is intentional that the flashlight shines where their weapon hand is pointing. This happens with real players

-- Fixed lua errors regarding Combine Orbs killing a Zeta

-- IsValid() checks. We all love IsValid() right?

-- Reverted collision damage divisor so the Zetas don't die by the slightest touches