Garry's Mod

Garry's Mod

rp_metro_refuge
21개 중 11~20개 표시 중
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업데이트: 2017년 5월 13일 오전 1시 37분

Surface added! It is very simple in terms of both layout and AI pathfinding. Good for building stuff. Suggestions welcome. Added gas to the jail, for the most misbehaving. Several lighting improvements in areas that were yet uncovered by them. Download size doubled, as a result of adding surface. May improve it in the future.

업데이트: 2017년 5월 10일 오후 1시 51분

A couple more lighting improvements, disabled collision on all candle cans, did something else I forgot.

업데이트: 2017년 5월 9일 오후 6시 15분

Major lighting improvements, possible fix for ambient sounds not playing in multiplayer, fixed visual inconsistencies unrelated to lighting. Removed the lone spawn.

업데이트: 2017년 4월 22일 오전 6시 20분

Minor changes in optimization, slight adjustments to map and AI nodes, made debris models work, removed small door at the bridge pit and added toxic waste at the bottom to keep it more consistent with the theme. Teleports now teleport things in batches instead of one at a time, for a more consistent group experience and less broken physics with entities constrained to other entities. Don't try driving a car in the longest tunnel, I made an attempt to stop it, as it causes serious physics buggery.

업데이트: 2017년 4월 5일 오후 1시 09분

Improved framerates at bridge noticably. Fixed broken lighting on a brush in northmost metro tunnel. Further optimization at various places. Download size cut by half(!)

업데이트: 2017년 4월 4일 오후 1시 24분

Further optimization, fixed broken areaportal in a door, removed props that showed up as errors.

업데이트: 2017년 4월 1일 오전 6시 31분

Fixed more broken areaportals.

업데이트: 2017년 3월 31일 오후 1시 58분

Fixed a broken areaportal. Again. Improved AI navigation in stairs. If the AI does not work, delete rp_metro_refuge.ain from garrysmod/maps/graphs and run ai_norebuildgraph 1 in the console before opening the map.

업데이트: 2017년 3월 31일 오전 11시 27분

Fixed a broken areaportal.

업데이트: 2017년 3월 31일 오전 11시 02분

Removed water around bridge area to improve framerates, did a thing at far end of the bridge, fixed overlays on certain detail brushes, more optimization.