Garry's Mod

Garry's Mod

Scrap Metal: Final Edition
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Update: 11 Feb, 2022 @ 10:06pm

Final Edition Changelog:
- Night version added
- Steam/Power room added to roof of Sachs & Hale building
- Cubemap fixes
- Optimization and prop fade fixes
- Shadow control tweaked and added back
- Fog adjustments
- Trigger to "kill the music"
- AI Node additions and fixes

Update: 24 Jan, 2022 @ 9:01pm

- Areaportal optimization overhaul (removed a lot that were hurting more than helping with FPS)
- More details and polish added to additional rooms
- Lighting updates
- Cubemap reflection continuity improvement (thanks JOHN LONGDONG for pointing these out in the spawn room)
- Opened up areas from spawn building to park
- Re-enabled shadows for now (doesn't seem to affect FPS by much by default but can turn them off again)
- Cubemap fixes for some props not receiving proper reflections
- A.I. node improvements and jump node fixes

Known issues / additions to Final Edition:
- Night version of the map (soundscapes, outdoor lights enabled, different starting soundtrack).
- Way to turn off start music (and future music) through a console command
- Elevator logic from middle floor having problems
- Fix for bathroom door clipping in Atlantic building
- Street lamps for park area

Update: 9 Jan, 2022 @ 11:02pm

- Added MW2019 inspired "Shipment" area (not a direct re-creation, but the main layout adjusted to HL2 props)
- Completely remade lake area and is now explorable (and not just part of 3d skybox)
- Testing "Skypaint" skybox instead of using HL2 one (so user's can customize in game)
- Atlantic second floor remodel in progress
- Train depot extra rooms changed to warehouse (to be detailed soon)
- Lighting, shadow quality adjustments (may have to tone down some shadows as file size is getting up there)
- Static Prop lighting bug finally fixed, prop lighting should look much better and shadows
- Adjustments to windows that are now transparent and fade to opaque at distant for optimization (more tuning needed)
- Areaportal optimization
- Some more props added
- Finalizing areas towards the final verison

Update: 24 Dec, 2021 @ 10:00pm

Merry Christmas!

- More changes to the XCCR building
- Added server room to XCCR office
- Optimization and lighting adjustments to create more contrast and not light some areas too brightly
- Minor fixes and changes throughout
- Made windows functional in XCCR building. These are areaportal windows and should fade after a short distance to keep performance up in the outdoor areas
- Testing layout change in top floor of XCCR
- Better skybridge geometry
- Reduced "Too many t-junctions to fix" error by changing some func_details to brushes and improving brushwork (removing intersecting brushes / sloppy brushwork from the past)
- Adjusting numbers of props and items in certain areas
- Although GMod seems to have a higher entity count, we seem to be hitting the HL2 entity count, so optimized a few props and features to keep edict count lower (read more here: https://developer.valvesoftware.com/wiki/Entity_limit)

Update: 12 Dec, 2021 @ 9:30pm

Beta 4 Changelog:
- Added (mostly) functioning elevators to each building. This logic ended up being a bit of a mess to implement and it's not totally perfect but I'm happy with how it's working for now. There's a known bug where the middle floor logic for the elevator seems to not work at first and goes to the floor above/below before finally settling on the middle floor. I'll see if I can find a fix for this in future versions
- XCCR Office layout change to accomodate elevators
- Lighting, props, minor enhancements to various areas around the map
- Basic navmesh included now
- Garage door buttons have better indicators when they can/cannot be used
- Minor optimization updates
- Disabled shadows again to see how it affects performance

Planned Beta 5 changes:
- Elevator enhancements
- Lighting adjustments to create better contrast, more colors
- Layout changes for Atlantic offices and XCCR layout
- More enhancements to Sax & Hale warehouse areas

Update: 21 Nov, 2021 @ 9:02pm

Beta 3 Major Changes:
- Fixed missing textures in a few places
- Removed missing decals
- More consistent cubemap reflections in certain areas
- More details added to lab in train depot
- "Big Lemon Fans" added
- Trying out a few custom made decals
- Soundscapes properly added to new areas

Beta 4 Planned Changes:
- New geometry for Atlantic building second floor
- New geometry for Office inside XCCR building
- New geometry for Sax & Hale building (spawn floor and warehouse level)
- Lighting adjustments

Update: 14 Nov, 2021 @ 8:42pm

Beta 2 major changes:
- A.I. nodes done from scratch in game (using the map_edit command). This should help provide some basic A.I. nodes for ground based NPCs. Air nodes and hint nodes for jumps will be added soon
- Removing missing decals
- More geometry, lighting, and props to empty areas
- Readjusted some props and optimized dynamic entities and lighting (was getting some bad crashing which took me a while to figure out)
- Some ladders are acting weird, reposition ladder points
- Bug fix for missing skybox building textures (thanks Exotetere for reporting this)
- Cubemaps in some areas are still having issues. This is also because some areas have had their brushes split into more subsections which causes inconsistent cubemaps across different surfaces.

Beta 3 upcoming changes/fixes:
- Finish detailing "Train Depot Lab" room
- More details to Spawn Building warehouse and adjacent rooms
- Begin remodel of Atlantic second floor
- Adjustments to spawn floor

Update: 9 Nov, 2021 @ 10:48pm

Beta 1 major changes:
- Missing top staircase in Atlantic building
- Fix for incorrect cubemaps in some areas (train depot, Spawn building)
- Few more detail updates for some empty areas
- Return the "intro music" pieces (logic_auto got broken)
- New geometry and details added
- Garage door buttons re-added
- Fixed a few broken area portals / area portal windows that were not assigned correctly

Known issues to be fixed for "Beta 2":
- Tried to add the existing A.I. nodes from an older version and it seems to be having issues, may have to recreate from scratch
- Removing missing decals
- More geometry, lighting, and props to empty areas
- Some ladders are acting weird, reposition ladder points
- Cubemaps still not being assigned correctly for highly reflective materials in train depot and spawn building, will add more cubemaps or try a manual override

Future version wishlist:
- Night version of the map (lighting and skybox update, everything else layout wise would still be the same)
- Underground Tarkov inspired "Labs" area under the spawn building
- Rework of the XCCR interior design
- Optimization improvements when outside in the train yard
- Consistent lighting and coloring in regards to the color correction tuning

Update: 7 Nov, 2021 @ 10:33pm

- Removed ERROR404 room images
- Expansions to the interiors of spawn room, train depot
- Lighting adjustments and fixes
- More rooms in the XCCR building
- Color correction intensity reduced by 50%
- Geometry rework on skybridge between spawn building and Atlantic building
- Stair way player clips for smoother transitions
- Minor fixes and other adjustments to existing rooms
- To do: Polish in empty rooms, missing detail props and clutter, decals

Update: Known issues to be fixed for "Beta 1":
- A.I. nodes (this version was branched off of the old ZS version originally, and that version had no A.i. nodes)
- Missing top staircase in Atlantic building
- Fix for incorrect cubemaps in some areas (train depot, Spawn building)
- Few more detail updates for some empty areas currently
- Return the "intro music" pieces (logic_auto got broken)

Update: 19 Oct, 2014 @ 1:09pm

V2 Update 10/19/14

-Removed T Posing models and replaced them with ragdolls
-Added garage door buttons for individual open/closing
-Added a NavMesh for NextBot support
-Added new ambient music that plays in the first 8 minutes
-Minor aesthetic and peformance changes
-Fixed skybox smoke

Thanks for all the feedback and support guys!