Garry's Mod

Garry's Mod

Rp_City17 - Build 210
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Update: 8 Aug, 2015 @ 7:16am

Check http://projectprologue.com/city17/ for changelogs

Update: 28 Sep, 2014 @ 5:36am

build 192.txt
Fixed the nodraw in Breen's office
Increased the lamp's brightness in the 2 new nexus rooms



build 191.txt

Added a red light to the button in the amputation room
Fixed the rotated rug decal near the apartment building entrance
Fixed cannister impact smoke not appearing anymore after build 190
Fixed easter egg trigger not being invisible
Increased hold time of easter egg text
Recreated the nexus area where the portal used to be, it now has 2 rooms
Reverted the changes made to the areaportals in the plaza shop back to 181 for now



build 190.txt
Recreated/Optimized the ceiling windows in the trainstation
Recreated/Optimized the pillars in the trainstation spawn area
Optimized the skybox between the trainstation and the playground
Fixed the visible skybox through two of the side windows in the trainstation
Fixed the shop in the plaza's window frames being invisible
Fixed the new button in the torture room not disabling the trigger after 1 hit



build 189.txt
Fixed the ladder at the alleyway next to the checkpoint to the playground.
Fixed the annoying metal scraping noise coming from the headcrab cannon.
Fixed the visual glitches in the headcrab cannon model.
Added a Start/Stop button for the headcrab cannon.
Added new sounds to the heabcrab cannon.
Removed two windows in the plaza shop



build 188.txt
Moved all the fridges some inches further away from the walls to prevent the possibility of getting stuck when moving it's doors.
Replaced the fancy stairs in the citadel, the headcrab cannon and the metal pillars with their model versions I made.
Fixed several bugs with the headcrab cannon after having moved around some origins in a previous build.
Tweaked the lighting and textures in the new rooms.
Removed a light in Breen's office.

lightingoriginhack info_target
modelscale 1.0



build 187.txt

Fixed some visible nodraws at the stairs of the Atlantic apartment building and at the top of the CWU building.
Removed props in the apartments of the Terminal Hotel and Atlantic so server admins can build it to their likings.
Added some props to the Terminal Hotel's entrance.
Fixed 3 windows of the hl2 apartment building being out of position by 1 inch/grid.
Fixed one of the doors from the hl2 apartment building being out of position by 1 inch/grid leaving an ugly white line.
Added a button to the torture room in the nexus that lets the chair only spark once.
Added a new floor to the Atlantic apartment building which has 3 apartments.
http://cloud-4.steampowered.com/ugc/568896871456428756/9D1493002DBAF7DB5C636477F0994C11769091FE/



build 186.txt

Added a light at the stairs to the 2 new rooms in the nexus.
Adjusted spawn height of the smoke from the cannister impact.
Added more fire for cannister01.
Fixed a roof having the wrong texture.
Changed the industrial area smoke's density from 0.3 to 0.2



build 185.txt

Moved the cannister impact places to unreachable positions in the map so it doesn't have to actually spawn a cannister. (in case the cannon would shoot 2 times at the same position)
Changed the credits text from "City 17" to "Rp_City17"
Removed and adjusted some player clips (invisible walls to block the player) at the spawn area.
Added a secret room outside the map to trigger the hl3confirmed easter egg which has been there since build 145 (120sec cooldown).
Cleaned up the nexus' brushwork a bit more.
Slightly changed the lightmap grid in the nexus.
Added a room for the OTA to spawn in, with a balcony to look at moving pods. (Thx to RedCatJack for helping)
http://cloud-4.steampowered.com/ugc/568896871454434295/4C6C4C6512A8B771CF34CC3BDBFBB54CD1321566/



build 184.txt

Added the working headcrab cannister cannon (brushes)
Added headcrab cannister impact places around the map.



build 183.txt

Recreated the elevator that leads to the OTA citadel part.
Added a new elevator next to the one that leads to the OTA citadel part.
Connected Breen's office with the 2nd elevator.
Adjusted the path of the Pod, it now takes longer to travel to Breen's office (Since the entire office is now higher up in the "sky" than before).
Rotated Breen's office to fix the bug where you could see buildings when looking through the windows in the office.
Removed the OTA citadel area.
Removed the teleporter to Breen's Office.

Before: http://puu.sh/9QZFk/e2c7295637.png
After: http://puu.sh/9QZGh/72eb50e676.png

Before: http://puu.sh/9R8uQ/c53667762b.jpg
After: http://puu.sh/9R8wL/a5f1d09978.jpg

Before: http://puu.sh/9WbP0/3f262950f2.jpg
After: http://puu.sh/9WbBM/f4a1e01757.jpg



build 182.txt

Recreated the windows and frame from the control post in the Nexus detainment block.
Recreated parts of the Nexus (You won't really see any differences in-game besides better performance).
Placed AreaPortalWindows on the windows of the shop in the plaza.
Better NoDrawing to improve compile speed.
Decreased the amount of detail in brushes in the Nova Prospekt train station.
A better texture for the window at the elevator in the citadel.
Lots of brushes have been made into func_details (train station ticket hall).

Update: 31 May, 2014 @ 2:47pm

- CHANGELOGS BUILD 181 -

A| = Added
F| = Fixed / changed
R| = Removed



F| Nodraw in apartment building hallway
F| Nodraw in apartment building staircase
F| Industrial factory's fire sound not stopping

Update: 29 May, 2014 @ 3:52pm

- CHANGELOGS BUILD 180 -

A| = Added
F| = Fixed / changed
R| = Removed




A| Breencast (Big screens only)
A| Improved lighting.
A| New 3D-Skybox.
A| A new sewer area.
A| A new room in the sewer.
A| Connection from Sewer to the Industrial area.
A| A more player-friendly nexus detainment block layout.
A| More details to the nexus training room.
A| Playerclip to the combine bridge to prevent people from mingejumping on.
A| Connection from storage room to Nova Prospekt train station part.
A| Recreated half of the train station and the skybox structure around it. (compile time speedup and performance boost)
A| Better ladders on certain areas which function on the E key. (To prevent the % of suicides in City 17)
A| A roof to the brown building in the corner next to the industrial area.

F| Fixed the purple black texture issues.
F| Improved the visual and collision of the combine watch tower a bit.
F| Replaced the bottom layer of cells with 3 offices in the nexus.
F| Waiver activation system, you can now only turn it off if it's turned on. (To avoid glitches)
F| One of the two doors to the trainstation turning black once closed.
F| Made the invisible buttons that open the secret alleyway near the apartment building bigger.
F| One of the combine doors not opening if nobody was in the Pod.
F| The button in the Breen's Office not doing anything. (The button unlocks / forces the player out of the pod!)
F| The missing red carpet in Breen's office.
F| No textures at parts in the apartment building's staircases.
F| The lights at the citadel not turning off.
F| One of the pipes in the industrial area not touching the wall.
F| The nexus shooting range spawner bug(s).
F| Floating light in the nexus armory.
F| The glass texture used in the nexus training room not being correctly placed.
F| The button that activates the nexus detainment block alarm now works with toggle instead of 2 buttons.
F| Ceiling truss sticking into the wall too much at the Nova Prospekt train station part.
F| The ladders on the generator props.
F| Some domes not being round.
F| Decreased the amount of time the credits text stays on your screen in Singleplayer.
F| Grammar mistakes in some textures.
F| Flying benches in the ticket hall.

R| The button on the interface behind breen's desk.
R| Playerclips above the train station inner checkpoint(s).
R| Playerclips around the benches in the train station.

Update: 31 Jan, 2014 @ 4:41pm

- CHANGELOGS BUILD 167 -

A| = Added
F| = Fixed / changed.
R| = Removed



A| Heavy amount of optimization.
A| Industrial/Slums area next to the Petrol building with an alleyway.
A| Advanced skybox sealing (Sorry scanner character users, fps is more important).
A| Tonemap for color correction stuff.
A| Improved lighting.
A| More detail to the two rooms in the underground vent system.
A| Replaced the Petrol building place holder with the final.
A| Replaced the Parker building place holder with the final.
A| Replaced the shop place holder next to the foto shop with the final.
A| Replaced the apartment building place holder with the final.
A| Shop next to the Atlantic apartment building.
A| Extra detail to the crushing wall debris.
A| Overall more detail to buildings (for example, the dome on the CWU building).
A| Enhanced textures for some buildings.
A| A light to the combine checkpoint(s) that brightens up the walk-through part(s).
A| Huge spotlights that point at the citadel when the judgement or autonomous waiver is active.
A| A button model to the white light that used to turn off the judgement or autonomous waiver.
A| Secret shortcuts.

F| Train doors on toggle, they now close after 4 seconds.
F| Visible nodraw in the nexus.
F| Decreased the sun's size and changed it's color a bit.
F| Cleaned the logic_auto
F| Remaining bugs in the fridge doors.
F| The border around the windows from the apartment building gordon goes through in hl2.
F| The debris near the wall at the apartment building gordon goes through in hl2 had weird lighting effects.
F| TV in one of the apartments having a black screen sticking out of it.
F| A few missing lights in the apartment building gordon goes through in hl2.
F| Garbage/trash having shadows enabled making the floor extremely dark.
F| Floating garbage. (Dan... ._.)
F| Displacement going under the road at some part, making it black in the corner (Crushing wall part).
F| The lights at the rooftop part of 'the' apartment building being way too bright.
F| The powerbox in the resistance base (sleeping area) playing the close animation on a retarded manner.
F| The credits text when launching the map in singleplayer has been speed up a bit.
F| The gate to the combine train part not moving correctly.
F| Changed the skin of the door to the roof of the apartment building.
F| Clusterfucks in the apartment building.
F| Recreated the left side of the apartment building gordon goes through in hl2.
F| Recreated the building next to the left side of the apartment building gordon goes through in hl2.
F| Models in the terminal hotel clipping through the floor.

R| Duplicated env_shake.
R| Useless physic props.
R| Place holders.

And a lot more small changes... but I'll leave that for you to find out. (It's just too much to note down)

Update: 2 Nov, 2013 @ 3:26pm

- CHANGELOGS BUILD 152 -

A| = Added
F| = Fixed
R| = Removed


A | Pushbars to the metal doors in the train station (the interrogation ones)
A | An extra elevator button in Breen's office.
A | A door to the corridor leading to the citadel part.
A | On the stop waiver button, crushingwall=>MovetoPosition to get it back to idle after stopping the sequence. (In order to fix it moving slightly to the left after each "crush" animation)
A | New custom decal textures and the old hl2 ones.
A | More detail props such as handrails, combine lock and new textures to the building in the corner of the playground.
A | Areaportal optimization in the resistance base entrance.
A | New parts in the resistance base with some extra alarm lighting.
A | Over 100 info_nodes for smooth NPC movements.
A | A light to the area where the change is.
A | New windows in the train station's ticket hall, you can now pass items through the holes.
A | Blocklight to the combine door in the ticket hall.
A | Blocklight to the backdoor of the apartment building.
A | Some more details to the buildings uitside the playable areas.
A | The shop / building next to the Foto Shop can now be entered.
A | Back door + alleyway to the shop / building next to the Foto Shop.
A | 1930+ ground nodes
A | Some more lamp posts for realism.
A | A bit more detail to the road at some parts.
A | New brightness value to the sun as well as a bit better color correction.

F | Changed the logic_auto's ouput from OnLoadGame to OnMultiNewMap to correctly show the credits.
F | Tweaked the lightmap grid.
F | Overlap of barricade model at the main combine checkpoint in the plaza.
F | 2 lamps not touching the ceiling in the part between the train station checkpoint and the ticket hall.
F | Replaced the detailed pillars in the nexus with prop versions of them.
F | Flying lamp in the corridor from the train station to the ticket hall.
F | Disabled the shadows on the big screen in the train station to fix the darkness in the corner.
F | Disabled the shadows on some of the debris models fix the darkness below it.
F | Disabled shadows and collisions from some of the rubbish on the floor.
F | Disabled shadows on some plants to make it look better.
F | Changed the bridge at the nexus entrance to solid, in case someone wants to spawn npc
F | The incorrectly moved wall in the train station.
F | Making the box break at touch wasn't a good idea. (Box at part when jumping out of window)
F | Skybox overlap.
F | Brush overlap.
F | Plant decals on the walls were rotated.
F | The gate to the NovaProspekt station could be opened by normal players and glitches out because of that.
F | Tweaked the lighting in Breen's office.
F | Tweaked the nexus entrance door a bit.
F | Decreased the doll's sound radius.
F | Moved the debris at the combine wall a bit. (The one next to the apartment building)
F | Changed the size of some sprites in the apartment building.
F | Replaced the weapon holders in the nexus armoury with prop versions of them, improved the lighting on it as well.
F | Replaced the elevator in the apartment building with a prop version of it.
F | Rotated some debris because of visible cuts.
F | Some fridges not opening correctly. (Floating door)
F | The brightness of the two nexus lights in the train station entrance / exit being too bright.
F | Changed the textures of the windows on the back of the apartment building. (playground)
F | Props in CWU office spawning in the floor.

R | Visible no-draws at the crushing wall part.
R | The 2 fake windows on the roof of the apartment building.
R | The slow walk / gravity effect in the weapon stripper as it is not added anyway. (The weapon strip system might return in the next update)
R | The two storage closets in the souvenirs shop.
R | Some brushes that wouldn't be seen by the human eye.
R | The skybox on top of "the" apartment building, it might decrease fps by some but it will give the scanners more freedom.
R | Command in autorun that was still there for the weapon strip system that is not in yet.

Update: 30 Aug, 2013 @ 10:30am

Open Beta release!

- CHANGELOGS BUILD 145 -

A| = Added
F| = Fixed
R| = Removed


A | Lighting to the remaining apartments that didn't have enough yet. (For example, the one in the apartment building next to the abandoned playground)
A | CWU building.
A | Better lighting in CWU building.
A | Combine locks to buildings you can't enter.
A | Improved the combine lock's lighting.
A | Completely recreated the apartment building windows. (On the side at the road only)
- Much better optimization.
- Improved window frames.
- New glass texture.
A | New window frames in the CWU shop.
A | Completely recreated the Breen office.
- Now looks like the one from the original HL2 story.
- Waiver buttons now in the control room and makes the console screen turn red.
- Working elevator to the control room.
- The teleport now teleports you to a different room when going to Breen's office.
- A working pod system (improved as well) going into the office.
- Working doors that open when coming close to them.
A | Benches, crates and an oildrum to the small outside area in the train station.
A | New train station part. (Connected the part where the Vortigaunt cleans the ground with the corridor at the left in the ticket hall.)
A | Some more benches around the map.
A | Fences in the plaza like in hl2, but destroyed ones.
A | Repaired the destroyed buildings (was requested by a lot of people).
A | More details to several buildings.
A | Better and more spawns.
A | Open Beta spawn text and credits.
A | A new unique alarm to the autonomous waiver.
A | A moving wall entrance to the rebel base in the sewer.
A | Easter egg.

F | Poster rotated in breenroom.
F | Flying breenpod.
F | Some window frames.
F | The scanners not stopping when turning the autonomous waiver off.
F | Changed the pillars in the train station to models to have more room for func_details.
F | Improved the textures in the train station.
F | Being able to couch jump over the bar/desk (whatever you want to call it) in the cwu shop and the 'Change' shop in the Train station.
F | The toilet flush sound being able to be spammed.
F | Dustmotes in the train station, render distance: 512, now 1024.
F | Tweaked the wall impact sound volume a bit.
F | Changed the shadow smoothness a bit to hopefully fix the black textured wall in the plaza. (Lightmap grid/scale)
F | Moved the button to open/close the train station gates down a bit, it was too high.
F | The epic view at the inside of a huge building, with that I mean the sky in the part where you jump out of the window in the campaign.
F | All the remaining broken fridge doors.
F | Atlantic's apartments still had prop_static bedframes, now prop_physics. (Otherwise the prop wouldn't spawn)
F | The light in the Atlantic on the 1st floor in that small room.
F | Changed the light that lights up the nexus entrance a bit.
F | Replaced the trashcans indoors to the ones that are open, so you can actually use them.
F | Disabled shadows from the trains for performance reasons.
F | Nodrawed the top of the bridge in the train station.

R | Most of the destroyed buildings and the debris around them.
R | The combine weapon strip system or what ever you want to call it, will be re-added later on once we find a way to make it work correctly with CW|HL2RP.
R | The toilet in the crushing wall part, yes... there was a toilet in there.
R | The fire in the destroyed part of the city.
R | A few cardboard boxes.

Update: 28 Aug, 2013 @ 11:32am

Added missing content, this will fix the remaining errors on the map.

Update: 18 Jul, 2013 @ 11:00am

- CHANGELOGS BUILD 96 -

A| = Added
F| = Fixed
R| = Removed


A | Totally reconstructed the road at the right hand side when leaving the trainstation, huge FPS improvent. (Currently the map is only manually optimized, vvis failed to compile this build due to an error that I will look into)
A | Better optimization in combination with advanced skybox work.
A | Waiver button re-press delay.
A | Rails/tracks for the looping pods in the citadel.
A | An env_physexplosion to the citadel wall, it will now push props away aswell as the players standing near it and it will disorientate the players that stand nearby.
A | A wall to the building next to the small photo shop so it doesn't look hollow from the inside like it did before.
A | Some better and new design to the Hotel apartment rooms. (currently 1 side only)

F | Small changes to the citadel walls that are on top of the nexus entrance.
F | Improved the nexus entrance door and removed the +use for non-combine players.
F | The button to close the gates in the trainstation not working.
F | Visible nodraws. (As always)
F | Disabled motion for lots of prop_physics in the apartment building.
F | Huge brushwork improvement in the apartment building. (Better FPS too)
F | Overlapping brushes.
F | Disabled shadows on the two prop windows on the apartment building roof
F | Disabled shadows on the detail props that are on the building next to the hotel and small shop.

R | The trigger_once that activated the citadel wall's crush mode. (It was only there for fast testing)
R | Color correction.

Update: 13 Jul, 2013 @ 1:21pm

- CHANGELOGS BUILD 95_7 -

A| = Added
F| = Fixed
R| = Removed


A | Moving podloops around it and all kind of other scripted stuff that you will see ingame ;)
A | More lights in the weapon stripper room.
A | An "enterable" room behind the ration/ticket windows, moved the gate open/close button into there aswell.
A | A new road/street.

F | Combine music playing everywhere when entering the citadel part.

R | The old 'new' road.