Garry's Mod

Garry's Mod

rp_venator_vfinal
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Update: 7 Jun, 2019 @ 8:01am

Quality of life update.

So this update is more of an update to the last update. sorta.

it adds in alot of changes and a big one in primary, bunks. after a large community-community wide vote. it turned in favor of the increase the size of the bunks.
https://www.strawpoll.me/18056188/r
closed @ 73 votes. 47 FOR larger. 26 just fine.
64% majority vote for Larger bunks.
(closed at so little votes because this one was just too far ahead)


An addition to compliment the new meltdown system and radiation on floors, is the Radiation Scrubber system. that will be used from the NEW BUTTON ON BRIDGE. this will remove the radiation from 1st and 2nd floor.

Additionally to the core, we added blast doors to the core. this was after alot of servers putting up barriers to keep people out. now people can really stay out, and the button is located on the panel.

We decided to add windows to the multi-purpose rooms. adding these windows opened up the feeling of the 1st floor hallways alot it seamed.

another large aspect added was the upped protection to the CR Room, anti-noclip barriers where added. this was to prevent people from Alt+E'ing on the 3d2d text screens and jumping through the ceiling. it also prevents staff fro just flying into the room. The main CR door was made differently so people couldnt sit on the door.

Wile on the subject of the CR Room, there has been an "lock/unlock" panel added to the security side. that way if you just want the door to be unlocked, it now is.

Security got a large update, they have the CR Room lock/unlock panel, they now have those 2 personal cells made into confinement cells, the room that was dedicated to a single witch board to lock/unlock and control a riot door was removed and now wide open, for security to have more room in their brig. They also get 3 new silent alarms. located on BOTH bridges and one in ATC.

LIGHTING: Improved on lighting for Medbay, spawn room, training room, 2nd floor, first floor halls infront of doors, jedi hall, jedi bunks, access stairs from 1st to 2nd, ATC, DB floor, DB.

===

Other Changes:

-Remodeled the OOC lounge a little
-Brought the moonpool's doors up, as i was still getting complaints of people falling into the thing. so the railing has been removed.
-Extended out jedi bunks to the hallway making them larger
-the TP to both bridges have been tweaked and should now be fixed
-added Urban env-sim light controls
-made the misc lighting in the Tundra and Woodland sim dynamic to the setting of main lighting
-slightly remodeled the bridge.
-textured the bottom of the elevator
-added damage to elevator so people under it wouldnt hold up the elevator if theyre stuck in the shaft.

Update: 17 May, 2019 @ 11:03pm

Quality Update

After a lot of fine tuning. Iv come to a quality update.

This update brings of course, more optimization and tuning to the map.
a prop and entity render blocker placed above 3rd floor so the most used end of the ship doesnt render in any PermaProps put into the Env-Sim Rooms.

The addition of the Citadel was a good apparently to revamp the TP room. as the TPs where of Ultra-High quality and light emitting, so it could harm frames to a degree. to battle this, i removed half of the teleporters. now instead of having each sector having its own TP exit, everyone will exit from a total of 2 TP sections (total 6 TP exit points AROUND the prop).

Engine Room has gone further in depth with its RP Meltdown systems.
Added a "Coolant Purge" system. once this is pulled, it takes a wile to refill the coolant!!! So the ER will melt down no matter what. a spacy far explotion sound added once the plug is blown out of its socket by the overheat of the power core. followed by the lights going out, then a bit later, if Engineers dont fix it, the ER will melt down fully, and seap radiation into the ER.
BUT WAIT! THERES MORE!
Once the core pops and starts leaking radiation, then start filling the lower floors with low-level radiations and part of the 2nd floor. This radiation will do damage OVER TIME, its not too annoying or OP. but will feel more like a "debuff" in an event. Just remember, Radiation dissolve. it doesnt go away instantly.

The Ramp and cargo door connecting MHB to the SHBs where revamped. the door removed and ramp moved to the ports, to make it have more sense for moving land vehicles and cargo.

===

Other changed
-Atmos-Shield (Blue) added to the ports between MHB and SHBs.
-Armos-Shield added to the door ports on the MHB's mid section.
-Fixed terrain issue in forest Env-Sim
-made terrain in Snow Sim more dynamic to provide cover
-made terrain in sand sim more dynamic to provide a better sense of area, rather than just being a flat desert.
-Added "Event Starting Soon" button in GM room
-Added "Everyone to Debriefing" button in GM room
-Elevators are not 50% quieter.
-Added a door to Jedi Hall.
-Fixed over saturation of lighting in specific places such as Jedi multi-purpose room
-Increased lighting in Brig in some locations
-Increased lighting in Spawn room by 10%
-readded the engine sprouts on the back of the ship

Update: 1 Mar, 2019 @ 12:32am

jedi update

Well. After demand for it. iv caved into this as well. Jedi dedication. I always wished for the map to be centered of CWRP. not JedivsSith. so. ya. but demand for it was large enough. all 112 people.

So this update brings in the Dedication to jedi, using the front part of the ship for the jedi, that long hallway outside of the med-bay. This way servers can also use the side rooms next to the med-bay as well for jedi if they so choose.

-added in a large multi-purpose room for the jedi to do what ever they want with.
-spar/training room w/ observation section
-3 dedicated bunk-like rooms, can be used for things like separating general ranks (Padawan, knight, master) or what ever the server wishes for.
-dedicated council room with half circle raised stage and speaker light points.
-lights in council room can be turned off
===
Other changes:
-Made the briefing room door automated
-security force-field on top of Brig to prevent climb-swep minges entering the Brig.
-moved VIP cells main door activation button to the console in the second floor brig
-thickened the quarantine room under the med-bay, so it holds the t-virus from gbombs better
-added doors on 3rd floor's observation room looking into 2nd floor's training room, for better separation of floors (security thing)
-added another small optimization layer due to the addition of the new jedi sector of the map.

Update: 9 Feb, 2019 @ 4:07am

Another update after taking more input from some communities and server hopping.
Alot of new ideas came from GL Community. ALOT. so as thank you, i have added them to the credits.

-Made lighting more... spread, rather then increasing brightness in the hallways on 1st floor, upper and lower 3rd floors, 2nd floor sim rooms and multi-purpose rooms.
-added more light to the side rooms next to the Med-Bay.
-added a light to the 4-way in the hallway outside the VIP-bunks.
-Added automatic door to medbay
-moved war-room map table to the right bridge and all its map buttons
-added a Commander meeting table to the left bridge
=Finally lapsed in and added in a jump-drive/warp-drive what ever. With the help of the map RP_Venator_DC_V3, who has claimed that the map is free for all to use.
-upgraded the look of the warp/jump tunnel the drive uses. its now of higher quality. it was a higher tax to the map, but it was able to be done. Performance should NOT change.
-Performance test. enabled visleaf system in compile. this will load in chunks of the map that that you can only see from your angle. this is stacked ontop of the prop render distance for all light fixtures, pillars, and the like. ontop of the Occluder, which is designed to stop the rendering of props, ragdolls, or 3D2D if the Occluder is between YOU and the said item.

Update: 30 Jan, 2019 @ 2:33am

So. as i had promised. i will be upgrading the ship to things that need to be changed, added, or cut back on.


so far what we have is the following changes.
-physical shielding for SHBs
-clear button for silent alarms
-better lighting in key rooms such as bunks
-cut back on alot of chatter systems or volume decreased.
-working Condition system (no idea how that got past us)
-a button for BOTH sides of the MHB-SHB doors
-added new blocks into the messhall to block the blast door from the the floor above it from pushing through the roof.
-fixed the flickering elevator roof when on the 3rd floor.
-fixed some doors so they wont kill you
-made some doors faster to open and close
-high traffic doors will stay open longer
-removed the corner sections in the VIP Bunks hallways and replaced them with corner lights similar to standard bunks hallway.
-activated the sound eastereggs. (as the end-game easteregg has been found, time to concentrate on the smaller ones)
-massive performance optimization


other:
-debating of adding a "warp/jump/hyper" space thing... but the idea would revolve around a square looking skybox and some other stuff that isnt really needed.

-no we will not add engine sprouds back. ik it looks a bit weird... but you staff of the server are the only ones able to see it.
"what about the pilots" and the very few pilots that no one ever uses.
"what about events, dropping out with LAATs?" fly to the nose of the ship... why the♥♥♥♥♥
no one cared for the junk on the outside of the ship when it was there. why do people care for it now?

-removed venator destruction activator. someone found it already, this community has been paid 200$ for this find. Congrats. and thank you for being 1 of the very few communities to reach out and invite me to play with you guys! and great job getting your player numbers up to 70 people on high traffic hours!

Update: 18 Oct, 2018 @ 2:27am

Bug Fixes

Update: 1 Oct, 2018 @ 12:29am

Repacked with textures that wouldnt work if you didnt have EP1, EP2, or CSS.

Update: 27 Sep, 2018 @ 11:10pm

Public Launch

Update: 27 Sep, 2018 @ 3:06am

Closed Release
v.152.Dev

Update: 26 Sep, 2018 @ 11:49pm