Garry's Mod

Garry's Mod

ttt_weekend_in_estate (v. 4.1) - Visuals Update!
Showing 1-10 of 12 entries
< 1  2 >
Update: 2 Apr, 2020 @ 5:41am

UPDATE v. 4.1

- tweaked pool T-trap - now its one time use and permamently sucks people down, pool glows red if trap is on,
- furter texture tweaks
- added promo banner for game I'am working on as level designer x)

Update: 22 Mar, 2020 @ 8:58am

UPDATE 4.0

- many -by hand- texture tweaks, mainly outdoors, it have way more depth if i say so myself

Update: 12 Mar, 2020 @ 12:22pm

3 updates in one day? Uhh why not xP

UPDATE v. 3.4

- furter texture tweaks (envmapmask) especially glass planes for paintings
- finally "fixed" mirrors, since they can't be fixed to work properly due engine limitations and overall map layout - I made custom texture which fakes pretty well broken mirror, regardless of use specular or not - really happy with this *workaround*
- fixed collision on boulder and tree stump near truck,
- killing zombie removes some of the spooky soundbites x)

i think in current state this map is pretty much in its "final" version, don't think I'll be updating anything major anytime soon.

Update: 12 Mar, 2020 @ 9:13am

tweaked credits texture to adress Modern Gaming Community x)

Update: 12 Mar, 2020 @ 7:49am

UPDATE v. 3.3

- tweaked bunch cubemap masks on certain textures which was bothering me (and not only me it seems :P)
- removed most of prop_physics paintings, and added more static ones to fill empty lookin walls,
- paintings which are prop_physics however won't interact with player, so they should not be annoying to step through if they fall down,
- added breakable glass plane on most paintings in main hallways, since they looked bit off compared to prop-paintings which had glass reflection on them,
- adjusted some of crickets sound positions,
- cuted out Raoul Duke speech from barmusic song, i think it was too long, also tweaked audio file itself since it was really strangely adjusted,
- added Elektronix to map credits banner, since he contributed alot to finding game crashing bugs and other map issues, well earned buddy x)
- somehow menaged to cut down map file size by wooping 5 mb xD

Update: 9 Mar, 2020 @ 10:09am

HOTFIX v. 3.2

Again special thx to Elektronix for pointing out spot where gmod crashes (around garage)

- fixed doorbell,
- tweaked some stuff around garage, also some decals - crashing should be fixed,
- added fake illusionary walls on corners outside, they look bit-off when looked from top of main estate fence but for now I think its better than just map being rendered on top of skybox (I'll try make it look better in future update)

Update: 5 Mar, 2020 @ 2:03pm

CRASH HOTFIX v. 3.1

Thx to Elektronix for help in finding the cause of crash near the broken wall near gate x)
Hope thats last of crashing issues there are, let me know if you experience more.

other:
- disabled dynamic shadows on random weapons and random ammo spawn points, there is many of them and shadows realy not doing much difference.
- somewhat fixed the hallway corner cubemap is not as obnoxious anymore, still slightly weird though

Update: 4 Mar, 2020 @ 4:40pm

3.0 SKYBOX UPDATE & hopely fixes

Let me just get out frustration first, somehow when i was troubleshooting the crash issue, trying to fix it and doing some optimisation, at some point I lost all input/output data so i basically had to re-do all by hand, all triggers , buttons , traps card spawn, the damn traitor tester, random sounds and more - which took few hours T_T agrhh well never mind its done, well mostly, made extra backup this time.

In regards of 3.0 update:

- quite solid re-make of skybox, that might be final skybox version (just some bushes seem too dark, might try tweak that)
- more optimisation - few leafsplits and mainly fade distance on some objects (I can do that better, didin't want go full ham on it right away, since I had some issues on my earlier map ttt_weekend_in_alley where some big objects been poping up if you had them in corner of eye - even like trucks while u stand next to it, they can dissapear on your eyes litelarry - so I do not fully trust this. I did do some testing on my side and seems fine but please let me know if you see any glitches in that regard);

other semi-important notes:
I set myself to update it tonight becouse of random crash some people have that I'am aware of, and wanted try fix it asap;

- I'am 99% positive occluders not causing the crash, i found place which always been crashing me, possibly some corrupted leaf calculation, adding more leafs fixed that, I did fair share of runing around and did not get crash;

- since I had to rebuild from scratch inputs and outputs and they've been quite rushed i might overlook some buttons or made them wrong, (although i tried test as much i could only thing i left over - for now- is blinking lights before they shut down when you cut power out that took while to do last time, so i rather not do it in hurry, powerboxes work as intended however, and stable map build is more important obviously!);

- removed bunch of random ammo spawns and physics objects, not much but just wanted drop entdata size (possible that could be also crash problem, wont hurt);

-turned particular physics paintings into statics to not take extra space, they been annoying to step over anyways and way too easy to bump into, and they seem to ignore "prevent physic enable on player bump";

-fixed few models which had mising DirectX 7 files, but there is still bunch which dont have it - mainly csgo props like said paintings, or some skybox buildings - luckly I did tested it on Dx7 and game should not crash u just wont see these particular models on dx7 (who even usees dx7 nowdays?) - In other words if you can run CS:GO you have nothing to worry about!;

I did quite alot in fairly short time, can't be 100% sure is "crash to desktop" fixed so please let me know if you see or experience any problems

Iam pretty happy with current map state and dont really plan do any more big significant changes outside optimisation and maybe seeing how vbsp detail would present.

Update: 29 Feb, 2020 @ 4:16am

2.5 HOTFIX

- plank to jump in pool is back,
- also changed so you cant just hover over the jumping plank if you stop mid-air when pushed up,
- tweaked some swing settings (still far from perfect), turned swing into physics_multiplayer, it starts asleep so wont move untill pushed, also can be destroyed - all these due very random game shut-down i experienced before - and my only clue is that it was possibly some swing physics freaking out which made it crash?, hopely not something else x)

Update: 29 Feb, 2020 @ 2:26am

BIG UPDATE - 2.5 !

Major stuff:
- really solid optimisation! (+fixed big problem that I did overlooked, considering areaportals at front side of estate)
- vault keycard now spawns in one of 16 different places around the map!
- when T-tester keycard will be put in one of two fireplaces it gets destroyed, there is ignite sound, and message, (alternatively traitors can toss it in one of bushes or even sandbox, it wont be destroyed but effectively hidden "in" sand or bush),

Map changes/updates:
- finally took time to properly improve quality of map by adding alot of details and extra props all around, in, and out-doors ,including adding some extra, better models from other source games, aswell as some i found on GameBanana - all packed in map - still only CS:S content is needed,
(proper credit will be mentioned in workshop description soon/later today, if it's not already)
- expanded canals area, also tweaked, and aligned textures in pipes much more nicely,
- u can turn on music with dialogue piece from Fear and Loathing at bar,
- both powerboxes to shut down lights on either floor been reworked - now they got 5s cooldown, and before light actualy shut down it will be blinking for 2-3 seconds.


Minor stuff:

- cupboard with drinks should be more responsive (sometimes it wont open untill you smack it with crowbar - no clue)
- one extra traitor trap at canals (same one as basement kinda)
- rised sound at shower trap even more,
- pooltrap should finally work as intended,
- extra ambient here and there,
- removed collision under balcony/patio at poolshack so is less likely that your playermodel head be visible from top side if you go under there,

Other:
- gave up on mirrors , imposible to fix without significant changes to map structure/layout - they are just broken now
- tried tweak swing a bit but i think i just made it worse
- oh SH*T just realised that by mistake I did remove jump to pool plank *facepalm* if some random update come up soon thats probably that! - on it!

Enjoy!