Garry's Mod

Garry's Mod

Dark Energy Construct : Dark Fusion Reactor [Reactor Sandbox Map]
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Update: 8 Jun @ 12:31pm

Hotfix
Slight update to Navmesh.

Also, the Navmesh filesize is now 14.62238119570772 times smaller according to windows 10's standard calculator. I have NO IDEA what happened there, but there it is.

Update: 7 Jun @ 1:51pm

- THE update -

--Additions--
Added 2 funni lookin fleets of small logistic(or fighter? idk) ships to occasionally fly through the Ravine.
Added proper light control panel in control room allowing turning the facility or control room lights, this switch depends on the new power breaker switch.
Added Power Breaker Switches in the existing power room near the main control room.
-'Lowpower' switch will toggle facility and control room lights, locking/unlocking the light control panel.
-'Highpower' switch will toggle the Particle Enrichment Systems as well as some energy beams outside the superstructure. [Do not touch this switch when one of the PES is working on a Fuel Cell! unless you're just causing chaos. And this is a game crash button if every single PES are working.]
Added more static unnamed lights.
-Using the new Lowpower switch, you can now refresh the power grid after it get knocked out by Stage 3 Meltdown damnit I forgor that I did a last minute change that lock that lever srry.
Added 1 weak jumpscare that cannot be easily triggered, so don't worry.[ignore this]
Added a one time debug button into the main control room that will play all sound then shortly stop it when pressed, it might help you a little on caching in all the sound effects, EXTREMELY LOUD! take caution.

--Changes and Improvements--
Made the annihilation startup a *little* more violent.
Reorganized the spotlights illuminating the PES ports, resulting in less spotlights but better alignment to the ports.
Added some more background noises during reactor startup sequence.

--Fixes--
First Superstructure Elevator bottom button now no longer move and get stuck.
Upon map load or reset, the light will turn off and on once to hopefully fight the bug where darkness would shroud all the props. If they consume the props again, do it again!
Alarm panel should now be able to mute the Red alarm.

--Something that got broke?!?--
The nodegraph shipped in this addon got older than the BSP and would get rebuilt by default and may produce empty graph for you. To counter this, open the console and enter "ai_norebuildgraph 1" BEFORE loading the map. If it still won't work, go into the garrysmod/maps/graph folder and delete the "gm_darkfusion.ain" which has 1-2 KB size then try again. Enter "ai_show_connect" to check if the graph is now there. (This probably happens because I didn't bother placing the actual ai nodes in hammer and manually placed nodes in-game using nodegraph editor addon. whoops)

--Other--
Added a dedicated secret end texts to handle the extremely-unlikely occasion of someone throwing something a lot more pretty than a stasis cell into the reactor core for totally no apparent reason and somehow kill the stabilizer. I'll save your efforts and tell you that there's no new changes in the events, just some texts. so if you don't want to, you don't have to go out there and download another completely unrelated addon to legitimately trigger this small thingy.

Update: 6 Nov, 2024 @ 6:14am

-Added Nodegraph for NPC navigation. Kind of working. The map now have both Navmesh and Nodegraph.
-Repacked the BSP to remove the wrong nodegraph in order for the new one to work.

Update: 4 Nov, 2024 @ 10:08am

Initial Release.