Garry's Mod

Garry's Mod

46 ratings
rp rockford glife new
   
Award
Favorite
Favorited
Unfavorite
Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
1.360 GB
18 Oct, 2024 @ 9:59am
4 Jun @ 6:10am
7 Change Notes ( view )

Subscribe to download
rp rockford glife new

Description


Hello everyone 👋

after several years of not paying much attention to this map, which has gathered quite a bit of dust, I'm back to present a much-improved version. Indeed, I've continued practicing on the Source engine and have gained a lot of knowledge.

I'm pleased to introduce rp_rockford_glife_new_v1b.

In this major update, you will find:



  • A new jewelry store
  • New apartments
  • Ambient sounds
  • New lighting
  • New Detail.vbsp
  • French signs to stay consistent with the French theme
  • General optimization
  • Significant reduction in map compilation time, from 4 hours to 16 minutes
  • Fix for the 64-bit bug
  • Fix for texture issues
  • Added reflections
  • Added texture relief
  • Minor bug fixes
  • HDR correction
  • Added lighting respecting color theory
  • New 3D skybox for more immersion
  • Correction of some elements placed too high
  • Added graphical details
  • Added models
  • Propper
  • T-junction fix
  • More



  • Pichot (original creator of map)
  • Steinman (florida, riverden)
  • Fishke (Unioncity Southside Nycity)
  • De_zoo
  • Evocity
  • De_campus
  • Rockford
  • TrueNorth
  • Forest
  • LeftForDead2

[discord.gg]




Popular Discussions View All (1)
22
2 Mar @ 1:27pm
Bugs report
Cheesegoat
20 Comments
nykez 30 Jun @ 5:30pm 
Very cool! Good to hear!
Cheesegoat  [author] 30 Jun @ 2:40pm 
Oh sorry, that was really a bad translation on my part — I don’t speak English so I use a translation tool. Actually, no, I managed to reduce the compile time thanks to a technique I now apply to all my creations. I manually reduce the portals by not leaving gaps between elements, lowering the brushes so that everything is uniform, and I also lowered the skybox where necessary. I also made other improvements. The other version, the V1, was really poorly designed — too many complex brushes, the sky was too high, and so on.
nykez 30 Jun @ 2:32pm 
Because I asked you "Did you single viscluster the entire map" and you said "Indeed". And bringing compile times down from 4 hours to 16 minutes is a sign of no-vis being calculated.
Cheesegoat  [author] 30 Jun @ 1:29pm 
@nykez

I don’t understand why you’re saying there’s a viscluster running through the whole map, because that’s factually incorrect. On the V1 map, yes, there was one — but that was because I didn’t know the engine well enough at the time and I made mistakes like that. However, this version doesn’t repeat the same mistake. There is no viscluster at all in this version. I invite you to add me on Discord or Steam so I can send you screenshots of the VMF to prove it to you.
nykez 30 Jun @ 8:02am 
@Cheesegoat

That is a terrible idea. Viscluster the whole map may make compile time faster (ofc), but the map will run like shit. Because you're not allowing the compiler to do vis optimization. Basically you put the whole map into a single vis. Ex: stuff will render across the map because the engine think its in the same vis. This map will run like shit on a multiplayer server.
Cheesegoat  [author] 5 Jun @ 11:49am 
Hello, you can buy them, look description
[ARP] Kinppy 4 Jun @ 4:13pm 
vmf?
Cheesegoat  [author] 27 May @ 1:40am 
Indeed, in the old version of the map—which was not without flaws—there were mapping issues, such as the incoherent use of VisCluster. However, in this new version, those problems are no longer present.
nykez 26 May @ 5:21pm 
Did you single viscluster the entire map? Lol