Garry's Mod

Garry's Mod

rp_venator_vfinal
 This topic has been pinned, so it's probably important
[TSF] Mason 1290  [developer] 15 Feb, 2019 @ 12:18am
Update notes
because alot of people dont know where the update notes are. ill put them here.


Updated: October 6th @ its 7am!?

The Unique Update

changes:

-DB recolored
-added gravity generator
-Physical shield for SHB controlled by aux generator
-Grav gen and Aux gen have been given 10sec lock releases, buttons located on bridge blue pit
-ER blast door release added
-Core plug socket now larger for easier plug-in
-removed kill trigger at bottom of map due to many requests
-improved the quality of the hyper space tunnel
-added spawn room door lock indicator
-added lock to Env-Sim door
-added lock indicator to Env-Sim door
-added lock system for 2nd floor sims
-added shutters for 2nd room sim privacy.
-2nd floor observation floor now see-through both ways
-Gamemaster room rehauled
-widened skygate more
-added forcefield door enforcement to all blue-ray (Atmosphere) shielding. -needs bridge controls still
-remade the floor sounds
-added light Digital Signal Processing (Echo system) to the map
-cleaned the bridge textures a little
-tweaked the bridge pits to be wider
-moved DB and Event Starting soon call buttons to DB
-relocated quick responce hall from bunks entrence to training room.
-fixed MHB access doors from 2nd floor lobby.
-hyper map optimization (A technique where you create render blocks for nearly every room or area of the map)
-slight improvement to env-sims (different map sector, different optimization, its still rendered by itself away from the main ship though)
-removed windows looking into showers and bathrooms for optimization... and they just arnt needed.
-made barrier glass around MedBay main desk
-relocated OOC lounge out of map to not disrupt the main section of map
-added a theater to OOC lounge.
-made slide rail for cantena grill in OOC lounge
-made privacy stall for jail cells
-slight edit to brig
-added official supply room
-remade the medical station on 2nd floor
-removed prop despawner in brig
-removed prop despawner in spawn
-removed player block in jail
-made Admirals room larger
-added airlock outside bunks area
-changed skybox to a new, higher quality skybox, voted on by several communities.
-made ship destruction event.
-made it so normal gravity guns (not the physgun) can pick up reactor plug, for engineers (normal players) to reinstall it.
-removed windows on grav gen and power gen rooms for security optomization.
-tweaked bridge textures
-added Unique Sim, The Citadel. Remade brush-by-brush from my thf venator By Hotel, Spyshadow, Visto.



========================




Cut Content Update 2(?)

This update is to re-add some cut-content to the map. This is most likely the last content update to the map, bugfixes might keep coming in if any are found.

Somehow the last .vmf got oversaved by a version with less cut content in it and had some prototyping in it that came out to look like bugs. Soo. cool.


Changes:
-faster medical dispenser on 2nd floor
-DB revamp (as it was intended to be, not halfass)
-added a door to security checkpoint, at the white-red stripe line, moving the lockable function to that door rather than to the front door of security area.
-Court room revamped to fit a 'jury' behind the judge's stand.
-immediate access to the plaintiff and defendant's personal meeting area connected to the court room
-area outside court room pulled in closer to lessen that deep unneeded space.
-area in jury room ontop of court room also made smaller
-Core meltdown activation is no longer an RP function. it is now a GameMaster function that has the ability to be saved by the players in RP. The meltdown switch is now located in the GameMaster's room. (this change was made to further avoid minges from killing the ship, or people not knowing what theyre doing with the engine room. Now the meltdown is an event all in itself)
-made the env-sim corner fillers invisible from the spectating platform so spectators dont need to take a hike to see the sim.


Fixes:
-fixed the DB cut walkway (from the revamp of the DB the first time)
-fixed the skybox when the jump is activated
-quarantine light in security room now turns off when quarantine-lift button is pressed
-some rocks and trees where better placed in the Env-Sim rooms.
-a broken optimization system for MHB that wasnt fully fleshed out in the version of the map that was previously uploaded, now its fixed and working
-sound systems for shields, computers, electric systems, and vents are now fully functional giving a better soundscape to the ship in specific areas.
-fixed the lighting of the env-sim room at night time to better light some area still rather then just all always pitch black


===================================




Updated: March 3rd @ 12:00pm PST

Cut Content Update

This update is to re-add some cut-content to the map. This is most likely the last content update to the map, bugfixes might keep coming in if any are found.

changes:
-2nd floor ramp, revamp.
-adding a separate central ATC for both SHBs.
-added SHB to MHB ATC walkways.
-SHB connection port and SHB entrance shield buttons moved to central SHB ATC.
-DB revamp.
-further optimization for the changes.
-3D skybox enlarged.


===================================



Updated: Sep 24th @ 8:00pm PST

Role Play Update

This is the Role Play update. it is the largest update and the last update of rp_venator_vfinal. any other updates will be for fixes from here on out.

I thank you all for your support and the team for helping raise the bar of what an RP map should be now today. Anything less, is less.

all changes are as follows:
-added bathroom and shower rooms to 1st and 3rd floor
-added utility rooms located on 1st floor and 3rd floor
-Mega-sim added
-more vents added
-added jedi archive
-added jedi vault
-added new room for jedi hall
-added kill trigger to map located outside the ship, activates when hyperspace is active
-windows have been implemented
-added small bar to cafeteria
-added small stage to cafeteria
-added shutters to multi-purpose rooms
-added targets into long firing range in training room
-Bacta tanks added to medbay
-star charts added to bridge
-added medical dispenser to 2nd floor
-added player-clip barriers on connecting bridge to VIP cells from brig
-added some props in brig
-added some props in ER
-added some props to Medbay
-added ray shield on first floor to block radiation leaks into the upper section and training room
-added togglable physical shield to port between MHB to SHB
-added a bit better lighting to 3rd floor and 2nd floor

-Removed Citadel Sim due to lack of people interested
-removed all easter eggs and sounds linking to them
-removed the texture of the skygate and moonpool looking out into space, this was due to complaints of obstructed view outside the ship. its now back to the regular blue shield from v1,2,3
-removed some walls in brig making it less clausterphobic

-re-arranged city sim, making it into a killhouse
-just about doubled the height of all Env-Sims for aircraft and tall structure spawning
-cleaned up quick response hallway
-simplified alot of corridors
-re-arranged spectator boxes in the side sims on 2nd floor and removed the one in the middle sim
-made heavy doors on bridge toggle security doors accessible through buttons next to door or security room
-remade security desk's window
-MASSIVE optimization pass
-redone all first floor lighting
-retextured the 1st to 2nd floor stairwell
-Remodeled the bridge's window design
-reduced the size of the court room's private meeting areas to its left and right

have a happy holidays!



===================================



Update: Sep 1st @ 5:04am PST

Last Major Update

I need to thank the devs, the communities, the staff and the players. Feedback, Communication, Communication, Testing, Communication, and Feedback to get us to where we are right now.


This is our largest update yet. Bringing in alot of changes and updates to current features. Things that where even right there at the end of our finger tips, or right in front of our faces that should have been obvious. But made apparent thanks to the feedback and ideas of all those who have helped provide it. Thank you.

This update is one of the LAST MAJOR update to the map. There will be bug fixes and the like if any are found. obviously.
===================================

Medbay received love that it really needed. The Medbay had alot of space in it that wasnt being utilized or was just too large to be used proficiently enough. So, in the expansion of the medbay, there where 2 sectors that we could improve upon. That is the massive space in the back, and the lower section.

https://strawpoll.com/gss3yx3e
The Medbay as received x2 dedicated surgery rooms located in the back, this cuts off one of the medical rooms and cuts the medical bunks in half. As both where not being used too much, this seams to be what people wanted.

The sub floor of the Medbay was changed up as well. The quarantine room has been thicken, pushed back to the back wall, and an annex built around it. This was from the idea of people wishing for a 'lab' or a more RP way for medical battalions to RP without other players. Now they get a big white clean room!

-
So a function of the CR room that was added a wile ago was to prevent people from escaping the room by 'alt-e'-ing on the 3d2d text screens and getting off, to glitch themselves through the walls or ceiling. To combat this, we added in kill barriers in the balls to kill CRs from trying to exploit out. But the staff of multiple servers got pissy that they could no longer noclip into the CR room. so demand for it to be removed. after a vote, https://strawpoll.com/1bwk9zdd
we did so.
-

More:

-Added more observation to the multi-purpose rooms
-Added a second floor to the VIP bunks
-Added alot of new features to the Desert Env-Sim
-Added more cover for the Citadel Sim
-Added railing infront of the door leading from MHB to 2nd floor
-Added kill trigger to the bottom of the map
-Added indicator lights to every silent alarm button around the ship to show that its on
-Added a security door to Medbay for a bit of extra RP reasoning

-Fixes the terrain and cover in the Snow Env-Sim
-Fixed the doors in the Snow Env-Sim
-Fixed the Alarm for Medbay
-Fixed lighting in MHB
-Fixed the Elevator kill system a bit more

-The CR Door now starts unlock on map start due to many requests and no one confronting the issue.
-We increased the size of the Jedi's dedicated Multi-purpose room by x2.
-Increased hangar door size in MHB's ceiling door, can now fit LAATs through

Other Changes:

-Readded some of the crap outside of the ship, but only around the ports of the SHBs where people can see them.

Cut Content (ALL):

-Venator destruction mechanics (performance issue)
-Venator getting broad sided by a CIS Ship (optimization issue)
-Venator exploding (not needed)
-Push mechanics to push players and ships to the back of the map really fast and kill them when venator enters hyperspace. (didnt work with the ships)
-windows looking outside the ship (no place to put them)
-airlocks (no place to put them)
-turrets (not needed)


====
====

Update: June 7 @ 8:01am PST

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: May 17 @ 11:49pm PST

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 from the Env-Sim Rooms.

The addition of the Citadel was a good chance 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, it 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%
-and yes... the engine sprouts are now back...

========

Update: Mar 1 @ 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: Feb 9 @ 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: Jan 30 @ 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!

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Update: Oct 18, 2018 @ 2:27am
Bug Fixes

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Update: Oct 1, 2018 @ 12:29am
Repacked with textures that wouldnt work if you didnt have EP1, EP2, or CSS.

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Update: Sep 27, 2018 @ 11:10pm
Public Launch

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Update: Sep 27, 2018 @ 3:06am
Closed Release
v.152.Dev

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Update: Sep 26, 2018 @ 11:49pm
first upload
Last edited by [TSF] Mason 1290; 6 Oct, 2020 @ 7:38am