Garry's Mod

Garry's Mod

System Shock 1 - Medical Level
Bugs, requests and questions
There's a misplaced texture at -1885 924 160:
https://i.imgur.com/FhPxeT1.png

Any ladders cannot be used:
https://i.imgur.com/V93rBgs.png

While not a bug, you could add selfillum mask to textures like this so it matches the original: https://i.imgur.com/ciugyjS.png

Missed point sample at 929 -757 160, seems like most animated textures are missed:
https://i.imgur.com/ILQiz5l.png

It seems like most buttons are smooth too, 1398 -445 233:
https://i.imgur.com/KZf7ARj.png

825 -25 366:
https://i.imgur.com/aVSgisw.png

Something pitch black at 1026 1642 119:
https://i.imgur.com/8J4XF7E.png

Lighting at respawn room looks wrong:
https://i.imgur.com/DGaVaKE.png

You can see the part of the map at -432 2095 221:
https://i.imgur.com/rilpOV9.png

This doesn't look right, 116 2119 66:
https://i.imgur.com/JBcGqV7.png

Either the camera counter doesn't work or I'm missing something. I destroyed them all and nothing happens next. Camera_1 is the one that shows stuff on the monitor and it's invisible and cannot be broken, same for camera_2

I found a grenade. What's it for?

Could you add surface properties to some textures? Like grass and metal walls
Last edited by Geisteskrankenchan; 11 Jun, 2020 @ 2:35pm
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Showing 1-14 of 14 comments
Master Anyon  [developer] 20 Jun, 2020 @ 12:18pm 
Oh, my. I didn't see this until I uploaded an update, but I can address all of these issues:

For the first issue, this is a switch cut. This should be filled in this next update.

For the second issue, ladders just haven't been implemented. I will see if I can get them thrown together for the next update.

For the third issue, any of my textures that are not animated are also not lit up. I will get them all finished up when I get some time to work on the next batch of textures.

For the forth issue, a lot of the screens are going to have to be redone. I am going to wait until more stuff that needs to be done is done. Same with buttons, because in the fifth example, the texture is wrong and needs to be the slightly more red one.

The sixth issue is also a switch cut, and was filled with the next update.

The seventh issue is supposed to be a screen that changes its number randomly until the nodes are destroyed. Not yet implemented. Maybe I will fill it with a generic screen until that gets added, or I can just remove the cut out for now?

The eighth issue will be addressed eventually with a lighting overhaul.

The ninth issue is probably another cut geometry that wasn't filled, but the image won't load for me, so I can't verify if it was fixed.

That last link is definitely one I haven't seen yet, I will get it patched for the next iteration.

The camera counter doesn't work, and I haven't really been pressed yet to work on it. That will be addressed in due time. The security level factors in the nodes, so I will wait until they are built and added, so I won't have to redo level security stuff.

The grenade was to destroy the camera, which is locking the red force door at the end of the hall. I don't recall if the build had it working, but it should be working now as intended.


Please don't think I am dismissing any issues, I plan to correct any issue that gets addressed, so please feel free to let me know if you run across any other issues, no matter how small they seem!
Last edited by Master Anyon; 20 Jun, 2020 @ 12:23pm
Geisteskrankenchan 20 Jun, 2020 @ 12:23pm 
Thank you, I'll continue to monitor the new updates and check the map for anything out of order.
As a side note, it'd be nice if you had a button somewhere to enable original soundtrack for the map
Last edited by Geisteskrankenchan; 20 Jun, 2020 @ 12:25pm
Master Anyon  [developer] 20 Jun, 2020 @ 12:29pm 
I think the next update has one of my recordings on it, I had it added, but was worried people would find it annoying. I was thinking of adding an on / off button near spawn point, so people can choose to listen to it or not.
Geisteskrankenchan 20 Jun, 2020 @ 12:43pm 
So far I only found a small gap in the bridge, but it might be like this in the original game for all I remember: https://i.imgur.com/AhtFOu1.jpg
The lightmaps on the transparent bridge make it near invisible: https://i.imgur.com/U2fDyeA.jpg
Also the charging units stopped replenishing armor now, instead they just play a sound and that's it.
Master Anyon  [developer] 20 Jun, 2020 @ 1:20pm 
That gap was in the original. I think. I will fire up DOSBox and double check.

Also, the chargers and the bed use console commands to spawn 7 items, then remove the ones you don't need. The map should be enabling sv_cheats in order to make this effect happen, but if sv_cheats is off, it won't work and just makes noise.

*Garrysmod disables cvars from executing from within a map since, apparently, it was being used maliciously. I will need to find either a work around, or just accept the default Source charge system.
Last edited by Master Anyon; 20 Jun, 2020 @ 9:42pm
Geisteskrankenchan 25 Jun, 2020 @ 11:49am 
One of the starting spawn points to the right is too high, you get stuck in the ceiling.
Also I'm waiting for the elevator music :)
Master Anyon  [developer] 25 Jun, 2020 @ 1:36pm 
I will have a look at all of the spawn points and correct it when I get home. I changed the music so it won't autoplay when the map starts. I felt that would be annoying if multiple people were in the game and some of them aren't jiving the retro musics, or just didn't want to hear the same loop over and over. When you spawn, on the left is an on and off switch. You should be able to toggle the music there.
No no, I meant the music in the elevator room where you go to other levels, I saw the switches for the ambient soundtrack already
Master Anyon  [developer] 26 Jun, 2020 @ 4:16pm 
Oh, my bad. I missed that part. I shouldn't respond to these at work. I will see if I can add it for the next update.
Do you think you could turn some of the recent func_wall entities into func_detail? It's not a big deal but there's a func_wall chair which teleports you to the center of the map when you try to sit on it with the "Sit anywhere script"
Some func_detail pass wouldn't hurt anyway, there are plenty of small brushes on the map which shouldn't affect vvis.
Master Anyon  [developer] 1 Jul, 2020 @ 11:11pm 
Yes, it's already done on my end, but I have some more optimizations I need to do first before I release an updated map. I downloaded the mod to see what happens, and I will see what a suitable solution will be for both spawning at map center, as well as getting stuck in the ceiling. It's really odd that moving a chair with the physgun fixes part of the error, even though their isn't like an origin flag. So, that's fun. The geometry was very deliberately built in such a way where every single wall, ceiling, and floor is needed to prevent leakage. There may be a few exceptions, but I'd have to hunt for them. It was originally made in Half-Life 1, and mapping was much simpler without such considerations. When I get closer to having a lot of the other stuff hashed out, I will change up some of the geometry so some of it can be set as details.
I remember seeing this level in HL1 either on YT, Gamebanana or Moddb, small world if that was yours
There's some weird invisible door here that can take you below the level geometry: https://i.imgur.com/1OsOWKg.png
Master Anyon  [developer] 5 Jul, 2020 @ 3:34pm 
That door (along with the door above) are not meant to change, and should remain "open", this is to give the illusion that the floor and ceiling are solid objects. This was necessary to deal with lighting on a wall that starts either clipped into the floor, or clipped into the ceiling. Nothing should be allowed to open or close those doors. Can you give me an idea on how these doors are taking you into the floor? I think I just need to change minor details to fix it, if I can reproduce the issue...
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