Garry's Mod

Garry's Mod

SlashCo (Beta Version)
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Update: Sep 29 @ 3:44pm

## Porchlight
[#] Fully implement it.
I have no idea how the SlashCo VR one works, so I just had a little fun.
It will create THE SUN.

- Slashers are randomly stunned each time their inside is light. With good RNG, it can happen that they won't be stunned for a few seconds.
- Survivors are safe inside of its light.
- You preferably shouldn't be near it when it's about to end...

## Other changes
[+] Added the ability for items to display tool tips.
(still needs a bit more testing on different resolutions)
[#] Fixed Borgmire having an error when chasing
[#] Fixed an error with Watcher using the wrong variable.
[#] Fixed an error with manspider
[#] Fixed Slasher selection ignoring danger level and class since I forgot to uncomment two lines :sob:
[#] Fixed fog color not being accounted for.
(Now, if a fog_controller exists on a map, it will use the set fog color instead of always being black)

## AudioSystem changes
[+] Added delta updates to reduce networking of sounds
[+] Allow sounds to play per entity instead of being globally limited to 1
[+] Implemented delta recovery in the utterly rare case the client forgets a delta table???
[+] Partially implemented raytracing audio code
(Idea is that this could be used for sounds that should change based off the environment and objects though it still needs lots of work)
[#] Fixed it using GetPos instead of EyePos causing small inaccurate audio positions
[#] Fixed a lot of StopSound calls who were missing the slasher/entity to stop the sound on.
[#] Fixed a typo in sound field `forceSterio` -> `forceStereo`

Update: Sep 14 @ 4:39pm

[#] Fixed Tyler having an error when spawning
[#] Fixed Jonkler cart always rapidly increasing the anger of all slashers
[#] Fixed Slasher Selection screen, allowing one to pick any slasher ignoring class & danger limits
(Also added serverside verification to enforce these limits now properly since a client could have always sent any slasher they wanted)
[#] Improved Slasher Selection screen code to not always recreate the entire selection screen when you select a slasher.
[#] Fixed Costco pizza erroring since I forgot to pass the dmg object to the `ITEM:OnOwnerTakeDamage` function.
[#] Hopefully improved error handling when a slasher fails to spawn properly
It will detect now if a slasher failed to spawn properly and will attempt to spawn them a second time, if it fails the slasher is moved to be a spectator.
Preferably this should instead allow the slasher to select a new one, though for now this will be a temporary fix.

Update: Sep 9 @ 9:05am

[+] Added a Newports eat sound
[+] Added Jonkler cart sound to content for later use.
[+] Partially implemented Jonkler cart
[+] Force a door use delay of 0.2 seconds
(When used, doors also have a random rare chance to break)
[#] Increase brick knockback on players
[#] Fixed beer kegs exploding when they weren't activated.
(happens when they spawn as map items)
[#] Fixed Slasher SpawnDelay using the wrong variable
[#] Changed Tyler to no longer reset his time when he was found
(Instead, now it can be reduced by up to 15 seconds.)
[#] Allow Newports to spawn on maps
[#] Lowered Newport Menthols price to 40
(When used the fog will decrease for a random time between 140 up to 200 seconds)

Update: Sep 9 @ 6:49am

[+] Implemented missing code for SLASHER.SpawnDelay to take effect
(Slashers can use this to reduce their spawn delay, allowing them to spawn sooner.)
[#] Fixed an exploit that allowed anyone to switch teams, breaking a lot of things.
[#] Fixed an exploit that allowed anyone to pick any slasher even if they were never meant to pick one.
[#] Did some cleanup in slasher picker code
[#] Made SlashCo.Abort also prints the abort reason into the console.

Update: Sep 5 @ 10:25pm

[#] changed gamemode folder back to slashco.
(I had changed it to be slashco_beta, though its actually a stupid & shit idea)

Update: Sep 5 @ 10:15pm

[+] Added `Costco Frozen Pizza` and a few others yet unfinished items (`Newport Menthols`, `PorchLight`, `Evil Jonkler Cart`, `JelloCup`)
[+] Added `ITEM:OnOwnerTakeDamage` for items to cancel damage if a player is holding them (used by the `Costco Frozen Pizza`)
[+] Added `PLAYER:PlayDamageSound` and `PLAYER:TakeDamageWithEffec` for later use
[+] Added higher quality footstep sounds to abomignat.
[+] Added a swing & rage scream to Abomignat (rage screan is used when he's hit by pocket sand or a beerkeg)
[#] Fixed beerkeg always exploding on impact. (Had added a +10 in testing :sob:)

Update: Sep 3 @ 4:30pm

[+] Added Beer Keg as an Item.
(Deafens slashers for a minimum of 25 seconds + 2.5 second * their perception - They will be unable to see any Footstep notices)
[#] Fixed Slasher's clientside effect possibly not working
[#] Renamed HatMan files
[#] Fixed a lot of entities being deleted on cleanup when they shouldn't be.
[#] Fixed SlashCo.BustDoor being broken because of the last changes.

Update: Sep 1 @ 1:39pm

[#] Fixed a potential error inside of `SlashCo.BustDoor`

Update: Sep 1 @ 12:40pm

[#] Fixed additional generators not spawning at all.
[#] Changed additional generator count, for every 6 (previously 8) additional survivors, there will be 1 additional generator now.

Update: Sep 1 @ 12:09pm

# General changes
[+] Added `soundData.unreliable` field used to send sounds as an unreliable message.
This field is mainly used by slasher footsteps, as those are really short sounds & don't need to be reliable.
Sending them as unreliable greatly reduces networking delay and should reduce sound delay for higher pings

[+] Allow the new AudioSystem to play the same sound for multiple entities instead of limiting it to unique identifiers.
(This will solve any issues with sounds cutting off if the same slasher exists multiple times/if the same identifier was used on different entities)
[+] Added a new Slasher function `SLASHER:CanJumpscare(target)` for future use.
(Return true to cancel the jumpscare)
[+] Added `mapambient` and `document` sounds for future use (hopefully later this week).
[+] Added new database column `Experience NUMBER` to the `slashco_master_database` table for future use.
[#] Fixed yet another error with `sc_crimclone.lua`
[#] Fixed intent of some files (spaces to tabs)
[#] Fixed document UI showing the slasher name even when you don't have the document unlocked.
[#] Fixed `SLASHER:OnBalanceForPlayers` not being called after an autorefresh, causing variables to be screwed up when testing.
[#] Changed how `SlashCo.BustDoor` works to break double doors instead of just one
(just like how Player:SlamDoor works)

# Brick (Item)
[+] Made it more brick like (They now have knockback against slashers)
[#] When thrown it has a 1/5 chance on breaking on impact
[#] Increased the throw strenght when throwing them
(be careful to not hit doors or you might break them :skull:)

# Note for the following changes below
The number `additional survivor` is centered around the default max survivor count which is 6.
This means that this number can range from -5 (when 1 survivor plays) up to any number like 12 when (18 players are playing)

If a change only says only increase or only decrease, then it only applies to additional survivor's being above 0 to increase or below 0 to decrease.

For Variables, in the code most of them have an added comment if anyone is curious to know what they exactly do if the name doesn't reveal it already.
Every mentioned variable often has in braces their default value noted to make the increase/decrease clearer.

# Changes that apply to all mentioned slashers below
[#] Singularity is now applied inside of `OnBalanceForPlayers`
[#] All Slashers use the new AudioSystem for Footstep sounds.
[#] Some cleanup for `SLASHER.Footstep`

# Abomignat
[+] additional survivor now also influences following things:
- SlashCooldown, only can increase by 0.2s

[#] renamed `SlashCD` to `SlashCooldown`
[-] Removed false LagCompensation inside a timer.

# Amogus
[#] Tried to fix his fuel can disguise sometimes not working/the fuel can being on hip level and not on the floor.

# Bababooey
[+] additional survivor now also influences following things:
- Number of clones(1), 1 more clone for every 4 additional survivors, can only increase
- AppearCooldownReduction(0s), increases/decreases by 0.25s
- CooldownReduction(0s), same as above but 0.01s

# Borgmire
[+] additional survivor now also influences following things:
- PunchDamage(35), increases/decreases by 1.5
- ThrowStrengthForward(1600), increases/decreases by 30
- ThrowStrengthUp(800), increases/decreases by 10
- PunchSlowdownDiv(2), increases/decreases by 0.05

# Criminal
[+] additional survivor now also influences following things:
- AdditionalClones(0), 1 more clone for every 4 additional survivors, can only increase
- AdditionalSpecialClones(0), 1 more clone for every 5 additional survivors, can only increase

# Dolphinman
[+] additional survivor now also influences following things:
- HuntPowerDiv(1), increases/decreases by 0.1, cannot go below 0.5
- HuntPowerGainDiv(2), increases/decreases by 0.02, cannot go below 0.5

# Male 07
[+] additional survivor now also influences following things:
- PrimaryDamage(50), increases/decreases by 2
- GameProgressMult(1), increases/decreases by 0.05, cannot go below 0.5

# Manspider
[+] additional survivor now also influences following things:
- NestedRange(1000), increases/decreases by 50
- AdditionalAngerMult(0), increases/decreases by 0.05, cannot go below 0.5
- JumpStrengthForward(800), increases/decreases by 30
- JumpStrengthUp(200), increases by 5, cannot decrease

# Princess
[#] If we have above 0 additional survivors, the ChaseSpeed is increased by 7.5 per survivor, if we have less than the default, we only decrease it by 2.5 per survivor

# The Watcher
[+] additional survivor now also influences following things:
- SurveyLength(10s), increases/decreases by 1s
- SurveyCooldown(100s), increases/decreases by 2.5s

# Tyler
[#] Remaned function `SwitchForm` to `TylerSwitchForm` and made it a global function.
[#] Fixed him marking players as seen when he shouldn't.
(He now only marks a player as seen when he's the destroyer)

# Sid
[#] He will now actually eat the cookies a survivor is holding instead of killing them :sob:
[#] Changed handling of SidGunShoot to remove an unessesary timer.