RS_Earthquake

RS_Earthquake rc1

BackSun

L1: Registered
Apr 4, 2019
22
3
The VPK Reduction Update

The biggest change this update was the slimming down of the custom VPK file, now it only overwrites a few things relating to the Headless Horseman; which means that the custom files don't need to be uninstalled if you want to play TF2 normally; and if you don't want to overwrite ANY files, I have also create a minimalist version that allows you to play the map on a server which has the full VPK installed.

changes:

+ Major:
- The custom VPK file can now be used all the time with almost no
noticable difference.
- the included VPK file now ONLY overwrites:
- the HHH's headtaker, this does NOT overwrite Demo's headtaker
- the HHH's spawn and death animation
- the HHH's particle effects
- the following english language tokens:
- "Demoknight" //ORIGINAL: horseless headless horseman (death cam name)
- "" //ORIGINAL: "%s1 is IT!" // what is said when a player becomes it
- "" //ORIGINAL: "YOU ARE IT! MELEE HIT AN ENEMY TO TAG THEM IT!"
- "" //ORIGINAL: "%s1 tagged %s2 as IT!"
- "" //ORIGINAL: "You have angered the Horseless Headless Horsemann!"
- "" //ORIGINAL: "You are no longer IT."
- "Game Over" //ORIGINAL: "Wave Failed"
- "You have all died!" //ORIGINAL: "The bomb was deployed!"
- "%s1% less melee damage" //ORIGINAL: "%s1% less melee damage when active"
-"" //ORIGINAL: +%s1% damage to self"​
- Although if you don't want to overwrite any files there is also now a minimalist VPK file that
includes only the files that are absolutely required and doesn't overwrite anything.
HOWEVER this does require playing on a server that does have the full VPK installed
and it will make things look worse.​
- removed the bot's second skin, they will now only be demobots
(this is because of the VPK change)
- the map prefix was changed from MVMs to RS (Robot Survival)
- this was done since soundscripts don't work on maps with MVM in the prefix​

+ Minor:
- some sounds added to the bots, including:
- taunts, now you can be insaulted by the brainless brutes!
- improved gib sounds​
- removed hud reload class cfg files, they weren't really needed
- The HHH is now no longer overrided via a custom VPK.
- in the autoexec.cfg cl_interp was reduced from 0.15 to 0.1
- a large amount of behind the scenes refactoring and entity reduction
- updated the nav mesh​

Bug Fixes:
- fixed a bug that allowed bots to walk through closed doors
- re-added a few decals that were missing
- the timer bot's outline will no longer be visible if outlines are enabled
- fixed an area where people could hide from the bots
- fixed a potential bug where rocket jumping too high would cause the game to think you died

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BackSun

L1: Registered
Apr 4, 2019
22
3
The main features of this update are:
- A much needed artpass for most of the map.
- Players no longer have to download any files*
- Fixing a few bugs that had been lurking since alpha 1
- Adding the ability to use the cheat room before the first wave.

* This is only possible if the source mod plugin "SM File/Folder Downloader and Precacher" by SWAT_88
is used. For those of you who don't want to use the plugin or don't
know how, you can have the clients install the custom files like before.
Instructions for both are included in the readme.​


My plan is that this will be the final beta update.
I have some minor polishing I need to do (replacing brushes with displacements for example), but the gameplay and logic is finally at a place that I am happy with.


Additions:

- Added door sounds
- The cheat room can now be used before the first wave
- Better skybox and graphics all around
- Modified the texture of the sapper to indicate that it doesn't do anything
(since I am unable to remove it)​
- Added instructions to the Readme on how to use the cheat room

Changes:

- Only show the text "play as spy until new weapons are unlocked" if the player doesn't choose spy on the first wave
- Got rid of the autoexec.cfg
- removed server bit rate commands
- moved some commands to the map cfg file​
- removed the need to use a custom file, most files will
now be loaded via the bsp
- HHH particles, models, and animations are now packed in the bsp​
NOTE: this may not work correctly if you play on a map that has the HHH beforehand
(none of the packed files will be used and the default HHH will be used instead of the custom demobot)
It also may cause slight changes if playing on a map with the HHH afterwards
(specifically particles may not change back and/or the animations may be different)​
- Removed 1 out of map bot spawn areas and added 2 others
- Updated the nav mesh
- Updated and improved the minimap
- Improved one of the unlockable doors in the waterfall room
- Decreased medic cost from 2 to 1

Bug Fixes:

- Fixed some windows missing shadows
- Fixed an exploit where players could stand on top of a building
- Fixed a bug where players could be counted multiple times on map load
- Fixed a bug where turning on the waterfall would mess up bot navigation
- Fixed a bug where using the cheat room to spawn bots would cause every wave afterwards to immedietly end
- Potentially fixed a bug where bots spawning too quickly or on top of each other would cause them to teleport out of the map, preventing the wave from ending
- Improved the readme

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BackSun

L1: Registered
Apr 4, 2019
22
3
This is it: the bugs have been squashed, the graphics have been polished, and everything has been packed up nicely for server use (provided you are willing to use two sourcemod plugins).

I hope you all enjoy.

This is my final planned update, the map is where I want it to be and I am happy with it. However, if you find any bugs or have anything you would like to say please leave a comment or send me a message. I will do my best to fix any problems you find.



Additions:

- Added text when upgrades or classes are unlocked


Changes:

- Lots of minor graphical improvements and changes
- The upgrade stations are now blocked during waves (this is to prevent you from loosing your health regen or other perks during a wave)
- shrunk the height of the pushing brushes on some objects so they can be blast jumped over more easily
- changed the critboost from "misc crit boost" to "canteen crit boost", this is so the crit boost effects sentries
- updated the nav mesh

Balance Changes:

- Engineers no longer take damage from their own sentry guns (since it was too easy be instantly killed otherwise, specifically when sentry damage was upgraded)
- Increased the max ammo regen from 0.1 to 0.2
- Increased max sniper charge damage from 2.5 to 10
- Removed the recall canteen since it didn't work as intended
- Removed the overheal upgrade since the defense powerup prevented it from working


Bug Fixes:

- Fixed door markers on the minimap working incorrectly
- Fixed the main door in the storage room not opening correctly
- Fixed the doors opening sound not stopping
- Fixed the water filter roof not showing up completely from a certain angle
- Fixed a collision by the water intake room control window
- Fixed a exploit where engineers could build before spawning
- Fixed a few decorative doors that players could stand on top of
- Fixed a bug where spending an uber canteen on heavy wouldn't give the 5 seconds of uber
- Fixed a bug where if the server wasn't set to sv_cheats 1 some commands/cvars wouldn't be run/set
- Fixed a bug where giants wouldn't have the correct health after round 10
- Fixed the bots killed counter getting stuck at 18
- Fixed bots falling in the generator pit

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