DevBlog (?): gm_flatgrass_water_v6

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Xseba360
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DevBlog (?): gm_flatgrass_water_v6

Post by Xseba360 » Thu Aug 23, 2012 5:32 am

So, since i saw new flatgrass in GMOD 13 beta and it looked awesome, i decided to bring it also to our server, just to stay updated :>

Fixed/Added/Changed
  • Whole new flatgrass area.
    • 3D Skybox, visible only on the flatgrass area.
  • AI nodes on whole map.
  • Pretty plant pots on water area.
  • Fixed water texture on water area.
  • Changed design of admin teleporters:
    • As Ant said, it's a cave. What such room would do in a cave, tbh.
  • Fixed dark area on overwatch around teleport, near to the middle building wall. (dark thing, where on singleplayer and actual dm_overwatch was a truck.).
  • Added ladder at spawn and at water area (for noobies stuck in water).
Broken
  • Some textures at brushes that were nodraw, turned into other ones when decompiling, (Overwatch, Construct) did you encounter this problem when decompiling them for V5 too, Ant?
To Do
  • Ask Ant for the V5 VMF so i can see if problem with construct and overwatch exists there too, if no, i could just copy them to V6 of mine.
  • Make the building at water enterable maybe
  • Remove incorrect nodes at the map (ai_nodes -> red wireframe boxes).
  • ??? - At the moment cant think of anything else
I'll edit this post and make some screenshots later to keep you updated.

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po0ka
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Re: DevBlog (?): gm_flatgrass_water_v6

Post by po0ka » Thu Aug 23, 2012 11:35 am

Flatgrass isn't flat anymore if there are hills all around.
I never understood garry at all for this.
Keep in mind that what i say is not static, it is dynamic.
Years, months, weeks, and days after i say something, i can say the opposite.

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Xseba360
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Location: Poland

Re: DevBlog (?): gm_flatgrass_water_v6

Post by Xseba360 » Thu Aug 23, 2012 12:56 pm

po0ka wrote:Flatgrass isn't flat anymore if there are hills all around.
I never understood garry at all for this.
hills are only in 3d skybox.
there is also FLATGRASSWOOD (holywood) in there :p