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TOPIC: [SSRP] Evocity Changelog

[SSRP] Evocity Changelog 1 year 10 months ago #1400524



rp_evocity_zarp_v33x

Changelog:
- Made the warehouse in the outskirts appear more suitable for Nuclear Scientist job
- Modified building in the shopping district to make up for a casino
- Elevator base opposite spawn has a bigger room as you reach the top (Thanks to Nafe)
- Elevator base opposite spawn has windows you can look out of (Thanks to Nafe)
- Added more spawn points to avoid players instant killing each other
- Added a ladder in the Nexus elevator shaft
- Added event and desert arena
- Added PvP arena
- Modified the lighting and skybox to look more vibrant
- Fixed some leaks
- Optimizations
- Several out of map exploits has been fixed //please report these in a confidential manner if you find more!


I will continuing work on the map to deliver a much better experience, you will see a brand new bank, the return of the GenCorp & Casino buildings and more to come. I am still working on fixing bugs and out of map exploits, as this is a fairly big map, we need the community's help too to find some of these. I have no estimate when the next version will be done but I will be working around the clock to deliver these as soon as possible, but for now I hope you enjoy the ZARP Evocity experience!
  • Clarky
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The following user(s) said Thank You: Nafe, OnionRings

[SSRP] Evocity Changelog 1 year 7 months ago #1406111



rp_evocity_zarp_v1-v2

I would like to preface this by giving Clarky a massive thank you for getting me into map development and helping me learn the ropes to push me into being able to bring you guys this map update. I want to give a massive thanks to Richard also for coming in clutch at the last moment and effectively saving this update for you us, he has given me a lot of advice and has given me many pointers for what to do with future updates. So again, thanks you Clarky and Richard.

Changed

  • Casino has received a huge overhaul
  • Bank has been moved and now sits across from Burger King
  • Skybox has been completely opened up in the main city area
  • The hotel has been moved to a different location in the city area
  • All roads now share the same texture
  • Converted various func_detail into props
  • Converted various func_detail into regular brushes
  • Police department front door no longer is button operated
  • Spawn decoration changed from a fountain to Atlas statue
  • Disabled collisions on some bushes
  • Frozen a lot of world props
  • Fog distance massively increased
  • Spawn doors have returned
  • Texture of car dealer doors as they were invisible
  • A draw distance has been implemented on 90% of the props within the map

Added

  • Tunnel from city to the main mining district
  • Elevator music in nexus
  • Elevator floor ticker in nexus
  • Childrens play park in suburbs area
  • Small lake in suburbs area
  • Added Cedar Creek nuclear power plant building
  • Very small construction zone in the main mining area
  • Lighting to district vehicle tunnels
  • Extra spawn doors

Removed

  • Classic combat arena
  • Old bank building
  • Bus stop entities
  • Out of bounds textures
  • White house in suburbs area
  • Outskirts warehouse
  • Interior police department garage door
  • Blurred window in one of the suburbs houses
  • Unnecessary lighting and related props in brown hotel
  • Sundial prop in brown hotel

Fixed

  • Nexus elevator now correctly lands on floors in the right position
  • Various materials not connecting properly
  • Police department vehicle ramp causing Simphy’s vehicles to get stuck
  • Road textures now all join correctly
  • Police department garage doors not functioning correctly
  • Lots of no draw textures on displacements
  • Various displacements that have been moved too generously
  • Sewn many displacements together
  • Various lighting errors from the original map
  • Things on the map that VVIS was upset with
  • Exploit with a particular brush that would make the entire map pitch black
  • Too many lightstyles on faces warnings
  • Major issue which would cause the server to hang
  • Planefighting issue with certain textures at the hospital
  • Missing textures in hospital
  • Issue causing foliage not to light correctly
  • Nafe
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The following user(s) said Thank You: Clarky, Lenny Boy, Mr. Richard, Callum.

[SSRP] Evocity Changelog 1 year 7 months ago #1407289




rp_evocity_zarp_v2 - Performance and optimization hotfix


Changes:

  • Restructured the spawn area.
  • The industrial district tunnel has been changed to match the other ones.
  • Fog draw distance has been changed to a more sensible number.
  • Clip axis range set to 12,000 units (previously disabled) - Map won’t generate past 12k units from your position.
  • Prop draw distance has changed or implemented where it hadn’t already existed, set to 6,000 units for props that are outside, and 2000 units for props that are inside buildings.
  • The light props in the tunnels no longer draw shadows.
  • Adjusted displacements on the edge of the map in industrial.
  • All map props are now frozen.
  • Nuclear power plant roof props now have collisions.
  • Angle of PD ramp rectified to allow vehicles to get up it easier.
  • Destroyed unnecessary displacements across spawn and other districts.
  • Removed unneeded textures from materials facing outside of the map.
  • Optimized the map lighting and skybox.
  • Water optimization across the whole map.


    Added:

  • Added areaportals at Industrial District, the bank, and casino.
  • Added ZARP logo at spawn.
  • Added ramp across the casino building.
  • Added poles to prevent vehicles from driving into spawn.


    Removed

  • Various trees in the mining area until we can figure out compiling issues caused by the new mines.
  • Removed props from building that is next to the Casino in the Shopping District.
  • Removed various unnecessary props across the map (traffic lights, tables, chairs, etc).
  • Removed inner set of bank doors.


    Fixed:

  • Clipping issues on certain roads.
  • Performance issues (to an extent).
  • You can no longer get stuck in a certain bathtub.
  • Certain displacements.
  • Leaks within small elevator shaft.
  • Doors in the nuclear reactor not closing.
  • Fixed PD doors so they don’t get stuck in each other.
  • Fixed floating house in Lake District.
  • Fixed floating rocks at Abandoned Town.

    I'd like to thank Nafe in assisting me with the update and optimization of the map, as well as helping me through my numerous mental breakdowns I had dealing with this map. Hope you guys enjoy!
    • Mr. Richard
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    The following user(s) said Thank You: Nafe, OnionRings, Faithful, Callum.

    [SSRP] Evocity Changelog 1 year 4 months ago #1411993



    rp_evocity_zarp_v3

    Download (recommended): steamcommunity.com/sharedfiles/filedetails/?id=3000164817
    Bsp download: fastdl.friendlyplayers.com/darkrp/maps/r...city_zarp_v3.bsp.bz2

    Release of ZARP EvoCity v3 is due to be released very soon, so here are the changes:

    [CHANGE] Skybox is not incredibly high anymore (optimization)
    [CHANGE] Nexus & Bank has been reduced in height of its structure
    [CHANGE] Lights in tunnel are now no-collided, making it easier to mastersword
    [CHANGE] Map now utilises cubemaps (mat_specular 1 to see the effect)
    [CHANGE] Map lighting has been adjusted
    [CHANGE] Inside PD ramp has been adjusted for more space
    [CHANGE] PD garage and inside should be generally more brighter and easier to see with suit overlays
    [CHANGE] Moved the apartment buildings in Park District
    [CHANGE] PD elevator exit will teleport you at the other doors
    [CHANGE] Some wall textures outside PD garage
    [CHANGE] Car dealership has been replaced into the ZARP Car Dealer from Downtown v6
    [CHANGE] Automatic doors in Spawn & Nightclub
    [CHANGE] Automatic doors at Fire Department now has a slightly larger trigger area
    [CHANGE] Changed how the elevator looks in building opposite Nexus
    [CHANGE] Some (player)clip areas now also stop entities from being in there (for example, the cooling towers)
    [CHANGE] Map uses a smaller ZClip (optimization)
    [CHANGE] Stairs inside bank are now smooth to walk on
    [CHANGE] Hospital building to PatrickTM’s one from Downtown v6
    [CHANGE] Industrial building changed into a GenCorp construction site
    [CHANGE] PD garage door can be opened by interacting with it, can be closed from button inside the garage
    [CHANGE] Barn building opposite car dealer has some doors removed to make it slightly more viable
    [REMOVED] Some suburbs houses, shop building next to casino & abandoned village. This was done to make room for some of the additions.


    [ADDED] ZARP Mines
    [ADDED] Club Catalyst from Rockford map (most props inside removed to make room for activities)
    [ADDED] Downtown v6 Warehouse District (you can also stand on some rooftops in there too)
    [ADDED] Downtown v6 Crackhouse Base
    [ADDED] Construction Site for new Zone Capture location
    [ADDED] Elevator music for building opposite spawn
    [ADDED] Music inside Burger King
    [ADDED] Ambient music outside nightclub
    [ADDED] Waterfall sound inside Spawn building
    [ADDED] ZARP Bank prop on building and inside
    [ADDED] Bus stop props around the map
    [ADDED] Trash dumpster props around the map
    [ADDED] PD Helicopter has arrived in Evocity, you can now swiftly escape PD raids with ease
    [ADDED] Special Jump Rope event arena from the good ol’ ZARP Jailbreak map
    [ADDED] Balcony entrance to building opposite spawn for balancing


    [FIX] Optimization issues from previous version
    [FIX] Some floating map props
    [FIX] Some areas you could get stuck in
    [FIX] Redone some displacements around the map
    • Clarky
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    Last Edit: 1 year 4 months ago by Clarky.
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