A new mutation with fixes, visual improvements, and gameplay adjustments has evolved for Goreagulation!
Goreagulation has evolved! This 1.1 update fixes many bugs, enhances visuals, and refines gameplay in a few spots. Find the changelog below:
Gore1
- Gore1's web displacements could apparently get players stuck, so playerclips have been added to prevent this from happening
Gore2
- The skull from squishing the prisoner did not have its telegraphing sprite parented correctly; this is now fixed
- The prisoner cage has had metal barriers extended to prevent players jumping in and getting stuck
- The pit ambush sequence has had its anti-fall damage trigger made more reliable
- Cheese spots in the pit ambush sequence that allowed players to negate the challenge of the pit have now been removed
- The mashy spike plate above the prisoner's cell has been made much more obviously deadly as some people were pressing the button without really considering the consequences
- The Meatspinner now spawns in the prisoner's hand immediately after the pit has been cleared to prevent it spawning into his hands in front of the player's eyes
- The prisoner now hands the Meatspinner more obviously to the player
Gore3
- The Crossbone has now had a damaged spotlight placed on the ground beside it since some players were walking around the edges of the room instead of seeing the Crossbone in the middle
- The head pedestal has had some dedicated displacement detailing applied so it looks more stand-out than the previous skull pedestals in Gore2
- Autosaves have been adjusted at the Gorethedral and the red corridor prior to the ending doors
Gore4
- FPS in the boss room has been somewhat improved by pruning some detail. This is probably as good as it gets folks - it's a gigantic room with tons of displacements, so only so much can be done
- The shotgunners and zombies in the initial rooms after the first elevator have been swapped so the player is not ambushed by broadsides from two shotgunners
- An autosave has been adjusted on the staircase up to the Flishtank
Misc
- Crossbone NPC damage has been increased from 20 base damage to 25
- Russian subtitles have been added to the game - at this time no Russian voice acting has been implemented
- Flegg holders have been removed as they were causing crashes due to SMG grenades and decal issues
- Soldier models have been optimised, reducing the likelihood of fluke crashes from precaching a complicated model
- Watermelon chunk physics have been improved (HL2's are weird in the first place, but they've been amended in Goreagulation due to the prevalence of Fleggs)
- Credits have been updated with special thanks to Suxar1x for the Russian translation, and Cpl. Frost for the highest dose of useful post-release feedback
- The "bonus pack" has been updated with the newest VMFs.
Goreagulation runs on Mapbase but all the necessary files for Mapbase to function are already included so you do not need to download it separately. Goreagulation does however also run on Source SDK Base 2013 SIngleplayer. To install:
- Download SDK BASE 2013 SINGLEPLAYER
- Right click on the SDK Base in your library, and go to properties
- Go to Betas and set the branch to "upcoming"
- Allow the SDK to update
- Place Goreagulation into your Sourcemods folder
If you dislike the vignette, you can turn it off with P, or enable it with L!
Credits:
Kralich/David - Lead Developer
Amicus - Voice Acting
Entity - Voice Acting
Eleanor - Voice Acting
Stabard - Testing
Clatronix - Testing
Special thanks:
Vlad - For sticking by me and setting me straight
Kalimando - Chain ragdoll
TopHattWaffle - Watersource textures
Sloth - Sound Design, Door/Window Decals
Silent - Animations
Fnuxray - Animations
sfpred - HL2 Custom Hud Creator
Robo - Pre-release feedback
Blixibon - Mapbase
Iridium - Technical support
Suxar1x - Russian translation
Cpl. Frost - Post-release feedback
If you enjoy the mod, please leave a review!
I saw Magnum Revolver on screenshots, but didn't find the weapon in the game. Maybe I missed it somehow. Probably need to add more magnums on the levels.
Hi, the magnum is a hidden weapon you only obtain by making a particular moral decision around halfway through the game :)