From The Makers of TBE: Goreagulation's Steam Remaster Is Out Now!
[p]Goreagulation is a mod developed by Kralich in 2022 and has been folded into KralKom, like The Burton Equation. Now, it joins TBE on Steam![/p][p][/p][h3]GOREAGULATION HAS RELEASED ON STEAM![/h3][p]If you haven't seen it already, check out the Steam Release trailer here![/p][p][dynamiclink][/dynamiclink][/p][h2]ACHIEVEMENTS[/h2][p]Seven achievements give you a reason to replay and explore Goreagulation - with all-new secrets expanding the lore of the mod.[/p][p][/p][h2]CHANGELOG[/h2][p]To put a capper on this short-but-sweet news article, below is a list of all the changes that made it into this release - big and small!
[/p][p]GENERAL:
-Fixed occurrence of HL2 loading screen flashing up for a second before it moves to the Goreagulation loading screen
-Made the main-menu loading screen a Gaussian blurred + modified still of the menu map
-Added a formal keybind for disabling/enabling the eye overlay screen effect
-Added grenade cooking
-Added support for idles and first-time draws
-Fixed disparity in Crossbow zoom in colours
-Added draw frames
-Added reload frames
-Added magazine ejection support for the Fleshmg
-Added sprinting when holding a physics object
-Added seven achievements with all relevant map-side/code support & assets
-New particle effects for explosions, fire, and impact effects (including blood)
-Updated closed captions with Meatwoman lines
-KralKom logo added to the end credits
-KralKom intro added to the intro movies
[/p][p]ASSETS:
-Made the "smaller anthive" prop colour more consistent with the other two hive props
-Made the self-illumination on the three hive models consistent and/or fixed fullbright cases
-Improved phong shading and normal mapping on the large and small hive models
-Added a Meatwoman model
-Added multiple sizings of the gortigaunt vortex for the ending room
-Fixed the infamous low-res bloody rebel bug
-Created four "Gorefittis" to be sprinkled throughout the levels
-Security bank now uses snaps of Goreagulation maps
-Added LODs for Gorebine soldiers and the Meathunters
-Citizentech props used in Gore1 have had their UVs fixed
[/p][p]MAPS: Gore1:
-Added a blood-spurt particle effect to every eye door
-Added a Meatman to the gore den
-Fixed cubemaps
-Fog density reduced
-Increased brightness scale on the projected texture at the gate puzzle you open up
-Updated art pass
-Added sprites to every light source
-Added a "man" conveyor belt to the roof of the big room
-Made a super secret hidden room for the Meatwoman's recording room
-Fixed level fadein happening on map load
-Added a new mini-secret for adding onto your SMG grenade supply
-Added relevant achievement triggers
-Introduced Gorefitti
Gore2:
-Fixed unsewn displacements in the ambush pit
-Fixed visible dev textures at the top of the ambush pit
-Added a blood-spurt particle effect to every eye door
-Added a Meatman to the gore den
-Fixed cubemaps
-Fog density reduced
-Adjusted texture rotation on the catwalk railings
-General art pass improvements
-Small optimisations
-Made a super secret hidden room for the Meatwoman's recording room
-Added a new mini secret with a small cache of gear
-Added relevant achievement triggers
-Added sprites to all light sources
-Introduced Gorefitti
-Made the unfortunate victim rebels have some variety
-Gore mine rebels now have unique animations for being "drilled" and being released from drilling
Gore3:
-Added a blood-spurt particle effect to every eye door
-Added a Meatwoman in the gore den
-Fixed cubemaps
-Fog density reduced
-Recreated Gorethedral mural entirely by hand
-Introduced Gorefitti
-General art pass improvements
-Added a mini secret with revolver and smg grenades
-Added sprites to all light sources
-Made a super secret hidden room for the Meatwoman's recording room
-Added relevant achievement triggers
-Made the head in the Gorethedral emit angry noises
Gore4:
-Replaced the pistol with a Fleshmg
-Replaced the random corpse in the gore den with a Meatman
-Fixed cubemaps
-Improved displacement alpha painting on a few displacements
-Added moving gortigaunt vortexes to the "bad ending" platforms
-Added meatwomen and meatmen to the hallway before the Eye as a foreboding of what's to come
-Fog density reduced
-General art pass improvements
-Made a super secret hidden room for the Meatwoman's recording room
-Added relevant achievement triggers
-Improved FPS in the final room a bit (30~ish to 50~ish)
-Added sprites to all light sources
-Added more autosaves
Gore5a:
-Fixed cubemaps
-Additional art passing in the stairwell
-Added sprites to all light sources
-Added relevant achievement triggers
Gore5b:
-Fixed cubemaps
-Additional art pass throughout
-Added sprites to all light sources
-Added relevant achievement triggers
Gore_Good_BG
-Made consistent with improvements to Gore5b
-Fixed cubemaps
Gore_Bad_BG
-Fixed cubemaps
Gore_BG
-Fixed cubemaps[/p][hr][/hr][p]And that's a wrap! Additional updates could land in the future - Steam makes that all too easy. For now, enjoy the definitive release of Goreagulation![/p]
[/p][p]GENERAL:
-Fixed occurrence of HL2 loading screen flashing up for a second before it moves to the Goreagulation loading screen
-Made the main-menu loading screen a Gaussian blurred + modified still of the menu map
-Added a formal keybind for disabling/enabling the eye overlay screen effect
-Added grenade cooking
-Added support for idles and first-time draws
-Fixed disparity in Crossbow zoom in colours
-Added draw frames
-Added reload frames
-Added magazine ejection support for the Fleshmg
-Added sprinting when holding a physics object
-Added seven achievements with all relevant map-side/code support & assets
-New particle effects for explosions, fire, and impact effects (including blood)
-Updated closed captions with Meatwoman lines
-KralKom logo added to the end credits
-KralKom intro added to the intro movies
[/p][p]ASSETS:
-Made the "smaller anthive" prop colour more consistent with the other two hive props
-Made the self-illumination on the three hive models consistent and/or fixed fullbright cases
-Improved phong shading and normal mapping on the large and small hive models
-Added a Meatwoman model
-Added multiple sizings of the gortigaunt vortex for the ending room
-Fixed the infamous low-res bloody rebel bug
-Created four "Gorefittis" to be sprinkled throughout the levels
-Security bank now uses snaps of Goreagulation maps
-Added LODs for Gorebine soldiers and the Meathunters
-Citizentech props used in Gore1 have had their UVs fixed
[/p][p]MAPS: Gore1:
-Added a blood-spurt particle effect to every eye door
-Added a Meatman to the gore den
-Fixed cubemaps
-Fog density reduced
-Increased brightness scale on the projected texture at the gate puzzle you open up
-Updated art pass
-Added sprites to every light source
-Added a "man" conveyor belt to the roof of the big room
-Made a super secret hidden room for the Meatwoman's recording room
-Fixed level fadein happening on map load
-Added a new mini-secret for adding onto your SMG grenade supply
-Added relevant achievement triggers
-Introduced Gorefitti
Gore2:
-Fixed unsewn displacements in the ambush pit
-Fixed visible dev textures at the top of the ambush pit
-Added a blood-spurt particle effect to every eye door
-Added a Meatman to the gore den
-Fixed cubemaps
-Fog density reduced
-Adjusted texture rotation on the catwalk railings
-General art pass improvements
-Small optimisations
-Made a super secret hidden room for the Meatwoman's recording room
-Added a new mini secret with a small cache of gear
-Added relevant achievement triggers
-Added sprites to all light sources
-Introduced Gorefitti
-Made the unfortunate victim rebels have some variety
-Gore mine rebels now have unique animations for being "drilled" and being released from drilling
Gore3:
-Added a blood-spurt particle effect to every eye door
-Added a Meatwoman in the gore den
-Fixed cubemaps
-Fog density reduced
-Recreated Gorethedral mural entirely by hand
-Introduced Gorefitti
-General art pass improvements
-Added a mini secret with revolver and smg grenades
-Added sprites to all light sources
-Made a super secret hidden room for the Meatwoman's recording room
-Added relevant achievement triggers
-Made the head in the Gorethedral emit angry noises
Gore4:
-Replaced the pistol with a Fleshmg
-Replaced the random corpse in the gore den with a Meatman
-Fixed cubemaps
-Improved displacement alpha painting on a few displacements
-Added moving gortigaunt vortexes to the "bad ending" platforms
-Added meatwomen and meatmen to the hallway before the Eye as a foreboding of what's to come
-Fog density reduced
-General art pass improvements
-Made a super secret hidden room for the Meatwoman's recording room
-Added relevant achievement triggers
-Improved FPS in the final room a bit (30~ish to 50~ish)
-Added sprites to all light sources
-Added more autosaves
Gore5a:
-Fixed cubemaps
-Additional art passing in the stairwell
-Added sprites to all light sources
-Added relevant achievement triggers
Gore5b:
-Fixed cubemaps
-Additional art pass throughout
-Added sprites to all light sources
-Added relevant achievement triggers
Gore_Good_BG
-Made consistent with improvements to Gore5b
-Fixed cubemaps
Gore_Bad_BG
-Fixed cubemaps
Gore_BG
-Fixed cubemaps[/p][hr][/hr][p]And that's a wrap! Additional updates could land in the future - Steam makes that all too easy. For now, enjoy the definitive release of Goreagulation![/p]