Yep, long awaited DR update that was much needed. The following list has been completed. Some of these features are already implemented. If a player says "Free Run", then they will recieve a warning. Players will only be warned once per session. Fixed a bug in deathrun_ennui_v2 where death wouldn't be TP'd at the end. Removed the anti-spray file and merged it with the player file. Fixed spawning in the wall at spawn with deathrun_devfire_beta4. Round times are now back to ten minutes per map. dr_chateau_b2 added (Intended to add this a while back, accidently left it out) deathrun_helix_beta_v2 added. dr_pirateships_b3 added. Endings for deathrun_deluxe_final are now active. Endings for deathrun_dark_energy_fix_ are now active. Endings for deathrun_iceworld_V2 are now active. Sprays are now enabled. However you cannot spray while dead. Gun placements on deathrun_unreal_final have been redone. Non plats can also spawn as a female model now Runners now collide with death. Removed a double check regarding players speeds Fixed gravestones being jumpy Removed the top bar + messages Changed how cube awarding now works in general. There must be active players on both teams to recieve cubes (instead of just players in the server) Death no longer get their health restored when picking up a weapon When cubes are awarded, you will recieve a message of how many you have been awarded. Deathrun_rooftops_final has been slightly redone, certain teleports / entities have been removed and the final area with guns has also been redone. Final two traps have had their buttons removed on deathrun_warehouse_final Door and button for said door have been removed on deathrun_warehouse_final The planks at the start of deathrun_pool_final have been removed. The bunnyhop stage on deathrun_pool_final has been disabled. The crusher trap on dr_machine_of_doom_v2 has been re-added, however death cannot activate the trap itself. One of the blades from the slicing trap on dr_machine_of_doom_v2 has been removed. This should make it slightly fairer to runners. Ents have been redone on deathrun_silenthill_v2. There will no longer be random missing entities. Fish on Deathrun_marioworld_final are surfable again Bowow trap on deathrun_marioworld_final is active again. Removed the lazer fix in Deathrun (BBase now contains a global modification system) Autobalanced has been changed and is now even more random! 12% of players each round (with appropriate player caps put in place) will now be chosen to be death. Each round the logic is ran again and should result in slightly fairer rounds now, meaning you won't become stuck as death / runner for entire rounds. Deathrun wins / losses are now recorded (and will eventually be public to players). Losses / Wins are only ever calculated at the end of each round. Disconnecting while dead will also net you a loss. The amount of wins / losses on a map is also recorded. A win regarding maps is runners winning and a loss is death winning. Detection of players ragequitting and leaving no players on a team has been improved. Numerous fixes for lazers on maps. Not going to list them all, but at least 95% of them should work. The new spectate system is in place. You can browse through players in third person, or freeroam by hitting your jump button. Things that need to be finished- AFK system needs to be redone somewhat. BBase functions that need to be finished off also apply here, including the new ents for teleporting and killing. So effectively, you're getting a nice big bug free update which should hopefully sort all the gameplay problems everyone had.
Now, if you had let me finish my DR map rather then whipping me to work on the RP map, we could have had a new map in tandem with this update
Well that's the thing, It wasn't really fun to play if you got stuck as one team. Now it gives a fairer chance and people may actually aspire to try and get further (especially with a W/L ratio).
I stopped because I lost all interest and traffic died down. Its been a long time but I'll start attempting to get the server back up.
I wouldn't worry too much about it until the update is out. However something that's holding the update back is the fact http://wiki.garrysmod.com/?title=Entity.SetCollisionBoundsWS isn't working correctly.
http://gmodbt.bbservers.co.uk/view.php?id=127 It may be because I'm attempting to use it in a brush ent, but yeah.