Deathrun Update 27

Discussion in 'Deathrun' started by Teddi, Nov 2, 2022.

  1. Teddi

    Teddi Well-Known Member Bear

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    :eek:

    It's been a while since we've documented any updates, especially for Deathrun, so here's the full list of (noteworthy) changes since 2017!

    • Added Ghost mode for when players die or join as a spectator
      • This isn't a totally perfect system and some maps may need minor assistance if they say, block off the spawn area after a while - but for 98% of scenarios ghost mode works fantastically well!
      • There are a few minor scenarios where ghosts can still die (e.g. crush traps). This is seen as a tradeoff to prevent blocking traps or having some maps be fairly unplayable for ghosts.
    • Added Autohop for all players (with a speed clamp)
    • Removed the jump boost / speed boost for Platinum as a result of Autohop being added
    • Added deathrun_goldfever_a
    • Addeddeathrun_family_guy_final2
    • Re-added deathrun_minecraft
    • Re-added and updated helix todeathrun_helix_b8
    • Added an SMG weapon spawn for weapon_aug type spawns
    • Added an SMG weapon spawn for weapon_smg1 type spawns
    • Corrected RTV not working on Deathrun
    • Grenades now use the vphysics of the model being used instead of a physics sphere
    • Player hulls and jump power now match CS:S equivalents
    • Map system now has deathrun alises for maps making them nicer to read
    • Fixed some lua api errors due to deprecations / removals with GMod updates
    • Fixed some maps not running cleanup events correctly due to some internal reworkings that ended up skipped
    • Added new wall type that collides only with ghosts
    Known bugs: Gravestone spawned upon death can interfere with one or two traps on some maps that have bad collision flags.
     
    Kaiden, Miravyre and Soders like this.
  2. tuna sub backwards

    tuna sub backwards [BB] Admin Admin

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    whats deathrun