Deathrun Update 14
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- New SMG in place. Now more accurate and we can configure it accordingly.
- New SMG can do bullet penetration and go through glass
- Added fix for deathrun_pool_final preventing death from getting out of the area altogether
- Tweaked the movement code in the war effort to reduce stickyfeet a bit.
- Added a teleport to Deathrun_Yorkrun_Final to teleport death automatically out of their area.
- For those that care, we're now ordering the new server parts, so new server soon
- Fixed a glitch where a runner could have a crowbar
- Fixed a rare glitch that could occur with the weapon entities that could cause you to spam pick them up
- Removed something that could cause the weapon entities to lag players out totally
- Added something to the reload script to ensure all map entities are reset.
- Removed unused models and materials from script
14.1
- Added the ability to see any console commands the client runs
- Added the ability to kick a user automatically if they use certain commands
- Datastream handlers now correctly authenticate
- Fixed the SMG starting off with 25 ammo instead of 45 ammo as intended
- Fixed the SMG creating errors that shouldn't have been generated
14.2
- Movement code has been mostly fixed, however the ability to disable your speed boost (for plats) has been disabled (for now).
- A new HUD has been added.
- Old Movement code has been totally removed. Using my own movement code now (also means less calculations for the server to do).
- Sticky feet seems mostly gone. Still rarely occurs. Solution to fix will be next update.
14.3
- Fixed HP bar slipping out of the container
- Fixed minus numbers if the player took more damage than their HP
- Fixed a bug on deathrun_ultimatium_final_v1 that allowed runners to skip the rest of the run
- Removed old movement file (wasn't being used anyways)