Garry's Mod

Garry's Mod

Runner (The Revitalizest Update)
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Update: 7 Jul @ 11:10pm

Grip now regenerates mid-air but slightly slower.

Players should no longer die to a Death Object in courses while no-clipped.

Players can now remove/create their own personal spawns with F1 instead of both F1 and F2.

Pressing F2 outside of running a course will place you at your Personal Spawn if it exists.

Fixed some HDR issues with the pixelization filter.

Update: 3 Jul @ 3:11am

Lmao

(An error cropped up from internal testing, Fixed this hopefully to do with course loading/editting. Also fixed the players view clipping into the floor when witnessing the spawn portal effect)

Update: 8 May @ 11:52am

Added unique spawn effect and animation

Added Music Dipping option

Added Music Auto Start/Stop option

Added "Wall" UI element to show players how many Wall Actions they have remaining before being unable to do anymore

Mid-Air strafing control has been reduced by about 80%

To compensate for mid-air strafing being reduced, the Dive Action now completely re-directs your velocity to the direction you are looking when activated

Starting a course will now correctly set the players grip back to 100%

Modified wall actions so after 6 wall actions, players can no longer do wall actions until touching the ground

Reduced the amount of active time the player is in "Air Crouch" mode when vaulting over low obstacles, giving the player less time to activate the High Jump skill

Players will now automatically barge open any unlocked doors that they run into with high enough velocity

Wall Running now pushes the player away from the wall correctly to a certain degree, stopping them from clipping against the wall and technically giving wall running an "Auto Step Height" of about 6-8 HU

Big Slants that cause players to automatically slide down them should be networked a bit better now

Added better view model movement and camera work for footstepping to make using Weapons + Parkour actions feel a bit more immersive for people who like using custom weapons or the like inside the gamemode

Stopped "Near terrain" wind noises from emitting on walls when wall running

Ledge hanging with extreme downward force is now a "Hang Stun" that lasts 1.5 seconds, immobilizing the player for that time before they can act via shimmying, pulling up or letting go, this includes a new camera action

Diving now costs 15 Grip (RAW) to perform, this is due to how incredibly quick and useful the diving action is in many situations

Wall Running sideways now dips the Vertical velocity quicker when travelling upwards and a bit slower when travelling downwards, this makes wall running sideways less of a vertical climbing method and more of what its designed to be as a horizontal movement method between two places, Wall running sideways used to give just as much upward distance as a no movement Wall Climb (Wall running directly into a wall)

Rolling now moves the player in the direction of the Roll a little bit more than before (50% up to 66% of velocity conversion)

Update: 29 Apr @ 11:56am

Added Dash Skill, pressing Sprint on the ground while moving at a medium or higher speed will sacrifice grip for an increase in your Movement Flow by 25, this can exceed the maximum speed cap, so using it at high speeds will give you a short boost of extra speed

Added Smooth View feature and option in the Runner tab on the utilities menu, comes with changeable Decay and Power variables. This feature defaults to Off

Added Wind ambient noises when passing by objects quickly to your left or right

Hopefully made the Time Device less desynced

Added Camera Actions to Jumping from walls for all types

Added Parkour Action sounds for when initiating wall runs to add more oomph and feedback to successfully doing wall actions

Added Camera Actions for starting wall runs

Added Camera Actions and Audio for starting a slide

Added Camera Actions to turning in place

Landing camera action is now a bit more punchy

Parkour actions now scale with the players model scale, along with the players view and hull bounds (This gets jank anywhere below 0.6 and above 1.5)

Added new footstep sounds across the board

Updated movement camera actions for footsteps

Footstep Camera Actions now scale with movement speed

Reduced the amount of Grip power up that comes from levelling grip down from +8% Per level of power to +5% Per level of power

Decreased move speed build up after 30% Movement Flow by about 10%, making it a take just a little longer to reach peak speed

Turning too quickly now reduces movement flow down to 30% instead of only down to 40% movement flow

Changing your trajectory too drastically (eg: pressing WASD over and over) will now also reduce movement flow down to potentially 30%

Ramps and Slants up and down now dynamically modify player movement flow gains/decay and movement flow maximum clamping, AKA going up a slope slows you down depending on the steepness of the slope, going down a slop speeds you up depending on the steepness of the slope

Fixed the Time Device working when pressing Reload without the Unarmed weapon out

Grip no longer regenerates while mid-air or doing parkour actions and requires you to be grounded for at least 1 full second past any grip regeneration modifiers to start regenerating grip

Grip regeneration speed slowed down just a tiny tiny bit to make it less desynced

Holding the Jump Key out of a roll will now do a boosted jump upwards but sacrifice some momentum forward

Rolling now has audio from the surface material the player rolls on

Made it so default source engine bullets now whiff on players when NPCs fire at them if they are moving at a good pace to the side of the bullets trajectory

Added 2 new tracks for no real reason

Update: 27 Jun, 2024 @ 12:29pm

Remove block con commands because hurr durr.

Update: 8 Apr, 2024 @ 9:53am

- 08/04/2024 -

Added "Reload - Create Course Start/Finish" to the chat print that happens when starting course creation. Whoops.

Update: 21 Mar, 2024 @ 7:34pm

- 22/03/2024 -

Jumping while running up slopes should no longer stick you to the ground as roughly anymore.

Increased Checkpoint detection range from 80hu to 90hu.

Added HL2, EP1 and EP2 Music to the selection of music in the menu if the games are mounted.

Update: 21 Mar, 2024 @ 7:33pm

Oops.

Update: 20 Mar, 2024 @ 1:19pm

- 20/03/2024 -

Diving can no longer be done if your velocity downwards is 350 HU or higher, this is to stop players from using dive as a downwards velocity cancelling action to avoid fall damage and to save themselves mid-fall.

Diving was always meant to be used as a risky move that propels you forward during jump rise time, apex's of jumps, or just after apex's of jumps. It still maintains that powerful use.

Props loaded from courses now start to fade at 5000 HU and fully fade out at 6000 HU from the player, hopefully helping optimize frame rates a bit when larger courses are loaded in.

Added an Admin Menu for Admins and Server Hosts, allowing the change of Time Device Cvars and the Allow Weapons Cvar via the in-game utilities menu for ease of use.

Added 4 more music tracks.

Update: 19 Mar, 2024 @ 12:33am

- 19/03/2024 -

Fixed the Time Device being de-synced on player first spawn.

Fixed the Time Device not playing Blink Flashes or Roll Reverse Audio when it happens twice in a single history recall.

Fixed some mis-matching information while Rewinding Time.

Added Reversed footstep sounds for when the Time Device is in-use.

Added 3 new convars to control the Time Device globally for all players and clients, This updated automatically and are found below.

Runner_TimeDevice_MaxSteps X - Changes the Time Devices maximum allowed tick steps for all players, higher numbers means the Time Device stores more history but takes longer to charge. This has a minimum cap of 300 steps (about 4.54 seconds) and a maximum cap of 2400 (about 36.36 seconds).

Changing the Maximum steps past 300 when there are multiple players in the servers may cause Hardware lag for the host depending on their RAM amount.

Runner_TimeDevice_AllowWhenever X - Set to 0 or 1, If 1 players can use the Time Device without their History being full.

Runner_TimeDevice_CourseRewinding X - Set to 0 or 1, If 1 when players Rewind Time, it also rewinds their Course Time as well, including Check points.