Garry's Mod

Garry's Mod

Runner (The Revitalizest Update)
Showing 11-20 of 35 entries
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Update: 18 Mar, 2024 @ 12:01am

- 18/03/2024 -

Added the Time Device, It might be a bit jank for clients.

Hopefully fixed Grip prediction errors.

Increased the amount of times the player can Bonk while grappling/diving.

Update: 17 Mar, 2024 @ 3:06pm

- 17/03/2024 -

Ledge Grab Pull Ups are now a little strong and also help push you onto the ledge.

Added Coyote Time, it's extremely short but should stop players from suffering from pixel perfect running off of ledges and jumping in perfect time with being off the ground.

Vault High Jumping is now much more consistent with its forward pushes, Double tapping extremely quickly to Vault High Jump shouldn't make you just go straight up anymore.

Update: 16 Mar, 2024 @ 11:53am

- 16/03/2024 (B) -

Grapple Beam crosshair diamond now turns Red when jammed or on cooldown.

Update: 15 Mar, 2024 @ 8:44pm

- 16/03/2024 -

Updated all of the games networking so it should feel much smoother for clients.

Vaulting over objects is now consistent and will give the movement speed boost every single time correctly.

Jump Pads are now also consistent and no longer cause prediction errors.

Default source/gmod jump system was being a nasty dood, so I removed it and made my own.

You can no longer Grapple Beam onto "No Interaction" objects.

Vaulting over an object that is defined as a Jump Pad will now give you the Jump Pad Power.

Wall Running is no longer jank on props/objects.

Wall Running and Hanging on Jump Pad Objects now correctly update your Jump Pad Power.

Music Play button now correctly precaches music tracks.

Grapple Beam Adjustment is now a little faster and is no longer extremely jank for clients.

Starting a course now correctly resets the players Movement Flow and Position so they can't get a head start on times.

Slope Jumps and Slide Jumps are now always consistent in their height gain.

Fixed an issue that caused certain objects when hung on or wall ran on to not be registered as their correct object type.

Increased the height of Start Of Course light beams to make them easier to find. (This is only in effect when not running a course)

Update: 14 Mar, 2024 @ 12:28pm

- 14/03/2024 (C) -

Fixed an oversight, My bad.

Update: 14 Mar, 2024 @ 12:22pm

- 14/03/2024 (C) -

Forgot 1 thing in the controls section.

Update: 14 Mar, 2024 @ 12:20pm

- 14/03/2024 (B) -

Added new Jump Pad object that works from Grounded Jumps, Sliding Jumps, Wall Jumps and Vault High Jumps.

Jumping off of a Slanted surface is now consistent in its travel distance, length and trajectory.

Merged some of the Runner Utilities into one category.

Added all the games Controls to the Utilities Category for ease of use and reading.

Update: 13 Mar, 2024 @ 4:35pm

- 14/03/2024 -

The Grapple Devices length can now be adjusted by holding Sprint (to shorten) or Crouch (to lengthen).

The above change adds functionality but should not be used when swinging for speed, adjusting length is for ease of use.

Course Checkpoint Restarting now sets the players Eye Angles to the eye angles they had when hitting the check point.

Course Restarting and Checkpoint Restarting now correctly respawn the player when done.

Starting a Course now correctly sets the players Check Point position to the starting point.

Added some In-Game music and music tools to the Runner Utilities section.

Implemented a Music System for "Suspense" time, doing dangerous actions will have the music muffle to accent your actions.

You can add your own music tracks via making an addon, check the description for how to do this.

Pressing F1 while not running a course will create a Personal Spawn Point that you will always respawn at.

Pressing F2 will remove your Personal Spawn Point.

Update: 12 Mar, 2024 @ 5:03pm

- 13/03/2024 -

All Force Duck controls/commands have been updated to client interpreted AddKey's instead.

The above change fixes being unable to Slide out of a forced big slant/angle slide.

Fixed Infinity Objects not causing the players footsteps to use the Infinity Object footsteps when wall running up/sideways on them.

Hard Landing without rolling is a little more punishing now.

Rolling now has a consistent duck/crouch time and always sets the players Movement Flow no matter their release crouch time.

The above change effectively removes the Roll Keyframe Flow tech, rolls are more balanced now basically and you can't do a frame perfect release crouch to get faster out of roll movement flow.

Update: 11 Mar, 2024 @ 6:41pm

- 12/03/2024 -

Grapple Jammer now has a Small variant that is the same radius as the Blink Jammer.

Super Jammer now obeys the 2000 HU range of all Big Jammers.

A small variant of the Super Jammer was added.