Garry's Mod

Garry's Mod

Deathrun Improved
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Update: 8 Feb @ 5:25am

- Fixed an issue where a player would get made a spectator if they died during the previous round end.
- Fixed an issue where the AFK system would count spectating players and kill them as soon as the round started.
- Added the map vote options to the admin menu.
- Added round and time limit options to the admin menu.
- Made the checkpoint and victory zones files pretty printed, in order to make editing easier.
- Added back the maps that somehow were removed from the data_static.
- Removed the dri_votemenu command to prevent abuse.

Update: 7 Feb @ 1:16pm

- Added more maps to the collection which will have default checkpoints and victory zones included.
- Fixed runner and death models not saving.
- Other bug fixes I can't remember off the top of my head because I may have forgotten to keep my changelog updated.
- Added the map vote system
- Added thumbnails to maps that were missing them in the default collection.

Update: 26 Jan @ 11:38am

-Fixed the usage of data_static which will allow the maps in the collection to be automatically configured upon loading.

Update: 25 Jan @ 9:38am

-Fixed a minor glitch where getting damaged by a player or npc would activate the checkpoint.

Update: 19 Jan @ 10:18pm

- Minor patch to fix a script error that I wasn't getting when I pushed the last update.

Update: 19 Jan @ 9:34pm

- Added the ability for server admins to select models available on their server.
- Added the ability to pick playermodels using the F4 menu.
- Fixed players not spawning if they were the first person to join (waiting for players.)
- Waiting for players now waits 30 seconds when the server first starts, to allow other players to load in fully before we start the first round.
- Implemented dri_disable_collisions functionality
- Made getting teleported by your checkpoint kill your velocity so you don't "Speedy thing go in, speedy thing go out." off cliffs anymore.
- Added default configs for certain maps (the ones in the collection). (Unless I don't understand how data_static works)

Update: 19 Jan @ 8:52am

- Added alert messages for admins to tell them the current map has no victory zone or default checkpoint.
- Damage and Victory Zones now sets max health instead of just doing damage to prevent healing zones like on deathrun_goldrush.
- Fixed an issue where the infinite ammo wouldn't activate when picking up a weapon.
- Fixed an issue with the queue system that caused it to pick the same player two times in a row.
- Added the dri_cl_spectate_mode functionality.
- Implemented an anti-afk system since the checkpoint system can save you from map specific anti-afk.
- Added the dri_disable_spectate_only and dri_disable_nodeath_mode commands, allowing admins to decide whether or not they want to allow players to use these commands.
- Added a gui for changing settings.
- Added the dri_cl_deathpm and dri_cl_runnerpm commands, which are currently non-functional. The next update will allow these commands to function correctly, but I wanted to push this on out since I didn't update the gamemode for a few days.

Update: 15 Jan @ 7:12pm

- Added the CS:S Weapons from this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478191990
- Also made a replace weapons command to replace the weapons with Half Life 2 weapons to fit Gmod better (at least in my opinion).
- Added infinite ammo to weapons, just so hunting down the Deaths isn't limited by how many bullets you spawn with.
- Prevented picking up weapons you already have, this way the first runner doesn't just steal all the weapons from everyone else.

Update: 14 Jan @ 12:31pm

- Fixed an issue with the Runners winning if the Deaths died when a round was over.
- Made it where we spawn all players as Runners while in "Waiting for players". The runners are invincible during this stage and can respawn by killbinding if they get stuck.
- Added "Victory Zones" which can be placed down by server admins. These disable checkpoints and fully heal Runners when touched, preventing them from escaping minigames at the end but also making combat minigames fair. These also apply the speed nerf to Deaths if a Runner touches it.
- Fixed some bugs with the Death queue system, ensuring no errors upon there being no valid Deaths or if we needed to enter "Waiting for Players" after a round had already started.
- Minor fixes to the checkpoints system to make it more consistent, hopefully resulting in less instakills. Just don't forget your checkpoint!
- Swapped out an expensive player.GetAll() call for a GM:SetupMove() hook when checking if we wanna place checkpoints for optimization.
- Temporarily disabled the ability to turn off collisons.

Update: 12 Jan @ 8:41pm

- Added the ability to opt out of being death. This is currently done with a command but there are plans for a GUI soon.
- Changed how the Death pick system worked. It went from a weight system to a queue.
- Added some extra logic to the UI elements to prevent the victory screens to show while the round wasn't active.
- Changed it where if players spawn and a round isn't active or if there isn't a valid death, the players will spawn in as runners.
- Implemented a anti-stuck script to prevent getting stuck with the checkpoint system. Also made collisions a serverside command.