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i guess so badgamer:)
May 17, 13 10:51 am
If FoF's maps come official, it'll be for exemple : kz_fofmania_scroll_killa_nickname_time ? or something else
May 17, 13 10:38 am
Isn't that the best kind of slide map? :D
May 17, 13 03:32 am
I thought about slide map but unfortunately I've never done one before. So it might suck very very hard if I do one :)
May 16, 13 17:20 pm
niiice fof
May 16, 13 14:19 pm
We need slide map :D
May 16, 13 13:54 pm
Is it possible to import all kzfr axn maps to kzmod :)) ?
May 16, 13 12:03 pm
kz_fofmania_b1 [link] !
May 16, 13 11:30 am
MAX_MAP_BRUSHSIDES means you have too many brushes in the map, SF solved this is minecraftcontest by converting some brushes to models, not sure how to do that though.
May 16, 13 11:11 am
Sorry not the right video! But still useful here is the right one
[link]
May 16, 13 09:14 am
No u must conntact me!!
May 16, 13 09:01 am
[link] if u need more help conntact me @ steam : quicker7
May 16, 13 09:00 am
flash?
May 16, 13 07:35 am
I know how to fix that!
May 15, 13 22:38 pm
kz_fofmania fails: MAX_MAP_BRUSHSIDES
and
MAX_MAP_PLANES ://
May 15, 13 21:53 pm
add me
phinx2010
May 15, 13 16:12 pm
Phinx Conntact me @ Steam!!
May 15, 13 14:09 pm
seems legit
May 15, 13 13:05 pm
we're 2 different people, bibo only records for me and i post etc.
May 15, 13 12:42 pm
oh cool, hi bibo! :)
May 15, 13 11:25 am

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Kreedz Climbing 1.1 Patch News
Feb 08, 13 19:04 pm

Hello everyone!

It's been a while since updated news on KZMod 1.1, but the time is finally here to let everyone know what's going on. This patch mainly brings bug and exploit fixes, I'm sorry that the patch is essentially a whole month overdue - my computer has been having issues which has slowed me down. However, work continues, and we are very close to another release!

First of all, I'd like to extend a big thank you to the people who participated in the 1.1 server lag test on Friday, thanks to their help I can say with certainty that the extremely annoying server slowdown problems with lots of players is fixed! Now it should be possible to experience KZMod the way it was designed - playing online with others.

I'll get the important piece of information out of the way first before talking about 1.1 - Assuming that the map fix compiles go well on Sunday, the patch will be released very soon, perhaps as soon as next week pending a go from the mapping team. In this patch we have fixed quite a few bugs and added some tweaks to make the game more enjoyable for our great community.

Two of the biggest changes in KZMod 1.1 that really need to be highlighted are:

The server lag issues in KZMod online are now fixed, which means any map can be played, and the issues with the movement not feeling the same as 1.6 due to server lag is fixed!

We will be opening world record competition with this patch release! Recording a world record attempt will be as simple as using the record_wr command ingame. Remember to follow the rules on the world record rules page, though!

The full changelog is still subject to additions, so I won't post it yet. However, I will write about some of the highlights that have been requested:

  • It's now possible to make the hook fly to the target instantly, like in CS1.6
  • You can now turn off water rendering if it causes lag
  • Other players no longer block you from pressing buttons
  • It's now possible to close KZMod menus such as the shop and advanced options with the escape key.


And this is just a few of the fixes. On top of the programming changes, there is a huge amount of map fixes in this patch from the very skilled mapping team, which should make the maps a much smoother gameplay experience.

If anyone has any last-minute suggestions for additions to KZMod 1.1, please tell us in the comments. We all want to play it soon though, so preferably small things - all suggestions are welcome though!



[ru] @KoT@
Feb 09, 13 02:56 am
Comments: 22
Registered: Nov 04, 12 06:34 am
Wow, nice fixes


[us] finale
Feb 09, 13 03:03 am
Comments: 127
Registered: Mar 09, 07 13:50 pm
I observed a small texture error behind one of the signs on kz_longjumps. Screenshot here:
[link]


[us] finale
Feb 09, 13 03:04 am
Comments: 127
Registered: Mar 09, 07 13:50 pm
To clarify, it looks like one of the title textures was accidentally also applied to the back support structure.


[se] Hoover
Feb 09, 13 03:54 am
Comments: 8
Registered: Jan 03, 13 04:40 am
This is good news


[se] RainbowDash
Feb 09, 13 04:12 am
Comments: 1
Registered: Jan 10, 13 09:05 am
Lovely fixes! Well done Raptor and the rest of the DEV team! Can't wait to check out the updated maps.


[lt] kexas
Feb 09, 13 05:17 am
Comments: 14
Registered: Dec 24, 12 06:02 am
Allow to nominate map just by typing it's name, instead of going through whole list of maps.
If a map gets extended - nominations wouldn't disappear.
Add points system to official server toplist, instead of ranking just by number of finished maps. 1st place - 12 points, 2nd - 10, ... , 10th - 2 pts, all the other who finished the map get 1 point.


[sk] s0liD
Feb 09, 13 10:38 am
Comments: 88
thats a good idea kexas you should post your ideas in the forum! cant wait to play lag free ..thanks raptor


[gb] Raptor2006
Feb 09, 13 12:44 pm
Comments: 45
@kexas That's a good idea, but the map nominations is done by plugin, so that could be added anytime without a mod release.


[fi] Shellfish
Feb 09, 13 14:28 pm
Comments: 9
Registered: Dec 18, 12 05:25 am
Real nice job, Raptor and everyone in the crew!

Also, here's the idea I yesterday told you about. It would be really neat to have an entity or just an additional feature for some existing entities that would allow several bhop courses in one area. For instance there could be 3 alternate timers for ez, med and hard bhops. At the moment you can activate and deactivate certain blocks with func_brush_kzmod for alternate jumps. However there's no such feature for trigger_bhop_teleports. Only thing that, in essence, would be required are two output options for trigger_bhop_teleport and maybe for trigger_teleport, that are AddAllowedPlayers and RemoveAllowedPlayers.


[gb] Raptor2006
Feb 09, 13 15:14 pm
Comments: 45
@s0liD I thank everyone for continuing to play despite these lag issues, it was really unfun and pretty much unplayable. 1.1 is confirmed tested as no server lag, so everything should be better!


[de] kz`SoUlFaThEr
Feb 10, 13 00:09 am
Comments: 585
@finale: LOL thats the map siogn decal spreading itself to the back of the sign. Stupid valve decal handling code.


[lt] kexas
Feb 10, 13 17:17 pm
Comments: 14
Registered: Dec 24, 12 06:02 am
Pressing F1 transfers you to spectators.
Would be nice if pressing F1 paused your timer, transfered you to spectators and pressing F1 would return you to the same spot you were before joining spectators and upnause your timer.


[gb] Raptor2006
Feb 10, 13 23:08 pm
Comments: 45
F1 does this in some way in 1.0, you can press F1, your timer is paused, then you can press F2 to respawn, then load your checkpoint to continue. We have had to remove that feature in 1.1 because people are using it to exploit maps. No way around it, unfortuntely


[ro] Keo
Feb 11, 13 15:11 pm
Comments: 12
Registered: Dec 04, 11 07:10 am
such wonderful news with the 1.1 patch. awesome work you guys.


[se] omilo
Feb 12, 13 02:07 am
Comments: 25
Registered: Dec 01, 05 02:42 am
Looks like there will be some major improvements to the game . Water rendering turn off will definitely be useful for me.


[fr] hoLy
Feb 12, 13 03:04 am
Comments: 2
Registered: Jun 18, 09 11:41 am
I hope you'll add Raw Input option and the possibility of strafing when the player swim.



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