
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!