An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Edited 10/05 22:52 GMT
Changes: Counter-Strike: Global Offensive Movement:
Air acceleration now matches CS:GO properly when ducking.
Velocity is reduced appropriately when landing ducked now.
Bug fixes:
Fixed "increased_maxplayers" tag being incorrectly applied at all times to servers.
Fixed server tags not updating properly and deleting all custom tags (sorry about that!).
Climbers!
There's something very special in this update - an alternate movement mode for Kreedz Climbing! This mode will effectively replicate the movement mechanics of Counter-Strike: Global Offensive - an entirely optional mode the server/map can apply, and none of the base game's movement mechanics have been altered.
If you want to play with 100 Air Acceleration, remember to set sv_surf 1!
Additions
Added Counter-Strike: Global Offensive movement mode, which changes the following movement mechanics:
Jump height
Acceleration
Friction
Air duck height
Maxspeed
View height
And a few other minor compatibility changes
This mode can be seamlessly turned on and off during gameplay with the server console command kz_sv_movementmode_csgo, and can also be applied per-player by the trigger_player_movement_attributes entity.
Note: Although CS:GO movement wouldn't normally work on regular Kreedz Climbing maps with small vents and so on, the movement has been made compatible to work on as many maps as possible without changing how the movement works.
Changes:
The current movements available on a map are now shown in the server tags. If a server is running a map supporting 1.6 (original) style movement, it will show in the tags, and likewise if CS:GO movement is available (either server setting or the map can apply it), it will also show in the tags.
Bug fixes:
Fixed an issue where some multi-player timers (2 player, 3 player etc) had blank player names in some status messages.
An extra big thank you to Sitka, GameChaos, Besath, and Hardcore for their super efforts in making this update a reality!
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Update 30/04/2019:
Fixed teleporters not working properly after the update. There's an issue with the "Portal Mode" flag for trigger_teleport where it doesn't function if "Preserve Movement Velocity" is ticked, this issue was fixed in yesterday's update but some maps have incorrect settings and breaks with that fix, so it's necessary to undo that change.
Now Hammer explicitly says you need to untick the Preserve Movement Velocity when using Portal Mode instead.
Fixed velocity-keeping teleporters not functioning properly if used while under the influence of a trigger_push.
Additions:
Added a new first-person demo renderer that should finally get rid of the annoying visual glitches when viewing locally recorded demos. This renderer also allows for demo slowdown without glitchiness in the visual strafes, which should greatly improve quality for moviemakers!
Demos recorded on public servers are also somewhat improved, but still aren't great because the data recorded in them is lower resolution than a local demo.
This change will apply retroactively to all demos previously recorded.
While the enhanced renderer is enabled, the Demo Smoother and Drive feature of the demoui won't work anymore. Disable demo_smoothedview in the console to enable these features again.
Added new entity: prop_dynamic_kzmod, which is an animating prop which is visible/collideable only with players who are set to allowed, the same as func_brush_kzmod. Also supports selecting if "allowed mode" affects visuals, collisions, or both!
Added info_player_ spawnpoints commonly used in other games, such as info_player_counterterrorist, info_player_rebel, etc.
Added the missing env_detail_controller entity to the Hammer entity list, it existed ingame but wasn't visible there until now.
point_clientcommand now interprets the "play" command as a legal command and instead converts it into a legitimate sound play instead of executing a console command. Note that VBSP's autopacker will not detect a point_clientcommand play as a resource usage and won't autopack the sound unless you use an ambient_generic.
Added setcustomposition and setcustomposition_goto, letting you set your own teleport positions in the map. This will reset your timer on use and can't be used in multiplayer unless the server admin enables it. Note that you could basically do the same thing as this command with the setpos and getpos commands, so these commands are merely a quality of life addition.
Bug fixes:
Fixed spawnpoint selection not being truly random (now you have a chance to spawn at any enabled player start, not just the first few).
Fixed maps which use the !classname trick to identify players breaking the kz_sv_restartmap command.
Fixed the very rare player services manager crash, seen last on kz_tradeblock.
Fixed the Break input on prop_dynamic not deleting the prop if the model doesn't have any health and instead leaving behind un-interactable ghost props. Now the entity will be deleted no matter what.
Fixed env_detail_controller not actually working properly with distances greater than the game's defaults. This bug could be seen if the detail_controller was manually added to a map.
Fixed the observer camera constantly teleporting to the last player you spectated when entering spectator mode.
In community news, there's over 100 maps in the Workshop now, a huge milestone for the game! I need to express my deepest thanks to all the mappers adding maps, and those converting them, your work to create more content for the game is greatly appreciated by myself and everyone who plays the game, we couldn't do it without you!
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Climbers, today we have a great update, adding the much requested Counter-Strike 1.6 playermodels! As many of you know, Kreedz Climbing is a recreation of the movement-jumping mechanics from Counter-Strike 1.6, and many of you are nostalgic for those playermodels. Today they have arrived!
A very big thank you to Nightstalker for the porting of these models to Garry's Mod, and graciously allowing us to use them, Besath for converting the animations to Kreedz Climbing, and SoUlFaThEr for creating the Customise Climber images!
Original workshop item in Garry's Mod for the models can be found here.
Additions:
Added nine playermodels from Counter-Strike 1.6 - all in 4k texture resolution too, a higher resolution than the actual game they came from!
Changes:
Added anti-randomness to doubleducks when doubleducking just after landing from a jump. Anti-randomness prevents variable framerates from causing you to lose speed despite perfectly doubleducking at the right moment. The same mechanism prevents random speed loss when bunnyhopping without Bhop Mode enabled.
This change only affects jump fatigue when landing after a jump and doubleducking. It does not affect other forms of doubleduck, such as groundstrafing. Doubleducking should now be much more consistent!
Bug fixes:
Fixed a bug where teleporting out of a trigger_multiple (checkpoints for example) could start the timer if the output used is OnEndTouch. Note that mappers really shouldn't be using OnEndTouch to start the timer, as that output fires for leaving the trigger for any reason, including teleporting.
This fix only applies to the StartTimer input, other inputs will still fire when teleporting out.
Fixed losing attributes like Bhop Mode by respawning when the trigger surrounds the spawnpoint.
Fixed an issue with the Limited Bungee where you could extend it to an unlimited length by holding the backwards key while in the air.
Fixed the "Preserve angles" flag on trigger_teleport not doing anything, it now works correctly.
Fixed the stock file lists for vbsp containing some assets that weren't actually stock.
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
This is a client-side update and will not require server restarts, nor cause an update required message ingame.
Fixed demo visual issues when loading demos using the demoui Load button (a message in console "Failed to load duck smoothing data" can be seen). The playdemo console command did work as expected.
Fixed #KZMOD_Invalid typo when the timer is invalidated.
Fixed overlapping visually corrupted text in Hammer for trigger_jump_control.
Added information on the new MovementRestrictions flags to the ModEvents.res file for plugin makers.
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Hello climbers, hope everyone has had a happy new year! Here's what's in the update:
Kreedz Climbing
Unnecessary warning messages have been removed from console startup (con_clearinitial 0 to restore them for development reasons, such as plugins).
Added a no doubleducking feature to trigger_jumpcontrol, and moved it's functionality to use Flags, similar to trigger_player_movement_attributes. Thanks to SoUlFaThEr for the HUD image!
game_text allows mappers to specify a custom game font to use (these are found in the KreedzClimbing/kz/resource/ClientScheme.res and SourceScheme.res files). This allows for different sized text and different fonts (custom .ttfs are not yet supported).
The built-in Longjump stats now show your prestrafe ("Highest Ground Speed") the moment you jump instead of waiting for you to land.
The chatbox can now be moved and resized using the mouse, without needing to use console commands.
The mouse is now centered on the chatbox whenever it's opened.
Pausing no longer prevents other players from spectating you, and also displays on the HUD.
The scoreboard now shows your current AirAcceleration value at the bottom right.
Added prop_static lightmapping as an option, the same as TF2 and CSS. This allows for large, low-poly models to recieve superior lighting. This needs to be set in the prop_static properties in Hammer, and best results are seen by using VRAD's -maxquality option.
VBSP
Fixed not seeing missing files for autopacking if you were ignoring overrides.
Fixed autopack saying it packed internal files (like cubemaps) when it really didn't.
Fixed autopack's file count being larger than it actually is (it was wrongly counting vbsp generated files like cubemaps).
Fixed .WVT (WorldVertexTransition) material files causing autopack errors if the material was in the base materials folder, and not in a subfolder.
I've created a guide for how to use Kreedz Climbing's vbsp autopack feature to easily pack the custom content you use in your maps. You can view the guide here!
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Bug fixes:
Fixed demos that were recorded on a workshop map being unplayable. Note you need to be subscribed to the workshop map to be able to watch the demo!
Fixed an issue where .ugc can appear in workshop map names in the server info window.
Fixed info_player_start having fancy inputs, but lacking the ability to have a name meaning the inputs couldn't be used (whoops).
Changes:
info_player_start recently recieved the ability to be enabled/disabled for players, however in Hammer the addition of the new default-enabled flag wasn't applied to already existing playerstarts in map vmfs. This means that spawning in some maps after that update results in an incorrect "no spawnpoints available" message.
Rather than force mappers to recompile the map, the game now detects if every spawnpoint in the map is disabled and enables them to avoid the problem.
Added a Console menu option to the Mod Demo Viewer for those unable to use the normal console key.
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Fixed an issue with slope detection that made sticking to some downwards slopes impossible, making some maps impossible.
Really sorry for interrupting KZ_FREW's stream, had to fix the impossible maps, love ya man! <3
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
EDIT2:
Fixed the plugin breakage for realsies!
EDIT:
Reverted a change to entity teleporting that appeared to break the WR bot plugin.
bot_add is no longer a cheat when executed by the server (still a cheat for clients).
Changes:
Fixed an issue where Kreedz Climbing considered a player on the ground incorrectly, which was a discrepency with Counter-Strike 1.6. Fixing this should make the game's bhop the same! A big thank you to hoLy for his descriptions that helped me track this issue down. Demos will still be compatible after this change. Hopefully this is the last of the movement inconsistancies!
Toned down the art tool muzzle brightness as it was too bright.
Optimised workshop caching on the client.
Optimised server FPS.
Bug fixes:
Fixed the art tool buzzing when changing colours underwater.
Fixed plugins run on local servers being unable to locate some subscribed workshop files.
[Dedicated server] Fixed automated_server.bat and update_kreedclimbing_server.txt being reset if the server is verified with SteamCMD.
An update for Kreedz Climbing has been released. This patch will be automatically applied by Steam within 15 minutes. You may have to restart Steam for the update to immediately begin downloading.
Please note that when a patch is released, the currently running servers will be out of date and won't show up on your server browser anymore. Once they update they will appear again!
Hello climbers! This is going to be a big post, so bear with me as we have quite a few things to talk about!
First, the return of a much-loved map from Kreedz Climbing's mod days, kz_sheol!
This level was removed from the game after the transition to Steam for technical reasons, but with those issues resolved, the map returns! Use your KZ skills to climb to safety and escape the underworld!
kz_sheol was created by the talented Millet who is also responsible for several other official maps for Kreedz Climbing, and it's a pleasure to see his work return!
Now for the patch notes:
Kreedz Climbing:
Bug Fixes:
Fixed respawning from a trigger_legbreak sent the player to the spawn momentarily, falsely activating spawn-related triggers.
Non-standard aspect ratios in detail prop textures are now supported.
Fixed ammo count for the USP not updating when spectating other players.
Fixed the name of other players not always appearing in some situations while in spectator mode.
Fixed hammer expert compile settings being reset to default when verifying game content.
Additions:
info_player_start and info_player_seeker now support global Enable/Disable as well as AddAllowedPlayer and RemoveAllowedPlayer, allowing mappers to directly control spawn locations.
Added an OnSpawn output to info_player_start and info_player_seeker. The activator will be the player who spawned.
Added -use_hammer_resources command line option, which enables the hammer resources folder to (temporarily) be used by the game. Please see the section on VBSP Autopack for more information.
Serverside workshop downloads are now more descriptive to ressure server operators the server hasn't frozen during the loading phase. Note that servers may appear temporarily unresponsive as they decompress workshop maps.
Kreedz Climbing Development Tools:
Fixed a bug causing cubemaps in the map to become corrupted in some cases, which manifested itself as pink-and-black reflections on specular textures for some players. A map affected by this bug will have to be re-uploaded via the updated tool to correct the issue.
Map compile tools:
VBSP, the first stage of the compile process:
New feature: Autopack
Autopack is a new feature, built directly into vbsp, which is capable of automatically detecting and packing custom content (materials, models etc) during the compile phase, a task normally performed by a third-party tool such as Pakrat or VIDE. Invoked using the -autopack command in Hammer's expert compile dialog.
-autopack, which when used will compile a list of custom content the map depends on during vbsp compile and automatically pack it without mapper intervention.
A new folder has been created in the kz folder, "hammer_resources". This contains a materials, models folder like the base game, but this is only loaded by Hammer and the vbsp autopack function. Custom mapping content can (and now should) be placed in these folders - this means that when testing your autopacked map, the content you see is what's inside the packfile, making any packing errors immedietely obvious. What you see is what another player will see upon loading your Workshop map.
Autopack will automatically generate .dx80.vtx files for custom models that don't have them. .dx.80.vtx is required to support Kreedz Climbing's DX8 mode, and some custom models made for later Source engine games aren't released with them.
Autopack comes with the following additional commands:
-autopackstrict: Like -autopack, but won't generate a .bsp file if any of the custom content dependencies can't be found. Useful to make sure there are no missing files.
-dependencies: Normally vbsp will only print a list of missing files, this will cause the tool to display the names of every piece of custom content the map currently uses.
-onlydependencies: Like -dependencies, but won't generate any files, used for information-only compiles.
-allowoverrides: If you place files with the same name as original game content in the hammer_resources folder, your map's packfile will override the original content, causing players on just that map to see that content. This might not be what you want (as future update to that content will be ignored on your map), so you have to intentially opt-in to content overriding with this command.
-ignoreoverrides: You may have a lot of accidentally overriden content in your hammer_resources folder - this may happen if you extract a HL2 .vpk for example. If you are absolutely sure you don't want to do any overriding and deleting the offending content is too time consuming, specify this command and vbsp will completely ignore it and stop complaining.
-packmapfolder: Automatically attempts to pack the contents of <vmfdirectory>/packfiles/<mapname> into the map during compile.
-embed <directory>: Attempts to embed the contents of this directory into the packfile during compile.
As said before, autopack requires any content you intend to be packed into your map to be placed into the hammer_resources folder. For example:
kz/materials/mytextures/wall.vmt must be moved to:
kz/hammer_resources/materials/mytextures/wall.vmt
Please see the upcoming Steam guide on custom content packing for more information.
Other changes to vbsp:
Maps with leaks in them will no longer compile, unless -allowleaks is added to the command line.
Maps with no info_player_start will no longer compile.
Smoothing groups now work on func_detail geometry.
Previously-compiled versions of the map will now be renamed to .bak, meaning if the compile fails, later tools will fail too with a missing file, instead of potentially running VIS and RAD on an old version of the bsp.
VRAD, the lighting stage of the compile process:
Up to 60% faster compile speed ( thank you for the contribution here).
Fixed an ingame crash that can occur when using -staticpropshadows.
Added a new command option -maxquality, implies -final -textureshadows -staticpropshadows -staticproppolys.
Thanks for bearing with me during this long announcement! Hopefully these changes will make mapping a more pleasant experience. Happy climbing!