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Everything posted by atrX

  1. Patience my dude, we're busy people. Uh what?
  2. Hi, I can't find you on Discord, are you sure your tag is correct?
  3. Declined due to: Failure to follow the template required as described in: Failure to meet the requirements (must have 20+ hours played) If you wish, you may apply again after a 30 day waiting period.
  4. Congratulations on becoming a CS:GO trial admin! Make sure to the read the appropriate topics in the admin section. If you have any questions, don't hesitate to ask a Lead Admin or above.
  5. ?
  6. Congratulations on becoming a CS:GO trial admin! Make sure to the read the appropriate topics in the admin section. If you have any questions, don't hesitate to ask a Lead Admin or above.
  7. Hi, I can't find you on Discord. Could you double check your Discord tag and make sure you're also in the Raid Discord server?
  8. That title though... First things first, no I'm not going to kill off Raid anytime soon (quite the opposite, actually). As everyone is well aware, our servers, forums and Discord haven't exactly been the most active. As a result, I've been wanting to diversify our community a bit, introduce new games and generalise it a bit more rather than just "we host servers". In this post I'm going to be laying out my current plans. Anyone is free to give feedback and introduce new ideas (any help is welcome, I want to see this community shine like it used to). Game/Community Hubs Hubs will act as a place of discussion for a game. They'll be run by Community Managers (more on these further down the post) who will moderate, organise events etc. Since we can't just create a hub for every game in existence, I want people to actually come forward and request to add a new hub when they have a group of people interested in said game. We'll have a dedicated section on the forums for hub requests with clear instructions on how the process is handled. Community Managers If these changes are effective and bring in more people, we're going to need some people to manage each hub. This is where Community Managers come in. These individuals would be community-elected (we into politics now bois) and serve as the primary administrators of their respective hub. They can run their hub as they wish, so long as they listen to the community of said hub. Basically, they're like moderators of a subreddit, for those familiar with Reddit. Discord The Discord server will get a serious overhaul to be more in line with the whole hub thing. We don't want to make it too crowded though (not have 100 different text channels for a singular game) so we'll have to impose limits on hubs based on popularity and the type of game. You'll be able to assign yourself groups through a bot based on what hubs you want to be in. Once you're in a hub's group you'll be able to see the channels related to the hub and partake in discussions and events. What of the servers? Our CoD4 servers will continue to be run as normal, nothing really changes here. However, once the overhaul of the leaderboards, servers page and Echelon are done, we might start putting up servers for popular hubs. More details once we're actually ready for it. So yeah, let me know what you think. If you have any ideas worth sharing, don't hesitate. All of your opinions matter to us, we want to provide you with the best possible community experience we can. I've attached a poll to the post so we can get a bit of an overview on the amount of people that like/dislike the idea. If you vote (especially if you vote no), we'd really appreciate if you also explained your choice. As a final note, I'd like to thank everyone that's been there with us up to this point. You've all been wonderful and it means a lot to me that there's people who genuinely care a lot about our community.
  9. Version 1.1.1 of CoD4: Unleashed has been released: Changelog: Added: Full support for HTTP 1.1 JSON support (GSC module, see unleashed\json in bin) isArray function getEpochTime and epochTimeToString setSpectatedClient Changed: Project renamed to CoD4: Unleashed Updated compile info Deprecated httpPostRequest The script reference has been updated to reflect these changes. Edit: Hotfix released addressing an issue with the JSON module not parsing boolean values properly.
  10. Some people kept nagging me to make this... So here it is. Right now there's only one video, and it covers the most basic start door and traps. I plan on uploading a new tutorial every week though, so the library should expand fairly quickly.
  11. Hi there and welcome to 2019! We've got lots of exciting things planned but for now we're kicking off the new year with a deathrun mapping competition! Deadline and submission All maps must be submitted by 11:59PM GMT on February 17th. Submitting a map is done by creating a topic in with screenshots/info/whatever of your map and a download link. Your topic title should start with "[Mapping Contest]" to differentiate between contest submissions and regular content. Prizes Right now the prizes are as follows: 1st place: 3 months of VIP 2nd place: 2 months of VIP 3rd place: 1 month of VIP I'll probably throw in a 15-20 EUR Steam gift card for first place if enough people show interest. If anyone else wants to contribute to the prize pool, hit me up. Rules You must be able to finish on 190 speed with a speed scale of 1.0 (why else would you be entering this competition?) Your map must have a working endmap trigger Your map must make use of the trigger list method for trap activation XP (if anyone doesn't know how to do this, hit me up and I'll write up a quick tutorial) Broken lightgrid or failure to compile reflections = disqualified (no one likes a broken map) No custom weapons (for the love of god, can people please stop doing this?) Do not force viewhands/playermodels/weapons/... on players upon spawning You can add secrets, but they are NOT to be taken into account when judging a map You must not have started mapping before the time at which this was posted You must be able to run your map using 1.7 Criteria We will have the community vote on each map with a set of criteria, each with a rating out of 5: Theme Level of detail Uniqueness and variation of traps Map flow You can gain additional points with the following criteria (2.5 for each): Optimisation (proper use of caulk etc. will gain you points, portalling for big and detailed maps is appreciated but won't be taken into account) Submitting a map without script errors FAQ If you have any more questions, feel free to ask below. Edit: If you're planning on entering, please comment down below so I can get an idea of the amount of contestants.
  12. Changelog New: Anti lag (essentially kills the no fall damage bind) Anti ele (Caspa has been unable to hit a single ele on the current version ) Added 3 extra viewhands (missing stock CoD4 ones) unlocked at level 4, 12 and 20 respectively VIP Deagle now has camo support Changes: New endround songs Fixes: Fixed the following maps crashing on Mac: mp_deathrun_sm_v2 mp_deathrun_familyguy mp_deathrun_flow mp_deathrun_minecraft mp_deathrun_portal_v3 mp_deathrun_control Special thanks to @Caspa for extensive testing of the anti lag and anti ele.
  13. Changelog New: New and improved lag detection (should detect all kinds of lag and not throw false-positives) Fixes: Going back into the map on mp_dr_skypower after finishing no longer kills you. If there's any problems found with the new anti lag, please message me about it on Discord or reply to this topic!
  14. Hi there! We've just launched our own Promod server (well, yesterday...)! It's pretty barebones right now as I've been busy with other things, but I did promised to get it out by the end of the month so yeah... I'll probably update the mod with new stuff at some point. My main focus was the new server-sided anti cheat, which covers a few common types of cheats and has been rolled out onto most of our servers (basically all the ones where it would actually be useful). The new anti cheat will be updated and adjusted regularly (though you won't notice, as it's completely server-sided). Regards, atrX.
  15. Posting these early so I can get some feedback in before we release the update. We've heard your complaints about the rotation and I've finally done something about it. Changelog New: Opening the shop menu will now inform you of the rental period through a message at the top left of your screen. New rotations (we can switch between the available rotations on the fly): Default Best maps Classics All maps Changes: Doubled shop credits gained at the end of each round (1 -> 2). Extended shop rental period (2 days -> 7 days). Various improvements to the anti-glitch plugin (anti-lag, anti-ele, ...). Removed Spectrum camo. Adjusted level requirements for all camos to adjust for the removal of Spectrum camo. Increased XP gained when activating traps (60 -> 100). Increased XP gained for activator when a jumper dies (20 -> 30). Increased XP gained at the end of each round (20 -> 50). New endround/endmap songs. Fixes: Fixed an issue where equiping the VIP deagle while having a camo selected would crash the game. Added back mp_deathrun_grassy_v4, mp_deathrun_nukebase, mp_dr_industrial and mp_dr_pipe (no longer crash the game due to xmodel limit). Blocked mid-air elevators. Blocked slide cut on mp_dr_skypower. We want your feedback regarding the new rotations. You can see which maps are included in each rotation here: If you want to see a specific map added/removed in a certain rotation, leave a comment here with your reasoning and we'll take it into consideration. Old only map events will still be a thing from time to time and these can be toggled on/off regardless of the active rotation, so each old only event isn't necessarily the same.
  16. We'll be replacing the end round songs sometime soon and want your input. Post suggestions below in the following format: YouTube link: Time (from-to): End round songs should be ~10 seconds (no longer), endmap can be longer.
  17. It's a smaller update with the main feature being the all new Double Jump events (join today at 12PM EST/5PM GMT/6PM CET). Changelog New: Double Jump events (press jump again mid-air to double jump) Added mp_dr_celerity to the rotation Changes: Map records won't submit if Double Jump is enabled Server name now shows "190 speed" as per the suggestion of @Caspa Removed mp_dr_raky from the rotation Fixes: Disable AFK activation if there is more than 1 activator Removed Crowbar worldmodel (melee weapons aren't supposed to have a world model) We'll have 2x XP enabled for the duration of the weekend and double jump for the duration of the event.
  18. Hi there! As you might have noticed by the title of the forums and the server renames... Raid Gaming is officially back! @MiKeY recently got in touch with my regarding the possibility of bringing back Raid, we talked about it for a while and well... Here we are. Revolutionary Mods has hereby officially merged into Raid and all the servers have carried over. In this process I have become the main owner of Raid and Mikey has decided to take a step back and become a co-owner with less responsibilities (probably because he can't finish a mod). Some things have changed though. We opted to keep old topics etc to the archive and only import members to our new forum. Raid had a lot of drama going on and we kinda want to leave all of that behind. All the old stuff is still available at however. Other servers Raid used to have like Promod and Fun/High Jump are coming back aswell, we're just in the progress of getting the mods ready (absolutely no ETAs). Old admins can DM me or @MiKeY to be put on trial for the role of Server Admin again after an internal voting (and thereby skip the application process). We decided against instantly granting everyone their admin status due to some concerns regarding specific (not to be mentioned) old staff members. We do have an internal voting before granting old admins Trial status so it is in no way a guarantee you'll be put back on Trial in the first place (this due to the aforementioned concerns). Regards, @atrX and @MiKeY. Your new Raid overlords.
  19. Changelog New: Added 7 new FX trails (thanks @Mist) Added 4 new geometry trails (thanks @xoxor4d0xzz) Community Announcement and Admin Message through B3 (admins only, across all servers) !join commands (only able to add these on Deathrun and Surf, unfortunately) Added 5 more maps to the rotation (mp_deathrun_hop, mp_deathrun_wood, mp_deathrun_ponies, mp_dr_merry_xmas, mp_dr_fallrun) Changes: Reverted weapon skins to the old Raid ones (the really shiny gold ones) Ghosts now have ammo (and can also under no circumstances damage the activator) VIP Deagle now has a purple muzzleflash Removed clip blocking the activator from getting close to the end door on mp_deathrun_liferun Added back Beatthat's Deagle to mp_dr_destiny Fixes: Killcam will now also trigger for the activator when players are in ghost run Fixed endmap triggers on some maps Fixed traps not giving XP on some maps Fixed mp_dr_bounce endrooms Fixed mp_dr_blue to force fullbright regardless of your preferences Fixed mp_deathrun_factory's endgame music overlapping with the endround songs Fixed mp_deathrun_factory's sniper room never getting enabled if players in in ghost run Fixed mp_dr_destiny's final fight not getting enabled if players are in ghost run Server now has enough time to display the winning map of a mapvote properly Added mp_deathrun_factory to the exception list for anti spawn camp to prevent people from dying when jumping into spawn from the activator room Fixed spectator button overlay overlapping with ghost run text Added back the german shepard model and animations (mp_deathrun_cherry endroom fix) If you find any more bugs or issues, please report them here:
  20. Hi there! @iiManix coined another good idea. From now on, at the end of each month, we will grant the top donator for that month a special forum group called VIP. This group is basically a carbon copy of the regular Donator group so don't worry, we're not giving special priviliges to people with money. It's just a simple thank you to our biggest supporters. ^ Obviously, if you've already got the VIP group you're excluded from the selection for that month so someone else can also get the group. I've already granted two people the group for previous months (one of which is no longer in the system, sorry about that) and any donations that happened this month will count for the next selection at the end of May. Aside from this small forum update I've also got a quick status update for the Deathrun update. I've not been able to work on it too much due to working for college aswell as playing on the servers myself (sorry guys ). But I've been working on fixing the killcam bug (not tested yet but should in theory be fixed) alongside some other minor things. I'll also be reverting the weapon skins to the old Raid ones aswell as adding a bunch of new trails in the update (which will be the main not-so-big big thing) provided by @xoxor4d0xzz and @Mist. Regards, atrX.
  21. Hi there! I've just pushed out an update to Deathrun adding some new stuff like geo trails, old Raid skins and a bunch of new maps. Also in this new update is a bunch of changes and fixes for problems you've all reported. For more information, check the changelog: Aside from the update I wanted to also put out a quick roadmap for the near future. In order, my current priority is: Slay V3 Raid Promod Raid Fun/High Jump Raid Surf update (new customisation including some of the stuff that was added to Deathrun and possibly some other new stuff) Leaderboard frontend overhaul and integration with Deathrun (currently Hope to see you all on the server! PS: Yes, I was indeed too lazy to redo the spectator input overlay for this update, maybe in the next one. Regards, atrX.
  22. I'm a pretty shit editor. Tbh, there's not much editing going on anyway, just some slight VFX here and there, some collor correction and lots of cutting. I just do this stuff for fun from time to time.
  23. Hi there! Figured I should probably rewrite this guide so people can make maps if they want. Prerequisites Latest Local Play/Developer Build: (once extracted, ignore the last line of the README.txt, as CoDScript is no longer up, simply run "Local Server.bat" and connect to the server using "Play Surf.bat") Alternatively, set up a local server using the source code: (Advised if you want to use newer developer features as the Developer Build is rarely updated, certainly not a requirement however) Mapping Making a surf map is relatively easy and requires no scripting if you keep it basic. Setting your map up to work with the mod relies heavily on the use of KVPs (key-value pairs) in Radiant. I'll go over all the necessary components first and then list any other things you can make use of. Spawns Surf makes use of regular mp_dm_spawn entities. You can place as many as you'd like, but you'll need at least 1. You can also provide a spectator point using an mp_global_intermission entity. Start Zone The start zone is required to know when to start the timer (it starts as soon as you leave this area). The start zone should be a trigger_multiple with the following KVP: targetname trigger_startmap You should only ever have ONE start zone! End Zone The end zone is required to know when to stop the timer (it stops as soon as you enter this area), and thus finish the map. The end zone should be a trigger_multiple with the following KVP: targetname trigger_endmap You should only ever have ONE end zone! Teleporters Teleporters are used to teleport players around the map (e.g. when they finish a stage or when they fail a section of the map and need to be respawned somewhere). Teleporters consist of two components: triggers (the area you enter) and script_origins (where you'll be teleported to). Generally your triggers will be of the type trigger_multiple, but any other type will also work. It depends on what you need. Every teleporter trigger should have the following KVP: targetname trigger_teleport As you can see, the teleporter in this screenshot has another KVP: target auto2 The target is the targetname of whatever script_origins are linked to this teleporter (thus, the places you'll be teleported to). You don't have to enter these manually, these will be automatically generated when we start adding script_origins and link them to the triggers. Next we'll add a place for this trigger to teleport us to. To do this, we spawn a script_origin. Now, to link this script origin to the trigger we made earlier, all you have to do is first select the trigger, then select the script_origin and then press W on the keyboard. This will automatically give the script_origin a generated targetname and give the trigger a target pointing to the script_origin. You can link as many script_origins to as many triggers as you'd like, there is no limit on either. Beware that an entity can only have one targetname and one target, meaning that you can only link multiple script_origins and triggers together if they actually belong to the same group that will teleport to the same places. Boosters (Incremental) Incremental boosters will add predefined amounts to the player's velocity in a certain direction, speeding him up (or slowing him down in the case of negative values). To make a booster, make a trigger_multiple and give it the following KVPs: targetname trigger_boost target x y z The target values, x, y and z, should be replaced with the desired speeds in the desired directions (you'll have to play around with these to find a value you like). Boosters (Scaling) Scaling boosters are made in the exact same way as incremental boosters (except for the targetname used). However, unlike incremental boosters, they multiply the player's velocity with the amounts defined. targetname trigger_speed target x y z Using this, you can make a trigger that, for example, simply doubles a player's horizontal speed using: target 2 2 1 No-Hop Zones A no-hop zone is an area in which bunny hopping is limited to speeds <= 320 (going above 320 will put your speed back to 280). These can be useful in case you want people to start your map (or stages) from a standstill. To create a no-hop zone you simply make a trigger_multiple covering the area you want and give it the following KVP: targetname trigger_nohop Scripting Making a basic surf map requires practically no scripting. All you really need is this basic template: main() { maps\mp\_load::main(); level.surfDifficulty = "easy"; // Options are: easy, intermediate, hard } You can add much more if you'd like, but make sure your maps runs without a hitch and always test using developer 1! Maps with bad quality scripts will not be added to the official server as they can cause server hitches resulting in lag (which would be detrimental to the user experience as movement is entirely server-sided and thus suffers badly from lag spikes). Functions exposed by the mod for use in your maps can be found here: I will update this topic if any new features are ever added that you can take advantage of as a mapper. Regards, atrX.
  24. Hi there! We'll be doubling all XP gained on the Deathrun server this weekend starting NOW until Sunday 9PM GMT. Hope to see you all on the server! Regards, atrX.
  25. Small update introducing two new features and some animation fixes. Changelog New: Added option to toggle showing jumpers (B51 or !hideplayers) Added option to enable a speed meter (B52) Changes: Adjusted Karambit animations (thanks @Mist)