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Everything posted by atrX

  1. This mod is being developed during livestreams, you can follow them here: An archive of all previous streams can be found here: I'll announce every stream in the #streams channel on Discord (though I forgot to do so today c:). During these streams I'll be reading your feedback and answering any questions you may have. The mod is also open source and can be found on GitHub:
  2. 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.
  3. 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)
  4. We've just relaunched and with this came a new theme. If you find any issues with it, please report them here. Regards, atrX.
  5. 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.
  6. 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.
  7. 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.
  8. Hi there! As a bit of an incentive for you all to keep playing and as a thank you for the support you've shown thus far, we've decided to give the first person to legitimately reach level 80 3 months of free VIP. Due to our implementation of the ranking system there is a slight limitation, however: You must be on a legtimitate CD key (Since ranks are assiociated with your GUID, cracked keys share ranks with other clients, therefore making leveling faster.) Once you have reached level 80, please DM me on the forums with a screenshot of your level and your B3 CID (you can find out what your B3 CID is by typing !regtest in the chat, it's the number after the @ symbol, please note that you must first !register to use this command). Thank you @iiManix for coining the idea. Regards, atrX. Before anyone asks, yes, we'll be updating the mod regularly. I'm currently working on fixing some issues and looking into implementing some new features already.
  9. 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:
  10. 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.
  11. The 1.4 update will go live at ~7PM GMT today. The changelog can be found below. Changelog New: Added an additional 120 levels to make for a total of 200 earnable levels! Reach level 200 for a shiny animated rank icon. (thanks @xoxor4d0xzz) Added a few new maps to the rotation and removed some that were causing errors due to engine limits (if there's any maps you'd like added/removed, please make a topic about it here) You can now select a camo to use on your guns (there's 5 camos, won't be adding more due to asset limits) New customisation options: (huge thanks to @Mist and @ERICOS for fixing a bunch of broken stuff) 11 new characters 4 new viewhands 4 new guns 1 new VIP melee weapon 1 new non-VIP melee weapon New endround and endmap songs (about time) Changes: Killcam overhaul, now also shows on the last round Player cards (the thing that pops up when someone gets a kill) have been overhauled New rank icons (you'll earn a new icon every 5 levels, up to level 100, at which point you'll be granted the Raid logo icon until you reach the gold 200 icon) Endround end endmap songs now play from a queue instead of being randomly selected Tomahawk got its old texture back from the old mod L96A1 has been replaced with the L115A3 from Ghosts MW3 Five-Seven has been replaced with the BO2 one Viewhands customisation now applies to the activator too (now shut up @iiManix) Fixes: Wounded and Captain America viewhands no longer cause unused attachments to show on weapons Pressing ESC no longer closes the mapvote Secret exit on mp_dr_hardstyle has been moved mp_dr_alley will now correctly give you an RPG in the RPG room Secret on famous should be properly blocked now Going old on mp_dr_caution no longer takes your guns away Fixed hard secret exit on mp_dr_jump_hard Blocked cut in first secret on mp_dr_lithium that made secret faster than main map Blocked cut on mp_dr_rock Fixed endmap trigger on mp_deathrun_azteca Probably some stuff I forgot to mention, but the most important bits should be in the changelog.
  12. Long story short, I accidentally pushed the scripts for the update to the live server and didn't have a backup of the old ones... Enjoy the early update, lol. Changelog New: Updated map rotation (now 227 maps large!) Updated end round/map songs based on community poll Added item shop where you can rent any VIP item for 1 day (24 hours) with credits earned for: Playing (granted at the end of each round) Kills Finishing the map New customization options for VIPs: Miku character model (thanks to @Rex109) Slash N' Burn knife Rainbow trail Sparkles trail (the old Raid VIP trail) Chicken pet Watermelon gun Added toggleable spectator list (see who is spectating a player) Added "Ghost Run" label when spectating a player in ghost run Added toggleable option to not spectate ghosts Menu overhaul Added "Add To Favorites" button Added "Rules" button Added detailed statistics tracking including different types of kills, traps activated, deaths and time played (only ingame, for now) Server announcement when someone finishes the map with placement order (still no order rule though ) Added DR-specific controls to the multiplayer controls menu Added DR-specific options to the game options and multiplayer options menus Changes: Spectator keyboard looks a bit nicer now Buffed snipers (should be a one-shot kill in the upper body all the time now) Updated some weapons (reduced image count, improved animations, sounds etc.) thanks to @Mist Map rotation will no longer reset upon a server restart Removed player timer on practice run First round will now be displayed as "Practice Round", subsequent rounds will be counted from 1-10 Nightvision will no longer show up on the HUD, but can still be enabled if you have it bound Added back WTF sound when a player presses B42 Going AFK as activator will no longer grant you XP for the automatic trap activation Random first place XP will no longer activate on practice round Removed "Free Run" popup from practice round Removed forced viewhands/playermodels on some maps (let me know if I missed any) Removed delay from teleporter at spawn on mp_dr_blue End rooms on mp_deathrun_easy will now always be active Randomised music selection on mp_dr_imaginary Anyone can now enter the "Brick" secret on mp_deathrun_cookie, even without renaming to "Brick" Nerfed mp_dr_lithium secrets Removed some abusive stuff from several maps Removed some XP fountains from several maps Fixes: Stats will no longer reset if the backend goes down (you'll temporarily be level 1 until it comes back up, at which point you'll get your rank back) Fixed desync between on-screen timer and actual time used for records Time record is no longer shown at end of game when no one has ever finished the map (no more 99999999) Activator is no longer able to damage ghosts XP bar is no longer shown when opening a menu Lots of script error fixes for several maps Lots of fixes for broken end triggers Fixed some maps that weren't giving XP for trap activation Blocked bhop cut on mp_deathrun_scoria Blocked cut on mp_dr_watercity Blocked cut on mp_dr_bananaphone_v2 Block ladder stall cut on mp_deathrun_ruin Blocked no fall damage cut on mp_deathrun_ruin Blocked cut on mp_deathrun_hop Players no longer randomly die from trap activation on the practice round on mp_deathrun_ruin Players in ghost run can now exit the spawn of mp_deathrun_ruin Fixed several SQL injections in the backend (don't ask me why I'm not using prepared statements, even I don't know) If you find any more bugs or issues, please report them here:
  13. Let me be the first to make an introduction thread. I go by the name atrX (or AtriX) nowadays but used to be called JR-Imagine and Slaya aswell. My IRL name is Jordy Rymenants, I'm 18 as of the writing of this post and I live in Belgium. Most of you will probably already know me from either my deathrun/zombies maps and the surf mod. I'm into software and web development and am pursuing a career in said industry. A collection of some of my work can be found on my portfolio: Lately I've been playing mostly CS:GO but once the surf server goes back up you'll probably find me on there at least a few times a week. So yeah, that's me in a nutshell.
  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. 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.
  16. 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.
  17. I'd like to take a moment to congratulate @Fedzor for being the first player to reach level 80. He has hereby won the race and will receive 3 months of free VIP. We'll have more little competitions like this in the future for others to have a chance to win something.
  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. I'd like to welcome two new Trial Admins to our team: @wav33 and @Fedzor! During their trial period they'll be watching our servers alongside the rest of our team and performing actions where they deem necessary. As for the trials, you'll find the necessary information in the admin section of the forum.
  20. 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.
  21. Vote for your favourite songs now. If anyone still has suggestions for more songs, feel free to keep posting here: I'll add any new suggestions to the poll whilst it runs.
  22. 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.
  23. Submit your votes for you favourite map(s) from the contest. Entries: You can vote by leaving a comment with scores out of 5 and a short explanation for the following criteria: Theme Level of detail Uniqueness and variation of traps Map flow You're allowed to submit scores for as many maps as you'd like (just not your own). Final scores are calculated as averages based on community feedback (+ the bonus points I said you could earn from optimisation and submitting a script error free map). Template for ratings:
  24. 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!
  25. 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.