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Kreedz Climbing News

Update for Kreedz Climbing released

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!

If you haven't been keeping up with the update news, check out the new CS:GO Movement Mode and Ramp stuck and wallbug fixes!

Changes
  • The /speed command will now show if you perform a perfect bhop (bypassing jump fatigue in 1.6 mode or speed limits in CS:GO mode) - the number will turn green if you succeed! Note this feature does not function when recording a demo.

  • Fixed the ducking mechanics not being correct in CS:GO mode - keep the feedback coming, we can make it perfect together!
Bug fixes
  • Fixed the view behaving strangely when duck-jumping in enclosed areas where the view has extra crouched down, such as vents.

  • Fixed getting thrown off of ladders when getting too near the top when the top is covered with some sort of blocking object like a playerclip.
Map changes:

kz_tradeblock
  • Fixed the sun being a massive black square in the sky.


Happy climbing!

[Update] Significant player physics improvements - Surf slope stuck fixed, Wallbugs fixed!

Climbers!

We have another exciting update for you, this time focusing on improving the player movement physics. There are several bugs that have been with the game (and other source games) for a long time related to surf slopes and diagonal walls. I'm very happy to announce these bugs have been fixed!

Changes:
  • The bounce you get when landing on a sloped surface is now consistent regardless of how you impact the slope.
Bug fixes:
  • Fixed getting stuck on surf slopes when surfing on them at certain angles. This bug could be seen as you suddenly stopping completely as if you hit a wall.

  • Fixed getting stuck on diagonal walls when jumping and sliding against them.

  • Fixed being able to ascend diagonal walls by jumping against them and spamming the duck key.

  • Fixed not being able to jump forward when running up certain slopes.


Many thanks to the testers who let us know about these problems, and who tirelessly helped us be sure the problems are gone!

Happy climbing!

[Updated] Update for Kreedz Climbing released - CS:GO Movement Mode Added!

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!

Happy climbing!

[Updated] Update for Kreedz Climbing released + 100+ Workshop maps!

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!

Happy climbing!

Update for Kreedz Climbing released - CS 1.6 Player Models added!

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!