Introducing Deathmatch (v4.7)

Today's update brings a load of improvements, plus the introduction of Deathmatch

Garry's Mod
Garry's Mod
Added
New Gamemode: Deathmatch

Introducing CS:GO/CS2 Deathmatch. Use any weapon you want, bonus weapons and 3 modes; FFA, TDM and Classic.

Improvement
Re-wrote the chicken system

Chicken AI has been re-written along with the logic for spawning and keeping the chicken population in check. Gamemodes now have more control over chickens, including spawning and maximum counts.

Removed
Legacy Chicken code.
Added
Operation Arctic Siege - Week 6 Missions
Added
New, unified spectating system

Going forwards, instead of copying and modifying code for each gamemode, a new unified spectator system has now been added and re-written from scratch. Counter-Strike and it's derrived gamemodes are now using the new system.

Improvement
Improved Player Avatar painting
Improvement
Gamemodes can now override the gamemode name on the Scoreboard rather than simply displaying the Gamemode "Name" variable.
lambda.tf website
Added
New maps for Guardian on LambdaNet
Added
New CT & T Bot Avatars
Added
Deathmatch map images and map seeders
Counter-Strike Gamemode
Improvement
Bots now react to Flashbangs
Improvement
Flashbangs now emit a temporary light when detonating
Added
P90

This got missed somehow when re-adding the weapons to this new gamemode.

Added
Event hook for when a player fires their weapon
Added
Hooks to disable taking money when purchasing weapons (Used for Derrived gamemodes)
Added
New hook so derrived gamemodes can determine who's an enemy.
Added
Hook so derrived gamemodes can show/hide Team overhead icons
Added
Added support so that if the score panel changes (e.g Gametype change) mid-game, the scoreboard will re-create itself.
Added
Added support for Score notifications, for derrived gamemodes that do not use the money system.
Added
Added a hook so that derrived gamemodes can specify custom spawn point entities
Added
Added a hook so that derrived gamemodes can prevent weapon dropping
Fixed
Fixed an issue where the Team Menu wouldn't close if you clicked on the team you are already on.
Added
Added hooks in the Buy Menu UI so that certain elements (e.g Weapon Prices) can be disabled.
Added
Re-added the Healthshot.

Disabled by Default but derrived gamemodes can specify if the Healthshot can be purchased in the Buy menu.

Added
Added the `info_enemy_terrorist_spawn` point entity for AI-Enemy based derrived gamemodes.
Improvement
Implemented the info_map_parameters entity, so that maps can tweak certain game aspects

Game aspects including:

  • Maximum Chicken count
  • Whether to auto-generate Deathmatch Spawns
  • Whether to auto-generate Chicken spawns
  • Whether to use regular CT/T spawns in Deathmatch rather than info_player_deathmatch
  • The teams that can buy
  • Bot Max Vision Distance
  • How far away players should fade out.
Removed
Removed Crosshair on snipers
  • AWP
  • SSG-08 (Scout)
  • SCAR-20
  • G3SG1
Fixed
Fixed an issue where if a player was scoped or in iron-sights, the FOV would not get reset upon dying.
Improvement
Normalised the Bullet Force

Unfortunately, this means Ragdolls will no longer go flying, I'm sorry :(

Improvement
Improved No Scope detection by including the state in Bitwise damage flags.
Added
Re-added the Zeus x27
Added
Place Names

Place names are a feature from CS where the HUD will show you a text name of where you are in the map, such as "CT Spawn", "Bombsite A", "Mid" etc.

Your current place name (Or the person you're spectating) will be shown in the Top-left of the screen.

Place names are also shown in radio commands in the chatbox.

A big thanks to Blazing for helping me add place names to all the navigation meshes.

Added
Radio Menu

You can now access the radio menu to radio some things such as "Agree", "Negative", "Thanks", "Cheer" etc.

This can be accessed by pressing the Garry's Mod "undo" bind (Default, Z)

Added
New Unified Player Killed hook

This new hook now includes all information about the kill, including whether it was an in-air kill or it's a headshot, or it was a no scope etc.

Added
Assists

Players who get more than 50 damage who don't confirm the kill will now be shown in the killfeed as an assist kill.

Fixed
Fixed spectators being included with player freezing.
Added
Implemented the Lambda Core spectating system.
Added
Added a text parsing system (Currently used in alerts)

This will take text that is generated on the server, for information that the server does not know about, including, but not limited to:

  • Lambda binds. If text contains <lbind:drop-weapon> this will be replaced with the key that the client needs to press to drop their weapon
  • Engine binds. If text contains <ebind:use> this will be replaced with the key that the client needs to press in order to perform a USE action.
Snowball Fight!
Fixed
Fixed an issue where when a team mate hit you, you'd still get the Snowball hit screen effect.
Guardian
Improvement
Hostages are no longer physics based.
Improvement
Bots now react to Flashbangs

Flash away, because once flashed, Bots will remain still and will be unable to see you.

Added
Enabled the Healtshot
Improvement
Guardian API now supports adding custom enemy spawn points.
Added
Added spawning hostages from map scripts.
Added
New Map: Breach

“Tangent corporate headquarters have been targeted by a team of ruthless saboteurs. Their goal is to destroy critical infrastructure: the server room or the executive building. SWAT has been dispatched to handle the situation.”

Added
New Map: Cobblestone

Lord William's security and castle estate is under threat from the Phoenix connection, as their leadership seek to capture high-profile Coalition Task Force members.

Added
New Map: Harbor

*REDACTED* You didn't think it would be that easy, did you?

Our presence here must be 100% deniable to local authorities.

Added
New Map: Mirage Dusk

The coalition task-force weapon caches have been revealed by a traitor. Protect them from the terrorists at all costs.

Improvement
Reduced the warmup time from 300 seconds to 120 seconds.
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