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

Kreedz Climbing

Kreedz Climbing is the ultimate non-violent 3D platformer. Race against time and other players...or not and just relax on a server and watch others as they compete with the best to become a legend on the scene!

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. [i]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![/i] 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 [b]Nightstalker[/b] for the porting of these models to Garry's Mod, and graciously allowing us to use them, [b]Besath[/b] for converting the animations to Kreedz Climbing, and [b]SoUlFaThEr[/b] for creating the Customise Climber images! [i]Original workshop item in Garry's Mod for the models can be found [url=https://steamcommunity.com/sharedfiles/filedetails/?id=736218548]here[/url]. Additions: [list] [*] Added nine playermodels from Counter-Strike 1.6 - all in 4k texture resolution too, a higher resolution than the actual game they came from! [/list] Changes: [list] [*] 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! [/list] Bug fixes: [list] [*] 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. [/list]