GOKZ Dev Log

Discussion in 'KZTimer & Other Plugins' started by DanZay, Jul 18, 2017.

  1. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    aka SimpleKZ

    Repository Link

    Hey. Just wanted to keep the CS:GO KZ fire going.

    GOKZ is my first larger project for SourceMod. It's not perfect, and there's a bunch of great timer plugins out there, but I'm pretty happy with how far I have got so far. At the very least, we have something which has some nice advantages over KZTimer. Maybe someone will improve upon it some day.

    Modes
    There was a while where people were talking about introducing a 300 speed cap to KZTimer. From what I remember it came out pretty 50/50. I definitely was in favour of things changing, but you gotta respect that percentage of players. There were valid concerns for the times being reset, KZ becoming less enjoyable etc. Ultimately, and in despite of concerns of splitting the community, implementing selectable modes seemed to be the best solution. And so, with GOKZ, you can switch between the now standard KZTimer movement, my new SimpleKZ movement, and I've even chucked in Vanilla CS:GO movement.

    The modes are written as separate plugins, and there is a new feature associated with that. You can run the mode plugin without the GOKZ Core plugin and it will apply it's movement mechanics (excluding enforcing convars) to all players on the server. For example, you could run a HnS server with the HnS plugin and the GOKZ KZTimer Mode plugin and have a HnS server with familiar KZ settings.

    Bonuses
    GOKZ supports additional courses you can have in your map. I don't really like the word bonuses but it's probably the most familiar name to members of movement communities. I'd like to point out how maps in Kreedz Climbing work - they can have multiple courses, and each course has records. This is incredibly powerful - you can provide so much more content in one map, appeal to more players with different styled courses, and not require map changes. For example, I could easily combine all of my space themed maps into one. I guess this is not really anything new or revolutionary, but for CS:GO KZ, it is.


    Anyway, I hope to continue pushing towards parity with KZTimer (recently completed Prev/Next CP) and then hopefully get global records going in due time, especially seeing how the new KZ Global API is in beta. I will always welcome and appreciate advise and contributions to the project. Please also feel free to make suggestions or ask questions here.
     
    sneaK, xq_, Ailwyn and 11 others like this.
  2. zer0.k

    zer0.k TRAINEE

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    Will it support GOTV just like old kztimer? It does not work in the current simplekz plugin I'm using now.
     
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  3. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    Could've sworn I had GOTV confirmed tested and working. Might be a configuration issue.
     
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  4. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    Jump Beam

    Untitled.png

    I reckon I've used this thing in KZTimer for maybe like 5 minutes total. But hey it's pretty fun jumping around backwards and seeing the line getting drawn. Really, though, it's nice to see your air path. In GOKZ, the line will be a different colour when you are crouched in midair to give you an idea of how early you're crouching. This is something I remember seeing in a 1.6 plugin. I guess it's not as important in CS:GO, but crouch strafing is still slightly worse than standing.

    Ever wondered where your feet are in midair, and what happens when you crouch? Of course you have.
    Untitled.png
    You can really see how the player's feet gets pulled up.

    Check this next one out too.
    Untitled.png

    I don't know if I'll be using the jump beam more, but hopefully it's more useful with these options.
     
    xq_, tony, Gwooky and 6 others like this.
  5. Zpamm

    Zpamm Hold Tight Staff Member KZGlobalAdmin

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    Did you add a longer time frame for how long it lasts ? I find it goes away too quick to really analyze in kztimer
     
  6. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    I thought so too but only increased it to 4.0 seconds (from 2.5).
     
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  7. Dicky

    Dicky CASUAL

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    love it
     
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  8. Ballistic Bacon

    Ballistic Bacon SKILLED

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    █▀█ █▄█ ▀█▀
     
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  9. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    Start Positions for Nerds

    As you know, you can hit the start button while running. I used to grind some maps where I needed to get some prestrafe going at the very start of the map to start off some bhops. I ended up getting in a loop of teleporting back to the start, stepping back and lining up a prestrafe, then running forward, missing the timer, teleport to start again, move back, reset my mouse, run forward, start timer, miss the perf I need on the second block, teleport to start, move back, reset my mouse, notlikethis, repeat hundreds of times because I suck.

    Untitled.png

    Anyways, I added a command !setstartpos (or !ssp) which will save your current position as where you will get teleported when you press your start bind. You can clear it out with !clearstartpos (or !csp). Beware - teleporting to your custom start position will end your timer.
     
  10. GameChaos

    GameChaos perfect jump ratio: 86.60% Official Map Tester Mapper

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    fuck yea
     
  11. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    Updated version of GOKZ is on HoC servers for beta testing.

    NA: 167.114.222.84:27015
    EU: 137.74.224.230:27015

    A list of commands may be found here.

    You can post detailed feedback here, or send a Discord message for small things.
     
    xq_, Nthng, Joshua and 5 others like this.
  12. xq_

    xq_ ( ͡° ͜ʖ ͡°)

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    first of all: i really like the jump beam! great work :O

    i've noticed that the jump beam gets cut off or to put it differently, has tiny gaps when spectating someone.
    that's for all jumpbeam modes and it doesn't matter if the person has the beam enabled or disabled on their side.
    it's fine when i watch my own beam. it's only while spectating.

    i know it's still in beta and what i am reporting isn't really an issue, since you can still see the jumpbeam cleary enough, but i still wanted to let you know.

    i've asked 2 other people and they reported the same when spectating me.
    the cutting off doesn't always happen though. sometimes the jump beam will look completely fine, but most of the times its cut off a bit. here are 2 pictures so you can see what i mean in case it doesn't happen for you.
    and no, the person that performed the longjumps didn't jump 10 times within a jump in case someone is thinking that xd
    [​IMG]
    [​IMG]
     
    Last edited: Jul 31, 2017
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  13. zer0.k

    zer0.k TRAINEE

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    im 50% of them yeahh
     
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  14. DanZay

    DanZay PRO Staff Member KZGlobalAdmin Programmer Mapper

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    Thanks for the jump beam bug report. Also noticed bonus timers have stopped and non-traditional (e.g. trigger_multiple) timers have stopped working. I will also work on adding basic jumpstats (probably won't include strafe stats until a later update).
     
    zer0.k, Ocelot, Café and 2 others like this.

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