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Bugs, Feature Requests, and Feedback / Build 48
« Last post by jitspoe on June 12, 2026, 08:28:24 AM »
Most of the discussion happens on Discord these days, but I figured I might as well create a thread for build 48 in case anybody wants to discuss it here.

What's new?  The big things are projectile latency compensation, paint grenade updates, and tweaks to the player movement code to make ledge and ladder jumping more consistent.

Here's the full changelog of the engine:

build 48 (2026-04-03):
- Bugfix: Fixed mouse freecam looking when playing back demos of player 0.  Oops. 6:24 AM 4/3/2026

build 47 (2026-03-15):
- Feature: Paint grenades now simulate the projectiles on the client using a synchronized random seed so all the paint flying out is visible.  Note: This feature requires every player on the server (and the server itself) to be updated to this or a newer build to function.
- Media: New animated flame texture, rendered in Embergen.
- Tweak: Changed player movement ground detection to make ladder and double jumps (ledge jumps) more consistent.
- Tweak: Removed some grenade bindings from the menu and just kept the prime and impact grenades for simplicity.
- Bugfix: gl_showtris now properly displays for transparent surfaces.

And game server updates:

*** 1.936 build 205-210 ***
- "g_latencycomp" cvar enables latency comp and specifies the max time, in seconds, of compensation (0.4 by default, which compensates for a ping of up to 300 ms + 100 ms of interpolation)
- "g_latencycomp_test" cvar adds this value to your ping to simulate a higher ping with latency compensation for testing purposes.
- fixed issue with autobalance in booting bots when "bots_vs_humans" is set. 8:18 AM 2/9/2024
- Tried to make the nVidia and ATI cards take priority on Laptops, according to: https://stackoverflow.com/questions/68469954/how-to-choose-specific-gpu-when-create-opengl-context
- Player spawn logic now attempts to spawn players away from other players and away from where enemies are looking. 7/31/2024
- Map voting prioritizes maps that have just been voted for to hopefully behave more like players expect.  It's also less strict about min/max player counts.  8/14/2024
- Don't re-send voting map list unless it has changed (prevent spamming console when opening/clossing vote menu). 9:55 AM 1/12/2026
- Better distribution of splatter for paint grenades. 8:29 PM 9/29/2025
- Paint grenades now sync a random seed so the client can reproduce the projectile path. Note: Requires all clients to be using a new build or it will be disabled for everybody.
- Fixed buttons not respecting teamnumber when health is set. 9:33 PM 3/14/2026

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Beta / In-Progress Maps / Re: bedwarskoth map
« Last post by Alexekokota on April 25, 2026, 01:11:49 PM »
preview pics also wrong feed so will resend in the in progress feed I don't know how to delete the post from here
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Beta / In-Progress Maps / bedwarskoth map
« Last post by Alexekokota on April 25, 2026, 01:06:37 PM »
This is a bedwars inspired map that is meant to be played in koth mode for now, it is my first test at making a map so still need to work on some optimization. :-[

There is a skybox that needs to be put in the env folder, you need set allow_download_env 1 in your server file so players can download the custom skybox

-Castle in the middle that needs to be climbed in order to reach the white flag, at the top of the castle there is a bit of arsenal to help defend your position, there is 4 entry points to the top of the castle where someone that wants to take your place, as the king of the hill may approach, stay vigilant.

-Fun slippery ice prison (even if the respawn timer is short).

-a bit of parkour and various weapons set up in multiple areas,  if you spawn in the attic of one of the house yes it may take longer to get to the island but at least you spawn with better equipments
the textures are in a minecraft subfolder.

-multiple different respawn points, facing towards the middle isle so you don't spawn backwards.

Made a tool to convert minecraft schem into .map file for trenchbroom, will make a tutorial on how to make a map with it soon.
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Cheater Reports and Bans / Re: Multiple Accounts, Aimbot: Snox
« Last post by jitspoe on April 04, 2026, 07:48:37 AM »
Crazy with the cheats still after all these years.  Detected again under DPLogin ID 231194 (turkishvirus / eptv).
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Paintball 2 Discussion / Re: Fzx Montage
« Last post by kakarot on March 16, 2026, 01:42:32 AM »
Is it weird 90% of these clips are from your base?
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Paintball 2 Discussion / Re: Fzx Montage
« Last post by Tini on February 09, 2026, 09:47:57 PM »
omg this is the best montage i have ever seen- Fzx is the best NA player to ever exist
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Paintball 2 Discussion / Fzx Montage
« Last post by Bl00dBath on February 09, 2026, 09:47:04 PM »
Here is a montage I made, please watch it.  Editing is very beginner level but please watch anyway.  https://youtu.be/IY-4e2gWqd0?si=ewThBlF705SVCH4x
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Clans, Matches, and Tournaments / Re: Clan name change and retrieval
« Last post by jitspoe on February 02, 2026, 07:35:37 AM »
Done.
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Mapping / Re: Guide: Installing and Starting BSP
« Last post by jitspoe on January 31, 2026, 10:29:47 PM »
Old topic, but I figured I'd share the fact that I made a video tutorial for this at some point (also edited the original post with the link): https://www.youtube.com/watch?v=ksw31sY4GRI
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Clans, Matches, and Tournaments / Re: The MyeRs Problem
« Last post by florida on January 31, 2026, 11:38:21 AM »
Agreed.
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