Releases: Jiskster/PizzaTimeSpiceRunners
Spice Runners V2 [Beta 14]
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added pizza portals
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at the very end, you are now required to hold fire to lap
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pizza face now has linear movement instead of rubber band
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the parry now has a blast radius, removed the "waiting for collision" type parrying
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fixed major bug that crashes mobile devices; I trunctated the gametype name to "Spice Runners"
Custom level headers were added!
- PTSR_timelimit
- PTSR_maxportals
- PTSR_portal(NUMBER)_x
- PTSR_portal(NUMBER)_y
- PTSR_portal(NUMBER)_z
Important And Major Removals
- Removed cvar PTSR_maxlaps_perplayer, use PTSR_maxlaps instead
- Removed cvar PTSR_dynamiclaps
- Removed cvar PTSR_lappingtype
New commands
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ptsr_printcoords
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ptsr_printangle
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added falling exit signs, john block textures, and rats! - @luigi-budd
Spice Runners V2 [Beta 13]
Attempting to parry now keeps most momentum.
Having invincibility auto parries pizza faces
Divided nametag distances by 10 to help with "readability" - @luigi-budd
Spice Runners V2 [Beta 12]
made the parry one tap to use instead of double tap, make sure time it (also as a cost, you can't do multiple pfs)
Spice Runners V2 [Beta 11]
fixed players going off the leaderboard (bad spacing)
Leaderboard tweaks by @luigi-budd :
added a flag next to rank when lapped.
give player info transparency when dead.
new score hud, and removed timer hud
removed broken rank functionality (in favor of a feature: getting hit brings down score)
made A RANK and S RANK more easier to get.
made B rank a little harder to get
Spice Runners V2 [Beta 9]
made the parry more dooable
also made some cvars
CV_PTSR.parrytimeframe = CV_RegisterVar({
name = "PTSR_parrytimeframe",
defaultvalue = "5",
flags = CV_NETVAR,
PossibleValue = {MIN = 0, MAX = 40},
})
CV_PTSR.parrycooldown = CV_RegisterVar({
name = "PTSR_parrycooldown",
defaultvalue = "70",
flags = CV_NETVAR,
PossibleValue = {MIN = 0, MAX = 525},
})
CV_PTSR.parrystuntime = CV_RegisterVar({
name = "PTSR_parrystuntime",
defaultvalue = "45",
flags = CV_NETVAR,
PossibleValue = {MIN = 0, MAX = 525},
})
CV_PTSR.parryknockback_xy = CV_RegisterVar({
name = "PTSR_parryknockback_xy",
defaultvalue = "25",
flags = CV_NETVAR|CV_FLOAT,
PossibleValue = {MIN = 0, MAX = 25000*FRACUNIT},
})
CV_PTSR.parryknockback_z = CV_RegisterVar({
name = "PTSR_parryknockback_z",
defaultvalue = "15",
flags = CV_NETVAR|CV_FLOAT,
PossibleValue = {MIN = 0, MAX = 25000*FRACUNIT},
})
Spice Runners V2 [Beta 8]
last beta, there was supposed to be new music for overtime, but somehow slipped out.
now that new music is here.
pf ai teleports fixed.
added a wip parry, double click fire to do the parry thing yeah
Spice Runners V2 [Beta 10]
made parries more accurate (testing needed)
made ping and laps show on leaderboard
removed bar in the midde on the leaderboard
Spice Runners V2 [Beta 7]
you keep a fraction of your rings when you get hit on over 125 rings
you drop all your rings into a "death ring" when you die
major score gaining changes:
no longer speed dependent
you get a ring bonus score and lap bonus score at an end of a lap
put a huge gap between ranks
lowered point gain on ring grab by a LOT
new overtime music
Spice Runners V2 [Beta 6]
nerfed pf and gave him a tp
New command: ptsr_spawnpfai <randomplayer: boolean>
New cvars:
PTSR_aitpstuntime (stun time after a tp)
PTSR_aileash (distance away before trying to tp)
Spice Runners V2 [Beta 5]
new cvars
PTSR_aispeed (8)
PTSR_aispeedcap (30)