BackStoryBack in the early days of Garry's Mod, there was a gamemode developed to extend source's movement system by allowing the players to kick off walls. This gamemode was called Garry's Mod Parkour (GPK).
A short while after development, one of the programmers (Mechanical Mind) branched off his own version of this gamemode and a community was formed, this was known as AWOL Parkour. This is the server I used to play all the time since late 2009. Many techniques were developed to abuse the wall kicking system to do things like single wall jumping. the server was up for a very long time until events transpired and the server shut down. It came back on a number of occasions but eventually died. |
Construction
Getting stupidly nostalgic over this old gamemode, I wanted to play it again. I had all this knowledge with LUA coding to just make it again myself. So I did just that, rewriting it from scratch, using the exact movements the old Parkour had. What made my version different was mainly prediction.
This prediction allowed people with high pings do get the satisfying instant reaction of kicking off a wall or doing a tumble roll.
On top of this, I created high quality systems to create HUD elements, network data, create minigames, colour correct smoothly, animate the player model and animate the player's view. With every piece of code being as efficiently made as possible to keep operation count to a minimum.
The animated view and player model truly was a big difference to the old gamemode, making it feel more intense.
Another huge edition which made the gamemode be called 'Freerun' was that you could do flips! This added a lot to scoring points and I changed the wall kick counter ( combo ) into a Tony Hawk style scoring system, with points for tricks and a multiplier for variety.
Parkour was not meant to be realistic in anyway, rather more like everyone had superpowers and the longer someone had played, the better they are at using that power.
I had huge plans to make a challenge system where players could complete challenges made by the admins and rank up for completing them. These would be challenges like A to B, Trick Checklist, NPC Assassination, Speed challenge, Racing, ect. I did start working on this, making fake collision boxes to keep players within a specific area.
This prediction allowed people with high pings do get the satisfying instant reaction of kicking off a wall or doing a tumble roll.
On top of this, I created high quality systems to create HUD elements, network data, create minigames, colour correct smoothly, animate the player model and animate the player's view. With every piece of code being as efficiently made as possible to keep operation count to a minimum.
The animated view and player model truly was a big difference to the old gamemode, making it feel more intense.
Another huge edition which made the gamemode be called 'Freerun' was that you could do flips! This added a lot to scoring points and I changed the wall kick counter ( combo ) into a Tony Hawk style scoring system, with points for tricks and a multiplier for variety.
Parkour was not meant to be realistic in anyway, rather more like everyone had superpowers and the longer someone had played, the better they are at using that power.
I had huge plans to make a challenge system where players could complete challenges made by the admins and rank up for completing them. These would be challenges like A to B, Trick Checklist, NPC Assassination, Speed challenge, Racing, ect. I did start working on this, making fake collision boxes to keep players within a specific area.