Blood Run update brings major audio engine upgrades
A new update for Blood Run is now available. This patch delivers the second big phase of the audio engine upgrade, fixes the infinite match restart loop on servers, and introduces a variety of quality-of-life improvements.
Server
Gladiators
TankJr
Phobos
Audio
Rewards
General Changes
Test Servers
Links: Download
Source:
Blood Run PTS on Telegram
Server
- Fixed the infinite "warmup -> map restart" loop after a match ends (primarily occurred in Duels during long server uptimes).
Gladiators
- Ability cooldowns have been unified to 60 seconds for all Gladiators (previously: Visor 50, Sorlag 50, Daemia 55).
TankJr
- Hitbox radius increased by 1 unit: 16 -> 17 (34x34 at the base).
- Dash is now unavailable while the shield is active.
- Fixed double dash bug: the dash could trigger and play its sound twice due to a client prediction error.
- Fixed double rendering and doubled volume of the laser beam in first-person view.
- Added laser beam customization cvars: \cg_laserBeamWidth (default: 8), \cg_laserBeamStyle [0 = lightning, 1 = beam] (default: 1), and \cg_laserBeamColor (default: 7).
Phobos
- Active ability outline color changed from orange to red.
Audio
- Implemented sound occlusion by map geometry: sound sources behind walls and obstacles are now muffled and quieter (enabled by default).
- Implemented binaural audio for headphones (HRTF based on Steam Audio), allowing for precise directional audio, including up/down and front/back positioning (\s_hrtf, default: 0).
- Character sounds (pain, jumping) now correctly follow the model instead of staying in place.
- Fixed audio clicks when looping sounds are cut off.
- Fixed unpredictable audibility radius for looping sounds.
- Changing maps or disconnecting now properly stops all sounds and clears the announcer queue.
- Fixed the issue where sound sources behind walls would disappear completely (PVS culling disabled).
- Fixed the double "no ammo" sound playing when emptying a clip (\cg_noAmmoSound, default: 1).
- Removed the old Q3 audio backend and the \snd_backend cvar; only SoLoud remains.
- Removed the client-side announcer buffer: announcer voice lines now play immediately without overlapping.
- Timing-critical announcer lines (countdown, prepare/fight, timer warnings) now play exactly on time.
- Fixed the original Q3 announcer (\s_announcer 0): it now loads the correct sound set and plays at the proper speed.
- Added \cg_announcerVerbosity (2 = full set of phrases [default], 1 = only essential phrases). Rewards are still tracked, only the voice line is muted.
Rewards
- Added the "Precise" reward for direct rocket hits from a long distance (1500+ units).
- "Tank" is now only awarded upon picking up a Mega Health or Red Armor (minor shards/bubbles are excluded).
- "Overstacked" has been unlinked from "Tank" and is awarded for picking up MH or RA when HP/Armor are already over maximum capacity.
General Changes
- Added weapon jump kick animation, customizable via \cg_jumpKick (default: 3; 0 = off).
- Fixed Lightning Gun beam rendering when the weapon model is hidden (\cg_drawGun 0).
- Fixed color distortion of LG and laser beams when using CPMA colors with fractional components.
- Added customization cvars for enemy beams: \cg_enemyLightningBeamWidth, \cg_enemyLightningBeamStyle, \cg_enemyLightningBeamColor, \cg_enemyLaserBeamWidth, \cg_enemyLaserBeamStyle, \cg_enemyLaserBeamColor.
- Teammate LG/laser beams are now configured using the base \cg_lightningBeam* and \cg_laserBeam* cvars (previously, they were rendered using enemy settings).
- Fixed an issue where the console would automatically close when the death menu appeared.
Test Servers
- PTS MOSCOW 1
- PTS MOSCOW 2
- PTS MOSCOW 3
Links: Download
Source: