Beta 2.1

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Hylis
Nadeo
Nadeo
Posts: 3962
Joined: 14 Jun 2010, 11:58

Beta 2.1

Post by Hylis » 23 Jan 2013, 15:02

just made a little picture with main changes for the 2.1 version of today
http://s8.postimage.org/tmvnu00md/Shootmania21.jpg

Some instructions for blocs to be tested in next post
Fix wrote:Some informations about the new blocks to test:

-Castle slopes can be placed under CastleWall, CastleBorder and the Straight section of the Castle Arcades, also under the 3 Tech Towers (these can also be placed above Castle Center now).
-Castles can be built on Water (except 1 or 2 blocks)
-Castle Center Border and Wall can be built over the small WaterCliff.
-Castle Arcades (white arrow helper).

-Fence ground Blocks have been updated, they were unoptimized old pre-alpha blocks.
-Bunker To PowerPath access by the side

-TechFloodLight (front and back lamps share the same pillars). This pillar can be placed above the CastleCenter, the CastleBorder (Wall and Ruin), the PowerPath Straight and TShaped (Ground versions), Water. It can also receive some Fence blocks.
-"TriLamps" are available in 3 versions : Center, CenterSide and Corner (grass, castle and tunnels ). The CenterSide can be placed on hills and cliffs (top and bottom of these)

-Additional large WoodPlatform blocks attached to the CastleBorders (the flat one can also be placed on the corners)

-some more TechHooks
-Tech TowerDeadendCore pillars are working like other Tech Towers pillars (main benefit is when you place a hook with this pillar, you no longer have to dig the hole under it)

-Fixed bugs in meshes
-Fixed some block symmetry errors (This subjects is prone to bugs, please report any symmetry bug you may encounter)

known bugs fixed but available in future update :
-some CastleCenter over WaterCliff blocks have lightmap bugs.
-one of the WoodPlatformSlopeToCastleCenter creates a hole when placed. Do not use this one until it's fixed.
Attachments
Shootmania21.jpg

Hylis
Nadeo
Nadeo
Posts: 3962
Joined: 14 Jun 2010, 11:58

Re: Beta 2.1

Post by Hylis » 23 Jan 2013, 16:35

Fix wrote:Some informations about the new blocks to test:

-Castle slopes can be placed under CastleWall, CastleBorder and the Straight section of the Castle Arcades, also under the 3 Tech Towers (these can also be placed above Castle Center now).
-Castles can be built on Water (except 1 or 2 blocks)
-Castle Center Border and Wall can be built over the small WaterCliff.
-Castle Arcades (white arrow helper).

-Fence ground Blocks have been updated, they were unoptimized old pre-alpha blocks.
-Bunker To PowerPath access by the side

-TechFloodLight (front and back lamps share the same pillars). This pillar can be placed above the CastleCenter, the CastleBorder (Wall and Ruin), the PowerPath Straight and TShaped (Ground versions), Water. It can also receive some Fence blocks.
-"TriLamps" are available in 3 versions : Center, CenterSide and Corner (grass, castle and tunnels ). The CenterSide can be placed on hills and cliffs (top and bottom of these)

-Additional large WoodPlatform blocks attached to the CastleBorders (the flat one can also be placed on the corners)

-some more TechHooks
-Tech TowerDeadendCore pillars are working like other Tech Towers pillars (main benefit is when you place a hook with this pillar, you no longer have to dig the hole under it)

-Fixed bugs in meshes
-Fixed some block symmetry errors (This subjects is prone to bugs, please report any symmetry bug you may encounter)

known bugs fixed but available in future update :
-some CastleCenter over WaterCliff blocks have lightmap bugs.
-one of the WoodPlatformSlopeToCastleCenter creates a hole when placed. Do not use this one until it's fixed.
I moved the viperozza post into quote to have 2 posts for updates ;)
viperozza wrote:Nice update!

Just a question:

what do you mean by " autofocus nametag on elite instead of ping"
Instead of having too much of wallhack with the ping function, in addition to other reasons, we have decided to try the feature that when your cursor moves onto the attacker, your buddy are automatically aware of the nametag through walls, but for a shorter period of time (I think it is now more around the one of Quake) The ping stay a tool to communicate a specific wish to your buddy.

It may be the next debate since it is quite a change on Elite, but it is made also to prevent come camping. Maybe there is some flaw in this, we will wait for short term and longer term feedback and try to improve if required.

This new feature that can be activated per mode in script.

Update 2.1b:
A hotfix has just been released for the beta 2.1.
It includes:
- adjustments to the sounds (and fix for a bug on some windows XPs)
- fix for the double chat bug.
- included maps for the lightmaps.
- and a few other fixes.
- updated translations.

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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Beta 2.1

Post by dreammyw0w » 23 Jan 2013, 16:45

Awesome!!

Ill give you my feedback when Im finished playing^^

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Forgot10
Posts: 328
Joined: 16 Jun 2010, 05:21
Location: Russia
Contact:

Re: Beta 2.1

Post by Forgot10 » 23 Jan 2013, 16:54

Well, it's good to have a change log. Now if only we had the update itself. :pil

SiH13
Posts: 1108
Joined: 15 Jun 2010, 11:54

Re: Beta 2.1

Post by SiH13 » 23 Jan 2013, 16:54

New blocks and +1 in replay :yes:
I hope my shadowbugs are included
Image

Akbalder
Posts: 1059
Joined: 15 Jun 2010, 11:00
Contact:

Re: Beta 2.1

Post by Akbalder » 23 Jan 2013, 17:01

No gameplay change on the wood blocks?

mzhh
Posts: 116
Joined: 25 Jun 2012, 09:32

Re: Beta 2.1

Post by mzhh » 23 Jan 2013, 17:10

Any ETA?

What's Manialikns3D?

What about this list:
Before the 23rd of January release
- ladder: the inter-title ladder structure and simplified server level types (white/green/blue/red/black)
- matchmaking: improve on the current one, open for custom tools and make n vs n.
- lan mode
- netcode: optimizations to be done
- maps: since the gameplay changed, some Nadeo maps may have to change.
- more: some new features and other stuff.

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mefff
Halloween Mapper 2011
Posts: 23
Joined: 13 Aug 2011, 16:35

Re: Beta 2.1

Post by mefff » 23 Jan 2013, 17:42

Any improvements for the Maniaplanet side of TM2 aswell?

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v3rdi
Posts: 115
Joined: 14 Jul 2012, 13:51

Re: Beta 2.1

Post by v3rdi » 23 Jan 2013, 17:48

http://puu.sh/1Rzk1 first bug just after starting -.-
logiX verdi
verdi @ Facebook
my Stream @ twitch

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Kyb
Posts: 383
Joined: 18 Aug 2011, 20:50

Re: Beta 2.1

Post by Kyb » 23 Jan 2013, 17:53

New blocks and ping looks really awesome, but the graphisme of the menu is worst than the previous :/

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