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// 2012-07-19
Code: Select all
All modes:
+ Use of MLEncode in the ManiaLink UI
Elite:
+ Show the name of the player who has done the longest rail under the scores table
+ Show a "Press F6 once you're ready" message during the warm up
+ Show the correct attack order in the scores table during the warm up
+ Show the ready state of the players in the scores table during the warm up
+ Resume the attack order when going in warm up during a match
Heroes:
+ Show a "Press F6 once you're ready" message during the warm up
+ Show the correct attack order in the scores table during the warm up
+ Show the ready state of the players in the scores table during the warm up
+ Deleted the attack armor count in the UI
+ Show markers for the spectators (Nucleus, Goal A/B/C)
+ Markers are more noticeable
+ Resume the attack order when going in warm up during a match
Siege:
+ New game mode
+ 3 maps
Time Attack:
+ Checkpoint are reset when going in spectator mode (could cheat because of that)
+ Show the name of the winner at the end of the map, even if he's offline or in spectator
+ Remove the "Rank x/x" message at the end of a map
// 2012-07-24
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Elite:
+ 3 modes: normal, free, king
+ Normal, classic elite game mode
+ Free:
1 to 3 of players in teams.
Players can leave and join the game when they want.
The attacker has a number of armor equal to the number of defenders.
+ king:
As in Joust, teams of 3 players must win 3 matches to become the king of the map.
The team who wins a match stay in place, the looser give its place to a team in the waiting list.
When a team become the king of the map, we change map and restart from the beginning.
+ It's now possible to disable the warm up by setting it to 0 second.
Heroes:
+ 3 modes: normal, free, king
+ Normal, classic heroes game mode
+ Free:
1 to 5 players in teams.
Players can leave and join the game when they want.
+ king:
As in Joust, teams of 3 players must win 3 matches to become the king of the map.
The team who wins a match stay in place, the looser give its place to a team in the waiting list.
When a team become the king of the map, we change map and restart from the beginning.
+ It's now possible to disable the warm up by setting it to 0 second.
Battle and BattleWaves:
+ Added markers above the poles to capture/defend
+ Added the settings to translation
+ Code cleaning
Royal:
+ Correctly end the round when there's only two players in game and one go to spectator
Joust:
+ Replace the old waiting list system by the new waiting list library
// 2012-07-26
Code: Select all
Siege:
+ Use the new Layers library to handle the UI
+ Fixed: Sometimes a pole was skipped (double capture)
+ Show the number of Laser, Nucleus and Rocket in your team during the weapon selection sequence
Royal:
+ Automatically activate the pole after 90 seconds (can be edited in the settings)
+ Use correct sounds for messages
+ Show the name of the winner at the end of the map, even if he's offline or in spectator
// 2012-09-06
Code: Select all
General:
+ Creation of a basic game mode (BasicMode.Script.txt) from wich other modes can easely extend
All modes:
+ Use the correct sound for messages
+ Use the new Rules library to display the rules
Battle:
+ The server goes to next map instead of keeping to throw an error if the map played doesn't have the same number of poles for each team
+ Fixed: The scores table doesn't pop up automatically at the end of the rounds and matches
+ Fixed: The intro of the map is not played
Heroes/Elite:
+ Defenders have 3 rockets instead of 4
+ Defenders have 0.7 StaminaMax instead of 0.5
+ New toss system.
At the beginning of the match a team is drawn. Then this team choose if she wants to defend or attack first on the first map.
On the second map it's the turn of the other team to decide.
In the case of a best of 3, if the third map is played, it's the team with the best goal average who decides to start in attack or defense.
+ Code rewrited to use ModeBase.Script.txt and ModeSport.Script.txt
+ WarmUp and LineUp now handled by the WarmUp library
+ Use the Layers library to handle the UI
+ Introduced a checkpoint system (each captured checkpoint reduce the capture time of the final pole)
+ Display the name of the player who elimated the attacker in Elite
+ Fixed: The attacker captured the goal and was eliminated at the same time
+ Fixed: can't take a slot in the line up for no apparent reason
+ Fixed: A player can take the place of a ready player in the line up
+ Fixed: The next map vote now behave correctly (but a restart map vote still restart the match)
Time Attack:
+ Extends from the new ModeBase script
+ Use the Layers library to handle the UI
+ Use the Chrono library to handle the timer
+ Show the ranking of the first three players on the spawn screen
+ Fixed: no ladder points awarded at the end of the map
Joust:
+ Code cleaning
+ The player's poles are reset if he falls in an offzone or respawns
Melee:
+ Use the Layers library to handle the UI
+ Show the ranking of the first three players on the spawn screen
Royal:
+ Extends from the new ModeBase script
+ Show the ranking of the first three players on the spawn screen
Siege:
+ Extends from the new ModeBase script
+ Autobalance team added to the options
+ Fixed: Use the spectator mode to respawn during the attack phase even after loosing all its armors.
Library:
+ (Rules) New library to display the rules in the spawn screen
+ (Toss) New library for the toss system (see heroes/elite)
+ (Chrono) New library to create timers
+ (Achievements) New library to manage achievements during a game
+ (Layers) The library is now compatible with Spectators
+ (WarmUp) The library now include the line-up management module (as in Elite and Heroes)
+ (WaitingQueue) Deprecating WaitingList and now using WaitingQueue for better performances
// 2012-09-25
Code: Select all
Elite:
+ Include new features from Elite Exp
+ Toss
+ Checkpoints
+ Laser can hit rockets (can be turned off in settings)
+ More stamina for the defenders
// 2012-10-11
Code: Select all
Battle:
+ Fixed: Typo on the Rules library include
Elite:
+ Use the new Draft library. The players can choose the maps from the server that will be played during the match.
+ New tie-break system. When both teams reach the max points limit, the team with the best goal average since the beginning of the match wins. If the teams are tied, we play two more turns. At the end of the two turns, if both team are still tied, the team who eliminated the most defenders since the beginning of the tie break wins. If it's always a tie, we play once again two more turns until a winner is found.
+ Checkpoints can't be captured anymore once the pole can
+ Display the maps and points limit in the interface
+ Fixed: the number of captured checkpoints wasn't set to 0 at the beginning of the turn in the interface
+ Fixed: the WarmUp UI stays displayed even after the start of the match
Joust:
+ Extends from the ModeBase script
+ Use icons above the poles
+ Fixed: the time limit to capture a pole is not active
+ Fixed: disabled the S_MatchPointsAuto option
Melee:
+ Displays various messages and plays sounds about the game progression
ModeBase:
+ New "custom event" generated when a new player or spectator appears
+ Disable the logging by default
Royal:
+ Fixed: play the wrong sound at the beginning of the round
Siege:
+ Fixed: the weapon selection interface stays displayed after the beginning of the round
Time-Attack:
+ UI improvements
Library:
+ (Message) New library to handle BigMessage and StatusMessage
+ (Draft) New library for Elite, let the players ban and select maps at the beginning of the match
+ (Achievements) English translation of the achievements
+ (Interface) New functions to display the score ranking of the player
+ (Layers) New overload version of the Create() function to create a layer and save a manialink inside it at the same time
+ (Toss) UI improvements
+ (Warmup) UI improvements
+ (WaitingQueue) Deleted unnecessary log
// 2012-12-18
Code: Select all
Beta 2
Mode Royal:
- New scores table UI
- Early respawn: the players can respawn until the pole is captured but with only one armor point
- A map can't end in a tie anymore, another round is played until a player takes the lead
- The Laser can only remove one armor point by shot
- Double the radius of the ending zone from 8 to 16 meters
- Always display your rank on the spawn screen scores table
Mode Elite:
- New scores table UI
- Display a message when the attacker miss a shot by less than 30 centimeters (ingame distance between the laser and the targeted player)
- Updated and added XmlRpc script callbacks: BeginMatch, BeginMap, BeginSubMatch, BeginTurn, EndTurn, EndSubMatch, EndMap, EndMatch, BeginWarmup, EndWarmup, OnHit, OnArmorEmpty, OnPlayerRequestRespawn, OnCapture, OnShoot, OnNearMiss
Mode ModeBase:
- Added a custom sleep function allowing to call other functions while waiting for the duration passed as parameter (useful for catching UI events on the server during map or round ending by example)
Lib Draft:
- It's now possible to explicitly set the number of maps to ban and to pick (not necessary anymore to ban all the map from the server before the pick)
- Voting order changed from ABAB to ABBA
- corrected a bug when using only one map on the server
Lib WaitingQueue:
- Updated the UI: display the scores table on the right of the screen and don't let a single player appear multiple time after a disconnection (mode Joust)
Lib Color:
- Convert from HSV|RGB|HEX color code
- Generate equally distributed colors on a specific range
Lib Json:
- Allow to serialize useful informations about different ManiaScript entity: Events, Players, Users, Scores, Teams, BlockPole, etc
Lib Message:
- Added some utilities functions, mostly for cleaning Big and Status messages
Lib Top:
- Added an alternative UI style to match the one in Royal
// ------------------------------------- //
// 2013-01-23
Code: Select all
Elite:
- Updated the script callbacks
- Display a gauge on the attacker interface when he's capturing
- Fixed "Missed by 0mm" messages
- Defenders start with a reloaded instead of half reloaded nucleus
- New "Player tagging" feature
Battle:
- Scores weren't initialized after a vote nextmap
Melee:
- Removed the "Tie the leader" messages
- Optimization of the UI code
Time attack:
- Use the new scores table library
Library:
- New scores table library
- The Rules library is replaced by the SpawnScreen library which offer more functionalities (mapper info, scores top 3, rules)
- New tops library
// 2013-02-06
Code: Select all
Elite:
- The defenders can choose their weapons at the start of each round
- New EliteB2 setting, to reverse to the beta 2 gameplay
- Draft at the start of a match now work in free mode too
- Possibility to launch an Elite server in lobby mode
- New capture time calculation for maps with checkpoints. Minimum capture time is 0.5 second and we add 1 second for each checkpoint not captured on the map.
Realm:
- New mode
Library:
- Settings: New library to manage online settings
// 2013-04-10
Code: Select all
All game modes:
- Added a description of the current mode in the help menu
- Added a short description of the mode running on the server in the server browser
- Better integration of the ClubLink system
- Implementation of minimal scripts callbacks
Combo:
- New game mode
Elite:
- It's now possible to select the remaining defender to spectate once eliminated
- Skip the end round sequence when a team wins a map
- UI update
- Fixed: wrong callback on attacker elimination
Siege:
- New way to determine the advantage at the end of the round. Tested in this order:
- Team with the most points since the beginning of the map
- Team with most capture in the last round
- Fastest team to capture their poles during the last round
- Keep the previous advantage
- Display a marker above the attackers that are positionned at less than 50m of the defenders spawn during 5 seconds after a pole capture
- Once eliminated you're not locked on one player anymore, you can spectate anybody in your team
- Less waiting time between the rounds/maps
- UI update
- Use the ScoresTable library
Joust:
- Collisions between players are disabled at the start of the round until a player touch the first pole
- Use the ScoresTable library
- Can now start a map with a warm up
Battle:
- UI update
Realm:
- Addition of a setting to limit the respawn time
- Use the new team scores table background
Royal:
- You can create an alliance with up to two players and spawn with them at the start of the round
- Display miscellaneous top when not playing
ModeBase:
- Addition of a LogVersion extend and MB_LogVersion() function to easily display in the log the versions of each scripts used in a game mode
- Label +++OnNewBot+++ called when a bot join a game
Clublink library:
- More stable behaviour in finding the correct Clublink to use
- SetTeamDefaultName() and SetTeamDefaultColor(): set a new default name and color for teams
- SyncUpdate(): Synchrone update of the players Clublinks
- To avoid confusion, two teams can't use the same Clublink at the same time
- Display of sponsors images for spectators and players now working
Lobby library:
- Fixed: the lobby is in team mode
- Fixed: the script crash if someone is hit by a disconnected player
- Fixed: the script crash after a few maps because of the spawns
- Scores/Combo/Armors are conserved when disconnecting/reconnecting to the lobby
ScoresTable library:
- Limit the ladder points display to two decimals
- Display the total amount of ladder points of the player
- Display the ManiaStars of the player
Interface library:
- Added a slider widget. Allow to display a small window with cycling tops, text and/or pictures
WarmUp library:
- Bots are automatically set in ready states
XmlRpc library:
- Now contains commons and mode specific script callbacks
Top2 library:
- Added a Destroy() function to destroy a top
- Added 2 GetRecord() functions to get a specific entry in a top
- Added a GetRank() function to get the rank of a player in a top
MapType:
- Fixed the translations