Maniaplanet Update #3 - wishlist

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Damus_150
Posts: 15
Joined: 10 Apr 2013, 07:34

Re: Maniaplanet Update #3 - wishlist

Post by Damus_150 »

Before my wishlist, really thank you for Shootmania and your costantly work on it. :thx:

1 - More blocks: simply more blocks, blocks for gameplay and blocks for esthetics;
2 - If you remove microjump, you should put in an alternative. Idk, a dash? But really want to see what you'll do with this situation! :D

I really like this game and how it's growing, and in these 2 points i say my personal wishlist, the first one is a big question, i want more gameplay blocks, just gameplay news. :D

Nadeo OP!
Mikey
Posts: 212
Joined: 16 Jun 2010, 01:22
Location: Down Under

Re: Maniaplanet Update #3 - wishlist

Post by Mikey »

Wishlist
- (Valley) Dirt road block without trees on edges, so it can be placed underneath overpasses
- (Valley) Dirt road up hill (to join terraformed levels)
- (Valley) one block turn size for tunnel road (or generic road block not 2 ended).
- (Valley) dirt road to wide road joiner
- (Valley) dirt road start and finish
- (All TM2) more inlcluded objects (they're great ! infact add some to stadium and canyon too please !)
- (MP) An easy direct way to mail a buddy
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BragonHightake
Posts: 250
Joined: 17 Aug 2011, 00:22

Re: Maniaplanet Update #3 - wishlist

Post by BragonHightake »

Valley
-of course, much more blocks
-signs more signs
-decorations,
-offroad and concrete start block
- small street turbo block
-buildings, skyscrapers, city panorama
-barriers, fences, jumping ramps

...and please make the grass low, you have a bad review
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Mandark
Posts: 1277
Joined: 15 Jul 2010, 17:58
Location: Romania

Re: Maniaplanet Update #3 - wishlist

Post by Mandark »

So, I have some wishes of some useful Valley blocks, so I will make a small list here:

1)

This block
https://www.dropbox.com/s/cqrosor3ynfdz ... 0wish1.png
But in the form of both small road and big road. It would be an useful block

2)

This block
https://www.dropbox.com/s/hlb4dpicbvext ... 0wish2.png
But in the form of a platform. It would also be very useful

3)
Banked curve
https://www.dropbox.com/s/spbpi2ghzaa86 ... 0wish3.png
Also in the form of road. It would be a very interesting block.Bigger and smaller versions would also be very useful

4)
Bowl
https://www.dropbox.com/s/spbpi2ghzaa86 ... 0wish3.png
This one can be extremely useful for fullspeed tracks. The upside down version will also be very useful

5)
Platform Start/Finish
https://www.dropbox.com/s/zebfuvy25re2d ... tled.png?m
Again, a very useful block.
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Xymph
Posts: 1399
Joined: 15 Jun 2010, 20:35
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Re: Maniaplanet Update #3 - wishlist

Post by Xymph »

Slig wrote:ManiaPlanet:
- improve the validation of validation replays (see http://forum.maniaplanet.com/viewtopic. ... 99#p179299 )
- provide some tool able to validate the validation replays, independent to the up-to-date game itself so it will still be usable if later the game become not compatible with older validation replays (that case already happened in the past)
Thanks to Slig for initiating this list when I didn't have time due to a semi-vacation. :)

Hylis: to elaborate, last time I discussed replay validation with xbx, the following three problems were still known:

1. The current MP client can decide old validation replays are invalid because of the nature of the playback/validation process and its sensitivity to the slightest of block changes. MP clients may often be up-to-date but updates have to be opted in by the player and therefore it's not guaranteed, so this is still something that can bork the validation process.

2. Validation replays of multi-lap tracks seem to be always invalid (probably due to TA mode producing a 1-lap replay on 3+ lap track). This is a show-stopper, because the map file is required to determine the single/multi-lap nature of a track, and not all tracks are available on MX, so there's no way to reliably script a way to skip validation of multi-lap tracks.

3. Batch validation via the /validatepath option cannot handle large sets of replays, and simply aborts after something like 1500 files. The Dedimania system receives between 2000 and 4000 validation replays per 24h, but one daily batch cannot be processed by the client in one nightly job. It would be possible, but a hassle, to script around this limitation, I suppose.

The goal of setting up an automatic validation process of Dedimania replays, which I started earlier this year but then halted because of the above problems, is that under no circumstances a replay is marked invalid when the client isn't 101% sure. Because multiple such false-positives will get a login banned and his/her records deleted, and it is unacceptable for this to happen due to unreliable validation.

Thus I propose, if it isn't possible to fully address the above problems, that the validation process always declares replays valid unless it is absolutely certain they are invalid. That is the opposite of the current behaviour.


Lastly, my personal wishlist item is to have completely separate Input (keyboard) configurations per game type (TM²/SM/QM). This is a long-standing item which I already requested in the now-closed SM beta forums, but the keymapping conflict between what I like to use q/w/e/a/s/d for in TM² versus SM is one of the reasons I don't play SM since the early beta.
Developer of XASECO for TMF/TMN ESWC & XASECO2 for TM²: see XAseco.org
Find your way around the Mania community from the TMN ESWC hub, TMF hub, TM² hub, and SM hub
BK-ZD50
Posts: 265
Joined: 25 Nov 2011, 18:55
Location: 29646 Bispingen

Re: Maniaplanet Update #3 - wishlist

Post by BK-ZD50 »

My wishlist:
-Unlimiter for the Map Editors
-Pak unpack tool
-More Gamemodes for TrackMania
°Puzzle
°Shadow (The Shadow is a copiet Car from the normal driver... Hint the Shadow Car the Driver, died the driver)
°Crazy (Like TMS / TMO?)
°Shooting (Like SM with cars not Characters :D)
-Mod Creation tool with viewing the blocks -.- ? (Like the Skin Editor from the CarSkins but with the Envi Blocks or Custom Blocks)
-More Animals in the Envis (I think MP is a dead world withon Animals (the ghost-birds are good in Valley)
-Make the Valley Ghost-Birds to normal Birds :D
-Make water Deco Blocks
-Make Tunnel-Glas-Blocks underwater to view the deco^^
-Editor plugin like Autogen

Have fun^^
Xoroxxoz86
Posts: 15
Joined: 22 Jul 2011, 15:05

Re: Maniaplanet Update #3 - wishlist

Post by Xoroxxoz86 »

1. Fix the skidmarks (asphaltmarks.dds) in Stadium, please.
2. It would also be nice to be able to see the driftmarks in spectator mode... :|
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: Maniaplanet Update #3 - wishlist

Post by tcq »

Just need to update my wish list after reading what Eole wrote in this thread.
Eole wrote:It's not a bug, it's a feature. u_u

You can't force a player to go in spectator mode from the script anymore. Many players clicked randomly on screen sometimes and were sent in spectator mode without noticing or understanding it. Now they have to do it themselves from the menu. That's the reason why a right click on a player on the scores table in TM won't let someone spec this other player unless he's already in spec mode. Same thing for SM, the spec button on the scores table will only work in spec mode. I'll update the script to only display it in this case.
I definitely don't see a reason why a right click to spectate is made this difficult. It worked perfectly fine in TM, so why change it? It just add unnecessary clicks to the user an makes it more unfriendly to use. Personally, since this feature (I personally call it a bug) was introduced I stopped using the spectator function completely. I mean, It might be good for some player types, but by sacrificing the usability of a game by taken a luser as the reference for causal gamers is a not logical way for me. Why not add a launcher option to set this right click behaviour as an optional setting for "experienced" users?


Updated:

My most important wishes for the moment:
First: Change the right click to spec behaviour back to how it used to work. Furthermore, implement different key settings and graphical configurations for different titles. (It was told that it will be changed for TM in the future, didn't check if it is done or not. If it is, ignore this post).
Second: Multi environment title or an easy way to be able to set up an multi environment server. It should be possible to set them up easily (even as a local server through the game, so team that don't have dedicated server can do this)
Third: Objects also for the other TM2 environments.
Fourth: Skin-able objects or free to place signs for all environments.
Fifth: I haven't had the time to check it, but if it was not fixed yet then once more the question for correct showing of CP distances to cars behind yourself in rounds/laps mode (important for tournaments and leagues)
Sixth: User defined custom cam for all environments.The more I'm driving valley, the more I wish there would be a higher cam 1 position, similar to cam 1 of island. Please give us the possibility to create our own custom cam behind the car. Let us chose the angel and the distance to the car in a given room around the car.
Seventh: Possibility to select opponent visibility by dedicated server settings. I'm not an expert with the dedicated server, but I just want to explain what I would wish for :)
-Set a ghost transparency for all cars on the server (e.g. 50%, 40%, 30% , 20% and 10%).
- Possibility to regulate the force opponents value as follows: Force all opponents/Force opponents and allow ghost layer/Force ghost layer/Force all cars invisible/Allow free choice via 'O'
Last edited by tcq on 25 Sep 2013, 08:34, edited 2 times in total.
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Maniaplanet Update #3 - wishlist

Post by iyumichan »

1. the 2d sprites stuff like the trees in canyon get updated to valley level awesomeness ;)
2. Allow optional high quality saving in the skin editor. Everyone of the skinning community would love you for that.
3. Skin Cycling for Medalghosts. We already had this some time ago and it made stuff more varied. Bring it back even if it is just optional.
4. Fix midpoly of valleycar. As xray mentioned aswell there are issues. Alternatively supply the community high,mid and low poly plus damages so they can do it themselves.

Thank you!
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Elmigo
Posts: 185
Joined: 03 Apr 2012, 12:16
Location: Almere, Netherlands

"Autom. poles under roads on/off" and placing poles on water

Post by Elmigo »

- "Autom. poles under roads on/off" option
This option, when turned on, will automatically put poles under the roads you create (even on water). And when a pole can't be placed, for example when there is an other object below, it will not place the pole. When turned off, the roads won't automatically get poles under them and you will have to do it manually.

- Poles to be placed on water
You should be able to place poles on water too! In all environments! :D

- More road split/merge blocks
There are way too less road split/merge blocks in environments other than Stadium!

- And I would like this bug to be fixed!
"Record ghost" car bubble invisible in Mediatracker (see report topic).
Last edited by Elmigo on 23 Jul 2013, 13:25, edited 1 time in total.
Kindest regards,

Elmigo.

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