Team chase, what is ?

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Eole
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Nadeo
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Joined: 26 Apr 2011, 21:08

Re: Team chase, what is ?

Post by Eole »

Hi, we pushed the full update for Chase on our matchmaking servers this morning.

The main changes:
  • Better management of the 2vs3 situation. Now if three players play against a team of two players, the second player crossing a checkpoint will have to cross the next one first in both teams.
  • New victory condition with a round points limit. By default this round points limit depends on the number of checkpoint in the map and is equivalent to 5 perfect laps. Eg: a map with 4 checkpoints and one multilap block will have a round points limit of (4 + 1) * 5 = 25.
  • Fix : sometimes when two players were crossing a checkpoint in less than 10ms the game mode wasn't selecting the right player for the next checkpoint.
  • Fix : the game mode didn't give LP at the end of the match.
Full changelog:

Code: Select all

### Modes

#### Trackmania/ModeBase
* Play the intro of the map sooner to avoid the overview of the map after the loading.

#### Trackmania/ModeMatchmaking
* Wait a bit before respawning a player while he's being transferred to its match server.
* New setting S_MatchmakingWaitingTime to customize the waiting time duration at the beginning of the matches. Default value: 45 seconds.

#### Trackmania/Chase
* Better display of what the players must do and who can cross the next checkpoint.
* Display the name of the players only above the cars of our team.
* Fix : the game mode didn't give LP at the end of the match.
* Fix : sometimes when two players were crossing a checkpoint in less than 10ms the game mode wasn't selecting the right player for the next checkpoint. [see](https://forum.maniaplanet.com/viewtopic.php?p=239549#p239549)
* Display the duration of the relay when it's fast (less than 1000ms).
* Better management of the 2vs3 situation. Now if three players play against a team of two players, the second player crossing a checkpoint will have to cross the next one first in both teams. 
* New settings: 
  * S_TimeLimit default value is now 900 seconds instead of 600.
  * S_PointsLimit renamed into S_MapPointsLimit.
  * S_PointsGap renamed into S_RoundPointsGap
  * New setting S_RoundPointsLimit allows to set a points limit for the round. When a team reach this points limit, it wins the round. A positive value will be the limit and 0 disable the limit. A negative value will use the number of checkpoints on the map to compute the points limit -> (-S_RoundPointsLimit * (NumberOfCheckpoints + 1)). Default value is -5.
  * It's possible to disable the laps number limit by setting S_ForceLapsNb to 0. Default value is 10.
  * New setting S_DisplayWarning. Display a big red message in the middle of the screen of the player that crosses a checkpoint when it wasn't its turn. Defautl value is True.

### Librairies

#### MatchmakingLobby
* Display the scores table in the lobby for Trackmania.
* Fix : Moved upwards the lobby panels in Trackmania to not hide the chat and the ranking.
* Hide the rules from the lobby window when sliding it down. [see](https://forum.maniaplanet.com/viewtopic.php?p=239549#p239549)

#### MatchmakingMatch
* Force the players to ping back the server before considering them as ready for the match.
* Possibility to wait for the players for a custom duration at the beginning of the match.

#### Trackmania/TM2
* Functions to reset the scores of the players without removing them from the ladder.

#### Trackmania/UI
* Use the team color of the player as background color for his card in the time gap widget. [see](https://forum.maniaplanet.com/viewtopic.php?p=239346#p239346)
The intended behavior for the tags was to show only the ones of your team and not the ones of your opponents. But it also triggered a problem : if the car of a player is not in the center region of the screen, the tag will only display the avatar of the player instead of the avatar + name + color. We're working on a fix.
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jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: Team chase, what is ?

Post by jui »

Nice Changes! Chase is very good to play now.
The Solution for 2v3 matches is perfect :1010

Only wonder whats the intention behind the 10 Laps with 5 perfect laps point limit, to stop rushing at end?
But its also possible to go back to old behavior so its fine.

Player Lables also work now and rear view is very good for this mode :pil
jui
Posts: 171
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Re: Team chase, what is ?

Post by jui »

kremsy wrote:The 2v3 Situation is not really cool as the team with 3 People has a huge advantage, if someone fails hardly of the team who is currently in top2, they just have a third backup driver behind them and the backupdriver carries on.
...
Another question, havent checked it yet, does the mode has a warmup script?
I guess if its an uneven match some team always has an advantage. Before the team with less players had an advantage and now the team with more players has an advantage. The new solution is good i think because a less experienced player does not slow down the match ^^

WarmUp works but not like in SM with "F6 ready" and stuff just time limit.

@Eole a suggestion for standalone servers.
Let the time limit count down while the status is "waiting for players" because then players could drive the other maps on the server. Right now the map never changes.
oiram456
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Re: Team chase, what is ?

Post by oiram456 »

Nice update, love the rear cam <3

Bugs:

- Sometimes it still skips the map selection/voting

Suggestions:

- Example: Right now, If Team 1 finishes first, with 25 Points and Team 2 finishs second, but with 26 points, Team 1 will still get the point. In my opinion it should matter more who has the most points, and if the points are the same THEN it should go and look who finished first. That way a mistake will get punished harder and everyone has to focus till the end

- Make it possible to have small breaks between the rounds

- Right now if everyone is voting yes at the end they will re-play it. how about this one: If all 3 drives of one team press yes, but not all of the opposite team, the 3 players will automaticly get a new team of 3 drivers and stay together (dont know if it is understandable, just ask if not clear :D)

- Explain in the rules that it´s a good idea to set a button for the rearcam (or set the rearcam by default to 4)

- Don´t know if that is possible, but if someone want´s to play the gamemode for the first time, let him drive a test/learning race against ghosts/bots where he have to drive a few laps correctly

- This mode would be very interesting with collisions (maybe activated after the first lap, since everyone is at the same position in the beginning)

- Make it possible to not be ready, but drive on the matchmaking servers already, sometimes i wanna drive there while i wait for my teammates, without getting transfered to another match

- Give the possibility to turn on opponents names too (maybe with pressing "^" twice, just like pressing "o" once gives ghosts and another time it disables other drivers)
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haenry
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Re: Team chase, what is ?

Post by haenry »

So I played this mode the first time today and I'm impressed how fun it actually is.

Sadly it is very buggy. The detection for the last player who passes a checkpoint doesn't work at all. We played with a 6v6 and 7v7 and it was always the third player who had to go first through the next checkpoint. Thus means that 4 players can just idle around without doing anything, which is an advantage for the team. Please fix this :thumbsup:
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fungist
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Re: Team chase, what is ?

Post by fungist »

Cars on the other team than you should be ghosted imo.
or maybe there is a way to do this already.

Edit:
Xaseco reports all players for cheating. maybe needs an update. hope someone works on it and some widgets for this mode aswell
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Eole
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Re: Team chase, what is ?

Post by Eole »

jui wrote:Let the time limit count down while the status is "waiting for players" because then players could drive the other maps on the server. Right now the map never changes.
Done, there is a new setting for that.
kremsy wrote:Additionally it would be great to make pause functions, to get into warmup (like elite in shootmania for example) and redrive that point, also a way of setting scores via script commands would be awesome in the view of cups.
Done, there is a new setting to turn on or off a "competitive" mode. In this mode only players that take a slot in a team during the warm up can play, the others will have to spec until they can get a free slot in a team.
The match can be paused using a command. Players are sent back into warm up and the match can restart only when both teams are ready.
This mode also applies stricter rules than in matchmaking. If a team has less players than the other team, it lose the round and the match is paused until both teams have enough players.
The scores can be set using a command and a round can be stopped before the end the same way.
oiram456 wrote:Sometimes it still skips the map selection/voting
Fixed.
jui wrote:Only wonder whats the intention behind the 10 Laps with 5 perfect laps point limit, to stop rushing at end?
oiram456 wrote:Right now, If Team 1 finishes first, with 25 Points and Team 2 finishs second, but with 26 points, Team 1 will still get the point. In my opinion it should matter more who has the most points, and if the points are the same THEN it should go and look who finished first. That way a mistake will get punished harder and everyone has to focus till the end
The "10 Laps with 5 perfect laps points limit" rule was made to solve this problem. The important objective is the points limit. It's the "easiest" target to reach and so a team missing a relay will be penalized much more than when the laps limit was the primary target. With this configuration, missing a relay means that the finish line for your team will be one checkpoint later than the one of your opponents.
oiram456 wrote:Make it possible to have small breaks between the rounds
Done, there's a new setting to add a pause between the rounds.
haenry wrote:Sadly it is very buggy. The detection for the last player who passes a checkpoint doesn't work at all. We played with a 6v6 and 7v7 and it was always the third player who had to go first through the next checkpoint.
I can't reproduce this bug. I played in 5vs5 and the 5 players of the team had to cross the checkpoints. Do you know what were the settings used by the server you played on?
kremsy wrote:If you set min players to 1 its compeltely buggy as well on 1v1 but ofc it makes no sence anyway to play 1v1:).
The mode will now ignore any value below 2 for the minimum players number setting.

All the fixes and improvements mentioned above will be available in the next update. I'll post in this topic when it will be released.
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