Beta 2.1

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Nvizion
Posts: 47
Joined: 17 Sep 2011, 17:23

Re: Beta 2.1a

Post by Nvizion »

xbx wrote:update: 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.
How about the car skin bug ?
»Falkers at TM²X(ManiaExchange)
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Filipe1020
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Re: Beta 2.1

Post by Filipe1020 »

The menus should have perfomance improvements, Canyon and Storm are running fine here, but I am mainly losing perfomance on the menu itself
pksens
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Joined: 11 Sep 2012, 13:12

Re: Beta 2.1

Post by pksens »

There's no "5 second warning" indicator when there is only 5 seconds left of pole capture time remaining. Is this an intended feature? Completely mistimed 2 pole runs already :@
bladerunner78
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Joined: 15 Sep 2011, 03:32

Re: Beta 2.1

Post by bladerunner78 »

total bullshit patch !

destroy the gameplay on many maps !

change anything on the offzone blocks , the old jumps over 1 offzone block dont work and this is a big problem on the most maps i know and play !

this fuck me up total !

why the fuck every patch change the gameplay , this is bullshit and destroy the game befor release !

i lose fun and its fuck me up i pay money for this !
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Omnixor
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Re: Beta 2.1

Post by Omnixor »

bladerunner78 wrote:total bullshit patch !

destroy the gameplay on many maps !

change anything on the offzone blocks , the old jumps over 1 offzone block dont work and this is a big problem on the most maps i know and play !

this fuck me up total !

why the fuck every patch change the gameplay , this is bullshit and destroy the game befor release !

i lose fun and its fuck me up i pay money for this !
be polite and relax, what did you expect from the beta?
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slugish
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Re: Beta 2.1

Post by slugish »

The Good:
Thank you so much for the activation delay on rocket cancellation! I can't even describe how much this helps the gameplay. (at least in my opinion) The grey +0 is also a nice touch.

I am loving the blocks/features. It seems that we are creeping closer to being able to create a true indoor map. Adding the ability to place certain blocks on water opens up a lot of possibilities as well. The textures (in HQ mode) of blocks below the surface are really nice.

Overall, the menus look a lot better. I still feel they are too fancy and flashy, utilizing 3d effects when they really are not needed. They are much improved from the previous build though!

The Not-So-Good:
The sound really is a serious issue. I understand this is known and that it is being worked on, so hopefully this won't be an issue for long. Currently, the directional aspect is very good. I can easily tell which direction other players are coming from. The problems are that 1)Height is not taken into account. I player on a ledge above sounds as if he is on the same plane. 2) Falloff is way too low. Tonight, I spun around quickly many times because it sounded as if someone was coming up behind me, only to realize it was a teammate SEVERAL meters away. 3) Materials seem to have little effect on volume. Though the material one is stepping on effects volume, having several walls between two players seems to have no effect. The volume sounds the same as if there were no barriers at all.

The menu options and selection placement still needs some thought. I chalk this up to the game still being in constant development, so I am not too worried.



Additionally, I have a request. Since each recent update has required the recomputation of shadows for maps, is there a way to compute shadows on maps in a specified folder via the command line? I realize that I can compute shadows on all user maps, and did it this way for the last update. It is just somewhat confusing to move all of my maps to a backup folder and place only the ones needed in the maps folder to be computed. I have many half-finished and proof of concept maps that I don't need to recompute each time.

For those complaining of staticy or distorted sound. It may perhaps help to list some system specs (specifically sound card info). I am not suffering from this, so I suspect it is a compatibility issue or conflict.
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Soprah
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Joined: 11 Sep 2011, 16:07
Location: Germany

Re: Beta 2.1

Post by Soprah »

At first I have to mention that I really appreciate this new beta phase..
Personally I thought that Shootmania is nearly going to his final end
I was wrong! Maniaplanet is going further to make a great shootmania.. And the most important characteristic from Maniaplanet I love is that they use criticism from players!

I always wanted new blocs for shootmania. They did a fine step into it but I miss blocs in that tunnelsystem. You have created some spotlights for tunnels. That is good but if you develop some basic blocs such as these on land you would expand that live under earth - in tunnels :). In my opinion you need mostly that same blocs as on land e.g. curves to exploit the tunnelsystem by 100%.

Moreover I do not understand how to build these new wood blocs in map-editor.. cannot imagine how to place them.. :?

-----------

That menu is hold in a kind of ''child-style''. It doesn't seem to be professional. That menu might look good but not perfectly. In my mind it is too abstract and there are too much different colours. It would be perfect if you mix this style with that before from beta 2.1. That perfect style of the menu should be simple, clear but also vivid and creative! There you see a criticism from a hobby graphic artist ;)

Keep on! :thumbsup:
Last edited by Soprah on 24 Jan 2013, 10:43, edited 1 time in total.
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jonthekiller
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Re: Beta 2.1

Post by jonthekiller »

slugish wrote: Additionally, I have a request. Since each recent update has required the recomputation of shadows for maps, is there a way to compute shadows on maps in a specified folder via the command line? I realize that I can compute shadows on all user maps, and did it this way for the last update. It is just somewhat confusing to move all of my maps to a backup folder and place only the ones needed in the maps folder to be computed. I have many half-finished and proof of concept maps that I don't need to recompute each time.
It's already possible. It will compute all maps in My Maps folder.

Code: Select all

ManiaPlanet.exe /computeallshadows /useronly /collections=Storm /LmQuality=High
LmQuality (Fast, Default, High, Ultra).

It will launch the game and compute all maps.
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Alinoa
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Re: Beta 2.1

Post by Alinoa »

About the LP computing, Jon explained it well and you can also specify some options. For example:
/useronly (only lightmaps calculated on players' tracks)
/LmQuality=Fast
/LmQuality=Default
/LmQuality=High
/collections=Storm
/collections=Storm,Canyon
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Eole
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Re: Beta 2.1

Post by Eole »

@pksens: Did the timer bug happen on one map/server only? Does it still happen? I've tried to reproduced it without success.
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