Maniaplanet 3.1 (RC5) changelog
Posted: 07 Jul 2014, 17:49
Hello,
Here is the quick fix of the RC3
### Modes
#### Siege
* New setting S_AtkNbIncreaseCaptureSpeed. Select if the number of attackers on the gate increase the capture speed. It's now turned off by default.
* Fix : If a spectator was on the server at the beginning of the turn he could later join the ongoing round with 1 armor point. It's not the case anymore.
* Fix : Weapon was saved only at the end of the round and loaded after each respawn. Now weapon is saved as soon as the player change it.
#### Battle
* Fix : When spectating a player the "Attack/Defend" message at the top of the screen was relative to the spectator clan and not the spectated player clan. [see](http://forum.maniaplanet.com/viewtopic. ... 97#p221397)
Here is the RC3 Changelog. To see RC2 and previous, go here
The RC3 was quite something to do. Now, we intend to quickly release the demo once this version will be tested. Please report any major issues as fast as possible here.
Four main updates:
Demo
Hopefully opening today, it will enable players to enter for 48 hours and access solo of Trackmania, all multiplayer servers as well as 3 custom titles they can install. After, it will be limited only on title with more than 100 simultaneous players for 1 hour per day.
Super Setup
A simple link that I will explain later to invite someone to download and install Maniaplanet + the title you wish. This setup will suggest to install two shortcuts. The one for the title will link directly to the title ingame.
Platform Beta
A new title to be updated during the Power Up! operation to create a solo to help discover diverse power ups and moves as well as one for a multiplayer competitive discipline based on it (to released in the store tomorrow) It should be also quite a good sample for the super setup feature.
Embedded items
You can now add custom items embeded in the map (experimental tools) if using the title material and with a limit of 150k in total on the map (50K was really too small)
Others:
Fixed: welcome logo at good ratio, independant of screen ratio
Fixed: Custom Interface
Fixed: solo campaigns was not giving access to challenge (example: Dirt!)
Fixed: Lack of players information when many players online
Fixed: corrupted data issues (thanks meuh)
Fixed: wrong lightmap uv in items are causing less damage
Changed: Script edition opens with "scroll lock" while it previously was "F12"
Fixed: sound issues "should be fixex" (hard to reproduce)
Store: create desktop shortcup of the title you wish
Interface: additionnal works
Storm: gameplay walljump lateral +20%
Storm: No more backflip
Storm: fixed Falling damage that was triggering for wrong reasons sometimes
Storm: fixed sound issues at custom/standard weapon switch
Storm Mediatracker: more options to display crosshair or other
Storm Hud: can display an inround score (example: players remaining in Elite instead of round score)
Modes
Storm: new Siege option to play with the rule of having to open multiple gates at each checkpoint and without first count down. If the map includes one gate, then the complete time to capture is 4.5 seconds. If there is two, it's 2.25 per gate, and with three it's 1.5 seconds. The goal is to test additional options to the mode. Other tests can be done later, but we would like to collect new feedbacks on this mode for the mode to evolve during the Power Up! phase as well as possible. Some modifications has been made already: gates are now impossible to cross for both teams, there is a display of remaining players on top and you can show/hide the gate/spawn tags with F8 as well as other things listed in the modes changelog:
#### Battle
* The mode is now compatible with the matchmaking system, you can open your own lobby and match servers.
#### ModeBase
* All "synchronous" functions from the Mode library now have "asynchronous" equivalents in ModeBase. It allows to avoid calling a yield; in the library at the risk of missing important events (eg: XmlRpc events).
#### ModeMatchmaking
* It's now possible to show/hide on the client side the waiting screen, players list and masters list.
* Players kicked from a match won't be sent back to the match server when they rejoin the lobby. [see](http://forum.maniaplanet.com/viewtopic. ... 95#p219695)
* Three new XmlRpc methods to control the matchmaking function in the lobby : Matchmaking_Start, Matchmaking_Stop and Matchmaking_Force. With these it's now possible to stop/restart the matchmaking cleanly when needed (eg: before a restart/force next map).
* Fix : going to the next map after a vote won't restart the 60 seconds waiting time at the beginning of the map. [see](http://forum.maniaplanet.com/viewtopic. ... 73#p220073)
* Fix : going to the next map after a vote while the match was already started won't kick the players from the server anymore. [see](http://forum.maniaplanet.com/viewtopic. ... 76#p219976)
* Fix : a player that go from ready to unready state between the API request and response wasn't sent to its match and the match wasn't canceled. Now this player will be penalized and the match canceled properly. [see](http://forum.maniaplanet.com/viewtopic. ... 11#p221311)
#### Siege
* Each checkpoint can now be associated with one, two or three gates instead of being forced at two.
* There is 45 seconds to capture all the checkpoint's gates. A bonus of 10 seconds is awarded when capturing a gate.
* The capture time of the gates is equal to 4.5 seconds divided by the number of gates at the checkpoints. eg: 3 gates -> 1.5 seconds each, 2 gates -> 2.25 seconds each, 1 gate -> 4.5 second.
* Only 2 ammo instead of 4 for the Rocket in attack. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* Play a sound only on attacker elimination instead of a different sound for defender and attacker elimination. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* New setting S_WeaponMode. It can take one of these values : 0 -> Rocket versus Laser, 1 -> select your weapon before the turn, 2 -> switch weapon during the turn. Default value is 2.
* New setting S_GatesStopDefenders. Select if players can walk through gates or not. Default value is True, so defenders can't go through gates anymore. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* It's now possible to move/hide some parts of the UI by pressing F8. It's also possible to hide/show the gates/spawn markers this way. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* The small scores header at the top of the screen now displays the number of players remaining in each team instead of the number of checkpoints captured.
* S_UseOldCaptureMode = 1 to have the previous mode.
### Librairies
#### Mode
* All "synchronous" functions from this library now have "asynchronous" equivalents in ModeBase. It allows to avoid calling a yield; in the library at the risk of missing important events (eg: XmlRpc events).
#### Top2
* Fix : the library failed to access some users while updating. We now check that the user will be available before trying to access it.
### MapTypes
#### SiegeV2Arena
* Each checkpoint can now be associated with one, two or three gates instead of being forced at two.
update: new version pushed on 2014-07-23 .
Here is the quick fix of the RC3
### Modes
#### Siege
* New setting S_AtkNbIncreaseCaptureSpeed. Select if the number of attackers on the gate increase the capture speed. It's now turned off by default.
* Fix : If a spectator was on the server at the beginning of the turn he could later join the ongoing round with 1 armor point. It's not the case anymore.
* Fix : Weapon was saved only at the end of the round and loaded after each respawn. Now weapon is saved as soon as the player change it.
#### Battle
* Fix : When spectating a player the "Attack/Defend" message at the top of the screen was relative to the spectator clan and not the spectated player clan. [see](http://forum.maniaplanet.com/viewtopic. ... 97#p221397)
Here is the RC3 Changelog. To see RC2 and previous, go here
The RC3 was quite something to do. Now, we intend to quickly release the demo once this version will be tested. Please report any major issues as fast as possible here.
Four main updates:
Demo
Hopefully opening today, it will enable players to enter for 48 hours and access solo of Trackmania, all multiplayer servers as well as 3 custom titles they can install. After, it will be limited only on title with more than 100 simultaneous players for 1 hour per day.
Super Setup
A simple link that I will explain later to invite someone to download and install Maniaplanet + the title you wish. This setup will suggest to install two shortcuts. The one for the title will link directly to the title ingame.
Platform Beta
A new title to be updated during the Power Up! operation to create a solo to help discover diverse power ups and moves as well as one for a multiplayer competitive discipline based on it (to released in the store tomorrow) It should be also quite a good sample for the super setup feature.
Embedded items
You can now add custom items embeded in the map (experimental tools) if using the title material and with a limit of 150k in total on the map (50K was really too small)
Others:
Fixed: welcome logo at good ratio, independant of screen ratio
Fixed: Custom Interface
Fixed: solo campaigns was not giving access to challenge (example: Dirt!)
Fixed: Lack of players information when many players online
Fixed: corrupted data issues (thanks meuh)
Fixed: wrong lightmap uv in items are causing less damage
Changed: Script edition opens with "scroll lock" while it previously was "F12"
Fixed: sound issues "should be fixex" (hard to reproduce)
Store: create desktop shortcup of the title you wish
Interface: additionnal works
Storm: gameplay walljump lateral +20%
Storm: No more backflip
Storm: fixed Falling damage that was triggering for wrong reasons sometimes
Storm: fixed sound issues at custom/standard weapon switch
Storm Mediatracker: more options to display crosshair or other
Storm Hud: can display an inround score (example: players remaining in Elite instead of round score)
Modes
Storm: new Siege option to play with the rule of having to open multiple gates at each checkpoint and without first count down. If the map includes one gate, then the complete time to capture is 4.5 seconds. If there is two, it's 2.25 per gate, and with three it's 1.5 seconds. The goal is to test additional options to the mode. Other tests can be done later, but we would like to collect new feedbacks on this mode for the mode to evolve during the Power Up! phase as well as possible. Some modifications has been made already: gates are now impossible to cross for both teams, there is a display of remaining players on top and you can show/hide the gate/spawn tags with F8 as well as other things listed in the modes changelog:
#### Battle
* The mode is now compatible with the matchmaking system, you can open your own lobby and match servers.
#### ModeBase
* All "synchronous" functions from the Mode library now have "asynchronous" equivalents in ModeBase. It allows to avoid calling a yield; in the library at the risk of missing important events (eg: XmlRpc events).
#### ModeMatchmaking
* It's now possible to show/hide on the client side the waiting screen, players list and masters list.
* Players kicked from a match won't be sent back to the match server when they rejoin the lobby. [see](http://forum.maniaplanet.com/viewtopic. ... 95#p219695)
* Three new XmlRpc methods to control the matchmaking function in the lobby : Matchmaking_Start, Matchmaking_Stop and Matchmaking_Force. With these it's now possible to stop/restart the matchmaking cleanly when needed (eg: before a restart/force next map).
* Fix : going to the next map after a vote won't restart the 60 seconds waiting time at the beginning of the map. [see](http://forum.maniaplanet.com/viewtopic. ... 73#p220073)
* Fix : going to the next map after a vote while the match was already started won't kick the players from the server anymore. [see](http://forum.maniaplanet.com/viewtopic. ... 76#p219976)
* Fix : a player that go from ready to unready state between the API request and response wasn't sent to its match and the match wasn't canceled. Now this player will be penalized and the match canceled properly. [see](http://forum.maniaplanet.com/viewtopic. ... 11#p221311)
#### Siege
* Each checkpoint can now be associated with one, two or three gates instead of being forced at two.
* There is 45 seconds to capture all the checkpoint's gates. A bonus of 10 seconds is awarded when capturing a gate.
* The capture time of the gates is equal to 4.5 seconds divided by the number of gates at the checkpoints. eg: 3 gates -> 1.5 seconds each, 2 gates -> 2.25 seconds each, 1 gate -> 4.5 second.
* Only 2 ammo instead of 4 for the Rocket in attack. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* Play a sound only on attacker elimination instead of a different sound for defender and attacker elimination. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* New setting S_WeaponMode. It can take one of these values : 0 -> Rocket versus Laser, 1 -> select your weapon before the turn, 2 -> switch weapon during the turn. Default value is 2.
* New setting S_GatesStopDefenders. Select if players can walk through gates or not. Default value is True, so defenders can't go through gates anymore. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* It's now possible to move/hide some parts of the UI by pressing F8. It's also possible to hide/show the gates/spawn markers this way. [see](http://forum.maniaplanet.com/viewtopic. ... 00#p219700)
* The small scores header at the top of the screen now displays the number of players remaining in each team instead of the number of checkpoints captured.
* S_UseOldCaptureMode = 1 to have the previous mode.
### Librairies
#### Mode
* All "synchronous" functions from this library now have "asynchronous" equivalents in ModeBase. It allows to avoid calling a yield; in the library at the risk of missing important events (eg: XmlRpc events).
#### Top2
* Fix : the library failed to access some users while updating. We now check that the user will be available before trying to access it.
### MapTypes
#### SiegeV2Arena
* Each checkpoint can now be associated with one, two or three gates instead of being forced at two.
update: new version pushed on 2014-07-23 .