TrackMania² Pursuit: Multi-environment & Stadium

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Dommy
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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by Dommy » 25 Feb 2019, 21:05

TrackMania² Pursuit - title update 1.4.1

This is a small week-one patch for both Multienvironment and Stadium titles.

Things changed:
  • TM2 cars have been unlocked back.
  • Added a setting to override list of cars forced by the map.
  • Added a setting to enable vehicle rotation, which forces randomly selected cars to be the only ones available during the map, in number specified by this setting.
  • Made "chase" assist detection system less strict, allowing for assists to happen more often.
  • Fixed Danger Zone and Thief Zone remining on the screen after unspawning.
  • Danger Zone and Thief Zone start counting only after the player has started.
  • Speedbomb is no longer active in "Waiting for players" sequence if previous map enabled it globally.
  • Map type now saves -0:00.001 as the author time instead of 0:00.001.
  • Capture combo points are now present in Goal Hunt Pursuit mode to balance out the teams.
  • Removed last thief and surviving to the end points awards in Goal Hunt Pursuit mode. The only way to earn points as a thief in this mode is through capturing checkpoints.
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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by ThaumicTom » 25 Feb 2019, 21:06

yeet
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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by Dommy » 15 Mar 2019, 12:55

Hello,
I only want to post a small disclaimer in regards to the fuel and race objective mechanics:

Customized Gas Stations and Race Objectives created by mashing the items with blocks via Mesh Modeller are not allowed and unsupported. The shape of their triggers is hardcoded in the game mode, any modifications done towards these items are very likely to break the player detection, resulting in the distorted variations of the items incorrectly detecting players or not detecting them at all.

Support for customized variants of these items is not planned due to unnecessary complications of the trigger shape detection, as well as keeping the consistency between maps by providing easily recognizable landmarks with specific functions.

Thanks for understanding!
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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by VMan2002 » 03 Apr 2019, 02:13

Dommy wrote:
15 Mar 2019, 12:55
Customized Gas Stations and Race Objectives created by mashing the items with blocks via Mesh Modeller are not allowed and unsupported. The shape of their triggers is hardcoded in the game mode, any modifications done towards these items are very likely to break the player detection, resulting in the distorted variations of the items incorrectly detecting players or not detecting them at all.

Support for customized variants of these items is not planned due to unnecessary complications of the trigger shape detection, as well as keeping the consistency between maps by providing easily recognizable landmarks with specific functions.
Would it be allowed if trigger detection was capable of doing that, and the custom things people made are recognizable as what they're function is? and being easy to access

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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by Dommy » 12 Jul 2019, 18:22

TrackMania² Pursuit - several small updates

During the past couple of weeks, you probably noticed a few updates popping up for both Pursuit packs. That's right, I've been slowly deploying various changes and additions over that time. Here's an overview of what's been done.

Improved next map selection screen

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Redesigned map selection screen aims to let players experience a wider variety of maps and focuses on making every vote truly individual. Notable changes:
  • Option to replay just finished map is no longer available (at least for now).
  • Numbers of votes cast for every map shows only after the voting is complete, preventing players from being suggested by what others choose.
  • Your game will now remember which maps you have recently played and shares this information with the server, allowing the game to show 6 maps that are played least often by currently connected people.
Important: In case of a tie between two or more maps, the first map to receive a vote wins. This also means that if you're the first player to vote for a map, change your mind and choose something else, while your initial pick ties with anything else, that first map you've picked will win.

New map selection algorithm in detail
If you play at least one full round on a map, by the end of the match it will be added at the beginning of the list of your recently played maps. If it already exists there, it will be shifted back to the start. When voting begins, the server obtains a list of 15 maps from all players. Based on the position of a map in each of these lists, a map gets between 1 and 15 points, where a map played more recently will get more points. Afterward, maps are ordered by their points ascending and the first 6 maps with least points will show up as options in the voting.


Redesign of the vehicle selection menu

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Notable changes include:
  • All 10 car buttons now fit on the whole screen, elements are spaced out more evenly.
  • Skins are featured in buttons as well.
  • UI elements behind the menu are now hidden, preventing blending with the menu.
  • New menu supports experimental feature of live car preview at the start of a map.
    https://streamable.com/s3j6g
More elimination icons

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New icons replace the "drowning car" symbol that showed up when an environmental capture was performed. These icons appear in specific situations and reduce the amount of text bloating the screen.

Image

Enviromixing soundtracks

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Music player received its first playlist, that being a full mix of all 27 tracks that can be heard in Canyon, Stadium, Valley and Lagoon. Only available in the Multienvironment pack. Also, options to shuffle (on by default) and repeat one were added.

Note: Music player will undergo a rewrite, which will let all players on the server listen to the same tracks at the same time, where admins can control the currently played track.

Progressive respawn time

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For many years, in case of things going wrong, you had to wait 15 seconds to respawn as a thief. This changed recently, making the time required to respawn progressive. When a round starts, it only takes 5 seconds to retry if you lose control over your car. As the round progresses and more thieves are caught, this time will gradually extend to up to 15 seconds for the last thief remaining. Additionally:
  • Game will inform everyone if the captured player was about to respawn.
  • Respawn always takes only 5 seconds in Goal Hunt variation of Pursuit.
Balanced cop points

In the late game, capturing a thief could give you only 1 point, while remaining survivors would receive up to 3. This takes away motivation to capture thieves if you're going purely for points. That's why cop points are now based on thieves points, giving up to 3 for regular capture. In total you can get up to 8 points:

+ 1-3 base points, up to 5 for the last thief.
+ 0-4 points capture streak (if not last thief).
+ 1 if caught a Lagoon Car with any other car.

Stay tuned!
Watch out for the exciting stuff coming to the Pursuit pack really soon! Join our Discord to stay up to date with every little bit of information:

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Re: TrackMania² Pursuit: Multi-environment & Stadium

Post by hackie » 12 Jul 2019, 19:46

Dommy is on fire :D .
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