- Full valid format: queuemap [name/num] -gametype [name] -encore -force
- Server is fully authoriative about the order of maps in the round-queue
- Server sends XD_MAPQUEUE (which contains gametype, encore, and ordering)
- Admin clients have to send XD_REQMAPQUEUE (which contains gametype, encore, and mapnum)
- Servers spit out a processed XD_MAPQUEUE on reciept
- Done this way just in case an XD_MAPQUEUE is not recieved and has to be resent, guarantees ordering
- Will create a UI for this post-launch, this is primarily for testing but may be useful for user-ran tournaments
- Free `mapname` at successful completion of Command_Map_f
- Maps are UINT16, not INT16 or INT32
- Remove [MAP]code component of help message as it hasn't been relevant since long map markers
A general purpose system that permits cacheing of GP progression in one place, but which permits future expansion and brings Online GP a little closer to reality.
- Stores a bunch of levels, gametypes, encore state, and restricted-by-rank-ness in sequence.
- Initialised on GP cup select.
- FUTURE WORK: Open to being initialised by other methods
- Digests its way through that sequence as maps are completed.
- Stores round number instead of `grandprixinfo`.
- Map commands as sent over the wire have been adjusted.
- Sends round number and size of/position in roundqueue.
- Now figures out GP Event Type from gametype.
- Can be swung in the direction of a Special Stage with a hint flag.
- This hint flag replaces "fromlevelselect", which was functionally vestigal.
- Maps build anger every time a map isn't selected by anyone.
- If a map is ignored for 4 votes in a row, then on the 5th vote it shows up it will be angry enough to vote for itself when everyone else finishes voting.
- Once it gives its funny vote, or it gets played, it will calm down again.
- 13P+ vote icons are implemented; it's just a basic circle though cuz lazy.
- Made the roulette finish even faster.
- Bots can vote again but now behind a debug cvar.
It was implemented before SendNetXCmdForPlayer, so it used to just send it from the consoleplayer and just attach the player number separately. Now the packet will actually be guaranteed to come from the player that wants to change their vote. (Probably was fuckin possible to just change everyone else's votes with a hacked client before, right)
- numlaps 0 now sets the race to 0 laps.
- Players will finish upon crossing the finishing line
immediately after POSITION.
- gptest merged with numlaps.
- numlaps works in GP.
- Warping to sprint maps with numlaps already set now lets
numlaps exceed the map default. It was previous capped
at map default ONLY when loading into the level (so you
could still exceed it by setting numlaps during
POSITION). Now it's consistent.
- numlaps can now be set at any time during the race.
- Upon becoming a spectator: if there are any players who
can be spectated, e.g. haven't finished the level, then
turn on director cam.
- Removes director cvar.
- Got_NameAndColor: Incorporate check for cv_restrictskinchange and FREE PLAY
- CanChangeSkin: Boil away all the useless conditions, combine with CanChangeSkinWhilePlaying
- capsuletest off - default behavior.
- capsuletest multiplayer - always spawn non time attack
capsules, even in FREE PLAY.
- capsuletest timeattack - always spawn time attack
capsules, even in multiplayer.
* The consensus has moved against gametype changes in voting, so strip it out
* Encorescramble already independently controls setting Encore, so don't keep the outdated randomisation method
Done in this branch because it uses gametype constants directly, both in a cvar and function, and I want to get rid of as many of those as possible
The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.
Still needs the visual of the items scrolling, to make it not blind.
All typedefs for structs that were present in other header
files have been moved to here. (Except node_t because the
renderer and netcode both define node_t LOL.)
Can be used to disable VFX, so it can only appear if its owner is a display player. If no owner is provided, then it will be removed entirely.
Applied to most things that Ivo asked for
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
- exitcountdown is now used for both No Contest and regular exits
- Set in P_DoPlayerExit
- Handles sending XD_EXITLEVEL in P_Ticker
- player->exiting is now 0 or 1 (we can make it a bool or a new timer later)
- Fixes a longstanding bug where failing a GP round could restart multiple times
Also:
- Fix a possible waiting-in-the-wings issue where mapchanges would occour client-side in K_CheckBumpers
- Add `gptest` cheat - sets numlaps to 1 lap on mapload for quick but legitimate(ish) progression