As the first step towards dedicated servers, I've added an optional auto-managed server option (There was a brief but exciting preview of what the menu checkbox for this would look like, in between update 37 and the subsequent hotfix that removed it). Anyway, the option is now implemented and will start matches and hold a vote for the next map without any input from the server host. I've also added an option for timed matches, which is the default for auto-managed servers.
As usual, having spent the best part of the day waiting for the update to build for release, I've realized I may have forgotten to hide the server host's options for auto-managed servers. These probably won't do anything, which may cause some confusion, but it's probably not serious enough to warrant a hotfix like last time.
Anyway, I won't be unduly surprised if there are issues with the auto management system, or the timed matches, since they're difficult to test thoroughly by myself.
COMMUNITY MADE MAPS:
- Ex3mx (Max Graw) has updated his map: “Inspiration”. If I remember correctly, there was a similar issue to the one that occurred for DarkGuy1001's map Prota, where some assets were lost in adding it to the main game. It's all asseted up now in any case!
CHANGES:
FUNCTIONAL:
- Auto managed mode, with map voting system. Thanks to everyone who's been discussing how the map voting system should work. The one I've rigged up for this update is pretty close to one of TheSodaCows's suggestions, but a bit simpler. I can always refine it in future.
- Timed matches are now an option instead of first-to-n-points. This option is available to the server host from the in game menu, if not auto-managed, and is the default for auto-managed servers. Timed matches just made more sense for a more consistent experience for auto-managed servers, but I can always change this in future.
- Changed CTS Sphere mass from 1750kg to 1000kg. This is quite a big change, so let me know what you think. The sphere will still be pretty hard to move, but the general pace of the matches should be increased a fair bit, which I thought might be a good idea, having played some extremely drawn out CTS matches recently. One side effect is that once one team gets close to their goal, it gets increasingly unlikely the other team will be able to respawn in time to stop them scoring once they're killed. Something I found in some of the matches I've been playing is that often, even when the sphere was quite close to a goal, the other team still had time to respawn and intercept the sphere before the goal was scored, leading to long stalemates.
MAP CHANGES:
- I've recently become aware that is was possible for the CTS sphere to get completely stuck against one of the roof beams on CTS_One. I'm hoping I've rectified this by moving the beams about a bit. I stand by my initial statement that this was a feature, not a bug.
UI:
- Minor changes to HUD, mostly making text smaller
ART:
- The pipe in Pipe is now red and white, instead of green and white.
- As I'm making things red, I've also made the skirting boards in Factory red, just as an experiment.
- I've also added a bunch more lights to Factory, so it should now be among the maps with a good brightness level without auto-exposure. I also added some more meshes in the form of wall panels and Ex3mx's light models.
BUGFIXES:
- Everyone knows that if you've got a leaky roof you don't fix the roof, but instead perpetually mop up the rainwater, right? In keeping with this principle of common sense, I hope to have fixed the issue of players falling out of the maps by detecting when they leave the boundaries of the level and teleporting them back inside.
