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Jun 18th, 2018
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  1. Timer Revamp (No Disabling + Practice Mode)
  2.  
  3.  
  4. Timer disabling as an explicit setting has been phased out. [u]You can now seamlessly use any command during a run[/u], without extra steps.
  5.  
  6. Anything that previously required disabling your timer can now be used at any time and will pause your timer as appropriate. This includes noclipping and !loadloc. (small exception: !loadloc requires that you stop moving first).
  7.  
  8. If your timer is running and you use these commands, your timer will be "Paused". Using most commands (!r, !s, etc) will return you to your run, same as before.
  9.  
  10. If your timer is neither running nor paused and you use something like noclip, your timer will switch to "DISABLED". To start running again, you must teleport to a zone with a command like !r or !s or by falling (on Surf). [u]This will re-enable your timer automatically.[/u]
  11.  
  12.  
  13. Beyond this, there is a new feature called [color=#8080ff][b]Practice Mode.[/b][/color]
  14.  
  15. In Practice Mode, you:
  16. - Have a fully working timer when using !loadloc (including checkpoint/stage/speed messages)
  17. - Have no restart notifications, because you aren't in a real run
  18. - Cannot record times by finishing maps or stages (obviously)
  19.  
  20. Any saveloc made while your timer is either "Stopped" or running (not paused or disabled) will restore your time when you load it in practice mode.
  21.  
  22. You can still use !loadloc *without* practice mode if you wish, but practice mode is there if you want to have a working timer when practicing or testing different routes.
  23.  
  24. You can toggle practice mode with !practice or !prac, or by going to !settings (it's where "Disable Timer" was).
  25.  
  26.  
  27. Custom Checkpoints - !customcp (Donator Only)
  28.  
  29. You can have up to 3 CPs placed at once on a map (white dashed lines), and when triggered they show checkpoint/speed messages in chat.
  30. You can also choose up to 3 CPs made by other players to share (orange dashed lines), so you can have the same zones to compare splits with other people
  31. When specating others, you will see their custom CPs and shared CPs (blue/orange) as well as your own and own shared (white/orange), and all of them will display checkpoint messages.
  32. Non-donators can still see other players' custom CPs and their messages when spectating.
  33. Custom CPs will even calculate when the WR run (or whatever the best available botpath is) would have triggered them and with what speed.
  34. Custom CPs save to the server so they will be there when you come back to the map later
  35.  
  36.  
  37. Off-tick times should now be fixed. Any existing times that were not aligned to a whole tick have been rounded up to the next tick.
  38.  
  39.  
  40. The scoreboard has been changed. Previously, it showed:
  41. Money - (Blank)
  42. Kills - Rank among connected players
  43. Assists - Server rank number (which did not always fit)
  44. Deaths - Map rank
  45. MVP - Donator level
  46. Score - Percentile (rounded down to the nearest percent -- not very useful)
  47.  
  48. It now shows:
  49. Money - Server rank number
  50. Kills - [b]Maps beaten[/b]
  51. Assists - [b]Highest tier beaten[/b]
  52. Deaths - Map rank
  53. MVP - Donator level (multiplied by 10 if Lifetime)
  54. Score - Inverse server rank number (this is just so higher ranked people get sorted to the top rather than the bottom)
  55.  
  56. Replays now show checkpoint/stage messages, speed messages, and SSJ messages (for self-playback replays, gain and efficiency are not supported)
  57.  
  58. Checkpoint messages also show your current actual time. This is partially to make custom checkpoints more useful, but it also gives you another option when comparing to other players. The split differences are no longer surrounded by brackets because the text didn't fit on one line otherwise -- but, I think it's cleaner that way anyway.
  59.  
  60. "Horizon Sync" has been replaced with "Rolling Sync" which is similar but more sensible. It is calculated like Classic Sync, but is an average of just the last 2 seconds, instead of your whole run. The main perk of the old Horizon Sync was that it was like a rolling average, but the way it was calculated under-the-hood was frankly quite weird and not actually very useful.
  61.  
  62. Sync now more accurately reflects whether your keys and mouse movement caused an increase in speed. If you are in the air and move your mouse, your mouse is considered "in sync" if you are pressing some movement key (allowed by your current mode) AND the combination of pressed keys and mouse movement [u]is sufficent to cause speed gain[/u]. There are two main effects of this:
  63. 1. Sync now works on all modes
  64. 2. If you are pressing a key and also turning in that direction, but NOT actually gaining speed because you have not yet turned far enough, your sync will now go DOWN instead of up. This means modes like W-Only will have much lower sync than other modes, however it is worth it because it will accurately reflect strafe effectiveness/skill. For example, someone who is more "snappy" when changing strafe directions on W-Only or bhop HSW will have better sync than others. This does also make a small amount of difference on non-angle modes.
  65.  
  66. The Sum of All Stages leaderboard (!sr > single stage > Sum of all stages) now shows the sum of all the best stage times (by any player) for reference.
  67.  
  68. On Moon Shoes mode, all vertical boosters should now behave as expected (higher jump than on auto)
  69.  
  70. New SSJ setting: Current time - shows your time in your run when you jumped (if your timer is running)
  71. SSJ now also shows your jump count relative to your run (the jump count you see on your timer), in addition to your jump count since you last stopped jumping. This is shown in brackets after the normal SSJ jump number.
  72.  
  73. The way angle modes function internally has been changed. One benefit of this is you can now move freely on HSW when in start zones and freestyle zones. One other difference that may be noticable is trying to use the "wrong" keys while having high ping will create some visual quirks, but it [i]only[/i] happens when pressing the wrong keys.
  74.  
  75. New command: !eyetele - This teleports you to where you are looking
  76.  
  77. For the !b and !s commands, you can now use them as either "!b 1" or "!b1"
  78.  
  79. Using !s after finishing a staged map now puts you at the start of the map instead of the start of the last stage.
  80.  
  81. Pausing and resuming now restores more things, like Sync and Jump Count.
  82.  
  83. Savelocs now remember whether you were in Single Stage mode or not.
  84.  
  85. SSJ should now show more accurate values when spectating
  86.  
  87. !b with no number after will return you to the start of your current bonus, if you are on one (otherwise, it will send you to the first bonus as it already does). !s can still does this as well.
  88.  
  89. Clan tags (rank names on the scoreboard and voice chat) are now surrounded by [Brackets] instead of |Pipes|. There wasn't a good reason for them to use pipes all this time, and it makes more sense to use brackets to match text chat.
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