[TC] CityDriving InSim - Changelog - Printable Version +- [TC] Gaming Forums (https://forum.city-driving.co.uk) +-- Forum: General Information (/forumdisplay.php?fid=1) +--- Forum: News & Information (/forumdisplay.php?fid=2) +---- Forum: [TC] CityDriving News & Information (/forumdisplay.php?fid=217) +---- Thread: [TC] CityDriving InSim - Changelog (/showthread.php?tid=1370) |
RE: [TC] CityDriving InSim - Changelog - Chuck - 2021-12-25 19:06 Version 5.12 -New: Bus route system (beta) -Fix: Responding to calls didn't yield any RPs -Fix: Hidden messages when responding to (attempted) thefts RE: [TC] CityDriving InSim - Changelog - Chuck - 2021-12-27 14:33 Version 5.13 -New: Added gaming-time stats for deliveries/busing/taxiing -New: New taxi-job System (beta). (Requires TAXI licence for 2,500€/year & locator) NOTE: Taxiing is role-playing, you need to wear a [TAXI] tag to participate. We don't have official rules yet but this is just a matter of days. What I expect is that your taxi somehow look like a taxi, either by - the shape (e.g. "London Taxis") - roof attachments (taxi signs) - a taxi skin Ideally, you car meets at least 2 requirements. Thanks. RE: [TC] CityDriving InSim - Changelog - Chuck - 2021-12-30 10:35 Version 5.14 -Upg: Taxi missions now use actual 3D marshal objects to simulate customers -Upgrade to the layout system to allow "play objects" RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-01-05 09:04 Version 5.17 -Fix: Fixed removal of taxi customers if player disconnects -Fix: Center piece of bridge had wrong height -New: Added a "low mode" to ramp tool to help on uneven surfaces -New: Added a "low mode" to bridge tool to help on uneven surfaces -Chg: Two-wheelers may not be used for taxiing Version 5.16 -Fix: Fixed bug with road detection Version 5.15 -Fix: Fixed roadblock function -Upg: Optimised internal autocross-object management RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-01-07 16:30 Version 5.18 -Chg: Taxi locations do longer include helper roads with no width to avoid people appear in the middle of the road. -New: Added option to select primary car for taxi role -Upg: Route-system: Added support for one-way roads -Upg: Route-system: Added support for hidden roads -Rev: Two-wheelers may be used for taxiing again -Chg: Two-wheelers may be used with slick tyres on roads. -Chg: Refined income on busing RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-01-15 09:42 Version 5.20 -Fix: Fixed removal of forgotten objects, roadblock/ramp etc. -Fix: Fixed removal of forgotten taxi customer -Chg: Added rotation to !getup command. e.g. "!getup 90" to rotate 90° to the right -Fix: Taxi customers should no longer spawn in the middle of the road (may still occur on junctions though) Version 5.19 -Chg: Bus stations are now excluded from delivery missions RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-01-22 12:16 Version 5.21 -Upg: Improved transition between road segments -Fix: Fixed glitch that allowed expired trips to be carried over -Fix: Delivery missions used wrong cargo capacity after changing car during the mission RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-01-29 15:31 Version 5.22 -Upg: Implemented ability for chases on artificial roads which are normally outside chase area. -Chg: Added destination to delivery mission completed chat message. -Chg: Added message when a but route is started. -New: Added option to sell unavailable vehicles without loss to the dealer RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-02-12 08:12 Version 5.23p1 -Fix: Message in pits to indicate unusable mods falsely showed for built-in cars. Version 5.23 -Fix: Fixed bug that prevented players from joining the track when racing was active. -Fix: Garage screen falsely showed a notice that the car was "unavailable". -New: Car Dealer: Display of compatible mods -New: Car Details: Display of compatible mods -Upg: Taxi customers should no longer spawn in junctions -New: Added message in pits to indicate unusable mods. RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-02-15 16:30 Version 5.24 -Fix: Some information disappeared from "new car" dialog. -Fix: Garage: "unusable mod" message appeared falsely for GTR cars. -Upg: Car Dealer: Skipping edition-dialog if there is only one edition -Chg: Refined speeding money loss calculation RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-05-24 13:51 Version 5.27 -Fix: Fixed issues with text encodings related to "^9"-texts -Chg: VCU units are exempt from default-skin checks (Noticed issued though) Version 5.26 -New: Mods-System: Implemented an option to disable mods. Version 5.25 -Fix: Chase system: Fixed auto-fine if suspect leaves the same moment the cop issued a fine RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-06-16 11:51 Version 5.30 -Fix: Stealing: Implemented continuous role checking during the action -Fix: Stealing: Fixed wrong stats logging -Fix: Fixed order for zone/road detection (roads through zones, etc.) -Chg: (internal) New source table for mods Version 5.29 -New: Version checking for mods -Fix: Fixed Sydney chase-zones -Upg: Custom roads are now dynamically included in chase-areas -Upg: List of available, owned cars (at top) is now truncated to 10 Version 5.28 -Chg: Support for roads within zones RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-06-18 07:39 Version 5.32 -Fix: Rally-System: Stages-list: Corrected sorting of stages -Fix: Rally-System: Implemented a reminder message if a stage was not started Version 5.31 -Ugp: Rally-System: Implemented option to set allowed cars per stage Also: 4 new Safe-Zones have been added to Weston Racetrack RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-06-19 08:47 Version 5.33 -Chg: Virtual signals (siren/caution/hazard/stop) do no longer cross from chase-area to race-area and vice versa -Chg: Cop tracker does no longer cross from chase-area to race-area and vice versa -New: Rally-System: Reminder button and dialog informing about missed stages -Upg: Rally-System: Display of real car name instead of skin-id in messages and displays -Upg: !chase does now only work if cop & suspect are inside the chase-area -Upg: A repeated message will be sent if cop & suspect leave chase area during chase -Upg: Improved messages for entering race-track without race-license -Upg: Garage: Added info message when player selected a race car Admin stuff: -New: New !startlight command to control race start lights -New: New !light command to control pop-up traffic lights RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-09-10 15:28 Version 5.34 (experimental) -Fix: !alloff did not include RES-units -Fix: Chatlog occasionally failed to log certain special characters -New: New command !requestmod [skin-id] to request a mod -New: Experimental dynamic mod selection feature to overcome the 120 mod limit Dynamic mod selection feature (Manual page): The mod-list is no longer (completely) statically pre-selected. It is now composed of a fixed list, maintained by TC admins, (e.g. 50) and a dynamic part. Each user can dynamically select up to 4 mods. Insim will every minute combine the fixed list with all user-requested mods, sort this list by priority and allow the top 120 for the moment If you issue a !requestmod <skin-id> command, you select your top-priority car you want to drive. Your previous choices will be shifted down by one. Insim remembers your last 4 choices and tries to make them drivable for you whenever you are online. Some calculations: If the fixed list contains 60 cars, there are 60 left for user selection. If there are 30 players online, Insim can load the top 2 mods per player. Probably even more, as the selections will likely intersect. It should be guaranteed that your top-priority is always available. The less players are online at the same time, the more cars from your list Insim can load. Your mod-selection will be saved and restored when you re-connect. You can see your current selection by using the !requestmod with no parameter. References: https://world.city-driving.co.uk/?page=modlist https://world.city-driving.co.uk/?page=modlist_complete Edit: Version 5.34p1 (experimental) -Fix: !requestmod <classic LFS car> crashed Insim -Fix: Saving of mod user-selection did not work RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-09-17 08:02 Version 5.35 -Upg: Mod-selections: Currently used mods are included in dynamic mod selection to avoid cars currently in use getting removed. -New: Added "Rent-Notice" preference to auto hide info message (5s/10s/text/modal) -Upg: Improved feedback messages when you fail to join with misconfigured cars (restriction, tyres etc) -New: "Spawn-location"-preference: New option value "Cruise area only" to prevent spawning on race-track -New: Added info message in garage when a car needs to have have a restriction set. -Chg: Vehicles not meeting the required restriction are automatically treated as race cars. (-> race track only) Version 5.36 -Upg: !requestmod [skin-id|name] does now also accepts the mod's name as alternative -Fix: Fixed bug with dynamic mod selection RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-09-24 08:32 Version 5.37 -New: Mods: Added option to set individual restriction on mods and map them onto the same insim-type (CarDef) -New: New command: !ec <text> - EMS chat - Sends message to all EMS units -New: New preference "emscol" for EMS chat text colour (default green) -Fix: Solved bug with lost trips when insim restarts -New: Admin stuff: !restrict now works offline too RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-09-24 09:53 Version 5.38 -Fix: Solved bug with trips being saved when they shouldn't -Fix: Fixed 0ct-renting bug RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-10-02 15:01 Version 5.50 -Chg: Properties: Removed max. possession limits -Upg: Car-Dealer: Added quick-jump link to show the car you're currently driving. -Upg: Dialog system: All dialogs have been overhauled to improve forward/backward navigation. -New: Garage screen: Added quick infos on the currently selected car -New: Removal of car-editions (police/race/ems etc) -New: New car-upgrade system -New: New upgrade: "Damage Protection 10%" to reduce impact damages (stackable) -New: New upgrade: "Speed Upgrade 10%" to increase the cruise speed (stackable) -New: New upgrade: "Battery 50" adds 50 extra power units (stackable) Changes to the cars system: The car editions have been removed. All cars are now treated as "base"-cars. These were originally created to offer a greater variety, but have become pointless since we got hundreds of mods now. It also makes calculations & trading easier, as differences between X-Mas & regular editions are gone. The specific differences that police & EMS editions provided are now achievable by installing car upgrades. Changes to the car upgrade system: The 3 fixed slots have been replaced by a variable number of "upgrade slots" to which various items may be installed and combined freely per car. The different vehicles will offer a different number of upgrade slots to add a bit more realism. E.g. motorbikes with winch & ramp won't be possible anymore. Furthermore, car upgrades have specific, different sizes so it's now up to you to choose the right vehicle and install & combine the extras you want. Note on car conversions: Cars, that were not base-cars have been converted. Either by adjusting the remaining life-span or by refunds. Other cars remain untouched. - Cars, whose base editions have a longer life-span (e.g. xmas -> base) have their life-span converted to match the remaining distance. - Cars. whose base editions have a higher eur/km value (e.g. mrt.kids -> base) have their life-span adjusted to make up for the monetary difference. - Cars, whose base editions have a lower eur/km value (e.g. police -> base) will be compensated by with money, since the odometer cannot be turned back below zero RE: [TC] CityDriving InSim - Changelog - Chuck - 2022-10-03 07:18 Version 5.51 -Fix: Freight-Job: Fixed disappearing dialog -Fix: Bus-Job: Fixed disappearing dialog -Fix: Ramp/Bridge side-gadget: Garage-message caused the gadgets to be displayed partially. -New: Garage-message: Added "upgrade slots" to details -Chg: Restrictions: Intake restrictions that are required by the car do no longer count towards the extra-income. Only additional voluntary restrictions count. Furthermore, the mod list has been updated https://world.city-driving.co.uk/?page=modlist_complete Edit: Background info and discussion https://forum.city-driving.co.uk/showthread.php?tid=35205 |