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Full Version: [TC] CityDriving InSim - Changelog
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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
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.
Version 5.14
-Upg: Taxi missions now use actual 3D marshal objects to simulate customers
-Upgrade to the layout system to allow "play objects"
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
Version 5.38
-Fix: Solved bug with trips being saved when they shouldn't
-Fix: Fixed 0ct-renting bug
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
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/showthr...?tid=35205
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