1. Turbo Sliders Unlimited
  2. News

Turbo Sliders Unlimited News

Update Notes for v0.96

  • Level Editor: Added support for trigger objects that can start, stop or reverse an animation when a vehicle, missile or other object touches them
  • Triggers enable creating e.g. openable doors and platforms that start rising when driven on or a missile shot at them
  • Level Editor: It is now possible to change the terrain textures of a level in Location Settings (only affecting the looks, not physics)
  • Level Editor: It is also possible to use terrain textures as the Edge texture (in Nature settings, the old name was Bottom Material)
  • Level Editor: It is now possible to to change which tree indexes are mapped to which tree types in a level (some new trees available, too)
  • Level Editor: Added two new Perlin noise stamps to detail modifiers to be able to create organically shaped texture or foliage fields
  • Level Editor: Added two new simple road textures with changeable colors: concrete and blank
  • Level Editor: Added complexity limits for nature and roads - removing trees and/or water may allow having more objects in a level
  • Soccer: All opponents getting disabled no longer scores a goal after the last ball has scored a goal in Wait All Balls mode
  • Transfer Tag: It is now possible to have up to 19 initially tagged players (starting from non-tagged spots if not enough tag start positions)
  • Added support for a fixed trackside camera as a forced camera, always staying in the initial position
  • Customizer: Fixed sometimes not updating the selected tool correctly when returning to Customizer after exiting to the main menu
  • Tech: Enabled more aggressive build optimizations, in-game tick times decreased by about 8%
  • Vehicle Editor: It is now possible to export a vehicle to a JSON file in the vehicle editor by holding Shift when clicking Save As
  • Added command "/vehicle /clear" to remove all possible vehicles (useful in server scripts before adding a certain set of possible vehicles)
  • Servers can now recover better from short hangs without clients having to go back in time (250 ms by default, tunable in Host Sync Settings)
  • Miscellaneous other minor fixes and improvements

It's rocket science!

Even though there already were lots of existing game modes in Turbo Sliders Unlimited, the latest major new feature, missile support, literally explodes the possibilities! Missiles can optionally be enabled in all existing game modes, and there are lots of related settings to tune, e.g. damage, impulse, blast radius and reload time.

As an example, here is one crazier way to use them in a regular race: no-damage, high-impulse missiles with respawning disabled:

[previewyoutube][/previewyoutube]

Update Notes for v0.95

  • Added a new built-in car, Speedy, with a high top speed but low acceleration
  • Added 7 new vehicle models to be used in user-made vehicles, also cosmetic fixes and tuning to the existing ones
  • Added new special settings to force the same camera for all and to potentially hide the player markers (to support hide game modes)
  • Vehicle collision settings (steadiness, stability and avoidance) are now automatically set based on vehicle properties (can still be overridden)
  • Added a WaterLevel object that can be used to animate the water level (not a realistic effect if vast areas are filled)
  • Levels: Increased the max animation keyframe count to 10 and doubled the max Stay and Move times to two minutes
  • Missiles: Added Friendly Fire percentage parameter - 0 means no damage from frindly fire, 100 means the same as to enemies, default: 25
  • Missiles: Increased max reload time, also added a setting to optionally shorten the initial wait, also shorter delay if nothing hit
  • Added a demo recording of a race with crazy no-damage high-impact missiles
  • Clients now have a button to switch between being spectators and not without reconnecting (if there are enough player/spectator slots)
  • Added command /spectator to see spectators or to change spectator state (admin having control over everyone), also slightly changed /who
  • Spectators no longer have a Ready button at event init (it didn't do anything previously anyway)
  • Timer: It is now possible to disable starting an event automatically when everyone is ready - useful for spectator hosts
  • Drafting is no longer on in ghost races unless specifically enabled in Drafting Settings
  • Soccer: Goal is now scored and reset performed if all opponents are disabled (unless turned off in Soccer Settings)
  • Damage can now affect downforce, too - laps affected by damage effects are not eligible for leaderboards
  • Levels: Added a new colorable Light Wood texture material
  • Level Editor: Fixed saving level previews and sharing levels if Hide Full Paths setting was enabled
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94.2 (Minor client-only update)

  • Added two weapon battle demo recordings (capture and deathmatch)
  • Customizer: Single individual paint jobs can now be saved and loaded as json files (editable but not easily shareable)
  • Recording player: When stopping playing a recording, automatically returning to the same folder where the recording was
  • Recording player: Warping forward and backward in time is now by default much faster, but not all skid marks are correctly added
  • Recording player: If you want more accurate skid marks (but slower warping), either disable fast warping or increase the history time in the Playback Settings
  • Recording player: Hold Alt to multiply the warp time by 4 (e.g. by default Alt+Right jumps one minute forward in time)
  • Holding Alt when pressing keyboard shortcuts is no longer considered the same as holding Ctrl (Thanks to Unity, AltGr is still also LeftCtrl)
  • Level editor: Animation keyframes are now correctly updated when the object is copied, loaded as a template, or rotated with "Edit All" on
  • Miscellaneous other minor fixes and improvements

Update Notes for v0.94

  • Added a new game mode, Weapon Battle, in which vehicles can shoot missiles
  • Weapon battle sub-modes: capture, infiltration, team deathmatch and all vs. all deathmatch
  • Missiles can be forced to be on in other game modes, too
  • Added lots of related Battle and Weapons settings - read the tooltips for details
  • Added multiround team battles in which the winning team is determined by the amount of rounds won
  • Capture battles are now multiround battles by default - it can be enabled for team deathmatches, too
  • Added the possibility to get damage by colliding with other vehicles or obstacles
  • Low health can optionally affect acceleration - when no health is left, the car is wrecked
  • Damage can optionally be fixed in the pit, automatically or by respawning - check the Damage settings for details
  • Added a battle camera preset which is on by default in battles - tunable under Camera settings
  • Player markers are now by default visible in battle events
  • Road marking objects can now use team colors, and dynamic mesh objects can use team-colored textures
  • Capture Battle: Flag Lost by Enemy Touch is now on by default, also changed the default points for capture
  • Added Boomington (Weapon battle) and Flaggerblast (Capture battle) built-in levels
  • Added a Capture Battle demo recording
  • Prevented leaving pit just before tire change is finished
  • Fixed sun flares sometimes being visible at night or where the Moon is
  • Event stats JSON export now includes the start time and host id
  • Miscellaneous other minor fixes and improvements