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Releases: Jiskster/PizzaTimeSpiceRunners

Spice Runners V2.1

19 Oct 02:06
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Changelogs

  • Introducing "PizzaScript", it's a work in progress config for players to customize their gameplay.
    luafiles/client/SpiceRunners/ps_autoload.txt loads automatically, there's no way to manually load it yet.
    Here's an example of what it looks like.
    #CLEAR_LAP_MUSIC
    #LAPMUS 1 MP_MRZ
    #LAPMUS 2 VSMETL
    #LAPMUS 3 VSBRAK
    
    This clears all the current lap music and replaces it with vanilla srb2 music.
    whoever figures out what this lap music order is refrencing, gets a cookie
  • Removed Lap 4 and 5 Music 😄
  • 50 points are deducted per second in pizza time. (100 in overtime!)
  • Brand new overtime visuals and music!
    Music by PhantoDev, Visuals by @Jiskster and @Saxashitter.
  • There's now a hurry up theme before overtime.
  • Parrying now costs rings!
    If you're under 20 rings, you have a 3 second parry cooldown, else if you're 20 rings or above, it spends 20 rings (150 removes a percentage of rings instead of just 20 rings)
    It also plays ring drop animation if you parry with 20 rings or more.
  • Removed Hard Mode
  • Replaced Casual with Endurance
  • Renamed Competitive to Versus
  • Theres now a speedcap to Spice Runners, it's 75 Fracunits.
  • Updated Lap Hud
  • Being parried now puts you in a spinning stasis with some after image effects, you bounce off walls and the ground in this state!
  • Added hitlag! Parrying things or being parried puts you and the parried in a hitlag state!
  • Your parry is 2x stronger in overtime now, it stacks with the whirlwind too (except for pizza face)
    It's also 2x stronger when the parry victim is going super fast (100 Fracunits), it stacks onto whirlwind and overtime multipliers too.
  • The combo system is finally complete! It now gives you points as it would in pizza tower! - @Saxashitter
  • Recoded pizza time bar to be more flexible for customization - @Saxashitter
  • Added ranks to combos, completing combo functionality. - @Saxashitter
  • Removed lap combo bonuses
  • Added doors and keys. - @Saxashitter
  • Added treasures. - @Saxashitter
  • Removed every vertical parry knockback multiplier.
  • Added the ability to spectate pizza face AI. Press tossflag in spectator mode. - @luigi-budd
  • Removed most of unused music (To save size)
  • Upgraded the world to screen hud to the sglib library
  • Disabled several maps from vote.
    Deep Sea Zone Act 1/2, Castle Eggman Act 2,Arid Canyon Act 1/2, Egg Rock Zone Act 1/2, Pipe Towers Zone, Aerial Garden Zone.
  • Added escape clocks (Thingnum: 2114)
    Only able to pick up in pizzatime, pick-ups are per player, regenerates on lap.
  • Added bump vfx for when in parry stun.
  • Damaging enemies now gives combo. - @luigi-budd
  • Players wont be picked for jug, and will be counted out of game when figuring when to end the game if they quit - @luigi-budd
  • Tab scores ping will now differentiate between quit people and servers, as well as changing the ping color thresholds - @luigi-budd
  • Completely removed score given from enemies.
  • Removed 1 Up Bubble.
  • The person that kills john pillar now gets a combo.
  • New lua level headers: ptsr_pizzatime_triggertag ptsr_overtime_triggertag
  • Majorly tweaked the hook system - @UnmatchedBracket
  • All available vanilla maps have been edited to include new features and balance changes.
  • The score gaining system has been modified immensely.
    One change is that lap ring bonus is now dependent on rings per lap.

Compatibility

  • Removed surge's attraction ability
  • Disabled several monitors in Skip.
  • Removed mach's attraction ability

Versus Mode

  • No Speed Cap
  • Try to parry others into pizza face!

Endurance Mode

  • Survive as long as possible as the game gets harder!
  • There's a difficulty bar that increases over time or on a lap.

Juggernaut Mode

  • Juggernaut is now changed to make the crowned immune and the non crowned vulnerable to players instead,
  • Players with the juggernaut crown now gets a 2x parry multiplier.
  • Juggernaut now takes 2x more points from the player if the player has more points than the juggernaut.

Player PF Mode

  • It has been revamped!
  • You float as if you were an AI pizza face.
  • You can home in to fellow players.
  • Blackhole pull in overtime now multiplies over a period of time.

New Map Vote System!

  • Intermission/Vote screen has been reworked, it's has a new UI and a based roulette system.
  • The player that placed #1 in the round gets an extra vote in the roulette!
  • People wont see your vote until the roulette starts.
    EVERY MAP DESERVES A CHANCE!

Brand New Visuals - @Saxashitter

  • Score gained now appears on screen and moves to the score hud
  • Pizza toppings are now added to the score pizza depending on rank.
  • Score pizza now moves in pizza time.
  • Score hud now shakes when score is changed.
  • Added procedural lap flag graphics, it's no longer the srb2 font text! They generate in various colors after lap 5.
  • Rank changes now have animations and sounds like pizza tower! (Like gaining size and back when rank changes)

Misc Updates

  • Summadat AI pf now multiplies when parried - @UnmatchedBracket
  • Pizzafaces can no longer teleport to the same pizzaface at the same time - @UnmatchedBracket
  • Removed Kimizza and Eggman Pizzafaces.
  • Renamed "PF SPEED: " to "AI SPEED:" in classic overtime gamemode types.
  • Player Pizzafaces now have a nametag hud!
  • Removed spectator help hud from Spice Runners.
  • Force shield no longer activates when you're in an invincible state.
  • Fixed player staying on chained maces, rollout rocks or spinning tubes after pizza time starts. (Removed carry powers when pizza time starts, and set the player's state to standing)
  • Fixed player pizza face being able to have carry properties (chained maces, rollout rocks or spinning tubes)

Spice Runners V2.1 [Prerelease Build 2]

12 Oct 01:19
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Pre-release

Changelogs

  • Fixed player staying on chained maces, rollout rocks or spinning tubes after pizza time starts. (Removed carry powers when pizza time starts, and set the player's state to standing)
  • Fixed player pizza face being able to have carry properties (chained maces, rollout rocks or spinning tubes)
  • Remove spectate pf button text in player pf mode types.
  • Renamed "PF SPEED: " to "AI SPEED:" in classic overtime gamemode types.
  • Player Pizzafaces now have a nametag hud!
  • Removed spectator help hud from Spice Runners.
  • Force shield no longer activates when you're in an invincible state.

Spice Runners V2.1 [Prerelease Build 1]

10 Oct 02:12
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Pre-release

Changelogs

  • Fixed vote roulette screen desynchs.
  • Adjusted vote roulette settings to be more slower when it reaches the end.
  • Player's identities are now revealed in roulette screen.
  • When a map wins a map roulette, the player that picked that map is shown in the map win screen.
  • A border is added to the map icon in the map win screen.
  • Escape spawner code no longer is active when the game is over.
  • Escape spawners no longer activate for dead, spectator, or outofgame people.
  • Banned mystery monitors from Skip the Fennec Fox.
  • Players that is first in the leaderboard are now rewarded with 1 extra vote!
  • Fixed game deducting points when the game is over.
  • Player PF pull strength is now multiplied in overtime.
    The speed multiplier text is replaced with a player pf pull strength multiplier.
  • Removed Kimizza and Eggman Pizzafaces.

Spice Runners V2.1 [Beta 9]

08 Oct 05:22
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Pre-release

Changelogs

  • Fixed Player PF's abilities not functioning - @Saxashitter
  • Summadat AI pf now multiplies when parried - @UnmatchedBracket
  • Pizzafaces can no longer teleport to the same pizzaface at the same time - @UnmatchedBracket
  • Escape clocks' sound no longer overlap eachother.
  • Added an escape spawner system.
  • Bubbles that are ring based, and death rings now count as rings when lapping.
  • Intermission/Vote screen has been reworked, it's has a new UI and a roulette system (WIP)

Spice Runners V2.1 [Beta 8]

28 Sep 18:23
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Pre-release

Changelogs

  • Majorly tweaked the hook system - @UnmatchedBracket

  • All available vanilla maps have been edited to include new features and balance changes.

  • GFZ1 S/P rank requirement: 35k -> 25k

  • Removed command ptsr_panicblacklist

  • Renamed command ptsr_pizzatimenow to ptsr_panic

  • Added new command ptsr_endgame
    Also I made it so intermission logic still goes without pizza time activated

  • Player PF Returns again, but it's revamped! - @Saxashitter

  • You no longer get put into outofgame when you leave as rejointimeout is on. Fixes bug where if you rejoin, it allows you to lap.

  • Ring lap bonus is now depending on how many rings you got in that current lap.

  • Ring lap bonus: 14 -> 50

  • Ring pickup: 50 score -> 100 score

  • Clock pickup: 50 score -> 100 score

  • Score deductions: 15 -> 50

  • Score deductions on overtime: 50 -> 100

Spice Runners V2.1 [Beta 7]

16 Sep 02:20
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Pre-release

Changelogs

  • Set player carry to 0 before teleport (Mace pizza time exploit fix)
  • Damaging enemies now gives combo. - @luigi-budd
  • Players wont be picked for jug, and will be counted out of game when figuring when to end the game if they quit - @luigi-budd
  • Tab scores ping will now differentiate between quit people and servers, as well as changing the ping color thresholds - @luigi-budd
  • Completely removed score given from enemies.
  • Removed 1 Up Bubble.
  • The person that kills john pillar now gets a combo.
  • New lua level headers: ptsr_pizzatime_triggertag ptsr_overtime_triggertag
    Set this header to a tag to execute the given tag on pizzatime/overtime.
  • 500 points are now taken when damaged instead of 25% of the score taken.
  • Score on ring collect: 100 -> 50
  • Score Lap bonus: 444 -> 250
  • Ring-Lap Score Bonus: 7 -> 14
  • GFZ1's S/P rank requirement: 35k
  • GFZ2's S/P rank requirement: 32k
  • Fixed shine color on lap number flag animation above the screen.
  • Added score deduction animation. (Shown when getting damaged, in pizzatime/overtime, or in juggernaut)
  • Score is now taken in pizzatime.
    15 taken normally, 50 taken in overtime.
  • Added escape clocks (Thingnum: 2114)
    Only able to pick up in pizzatime, pick-ups are per player, regenerates on lap.
  • Added bump vfx for when in parry stun.
  • Disabled several maps from vote.
    Deep Sea Zone Act 1/2, Castle Eggman Act 2,Arid Canyon Act 1/2, Egg Rock Zone Act 1/2, Pipe Towers Zone, Aerial Garden Zone

Spice Runners V2.1 [Beta 6 Definitive]

08 Sep 22:12
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Pre-release

This is the definitive Beta 6 version.

Changelogs

  • Refactored parrylist/hitlag tables, the input is now mobj_t.
  • Removed every vertical parry knockback multiplier.
  • Removed speedcap from parrystun/hitlag.
  • Moved hitlaglist/parrylist thinkers to Thinkframe for better response to ground bouncing.
  • Parrystun time now decreases when hitting the ground.
  • Score gained from rings and enemies is now accurate. (Super old oversight)
  • Upgraded the world to screen hud to the sglib's.
  • Added new hook canparry(player)- @Saxashitter
  • Added new hook onparried(foundmobj, playermo) - @Saxashitter
  • Recoded pizza time bar to be more flexible for customization - @Saxashitter
  • Added ranks to combos, completing combo functionality. - @Saxashitter
  • Removed lap combo bonuses
  • Added doors and keys. - @Saxashitter
  • Added treasures. - @Saxashitter
  • Pizzaface types can now assign their own rubber banding range - @luigi-budd
  • Renamed cvar ptsr_debug_nuhuh -> ptsr_debug - @luigi-budd
  • Removed most of unused music (To save size)
  • Replaced current lap 3 theme with the original version. (To also save size, since its easily loopable)
  • Addded custom lap portal placement via scripts. - @Saxashitter
PTSR.pizzaportalpos
-- format: ["MAPTS"] = {[1] = {x = 0, y = 0, z = 0, a = 0}, ...}
-- all values are ints
  • Players with the juggernaut crown now gets a 2x parry multiplier.
  • Juggernaut now takes 2x more points from the player if the player has more points than the juggernaut.
  • Added the ability to spectate pizza face AI. Press tossflag in spectator mode. - @luigi-budd
  • Hitlagged or Parrystunned players no longer can parry other players. (To prevent parry loops, I will probably think of a solution to this problem soon)

Brand New Visuals - @Saxashitter

  • Score gained now appears on screen and moves to the score hud
  • Pizza toppings are now added to the score pizza depending on rank.
  • Score pizza now moves in pizza time.
  • Score hud now shakes when score is changed.
  • Added procedural lap flag graphics, it's no longer the srb2 font text! They generate in various colors after lap 5.
  • Rank changes now have animations and sounds like pizza tower! (Like gaining size and back when rank changes)

"Beta 6 Definitive" Additions

  • Fixed major synching issues.
  • Make the score pull animation show for everyone.
  • Added UDMF support for doors, keys, portals, and treasures.
  • Made the door sounds more audible

Spice Runners V2.1 [Beta 6.2] (BROKEN VERSION)

07 Sep 23:05
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BROKEN VERSION, CHECK OUT BETA 6 DEFINITIVE
https://github.com/Jiskster/PizzaTimeSpiceRunners/releases/tag/v2.1-beta6-definitive

Changelogs

  • Give the PTSR things zone builder definitions - @luigi-budd
  • Emergency changes for freeslots to work in Zone Builder - @Saxashitter
  • Check for display player for the closeup pf visuals.

Spice Runners V2.1 [Beta 6.1] (BROKEN VERSION)

07 Sep 22:19
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BROKEN VERSION, CHECK OUT BETA 6 DEFINITIVE
https://github.com/Jiskster/PizzaTimeSpiceRunners/releases/tag/v2.1-beta6-definitive

Changelogs

Spice Runners V2.1 [Beta 6] (BROKEN VERSION)

07 Sep 21:07
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BROKEN VERSION, CHECK OUT BETA 6 DEFINITIVE
https://github.com/Jiskster/PizzaTimeSpiceRunners/releases/tag/v2.1-beta6-definitive

Changelogs

  • Refactored parrylist/hitlag tables, the input is now mobj_t.
  • Removed every vertical parry knockback multiplier.
  • Removed speedcap from parrystun/hitlag.
  • Moved hitlaglist/parrylist thinkers to Thinkframe for better response to ground bouncing.
  • Parrystun time now decreases when hitting the ground.
  • Score gained from rings and enemies is now accurate. (Super old oversight)
  • Upgraded the world to screen hud to the sglib's.
  • Added new hook canparry(player)- @Saxashitter
  • Added new hook onparried(foundmobj, playermo) - @Saxashitter
  • Recoded pizza time bar to be more flexible for customization - @Saxashitter
  • Added ranks to combos, completing combo functionality. - @Saxashitter
  • Removed lap combo bonuses
  • Added doors and keys. - @Saxashitter
  • Added treasures. - @Saxashitter
  • Pizzaface types can now assign their own rubber banding range - @luigi-budd
  • Renamed cvar ptsr_debug_nuhuh -> ptsr_debug - @luigi-budd
  • Removed most of unused music (To save size)
  • Replaced current lap 3 theme with the original version. (To also save size, since its easily loopable)
  • Addded custom lap portal placement via scripts. - @Saxashitter
PTSR.pizzaportalpos
-- format: ["MAPTS"] = {[1] = {x = 0, y = 0, z = 0, a = 0}, ...}
-- all values are ints
  • Players with the juggernaut crown now gets a 2x parry multiplier.
  • Juggernaut now takes 2x more points from the player if the player has more points than the juggernaut.
  • Added the ability to spectate pizza face AI. Press tossflag in spectator mode. - @luigi-budd
  • Hitlagged or Parrystunned players no longer can parry other players. (To prevent parry loops, I will probably think of a solution to this problem soon)

Brand New Visuals - @Saxashitter

  • Score gained now appears on screen and moves to the score hud
  • Pizza toppings are now added to the score pizza depending on rank.
  • Score pizza now moves in pizza time.
  • Score hud now shakes when score is changed.
  • Added procedural lap flag graphics, it's no longer the srb2 font text! They generate in various colors after lap 5.
  • Rank changes now have animations and sounds like pizza tower! (Like gaining size and back when rank changes)