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MRCL - Changelog

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0% found this document useful (0 votes)
4 views12 pages

MRCL - Changelog

Uploaded by

alexoller2001
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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[Changelog]

MRCL
(Minecraft Replika of Code Lyoko)

The MRCL Changelog allows you to see our progression on features we want to
implement on the server. Be aware that we’ll try to update this list as frequently as
possible.

Features will not be released in any specific order, but it’s safe to assume that
more complex ones will take more time and resources, and will be released
alongside similar features.

It’s likely that we’ll pack features into update groups when they’re closer to release.

▶ Changelog Archives: [MRCL] Changelog Archives


▶ MRCL Bug Tracker: <Click here to access the bug tracker>

Legend: not started, in progress, done, beta testing, titles/comments, ideas in study,
issues (likely scrapped/delayed)

1.21.8 Update
Content may be added.
Priority: Very High
Difficulty: Medium-High
Summary: 1.21.8 update

Await: Stable 1.21.8 Paper release.


Await: ModelEngine 1.21.8 release.
Update Resource pack to new format.
●​ Move all item model data to new format in plugins
●​ Reserve builder blocks
Update and check plugins.
Update recommended modpack.
Add 2 new Easter Eggs
Bugfixes:
●​ Correct energy field launch position
●​ Tessens no longer collide with each other mid-air
●​ Telekinesis will now properly apply custom glow color on rocks and entities
●​ Fixed Future Flash usage being able to close the sector 5 maze when alone in it.
●​ Fixed wrong position usage for safe room calculation in sector 5.
●​ Sector 5 keys will no longer have improper glow/lighting issues.
●​ Clicking Sector 5 key will now freeze the timer, making tick-perfect bugs impossible.
●​ “Access open” message will now display upon actual access opening and not key click.
●​ Fixed energy fields breaking when changing colors while summoned.
●​ Fixed items being “repairable” in the inventory.
●​ Theoretically fixed vmap tracking player to earth.
●​ Fixed aiming issues while being carried by Telekinesis.
●​ Fixed target selector not following warriors correctly while riding an overvehicle.
●​ Fixed bug that caused laptop to be lost on quit while it’s placed.
●​ Fixed some vmap player desync issues.
●​ Fixed skates model disappearing by throwing their model constantly and picking it back up.
●​ Fixed attack effects happening during virtualization.
●​ Fixed exception happening when clicking roots without an item in hand
●​ Fixed bug that would allow to open offline player’s comcards.
●​ Fixed no gravity attack taking effect in the elevator.
●​ Monsters should retarget when attacked properly now.
●​ Fixed sector destruction not cancelling on gameover.
Changes:
●​ Most earth items will no longer be stackable
●​ Devirt animation skins will no longer be emissive.
●​ Mirrors will now reflect up to 10 bolts instead of just 1.
●​ Tessens have different firing animations.
●​ The Desert sector icon was replaced using a reference from the show.
●​ Mirrors and food trays can now be used like shields.
○​ In order to reflect beams, they must be in use as shields at the moment of impact.
●​ Removed Virtualmenu background due to item changes on how they’re displayed making
them unusable.
○​ Replace with Dialogs
●​ Removed creativity block type limitations
○​ Added Volcano Structures (Currently blockswap of Desert/Mountain, to replace later)
○​ Added shell sector air platform. (Same as desert)
●​ Comcards of players that trust you will open automatically upon virt if you’re at the helm of an
interface.
●​ Terminals will now remember their window’s position until the terminal is shut down.
●​ Added more earth biomes for custom music RPs:
○​ Laboratory
○​ Scanner room
○​ Supercomputer room
●​ Monsters displayed in vmap will now be more stable.
●​ Added vehicles to vmap.
●​ Fixed bug that caused current inventory not to be saved when kicked due to a restart.
●​ Fixed oversight that caused player activated xana towers to be automatically deactivated after
30s.
●​ Fixed percentage color inconsistency on DNA fix menu feedback. (literally unplayable)
●​ Fixed vmap being able to see players that should not be seen *wink*.
●​ Fixed thrown katanas, energy fields and energy slashes being able to hit players that should
not be hit *wink*.
●​ Cafeteria food should restore health when eaten now.
Technical: Kill the Essentials suite
●​ Recode warps + fix TAB
●​ Recode nicks
●​ Recode AFK
●​ Recode whois
●​ Recode getloc
Technical: Made Wings colorable.
Technical: Made some programs automatically able to fetch models from resource pack.
Technical: Change some of the current textures to “reserved” state blocks to free up useful MC
textures.
●​ Blue concrete (Dark S5 block) -> Oxidized Copper
●​ Lapis block (Mid S5 Block) -> Weathered Copper
●​ Light blue wool (Light S5 Block) -> Exposed Copper

Digital Sea Update Part 1 (Temp Name)


Content may be split into other updates or added.
Priority: NEXT MAJOR UPDATE
Difficulty: Very High
Summary: New Network Model | Rorkal | Replika Travel

Add: Rorkal.
●​ Basic:
○​ Decide model scale and positioning
○​ Collisions
○​ Movement
○​ Navigation mode
●​ Mid:
○​ Interaction with the outside world.
○​ Leaving Rorkal stationary.
○​ Adaptive models (levers/buttons)
○​ Stationary rorkal in sectors.
●​ Advanced:
○​ Combat mode (in sea only)
○​ Docking/Undocking Rorkal to towers
○​ Rorkal display screens.
○​ Lever/button functionality.
Add: Rorkal Garage.
●​ Resize to allow it to go out
●​ Terminal functions
○​ Create Rorkal.
○​ Mount Rorkal.
○​ Destroy Rorkal
○​ Teleport to active, docked rorkal?
Add: Virtual shell system
Add: Network hubs
Address problems:
●​ Lava digital seas. Time to update to new world types?
●​ Incorrect sea depth.

Digital Sea Update Part 2 (Temp Name)


Content may be split into other updates or added.
Priority: LOW
Difficulty: Very High
Summary: Skid | Replika Rotational System | Replika Destruction?

Pre-update checklist:
●​ Absolutely necessary:
○​ Digital Sea Update Part 1
○​ New monster engine.
○​ Sector Destruction
○​ Tower transmission program
○​ 85 Tower Lyoko

Minor Updates
Here we have minor updates/patches that will hopefully be able to be released without being part of major updates.

More Lab Programs


Adds more minor programs for the SC and laptop, they may be released individually.

●​ Tunnel Program
●​ Logs:
○​ Scanner logs
○​ RTTP logs
●​ Jeremy’s Files
○​ Jeremie’s Diary
○​ Jeremie’s Manual
■​ Gives info and works as a simple guide for some features.
●​ CD burner
○​ Related item: Blank CDs
○​ Code: Reboot CD
●​ Scanner Program:
○​ Add Injection mode.
●​ Factory cameras
●​ Add: Chat command system for the SC.
●​ Holomap program expansion:
○​ Visualize network
○​ Visualize remote vworld
●​ Comcard program expansion:
○​ Player pose changes
○​ Open extra actions
■​ Visual program
■​ Scan DNA
●​ Transfer program rework:
○​ Merge with devirt program.

True Immersion Mode


An individual setting that allows for players to toggle a more immersive mode.
Essentially makes a player at the SC terminal necessary for you.

●​ Disallow right click to use the scanner from the inside. -> Possibility of a delayed virt mode?
●​ Disallow use of warriorsense -> Requires warriorsense from comcard.
●​ Disallow own vehicle creation. -> Requires vehicle creation from SC.
●​ Disallow tunnel opening from the S5 terminal. -> Requires tunnel program in SC.
●​ Disallow transporter call from the edge of a sector. -> Requires transporter program in SC.
●​ Hide S5 remaining time when in the maze.
●​ Obfuscate/Hide your own life points?
●​ Hide help/hint messages for some features:
○​ Attacks
○​ DNA Issues
○​ Some software attacks

Future™

Add: Unimplemented translations


●​ Advancement related items
○​ Keys
○​ Discs
○​ Food
○​ Diaries/Books
●​ Votes, prompts and chatmenus.
●​ Virtual Menu titles
●​ Power color buttons in virtual menu
Add: MRCL Tutorial
Improve: Accessibility
●​ Sound subtitles in the RP (enabled via vanilla accessibility settings)
●​ Make tower activations differentiable not just by halo color (LW setting)
Improve: Make terminal devirt cancel/send error message when there are no scanners available for
devirt.
Add: Museum
Add: Protocol locking and decryption to access ones that don’t belong to you.
Add: XANA weapons for each class, like the black zweihänder.
Add: New XANA Attacks
●​ Player Spectre
●​ Rat Horde
●​ Crow Horde
●​ Wasp Swarm
●​ Wolf Spectres
●​ Zombification
●​ Monsters to Earth
●​ Amnesia Attack
●​ Location Traps
●​ Food Monsters
●​ City Flood
Fix: Vanilla breaks virt/devirt animations.
Add: Routines v2 (private design doc: [MRCL] Routines v2 - Design document )
●​ Phones -> GPS + Events of the day in the city
●​ Kadic classes -> Minigames, trivia
●​ Money (Make it easy to gain it though)
●​ Dialogues -> Tag based triggers, aware of its environment
●​ Friends system -> NPC friend groups should have a high chance of spending free time
modules together
●​ Assigning a room per player in Kadic
●​ Fix: Showers not working
●​ Fix: MC-Routines sends “can’t pathfind through X place” warnings sometimes
Balancing: Frontier Rescue protocols should be faster, but not progress while the tower is receiving
damage.
Fix: “Keep Going!” mode not working for plugins setup
Add: Skates v2.5
●​ Autodetect stairs and slabs
●​ Add underside of skates (shown in S4)
Add: MRCL Optional Music
●​ Create addon to stream music from server (= less RP size)
●​ Radio app in phone to stream music, + actual radio block for bedrooms?
●​ Keep sewers music in RP
●​ Extra music tracks:
○​ Factory
○​ Kadic
○​ Tower
○​ Sewers
Change: Make rising sea actually visual.
Improve: Frontier, make it less of a boring place/punishment. (Keep it a punishment, but not as
restrictive)
Add: Pathfindable pulsations
●​ Cable Pulses (Needs improvements)
●​ Ground Ripples
○​ Ground Ripples occur between the ends of cable lines (Example)
○​ Vary intensity: Closer to the tower, Ripples are more frequent and larger.
●​ Add XANA heartbeat (Sound only) (Behaves like warrior sense)
●​ Pulsation directions:
○​ Within the Tower’s Sector:
■​ Ripples/Cable pulses From the sector portal to the Activated tower. Pulses
emanate from all of the portal’s cables, then pathfind to the Tower.
■​ Ripples/Cable pulses from the Access Tower to the Activated tower
■​ Heartbeat sound in the direction of the Activated tower.
○​ Outside of the Tower’s Sector:
■​ Heartbeat sound in the direction of the corresponding waytower
■​ Ripples/Cable pulses from the 2 closest neutral towers to the Waytower.
Add: Player preferences:
●​ Visibility of laser arrow launcher
●​ Multiple variations of tower interior sounds → 3 versions. Season 1, Season 2-4, No beeping
Add: City
Add: Procedurally generated Network world with underwater ambience and clear visibility
●​ Changing the ambience for fights
Add: Virtual Shells
●​ Working Entrances
●​ Listing System
●​ Relocation system
Add: Auto-generated Network/Digital Sea
●​ Noise routing
●​ biome config
●​ Structure placements, template pools
○​ Databank Shell
○​ Hubs
○​ VShells → Is a template pool even worth it? It’s so big…
○​ Check out MC-native bugs within the custom structure generation that have existed
since 1.19, find workarounds
●​ Databank shell variant structures
●​ Hub models, pipe randomization
●​ Environmental changes
●​ VShell Model
Add: Skid/Rorkal function → Autopilot on Sectors, Free “Flight” in Network
Add: Replikas
●​ 6-Tower Lyoko Replikas (Ice/Desert/Forest/Mountain/Sector 5)
●​ 10-Tower Lyoko Replikas (Ice/Desert/Forest/Mountain)
●​ Sector 5
●​ Volcano
●​ Cortex
●​ Old Lyoko - Needs to be edited for skid operations in its Sector 5
●​ Others
○​ Taiga
Add: Replika IRL supercomputers, Correspond location features to Replika types.
●​ Cold Climates
●​ Arid Climates
●​ Mountainous Terrain
●​ Forested Regions
●​ Lunar Base
●​ Space Stations
●​ Volcanic Bases
●​ Others (...)
Replika Rotational System → appear, destroy, repeat cycle + gameplay impact
Add: Hub functionality
●​ Fast travel based on discovered locations
Add: Dedicated tutorial worlds with a small storyline + the same for past events for replayability
Add: Teams? A team per quest, everyone applied to it complete the quest
Add: Hardmode classes (Kaz and Jack don’t want to accept it yet -Oscar) (Power rework uwu)

Add: Transporter Sector Transitions:


●​ References:
○​ Mountain; Episode 62 “Nobody in Particular”
○​ Desert; Episode 46 “Deja Vu”
○​ Forest; Episode 28 “Unchartered Territory”
○​ Ice; Episode 49 “Franz Hopper”
●​ Transporter Sounds
○​ Absorb/Expel players
○​ Sector Flight Sounds
■​ Mountain Surface Flight
■​ Desert Surface Flight
■​ Forest Surface Flight
■​ Ice Surface Flight
■​ Sector 5 Phasing sound
■​ Sector 5 interior Sector Flight
■​ Arena Spin Flight
■​ Arena Land
Add: Sector Location information:
●​ Location names
●​ A usable coordinate system for towers and players based on their in-game position
Improve: Implement shifts into the Cortex
●​ Create alternating configurations
●​ base shift “action” on NS5’s key rooms, but most of them will be crushing blocks/opening
pitfalls
●​ Create safe zones to wait out the shifts

New Lyoko
Potential Update names: “Lyoko Reconstructed”, “New Lyoko”, “Lyoko Expanded”...
Note: Goals listed are not concrete and reflect a personal objective. THEY ARE NOT RELEASE
DATES
Summary: 21 towers to Lyoko Surface Sectors, more accurate and complex terrain, Cosmetic
Updates.

Preparation
Goal: Spring 2024 (Status: Complete)
❖​ VWorld Dimensions and worldgen-noise, Biome layers (Must be done ASAP)
❖​ VWorld biomes
➢​ Ice (Surface)
➢​ Ice (Sea)
➢​ Desert (Surface)
➢​ Desert (Sea)
➢​ Forest (Surface) → Rework some Colors. Forest sky needs to be more blue-green
and a touch darker
➢​ Forest (sea) → Make the water green-ish; It will look blue-green with the season 1
skybox, and will fit in with the season 2-4 skybox. With neither, it should look like
season 1.
■​ Color 1: 32e16a (blue-ish green)
■​ Color 2: 37e3bf (Hard blue-green)
■​ Color 3: 9ae337 (Yellow-Green)
➢​ Mountain (Surface)
➢​ Mountain (Sea)
➢​ Sector 5 interior
➢​ Core Sector → Use the EVO design for Carthage’s exterior, which is shared with
Cortex, and put them both in a world together but separate from Desert worlds
(EVO-Sector 5 Ref) (Cortex Ref)
➢​ Celestial Dome
➢​ Tower biome
➢​ Volcano
➢​ Volcano (sea) → Water is bright red-orange, like lava
➢​ Taiga
➢​ Network Neutral
➢​ Network XANA
❖​ VWorld Ambiance
➢​ Rebalance volumes, find better sounds
■​ Forest
■​ Ice
■​ Mountain
■​ Desert
■​ Sector 5 interior
■​ Celestial dome → Rebalance volume
■​ Volcano → Check sound ideas
■​ Taiga → Check sound ideas
■​ Digital Sea (Surface)

Lyoko Reconstruction
Goal: End of Fall 2024 End of Spring 2025 (Status: In Progress, behind schedule)
❖​ Create one world per sector type, have all variations in that world. Use VLocation to separate
them (Critical)
❖​ New Lyoko construction (21 towers iteration)
➢​ Make Maps
■​ Select towers from series
■​ Draw and organize layout
➢​ Ice
■​ Orient the sector to the North, with the edge of the sector being the
northernmost point and the portal being the southernmost
■​ Make Edits to towers 1-10, Add an extra tower to the original 10 and
renumber to towers 1-11.
■​ Add towers 12-21
■​ Create a system of slides to make travel easier. These slides should not use
smooth tp, but instead should grant the player a faster movement speed.
Slide paths should run beneath the sector plateaus.
➢​ Desert
■​ Orient the sector to the West, with the edge of the sector being the
westernmost point and the portal being the easternmost
■​ Add a lower layer on the same level as the Oasis Tower. Check that sector
height will be sufficient.
■​ Discard Towers 1, 6, and 8, then replace them. Move tower 3 to tower 11 and
add a new tower 3. Renumber towers 1-10
■​ Add towers 12-21
■​ Add plateau padding around the sector to make it more expansive.
■​ Add Tunnels in more places to connect with the lower layer
➢​ Forest
■​ Orient the sector to the South, with the edge of the sector being the
southernmost point and the portal being the northernmost
■​ Rework Tower 1 and Tower 2.
■​ Remake all of the connecting paths for the towers, move towers 8 and 9
farther west. Swap tower numbers for I/O towers 7 and 8, Making Franz’s
tower number 8 and the waytower number 7. Rotate Franz’s tower, making it
extend east.
■​ Rework plateaus for I/O towers 9 and 10
■​ Add towers 11-21
➢​ Mountain
■​ Allow unique sector height; Sector uses 400 blocks of height for its terrain.
■​ Orient the sector to the East, with the edge of the sector being the
easternmost point and the portal being the westernmost
■​ Remake the sector; Add towers 1-21, separated into four layers
●​ Towers 1-10
●​ Towers 11- 21
■​ Add “Dropzones” from the upper layer to the lower layer. A slow falling effect
is granted. Mark these areas with particle clouds.
➢​ Sector 5:
■​ Replace blocks in NS5 with a form of copper blocks
●​ Blue concrete (Dark S5 block) -> Oxidized Copper
●​ Lapis block (Mid S5 Block) -> Weathered Copper
●​ Light blue wool (Light S5 Block) -> Exposed Copper
■​ Make the Arena open to different locations within the sector via smooth TP
■​ Add new Tower locations so that Sector 5’s tower can drift. Make its
activation more common
●​ Change the Tower’s Access Point in every rotation
●​ Create Variations of the Tower Room
●​ Move Tower 1 outside of the sector to make space for keyrooms.
■​ Add new Key Rooms → Base one off of RS5 concept?
➢​ Volcano → Move into new world → May be delayed due to time constraints →
Assigned to Matrix
■​ Expand heart of XANA, and add an Access Tower there.
■​ Create a sloping elevation, with the Heart of XANA being the center of the
sector and the lowest point. The sector’s overall shape should be like a
caldera, with large cliffs seen in the current version surrounding the outside.
■​ Add more towers
■​ Add erupting volcanoes to the Terrain.
➢​ Change Waytower numbers from 1/4/8/10 to 1/7/14/21
❖​ Improve: Waytowering
➢​ New Tower Type: “Passage Towers”, which transport players from one part of a
sector to a different part of the same sector.
■​ Tower Numbers: 5 → 15 → 20
➢​ Rename “Road” Waytowers to “Routing Waytowers”. It’s a better name.
❖​ New tower cosmetics
➢​ Interiors:
■​ repurpose purple wool; Shift to a double slab and use it as a blank tower wall
block
■​ Glowstone: use optifine CTM texture as the main texture now and add 2
variants for non-CTM users. Add all CTM textures to the main RP and
move/apply old purple wool CTMs to glowstone.
■​ Improve tower interior entrances with layers
■​ Improve tower interior data by changing concentrations of glowstone to mimic
the show’s data patterns.
➢​ Exteriors:
■​ 4 Tower sizes
●​ Size 1: 44 blocks in height, used for craters, glacier interiors and tight
fits for neutral towers. Scaled to show (Season 4)
●​ Size 2: 55 blocks in height, used for the majority of neutral towers.
Scaled to show (seasons 1-3)
●​ Size 3: 66 blocks in height, used for tight fit Waytowers, Replika
Access towers. Scaled to show (Waytowers, Season 1)
●​ Size 4: 88 blocks in height, used for Waytowers. Scaled to Graphical
bible.
■​ Remove Exterior texture and replace with Birch Slabs and Smooth Quartz.
Add circuitry lines by using Clay/stripped birch wood.
■​ Improve: Redesign tower roots to be more detailed
■​ Improve: Give tower smoke a better shape and change it to a block model
■​ Improve: Make Neutral Tower smoke and Waytower smoke more distinct.
■​ Add: Tower Exterior Ambience
●​ Generic hum (Deactivated)
●​ Hum + “talking” (Activated) → Talking refers to oscillating undertone
❖​ Improve: Movement on Lyoko, any combination of the following
➢​ Method 1: Extend fall damage safe distance to 20 blocks instead of three
➢​ Method 2: Raise natural walk-speed on Lyoko to 2 or 3 (adjust Supersprint and
Supersmoke speeds to be higher as well.)
➢​ Method 3: Increase Vehicle Speed
➢​ Method 4: Create a toggleable “agility” mode which grants a minor speed boost and
jump boost while the player is sprinting.
❖​ Prep Lyoko for the Skid
➢​ Stop using lava as the digital sea in desert-like worlds
➢​ Use the EVO design for Carthage’s exterior, which is shared with Cortex, and put
them both in a world together but separate from Desert worlds (EVO-Sector 5 Ref)
(Cortex Ref)

Extras
Status: Not begun
This section is things that can release with the update, but if they are not done by the time the
previous two sections are, they will not release with the main update.
Some of this might not Release until the Network Update
❖​ I/O Lyoko worlds as replikas (Currently active sectors)
➢​ Ice
■​ Update tower designs
■​ Pick 6 towers to keep and 4 to remove
■​ Update sub-par terrain
■​ Move into Ice World
➢​ Desert
■​ Update tower designs
■​ Pick 6 towers to keep and 4 to remove
■​ Update sub-par terrain
■​ Move into Desert World
➢​ Forest
■​ Update tower designs
■​ Pick 6 towers to keep and 4 to remove
■​ Update sub-par terrain, replace trees
■​ Move into forest world
➢​ Mountain
■​ Pick 6 towers to keep and 4 to remove
■​ Rebuild the I/O sector faithfully, but update the terrain quality significantly.
■​ Move into Mountain World
❖​ Tower Environmental attacks → XANA affecting the environment around the activated tower;
Deactivating ends the effect.
➢​ Fake towers → Frontier/Devirt player on entering
■​ pick locations where fake activated towers can spawn, both near the tower
and far from it. Obfuscate Warriorsense.
➢​ Weather events to Obscure monsters (sandstorm, fog/haze, blizzard) → Haze for
forest, similar to fog
➢​ Tower Invisibility
➢​ Terrain Invisibility
➢​ Plateau fissures (Desert, Ice)
➢​ Bridge Dematerialization (Mountain, Forest)
➢​ Plateau Axis Rotation (Specific locations)
➢​ Moving mountain platforms
■​ Utilize shulkers and block displays?
➢​ Accessibility hinderances
➢​ Virtualization interference: The nearest vpoints are not accessible, and Operators will
not be able to virt players within a certain range of the tower.

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