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xen}AkroM

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AkroM

UPDATE #7CHATCORE: xENGINE · 27 OCT 2026PRIVATE MESSAGESTwo commands the old server had and this one did not/pm <nick> <message> writes to one person, wherever on the server they are standing. /r <message> answers whoever wrote to you last. Part of a name is enough and case does not matter.The lines read exactly as they did on the old server, word for word and colour for colour — people have been reading them for years and there is nothing in them worth making anybody relearn.What is not the old server's is how a name is found. It took the first player whose nick contained what you typed, so on a server with two names alike you got whichever MTA listed first and had no way to tell. This asks the same resolver the mentions ask — exact, then the only name that starts with it, then the only one that contains it — and sends nothing at all when two people match. A private message put in the wrong hands is worse than one that did not go.A refusal is said out loud rather than swallowed: they have private messages off, you have yours off, or one of you is ignoring the other, each told apart from the rest. A line in a room that never arrives is nothing anybody notices; a private message that silently goes nowhere is somebody waiting for an answer that was never coming.One arriving gets you the same sound and taskbar flash as being mentioned.IGNORING SOMEBODYOne rule with no exceptions to remember/ignore <nick> and nothing that person says reaches you anywhere: the room, their team, the global channel, a private message, and the chime a mention from them would have made. /ignores lists them, /unignore <nick> undoes it, and so does /ignore again on the same person.It is kept against your serial, beside the rest of what you set for yourself, so it survives a reconnect. The old server kept its list against the connection and emptied it on the way in — an ignore you have to redo after every disconnect is one nobody uses.A referee's announcements are not caught by it, and that is deliberate: those go out as the match being run rather than as anything a player said, so somebody who ignores the referee still hears the round. /unignore also looks through your list by the name you typed before it looks for a player, so you can still take back an ignore on somebody who has left the server.THE SERVER TELLS YOU WHAT IT HASOne line every five minutesAlmost everything anybody asks for already existed and had no way of being found, which is nobody's fault: a key that nothing ever names is a key that does not exist.So one line goes out every five minutes, in order rather than at random, and the list comes back round after about an hour — so somebody who stays an evening sees all of it once instead of the same three lines four times. Thirteen of them: the F7 panel and the map shop, the frame rate keys, the training keys and warps, /cps, spectating, the map lists, the team commands, the chat commands, the scoreboard and the top times.Every key and command in them was checked against the code that binds it rather than written from memory. A tip naming a key nobody bound sends somebody off pressing it and leaves them thinking the server is broken, which is worse than never mentioning it at all.They do not go out in the clanwar rooms. A match is being played and read by two clans in there, and a tip about hiding scenery arriving in the middle of it is noise on the one screen where noise costs something. The lobby does get them: somebody standing there is deciding where to go, which is exactly when knowing what the server has is worth most.F7 turns them off for good, along with private messages — both are new rows in the settings tab.TRAINING KNOWS WHO IS WATCHING YOUAn eye beside the clockBeside the training clock, in the same pill and the same white, an eye with the number of people watching your lap on it. It stays at zero rather than going away, so it is in the same place every time you want to glance at it. The number goes orange the moment somebody is on you./nowatch if you would rather drive unwatched. Everybody currently on you is let go the moment you type it, B skips you on everybody else's machine from then on, and your own eye sits shut so you can see that it is on. Type it again to allow it. It is remembered by serial.The camera belongs to whoever is looking through it, so this is enforced where it can be: you stop being offered to anybody pressing B, your watchers are told to let go, and your splits and /cps times stop being sent. It is not a promise that a modified client cannot point a camera at your car — it is a promise that it will never be handed a single number about your lap.A CLAN'S SCORE STOPS SHRINKINGA clan earns points, and the people who earned them are allowed to leaveA clan's score was worked out rather than kept: the sum of whichever players were standing in the room on that side, recomputed after every award. Tidy, and wrong. Somebody with fifty points who left the room — or who a referee moved to the stand — took fifty points off a clan that had already won them.Worse, it did not happen at the time. The total is stored, so it sat there looking right until the next payout or the next person to walk through the door recomputed it, and then half a match disappeared with nothing on screen to say why.The score belongs to the clan now and is kept by the clan. Two things move it and nothing else: a round paying out, and a referee correcting it on the panel.DROPPING OUT MID ROUNDYour checkpoints wait for youA round's collected checkpoints were filed under the connection, so somebody who dropped out three gates in came back a different player as far as the server was concerned: an empty row, a badge reading nought, and a round that paid as though they had taken nothing.They are filed under the serial as well now. Drop out and come back inside the same round and you pick up exactly what you had, badge and all.And if the round finishes paying while you are still reconnecting, your clan is paid anyway — the gates were taken and the clan has them, and a dropped connection is not a reason to take that off them. Your own figure goes into the slot your serial already keeps, the same one your score comes back from on the way in, and lands on you the moment you walk through the door.Leaving the room on purpose still scores nothing on the way out: a round that has not ended has not been played, and half a map's checkpoints are not half a map. The difference is that the row is no longer thrown away — it waits until the round pays out.ONE BAND, AND A WHISTLEWhat the scoreboard says about who is whoThe last update put the xen role in a Xenous band beside Admin(s), on the argument that one said who runs the server and the other said who it belongs to. In practice they were the same people wearing two labels, and the one thing a reader actually wants from a band — which of these is one of ours — was split across both.There is one band now: Xenous, in the server's own orange. Moderator, super moderator, admin and the clan's own role all land in it. The red crown beside a nick already says who is on an admin account, and answers that per person rather than per band.The whistle gets a band of its own: Referee, in the mint their card on the scoreboard is already drawn in. It wins over the clan's band while it is held and drops back into Xenous the moment it is taken off. It is not a rank, it is a job — everything else there says what somebody is on this server and keeps saying it all evening, and this says what they are doing in the match being played right now, which is the thing both clans need to be able to find on a board without reading names.This replaces what the last update said about the two bands.SMALLER THINGSWalking into a round that is already running now puts the loading curtain up, with the map's name and the transfer bars on it, instead of showing you a car flying through open sky while the world arrives over the next few seconds. It lifts when your own copy of the map is ready — which is why it could not have one before: a round that started without you never sends the signal the ordinary curtain waits for, so it would have sat there until the next map.Moving a player between sides from MTA's own admin panel did nothing at all. That panel writes the native team, and the native teams here are stand-ins that nothing reads — so the move changed a mirror, left the room, the scoreboard and the score where they were, and the next sync quietly put the mirror back. It now goes through the same door a referee's click does, with the same rules about who may be on what and the same line in the room's chat. Crews people made for themselves are deliberately left alone: those have an owner and invitations, and dropping somebody into one from an admin panel would walk around all of it./numbermaxplayers <n> is an ordinary command now rather than a test one, and it is in the tips. It sets how many of each clan the clanwar panel lists. Asked outside a clanwar room it says so and takes the number anyway, instead of printing a ceiling of one for a panel that is not on screen.The /createnewteam usage example was printing a literal #f76d01, which chat reads as a colour code and eats — so the one line whose whole job was to show the colour format was showing it with the colour missing. It gives 247,109,1 now.Xenous Development team & Staff.

Today, 17:34 PM
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AkroM

UPDATE #6REQUESTSCORE: xENGINE · 24 OCT 2026A XENOUS BAND, AND A CROWNThe xen role now puts you in a Xenous band on the scoreboard, in the server's own orange. It sits apart from Admin(s), which stays for developers and leaders — hold both and you sit with the admins.Anyone on an admin account also carries a red crown beside their nick, drawn as a vector like the referee card and the away crescent, so it stays sharp at any resolution. Scoreboard only: not in chat, not over your head.REACHING THE HUNTER ENDS THE LAPIn trainingTaking the hunter used to leave you flying it around. Now your time is written down and the attempt ends there, which is already what happens when you crash — so you are put straight back at the start for another go.A quarter of a second after the pickup, on purpose. Your car is mid-swap to the hunter on your own machine at that moment, and acting across it is what used to drop clients.This 1st 2 requests asked by @NeonoX, ty for it.RENAMING A SIDE NO LONGER EMPTIES ITChanging a clan's tag in the F6 panel sent everybody on that side to the stand. Players are filed under the tag, so changing it deleted the team as far as the server could tell.The side is renamed now and its players come with it. From where they are standing, the team simply changed its name.Reported by @NeonoXSPLITS THAT TELL THE TRUTHThe lap clock, not the section clockSplits were reading against the section clock, which a warp or the rewind winds back on purpose. After a few retries it remembered only the good attempt at each piece, so every split came out greener than the last — a number that was correct and looked like a lie.They run on the lap clock now, which nothing winds back. A lap that was warped or rewound is drawn in red whatever the figure says.Two more things came out of it:A split speaks again after a warp or a rewind. Going back to take a corner once more used to get silence at the corona on the way out of it — which is the one time you most want the number.Watching someone else's splits showed numbers a few seconds out. Same cause, same fix: you were being handed their wound-back clock.PROGRESS LANDS THE MOMENT YOU WARPIf you warp or rewind, the distance you reached driving cleanly up to that point is saved right then, and said in chat. Everything after it stops counting.It used to wait for you to die, and the figure kept climbing in the meantime while you drove the rest of the map in pieces — so the number that got saved was the wrong one, and it turned up an attempt late.This replaces what the last update said about progress. The clean stretch does count; what you drive after the warp does not.Reported by @FraN-724: finishing a map with warps left a 99% on the board. The standings had no way to tell a finished lap from a crash in the training room, so a whole lap was filed as a distance and capped at 99. On a clean run the real time covered it; on a warped run there is no time by design, so the 99% was all that was left.MENTIONSType @ and part of somebody's name@akrom finds xenAkroM. They hear a sound, their taskbar icon flashes if they are alt-tabbed, and the mention shows orange on their screen. Everyone else sees their nick the way it always looks.Works in room chat, team chat and global, and only reaches people who can read the message anyway. If two names match, nobody is tagged — pinging the wrong person is the worse half of the guess.THE CLAN WAR PANELLong clan names pushed the buttons off the edge of the panel. The row wraps now, and the player list gives up the space.Setting one side's name wiped what you had typed for the other. The panel threw your typing away the moment it sent it, so any refusal from the server looked like the field being cleared. It stays until the room agrees with it.TRAININGThe room now tells you what is in it when you walk in: the keys, the warps, /cps, spectating and the team commands.Changing car at a pickup is now visible to anyone watching you. It worked in the clan war rooms and not in here.Xenous Development team & Staff

24-10-2026, 20:45 PM
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AkroM

UPDATE #5SPAWNSCORE: xENGINE · 24 OCT 2026Changelog — training and spawns.DEFAULT SPAWNS PER MAPSet once in training, used everywhereAdmins can now set a custom spawn for any map from the Training room.Once set, it is used in every room that plays that map — DM, HDM, WFF, clanwars and Training.No more spawning facing a wall, or behind a jump nobody uses.SMOOTHER REWINDFixed the stuttering when holding Backspace to rewind in Training. The car and camera now glide back smoothly instead of jumping frame to frame.FAIR PROGRESS ON THE TOPTIMESIf you warp or rewind during an attempt, your progress (%) is no longer saved to the toptimes — the same way lap times already worked.The % on your radar turns red when the current attempt will not count, so you always know.It resets on your next spawn: a clean run counts again.This one by @FraN-724 Xenous Development team & Staff

24-10-2026, 17:26 PM
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AkroM

UPDATE #4REPORTEDCORE: xENGINE · 21 OCT 2026NITRO STOPPED WORKINGOn a normal car, with nothing to do about it but reconnectThis was fixed back in October, and the fix was still there — dead. Changing map killed the check that puts nitro back, and nothing ever started it again. So it worked on the first map of a session and never again after that.One map change was all it took, which is why it looked random.GETTING OUT OF THE CAR IN TRAININGPressing F at the line, before the countdown, got CJ out and left him standing beside a car that was about to leave without him.The key was being taken away correctly. Restarting the map handed it straight back.Which is why the first run of a map was always fine and every one after it was not.Thanks @Aeon, @Memphis PLAYERS WITH NO FLAGSome people showed a - instead of their country, seemingly at random.It was whoever connected in the first seconds after a restart: the country database takes a moment to load, and anyone who arrived before it finished was marked unknown for the rest of their session. It asks again now instead of taking the first blank as the answer.TEARS IN THE SPEEDO AND RADAR RINGSEach ring was drawn as sixty short lines, and every joint between them showed. They are one image now, cut to shape by a shader — which is exactly what Saw asked for.The speedo's fix turned out to have been written weeks ago and never once run: the shader file was not being sent to players, so it quietly fell back to the old drawing every time. The radar got the same treatment.Reported by @SawA SHARPER INTERFACEEvery rounded corner in the game came from one 64 pixel circle shrunk down to size. Same for the clock, the radar arrow, the map pins, the health heart, the podium trophies.Each is drawn at its own size now. Fran called this one from the start.19 marks in all. The scoreboard flags were being rendered four times larger than they are shown, which loses detail rather than keeping it — now two.Suggested by @FraN-724 DRAFT CHECKPOINTS ARE CORONAS AGAINYou asked for them back, so here they are: the flat glowing disc instead of the tall gate, same size, brighter.DISCORDPlaying here now shows up on your Discord profile, with the room and the map you are on.Xenous Development team & Staff

24-10-2026, 17:02 PM
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AkroM

UPDATE #3CORRECTIONSCORE: xENGINE · 20 OCT 2026SPECTATING IN CLAN WARSTwo bugs, both fixedThe arrow keys did nothing. The camera stuck to one player and only ever moved when that player died. It was always the same person, the first name in the room alphabetically, because every recovery restarted the list from the top instead of carrying on from where you were. Now the arrows walk the room both ways, and when the player you are watching dies you move to the next one rather than back to the first.Dying as a spectator left you staring at the sky. Training's spectate was handing the camera back in rooms it had nothing to do with, dropping it onto your own body, where GTA's death camera drifts upward. It now only lets go of a camera it took itself.DRAFT GATES WERE COLLECTED FROM ANY HEIGHTNot a bit too high — unlimitedMTA builds a checkpoint marker's hit area as a flat circle with no height at all, so a gate on a road was being collected by a car on the bridge above it, or by anything crossing the column of sky over it.There is now one rule for taking a gate and both paths use it. The gate is 7 across, painted and collected, 6 up and 3 down.The 3 below are the only unpainted slack, on purpose: a gate is dropped from a moving car, so it sits at axle height rather than on the tarmac.LOW RESOLUTIONS800x600 and 1024x768If you play at 800x600 or 1024x768, the panels looked right but the text spilled out of them and ran over the row below.Everything scaled with your screen except the lettering, which has a floor it cannot go under. Below about 1200 pixels wide the boxes kept shrinking and the words did not, so at 800x600 all eleven text sizes in the design came out identical and each one was more than twice the size its box was drawn for.Fixed. Below 1200 wide the interface stops shrinking and takes up more of the screen instead, drawn in the proportions of a 1200-wide display. Nothing changes at 1200 and above, 1920x1080 included.Xenous Development Team & Staff

24-10-2026, 16:58 PM
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AkroM

UPDATE #2HANDLINGCORE: xENGINE · 18 OCT 2026CARS FLY LIKE THEY USED TOOne number, measured frame by frameMTA 1.6 ships a "high FPS fix" for vehicles (PR #2784), switched on by default since build r23281. It changes how a car's spin dies away in the air. The old server had already switched it back off; the new one was still running with it.We recorded the same jumps on the same map, Infernus, same player and PC, frame by frame on both servers. Takeoff speed, angle, slow motion and air drag were identical. One number wasn't: with no key held, the car kept 99.40% of its spin each frame here vs 98.98% on the old server. The spin lasted almost twice as long, so you were on the arrows 50% of the airtime instead of 40% just to hold a line.The new server now uses the same switch the old one did (vehicle_rapid_stop), so both run GTA's original physics, the one every DM map was built on.MAP LISTS IN TRAININGTrain exactly the maps that matterNew tabs next to Deathmatch: a set of maps for something, usually a clanwar. Open it and train exactly those, in order.Staff: /createlist /addmap /removemap /deletelist · everyone: /listsSPECTATING IN TRAININGArrow keys switch between players on your map.The camera stays on someone even when they crash.B mid-run ends your run there, keeps your progress, and starts watching.MAPS LOOK THE WAY THEY WERE MADEThe coronas, arrows and rings that mark a section's line now show, plus the parked cars and figures mappers placed.FIXESProgress % no longer counts past your first warp or rewind.Nitro that stopped until you reconnected now fixes itself within a second.The F7 panel is wider; descriptions no longer run under the buttons.Xenous Development Team & Staff

24-10-2026, 16:56 PM
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AkroM

UPDATE #1CONTROLCORE: xENGINE · 16 OCT 2026The first three updates on this forum covered the beta. These are the ones since the server opened to everyone: they go out on Discord as they land, and are collected here in the order they happened.THE F7 PANELYour own panel, two tabsF7 opens your own panel.Maps — pick a map out of your room's pool and buy it as the next one. It skips the vote. Once a map has been bought nobody can buy it again in that room for 30 minutes, and you get a 10 minute cooldown of your own (hunter: 20 and 5). The cooldown follows your serial, so reconnecting does not clear it.Settings — every option you can set for yourself, in one place: car hide, hidden objects, decorations, draw distance, nametags, blips, speedometer, death list, kill feed, join & leave lines, music and chat. Works everywhere, training and clanwars included.No shop in the drafts or WFF — the referee sets the maps there — and none in training, where everybody is already on a map of their own. F7 still opens for the settings.NEW KEYSSet it once, it is rememberedI — hidden objects. Three modes: off, ghost, solid.K — draw distance. Three modes: normal, far, short.J — hide decorations. About a hundred props that cost frames and never matter to a run.B — spectate, in training. Cycles through everyone on the same map as you.M — map music on or off. One switch, for every map.O / F3 — hide other cars / fade the close ones.Every one of them is in the F7 settings too, and every one of them is remembered.ANTI-AFKTen seconds, then the round goes onTen seconds without touching anything, while you are alive and racing, gets you a ten second countdown on screen. Then the round goes on without you.Any key cancels it, camera keys included. It never fires on spectators, in the lobby, or while a clanwar is paused.CHATA cap on the floodFour messages a second is the cap. Enough to type fast, not enough to flood a room.SCOREBOARDWho is actually at the keyboardA crescent now shows beside the nick of anyone whose game is minimised, so you can tell at a glance who is actually there. Referees keep their card next to it. The board also sizes itself to the room instead of standing at a fixed height.FIXESPressing Enter in training before the countdown no longer throws you out of the car.Clanwar panels come back paused after a server restart, instead of live.The alive count no longer depends on whether you have car hide switched on.The lobby broke for a day and is fixed.UNDER THE HOODWhat it costs to draw all thisThe frosted panels were building a new blur every frame while anything on screen was moving — around 1.4 GB of textures, and climbing for as long as the server was up. They now share one set that gets reused: 12 MB, flat.Car hide was doing work for every car times every player, on every pass. Rewritten.Admins can now correct a wrongly tagged map with /mark hdm without anything being renamed on disk. Its top times, its recorded route and its draft checkpoints all survive it — the old server's version renamed the folder and quietly orphaned all three.F7 panel, global music control and the dynamic scoreboard by @FraN-724 , along with the settings plumbing behind all of it, security and optmization by @ZeDDiTo and the rest by @AkroM.

24-10-2026, 16:54 PM
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AkroM

NOW OPENXENOUS 2.0 xEngine CoreOPEN TO EVERYONE · 18 OCT 2026Today Xenous 2.0 opens to everyone. It is the new home of the server, built from the ground up, and it replaces the old one. The old server stays up for a few more days so nobody is left without somewhere to play, and then it closes for good.You know the rooms, you know the race, you know how a DM map goes, so this post skips all of that. What it covers is what you will find inside: the things this server does that no other one you have played does, and the keys and corners nobody would find by accident.HOW TO JOINmtasa://135.125.181.82:22203Click the address with MTA installed, or open MTA, go to Quick Connect and paste it. In the server browser it is listed as xen} - Xenous 2.0.THE KEYSEverything below, on one cardAnywhereF1 lobby · TAB scoreboard · F5 records · F7 your panel · F4 hide the map voteWhat you seeI hidden objects · K draw distance · J decorations · O other cars · F3 fade close carsWhat you hear and sayM map music · G global chat · Y team chatEvery one of them is also a switch in F7, and every one of them is remembered. Set it once and it stays set, in every room, the next time you come back.YOUR PANELF7, and it is yoursTwo tabs. Settings is every option you can choose for yourself, in one place, with the key that does the same thing written next to it — so the panel teaches the shortcut while you use it.Maps is the shop. Pick any map in your room's pool and buy it as the next one: it skips the vote. A bought map cannot be bought again in that room for a while, and you get a short wait of your own before your next one, so nobody owns a room by owning their favourite map. There is no shop in training, where you already choose, or in the clanwar rooms, where the maps are agreed between the clans.SEE MORE, SEE LESSThree keys that change the map in front of youHidden objects IMappers hide things: a block you were never supposed to see, a wall that is there and is not drawn. Press I to show them, as a ghost you can see through or solid, and press it again to put them back. In the rooms where it is on, it is on for everyone, so nobody is seeing something the next player cannot — and in the clanwar rooms it is off for everyone, for the same reason.Draw distance KNormal, far or short. Far lets you read a line from much further back. Short is for the machine that needs the frames more than the view.Decorations JTrees, bushes, the scenery that costs frames and never decides a run. J puts it away. The track stays exactly as it was.THE SCOREBOARDEvery room, not just yoursHold TAB and you see the whole server, room by room, in tabs. Hold the right mouse button as well and a cursor appears: point at anything on the board — a column, a badge, a number — and it tells you what it means.FPS is measured on each player's own machine, not guessed.A moon by a name means that player has their game minimised. You can see at a glance who is actually at the keyboard.A card by a name, in a clanwar room, is the referee of that match.RECORDS AND PROGRESSNot finishing still counts for somethingF5 slides in the map's top ten, with the gap to first and the date each time was set.And not everybody finishes a hard map. So the board also keeps how far you got. Your best percentage on a map is saved, and it only ever goes up. It is measured along the line the record holder actually drove — not a straight line from start to finish — so a map that loops, doubles back or teleports you still gives an honest number.While you drive, that same line tells you where you are on the map right now.THE TRAINING ROOMYour map, alone, as many times as you wantPick any map from the list — the best time on each one is right next to its name — and it is yours. Nobody else's round, nobody waiting on you. Press W when you are ready and the countdown is yours too.Going back/sw saves a warp where you are, /lw takes you back to it, /dw deletes it. Speed and all: you come back out of a warp moving the way you were.Hold backspace and the car drives itself backwards through what you just did. Let go and you carry on from there. The warp is for the jump you knew was coming; this is for the one you did not.A run with a warp or a rewind in it does not go on the records — and the percentage you reach after one does not either. You keep everything you drove clean before it.Timing one piece of a map/cps drops a marker where your car is. From then on, every time you reach it you are told how long it took and whether that beat your best. Type it again and it goes. It is for the one corner you keep losing time on.On maps with a record, you also get splits on the way: at each one, how far ahead or behind the record you are.Watching somebody else BPress B to watch whoever else is on your map, and the arrow keys to move between them. You see their splits and their section times as they get them. Press B in the middle of your own run and it ends there — your progress up to that point still counts — and the camera goes to them.Map lists NEWNext to Deathmatch at the top of the list, there can be more tabs. Each one is a list of maps put together for something — usually a clanwar on a set date, with exactly the maps that will be played. Open the tab and train the set, in order, without searching for any of them.CLANWARSRun by a referee, on a panelEvery clanwar room has its own match: two sides, everybody else watching, and a referee holding the whistle. The referee runs the whole thing from F6 — sides, rounds, maps, pausing and starting — by pointing at it, instead of typing commands while two clans wait.On your side of it, F2 switches between the views of the match panel, cars come painted in your clan's colours, and Y talks to your team and nobody else. In a free-for-all round, the strip across the top shows who is leading right now, with the gap between them, the way a timing screen does.PLAYING FAIRTwo things that work on their ownAway from the keyboardSit still for ten seconds while you are alive and racing, and a countdown appears. Touch any key, camera keys included, and it goes away. Let it run out and the round carries on without you, instead of everybody waiting on a player who is not there.The chat keeps up with youType as fast as you like. What it will not take is a wall of lines in a second — that waits a moment, and then you carry on.SEE YOU INSIDEEverything in this post is live from today. The quickest way to learn it is to press the keys: each one tells you what it just did.mtasa://135.125.181.82:22203The old server closes in the next few days, so this is the place to be from now on.If something does not do what this post says, tell us.Welcome to Xenous 2.0.Xenous Administration · Developers Team

18-10-2026, 18:48 PM
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AkroM

UPDATE #3DRAFT & Beta TestsCORE: xEngine · 07 OCT 2026Update #2 ended with a short list of things that were not true yet. The first line of it was there is no draft. That is no longer true, and this post is mostly about what replaced it.It is also the last update that arrives as a forum post. From here they get announced live, on the server, as they land.WHO CAN DO WHATThree levels, marked all the way down this postEVERYONEAnybody in the room, logged in or not. Most of this post.STAFF OR REFEREEAdmin, Super Moderator and Moderator accounts — and whoever is holding the whistle in that clan war room, for as long as they hold it.ADMINAdmin accounts only. Everything that writes to a database the whole server reads.The middle one is worth a sentence. An admin account is an admin account anywhere, but the whistle is not: it only answers inside a clan war room, because that is the only place there is a match to run. A referee in Deathmatch is an ordinary player there, and walks back into the clan war with everything they had.DRAFTA map is a route and a collectionA draft map is driven to the hunter like any other, except the way there is littered with cps and picking them up is the point. How many a clan collects on the way, and who got to the end at all, is what the map is worth to them.Where the cps come from ADMINAn admin drives the map in the training room and drops them by hand, one per press, at whatever speed and in whatever direction they happen to be going. That is not a limitation to work around — it is the method. The person placing them is driving the line they want collected, so the cps land on it.All five commands below ask for the same three things: an admin account, the training room, and a map loaded. The training room not because anywhere else would break, but because it is the one room where you drive a map alone, at your own pace, with warps and a rewind — which is what placing these actually takes./cpadd drops one where the car is/delcps takes the last one back, /delcpsall clears the map/hascp says how many are placed and how many are published/migratecp publishes them to the clan war roomsTwo copies of every mapEvery map's cps exist twice over: an editing set, which is what the commands above write, and a published set, which is the only one the clan war rooms ever read.It matters for a reason that is easy to miss. A clan war can be running on a map at the same moment somebody is placing cps on it in training. Without the two copies, every press would appear under the cars of a live match. With them, nothing a trainer does can touch a game in progress — and /delcpsall, which otherwise looks alarming, cannot either.2308 checkpoints came acrossThe old server's checkpoints were placed by hand over years, and that work is worth more than the format it was in. All of it was imported: 2308 checkpoints across 227 maps. Three maps in the old file are not installed here any more./cpsmaps ADMIN says where that stands — which maps are ready, which are still waiting, and how many each one holds. It works from any room.PLAYING ONEEvery car collects its own setEVERYONE  Everything from here to the end of this section is just what happens when you drive.The cps are built on your machine and belong to you. Everybody is driving through the same positions, but taking one is yours alone — nobody can empty the map ahead of you, and arriving last does not mean arriving to nothing.LIVECps are taken and go grey. The tally counts.PAUSEDYou can see them and drive through them. Nothing is taken.ENDEDThe same. Nothing scores outside a live match.And what passing it is worthThe cps say how well you drove the map. Reaching the hunter says which map you drove — and a hard one asks more of you than an easy one, so it pays more.[DM]+1 for reaching the hunter[MDM]+2 for reaching the hunter[HDM]+3 for reaching the hunterIt is said out loud to the room rather than whispered to whoever earned it. What a map is paying is something the other clan wants to hear as much as you do.[DRAFT] AkroM got +2 extra point(s) for passing a [MDM] map.And it lands in the same figure as everything else. Take 18 cps on an [MDM] map and your badge reads +18 right up to the moment you arrive, then +20 — and +20 is what the round pays, what the report prints and what goes on your total. There is one number, not two.The counter on the radar is the one exception, and on purpose: it still reads 18 of 18, because it counts cps rather than points. A gauge that filled past its own end would be the wrong kind of right.What the screen tells youA +3 beside your name on the panel: what this map is giving you, right now — the cps you have taken, plus the bonus once you have passed it. It is not a total; it is what is about to be added to one.On the radar, the cps near you. Not all of them: twenty rings pinned to the rim is a ring of dots that says nothing about where any of them is, and buries the two you are about to drive at. Reach the hunter and the whole map opens up.In your clan's colour, grey once taken.Spectating follows the player you are watching, counter included. You see their cps and their tally, not your own.When the round stopsThe points are handed over and the room gets the result: who scored what this round, their running total, and where that leaves the two clans. The next map waits for it instead of loading over the top.A round that ends while the match is paused or ended pays nothing, and the cps taken in it are thrown away rather than held over. A paused round is a round being replayed.Resetting the whole match STAFF OR REFEREE clears the totals and the maps-passed count with it, from the F6 panel.THE HUDFour designs, one instrumentEvery clan war format now has a panel drawn for it rather than one panel bent into four shapes.TeamsTwo clans across the top, each with its tag in its own colour, its score, and a bar between them that moves with the scoreline. Under it, the four best players in the room — whichever clan they are in, which is why every card carries a tag and a stripe down its edge in its owner's colour.Free for allThe same four cards, reading the timing tower: how far behind the leader each car is, live, and how far round the map it has got. A car that reaches the hunter keeps a gap rather than switching to its own lap time — the strip is a comparison, and an absolute time dropped into the middle of it leaves you doing the subtraction yourself.LeaderFirst, and what everything else is measured against.+0.024Reached the hunter, that far behind.02:34:832Died there. How long they lasted.CompactEvery one of them has a compact form with the roster folded away, carrying an ALIVE count per side — because with two clans on the board the interesting number is not how many are left but how many are left on each side. Three against one is the whole story of a round, and a bare four tells none of it.TRAININGThe room where you practise, not the room where you waitEVERYONE  All of it. The training room asks nothing of your account.RewindHold backspace and the car goes back the way it came, continuously. Hold shift as well and it goes back faster. It is for the corner you keep losing, and it saves the walk back to it.Section checkpoints/cps drops a ring where your car is. From then on, touching it tells you how long you took to get there and whether that beat your last attempt. Type it again to take it away.It keeps a clock of its own, and that is the part worth knowing: load a warp and the clock jumps to the moment that warp was saved; rewind and it goes back with you. The run clock never moves — how long you have been at this is true however many attempts it took — but the number at the ring always means from the start line to here, this attempt.Split timesThe map's fastest lap is a line through the world with a clock on it. A ring goes down every twelve seconds along that line, and driving through one says whether you reached it sooner or later than the record holder did.[SPLIT] (3/11)   +00.300One number per split. The lap time at the end says who was faster; these say where, which is the part you can do something about. Four greens and then a red is a corner to go and work on, and a finishing time cannot tell you that however many times you read it.They measure against the training room's own record and no other. A map nobody has topped in here gets no splits, and that is correct: chasing a lap set in Deathmatch, under different traffic, by somebody who may never have been in the room produces a number that looks like information and is not one.THE BOARD AND THE LINEWhat it shows, and what it is standing onEVERYONE  Two changes that touch every room with a board, which is nearly all of them.Getting there countsA board for a map nobody has finished used to be an empty box. Now an attempt that died partway sits on it as how far it got.63% goes where the lap time would, and the gap column stays empty — an attempt that never finished has nothing to be behind. Those rows sit below every finished lap, furthest first, and finishing the map overwrites yours for good.Nothing is announced. A 63% is a note for the board, not news for the room.More than one way roundA route is one line: the record holder's. But plenty of maps have more than one way to the hunter — a split, a shortcut, a second path that rejoins later — and anybody driving the other one was off the record line for the whole stretch. Their bar simply stopped.A map can now hold up to three ways round. Two lines count as different ways if they get more than a hundred metres apart somewhere; driven slightly differently is not a different way. Every finisher on a map with fewer than three known ways is quietly asked for their line, and once a map has its three, nobody is asked again — the cost stops the moment the map is mapped.The bar follows whichever of them you are nearest, and never runs backwards: switching to a line that reads a little less at this same spot is not losing ground.And a map with no record at allOne of those lines will now stand in when a board has no record of its own. That is what was behind the blank strip some of you saw in WFF free for all: the timing tower is built on how far round everybody is, and a map with no line anywhere had no way to answer that, so there was nothing to put in the column.Any known line is enough for the bar and therefore enough for the gaps. The clock on it is never read — the line stands in for the shape and is flagged as not this board's own, which is also why it buys you no split times. A split reads the clock, and a clock is a record.SMALLER THINGSThat you will notice anywayEVERYONE Global chat on G - reaches every room. The switch that turns it off for a room is STAFF OR REFEREE, on the F6 panel: a clan war that wants to be left alone turns it off and stops both sending and receiving.EVERYONE Music off on M - the map's track keeps playing, it is just not heard on your machine. Press it again mid track and you come back in where the track has got to.EVERYONE Settings are remembered, per serial. Car hide, car fade and the music switch survive leaving and come back the way you left them.EVERYONE Cars wear their clan's colour in a clan war, repainted the moment somebody changes sides. From behind, at speed, the paint is the only thing that says whether the car in front is one of yours.EVERYONE Points and maps passed are columns on the scoreboard in every clan war room.EVERYONE Invisible Objects with I (i) - This function features three modes, invisible, ghost, and full, where "invisible" keeps objects hidden, "ghost" displays objects transparently, and "full" shows all objects completely. You can cycle through them by repeatedly pressing the 'I' key.EVERYONE Draw Distance Configuration with key "K" - There are three Draw Distance modes available: short, normal, and far. We recommend using "normal" for decent gameplay, this is the default setting, but you can cycle through the modes by repeatedly pressing the K key.EVERYONE Antilag with key "J" - The anti-lag feature is ready to use via the 'J' key; it requires further customization, but future updates will offer more options—such as the ability for admins to hide specific objects using commands.ADMIN /deletetop removes a place from a map's board, by place rather than by name, and says whose it was.UNDER THE HOODThree decisions worth knowingA record belongs to a boardTraining keeps its own top times; the regular room, the hard room and the clan wars share one. The recorded lines now follow the same split. Before, one line per map meant whoever topped it last anywhere overwrote everybody — so a training run could be timed against a lap driven in Deathmatch by somebody who had never set foot in the room.A line has two halves and they are not scoped the same way. Its shape says how far round the map a car is, and a map is the same map in every room, so the progress bar will take any line there is. Its clock is a record, and a record belongs to one contest.The standings stopped shoutingEvery car reports where it is ten times a second. Each of those reports used to rebuild the whole order and send it to everybody — so with thirty cars in a room that was three hundred full republishes a second, each one a thirty row table going to every client on the server. Four players never showed it; thirty would have put the server on the floor.Now a report marks the room as changed and one pulse sends what changed, five times a second, whether the room holds two cars or forty.Frame rates are asked for, not broadcastEverybody's frame rate used to be published to everybody — fifty reports a second on a full server becoming five thousand sends a second, almost all of them about a column nobody had open. The numbers stay on the server now and your client asks for them while the scoreboard is actually up. With nobody looking, it costs nothing.WHAT IS NEXTThe road from hereBringing the old times acrossThe old server's top times are the next thing to move. Years of laps, and there is no good reason for them to be lost to a rewrite.Harder, and more interesting: the recorded runs behind them. The progress bar stands on a line somebody actually drove, which until now meant it only existed on maps this server had seen topped. The old build recorded those lines too.The plumbing for that went in this week, and it was the part worth doing first, because an old line is not shaped like one of ours. The old server wrote a point down every few seconds — on a typical map that is a point every five hundred metres, and between two of them the "line" is a straight chord across whatever the track actually did. Round a long bend the car sits a hundred metres off that chord while being exactly on course. Measured with the tolerance our own lines need, every curve on every imported map would have frozen the bar.So the tolerance follows the line instead of being a constant: each one is measured for how far apart its own points are, and how far off it you are allowed to be follows from that. A line recorded here is treated exactly as before. A coarse one from the old server becomes something this server can measure against rather than something it has to throw away.What is left is the import itself — and one honest limit. An imported line will give a map its progress bar, and through it the free-for-all gaps. It will not give it split times, because a split reads the clock on a line and a clock is a record: handing one to the splits means deciding that an old lap is the record on a board here, and that is a different question from "which way does this map go". It has not been answered yet.And then the long tailBugs. Funwars keep finding them and they keep getting fixed. That does not stop.Optimisation. Two of the three decisions above came from looking for things that only hurt with a full room. There are more.Design. The panels in this post are the first pass. The next ones get to be more ambitious now that there is something to be ambitious with.WHERE IT STANDSHonestly, todayUpdate #2 said there was no settings system, no draft, and that the development commands were still in place.The first two are done. The draft is built and the old checkpoints are in it. Settings are remembered per serial.What is still true from that list: the development commands are still there, and the hunter shot problem is still measured and not solved.Almost the same as the last two times: nothing above is blocked, and it is mostly a matter of building it. The one exception is new — whether an old server's lap counts as a record here, and not merely as a line showing which way a map goes, is a decision rather than a build. That one is worth arguing about before it is made.THE LAST ONE OF THESEThree posts in, the server has caught up with the thing it was replacing. From here the updates are smaller, more often, and they do not need a post each.They get announced live, on the server, as they land.Come and break it. That is still the only test that counts.Xenous Administration · Developers Team

08-10-2026, 03:55 AM
5
AkroM

WFFMAD vs MYTHICALSXTREME PRO RACERS · 17 AUG 2025WINNER75Mafioso Auto Drivers5 players · 14 maps wonRUNNER-UP65Mythicals Crew10 players · 6 maps wonTen points between them, and 14–6 on maps won — with MAD fielding half as many players.REFEREE robert  ·  STREAM :M#Espi on TwitchMAP BY MAPTen maps, played twice — the four who scored on eachThe payout is the column: 3 for first home, then 2, 1 and 1. The small number beside a name is that player’s running total at the end of the map, not what the map paid them.#Map3 pts2 pts1 pt1 ptROUND 1 — maps 1–101CzerkA ft. ShacLe - HolocaustAnarch1st'MAD 3Joel:M 2'M#N}' 1Legostrommper'MAD 12KATGE ft MiXES ft Saeko ft ret1p - KELOMAMENAnarch1st'MAD 6KATGE:M# 2Joel:M 3mad'vital 13Sentax ft. Jil ft. Gonzi ft. Slimy - ShatterlandLegostrommper'MAD 4Anarch1st'MAD 8henry'M 1cykzMAD 14Nataam ft. Esp4wN ft. PCHZY - Urban DecayAnarch1st'MAD 11cykzMAD 3~m.batz 1Legostrommper'MAD 55NikotiN ft. Esp4wN - Whispers In The DarkAnarch1st'MAD 14cykzMAD 5MADELYNCLINE 1Legostrommper'MAD 66Quantum ft. DarklineR - Beast ModeJoel:M 6~m.batz 3henry'M 2cykzMAD 67ScoreX - Incendiary 1Anarch1st'MAD 17:M#Espi 2~m.batz 4MADELYNCLINE 28Esp4wN - Late BloomerAnarch1st'MAD 20~m.batz 6:M#Espi 3'M#N}' 29Never ft. eXcY ft. Pee[J] - OddishAnarch1st'MAD 23MADELYNCLINE 4'M#N}' 3~m.batz 710Equip ft. HawK ft. DRiVeR - For The Love Of Gteatero'M#N}' 6Anarch1st'MAD 25Joel:M 7mmanuz 1ROUND 2 — the same ten, again11CzerkA ft. ShacLe - Holocaust~m.batz 10'M#N}' 8Joel:M 8Anarch1st'MAD 2612KATGE ft MiXES ft Saeko ft ret1p - KELOMAMENAnarch1st'MAD 29M#Ares 2:M#Espi 4LomitoConPalta"M 113Sentax ft. Jil ft. Gonzi ft. Slimy - Shatterlandmmanuz 4Anarch1st'MAD 31Joel:M 9henry'M 314Nataam ft. Esp4wN ft. PCHZY - Urban DecaycykzMAD 9Anarch1st'MAD 33mmanuz 5Legostrommper'MAD 715NikotiN ft. Esp4wN - Whispers In The DarkcykzMAD 12Anarch1st'MAD 35'M#N}' 9~m.batz 1116Quantum ft. DarklineR - Beast Modehenry'M 6'M#N}' 11mmanuz 6mad'vital 217ScoreX - Incendiary 1mad'vital 5ret1p'm 2Anarch1st'MAD 36:M#Espi 518Esp4wN - Late BloomerAnarch1st'MAD 39cykzMAD 14~m.batz 12Legostrommper'MAD 819Never ft. eXcY ft. Pee[J] - OddishAnarch1st'MAD 42LomitoConPalta"M 3~m.batz 13cykzMAD 1520Equip ft. HawK ft. DRiVeR - For The Love Of Gteaterohenry'M 9'M#N}' 13~m.batz 14Legostrommper'MAD 9STANDINGSEvery player who put a point on the board#TeamPlayerPoints1MADAnarch1st'MAD422MADcykzMAD153MYTH~m.batz144MYTH'M#N}'135MYTHJoel:M96MYTHhenry'M97MADLegostrommper'MAD98MYTHmmanuz69MYTH:M#Espi510MADmad'vital511MADMADELYNCLINE412MYTHLomitoConPalta"M313MYTHM#Ares214MYTHKATGE:M#215MYTHret1p'mAnarch1st'MAD42 points — 56% of everything MAD scored, and 27 more than the next player on either side. He finished first on 10 of the twenty maps and took points on 17 of them.~m.batz led MYTH with 14.

05-10-2026, 19:40 PM
0
AkroM

DRAFT HDMNOVA vs MYTHICALSXTREME PRO RACERS · 22 FEB 2026WINNER939Nova10 players · 13 map wins · 37 maps passedRUNNER-UP747Mythicals5 players · 7 map wins · 20 maps passed192 checkpoints between them, and 13–7 on first places across the twenty maps.MATCH TYPE Nova vs M Draft  ·  REFEREE N/A  ·  RECORDER N/A  ·  VIDEO noneMAP BY MAPTen maps, played twice — top three on each#Map1st2nd3rdROUND 1 — maps 1–101[DM] Zean - Singularity 3le'N|utella 14/\/|'nouz0r~ 9henry'M 82[DM] Esp4wN - Synon'M#NOTAS}' 13n<3goinewild' 13N|VANESSA! 53[DM] Rampage ft. RuSO ft. Goku - OveredgeN|Valentino[G] 17n<3goinewild' 17M+Ares 134[DM] RTR v3 - KanjoM+Ares 13'M#NOTAS}' 13N|VANESSA! 135[DM] Skaarj ft. RuSO ft. Nexelon - Level 10 ExtremeM+Ares 16n<3goinewild' 16/\/|'nouz0r~ 166[DM] LegioN ft. Esp4wN ft. Mirage - Movementsn<3goinewild' 16N|saw 16N|VANESSA! 117[DM] Goku ft. stan - DemétoriN|Valentino[G] 16N|VANESSA! 16/\/|'nouz0r~ 168[DM] SilverF0X - V3 - EmberN|VANESSA! 15n<3goinewild' 15/\/|'nouz0r~ 159[DM] PCHZY & SajgoN - Numinous WoodsN|Valentino[G] 6/\/|'nouz0r~ 6TRtam//M 510[DM] Chipy - Descendant's Skills Vhenry'M 21TRtam//M 17le'N|utella 16ROUND 2 — the same ten, again11[DM] Zean - Singularity 3N|Valentino[G] 14n<3goinewild' 13M+Ares 812[DM] Esp4wN - Synonle'N|utella 13n<3goinewild' 131mad.m 1313[DM] Rampage ft. RuSO ft. Goku - OveredgeN|Valentino[G] 17henry'M 17TRtam//M 1714[DM] RTR v3 - KanjoM+Ares 13'M#NOTAS}' 13henry'M 1315[DM] Skaarj ft. RuSO ft. Nexelon - Level 10 Extreme'M#NOTAS}' 16/\/|'nouz0r~ 16N|VANESSA! 1616[DM] LegioN ft. Esp4wN ft. Mirage - Movementsn<3goinewild' 161mad.m 8N|Valentino[G] 717[DM] Goku ft. stan - DemétoriN|VANESSA! 16/\/|'nouz0r~ 161mad.m 1618[DM] SilverF0X - V3 - Embern<3goinewild' 15TRtam//M 15N|Valentino[G] 1519[DM] PCHZY & SajgoN - Numinous Woods'M#NOTAS}' 7n<3goinewild' 7N|VANESSA! 620[DM] Chipy - Descendant's Skills Vn<3goinewild' 21M+Ares 14henry'M 13STANDINGSEvery player, by points scored#TeamPlayerPointsMaps passed1NOVAn<3goinewild'225112MYTHTRtam//M16953MYTHhenry'M16844NOVAN|Valentino[G]16585NOVAN|VANESSA!15056MYTH'M#NOTAS}'14257MYTHM+Ares14238NOVA/\/|'nouz0r~13869MYTH1mad.m126310NOVAN|saw92211NOVAle'N|utella71312NOVAnova}nrbx#56013NOVAN|Chanchi29214NOVA/\/ova|Lomito!12015NOVAnova}oleg10TOP SCORERn<3goinewild'225 points, 56 clear of the next player, and 11 maps passed — 3 more than anyone else on either side.MOST MAP WINSN|Valentino[G]First place on 5 of the twenty maps — 3 in the first round, 2 in the second.

05-10-2026, 19:18 PM
0
xen}AkroMhas liked aReply+1(3 weeks ago)
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AkroM

UPDATE #2CLAN WARSXENOUS 2.0 · 28 SEP 2026Update #1 listed clan wars as next, and admitted they were still running on the old build. That is no longer true. This one is almost entirely about the system that replaced them.CLAN WARSA match, end to endNothing here came across from the old server. The clan war system was written against the new engine, which means it works the same way in every room that has it turned on instead of being five copies that drifted apart.What a match has nowTwo sides, each with a name, a tag and a colour, set by whoever is running the match.A score, kept per side — and in the WFF room kept per player and summed.Rounds, counted automatically, with a length agreed beforehand. A best of fifteen ends itself at fifteen instead of waiting for somebody to remember.A referee, which is now a role rather than a job title.Three statesLIVEThe round counts.PAUSEDThe same map replays and nothing counts. The round did not happen.ENDEDNo more rounds, no more maps.WFF scoringThe referee names the first four home — /wff akrom fran sebastian neonox — and the room pays out 3, 2, 1, 1. A live WFF round does not move on to the next map until it has been scored. The places are read off the times that just came up, and once the map is gone the only way to score the round is from memory. So the round waits.Hunter arrival timesCars reaching the hunter get their times posted together instead of one line at a time as each one lands. The first four seconds are collected and shown as a group; anything arriving after that gets three more. The times come off the anti-delay clock rather than the server's own frame, so they are the same numbers the player saw.PlaylistsThe maps of a match can be agreed beforehand, saved by name and played in order. A loaded playlist outranks the map vote, because a poll between rounds can only overrule the people who agreed the list. An admin locking in a single map still wins over both, because that is somebody deciding on purpose.FREE FOR ALLEveryone for themselves, timed like a raceClan war rooms can be switched out of two sides and into one group, for the funwars and the open events where nobody wants to pick teams.The panel changes shape when they do. Instead of two score blocks it draws a timing tower: the top four as cards, everybody else as a list under them, ordered by time difference rather than by points. The leader is marked as such and everyone behind carries a gap, the way a Formula 1 tower does.Working out a gap means knowing where somebody is on the map, which a straight line to the finish cannot tell you. So the server records the path the record holder actually drove and measures everybody against that. A player halfway round a hairpin reads as halfway round the hairpin, not as someone who has nearly finished because the finish happens to be nearby.THE CONTROL PANELF6, and the end of typing commands at a matchEverything above used to be commands. Running a clan war meant remembering about fifteen of them and typing them correctly in front of an audience. F6 now opens a panel with three tabs.GENERALThe header, the round number and the match length. Live, paused or ended. Teams or free-for-all. Naming, tagging and colouring the two sides. And Reset match, which puts the room back to blank sides, no score, nobody playing and paused, ready for the next one.PLAYERSEverybody in the room with their side, their state and whether they can talk. Move somebody between sides, to the stand or to the referee’s seat. Correct a mis-scored round with +1 and −1. Close the room chat and open it for one person at a time. And a kill, for when somebody needs taking off the map.MAPLISTSBuild a playlist from the map pool, open it to see what is inside, reorder it, add and remove maps, save it, load it into the room.THE REFEREEA role you carry, not a seat you sit inBeing the referee used to mean sitting in the referee’s slot. That had a flaw nobody noticed until a funwar: the moment the referee stepped in to play, they stopped being the referee. The badge, the commands and the panel all left with the seat.The role is now carried on the player. You can spectate, take a side, or join somebody’s group and you are still the referee.Referees, admins, super moderators and moderators are gathered into an Admin(s) group on the scoreboard, in red, which appears when the first of them signs in and disappears when the last of them leaves.A referee carries a green card next to their nickname.The role opens /redo, /nextmap, /random and the F6 panel.It is a starting point and not a cage. Anyone with a role is free to go and spectate, take a side, or accept an invitation to somebody’s group, and keeps everything the role gives them.UNDER THE HOODThree decisions worth knowingNothing about a match is sent as a messageThe scoreboard shows all nine rooms at once, including the ones you are not standing in, so a match that announced itself through events would only be visible to the room that heard it. Everything a match knows lives on the room itself and syncs on its own.The panel does not type commands at itselfIt used to: pressing a button ran the matching chat command behind the scenes. That depends on how arguments get split back apart, and when it fails it fails silently — the button lights up either way. Every rule now lives in one function with two callers, the command and the panel, so there is no way for them to disagree and no way for a button to quietly do nothing.Paused means the round did not happenNot “the round is frozen”. The map replays, the round counter does not move, and a WFF room does not wait for points nobody owes. It is the difference between stopping a match and treating part of it as though it never took place, and only one of those is useful when something goes wrong mid-round.WHAT IS NEXTThe road from hereIN PROGRESS Hunter shot registrationSome shots land on an enemy hunter and never explode. There is a measuring tool on the server logging every pair of shots with distances and timings, and two sessions of data so far. It is not fixed. It is being understood first.IN PROGRESS Removing the development commandsA dozen are still in place for testing, and all of them go before anyone outside the team plays on it.NEXT Player settingsNEXT Map draftPicks and bans from a pool, which is how the clan war rooms are meant to choose their maps. Playlists cover it for now: the maps get agreed before the match instead of during it.NEXT Checkpoint overlay for clan warsPlaced by hand, by whoever is running the match.PLANNED GhostsPLANNED Importing the old recordsPLANNED Training Area and Draft cws roomsWHERE IT STANDSHonestly, todayClan wars are the thing update #1 said was missing, and they are here: a match can be set up, run, scored, paused, corrected and reset without touching the chat box once. That part has been built and gone over repeatedly, but it has not yet been through a real event with two clans and an audience, which is the only test that counts.What is still not true is the rest of that list. There is no settings system. There is no draft. The development commands are still in place. The hunter shot problem is measured and not solved.Same as last time: nothing above is blocked or waiting on a decision. It is a matter of building it.FUNWARS · SOONThe only test that counts, and it is the next thing on the calendarThat last paragraph has a plan attached to it now. Funwars are starting soon, and they are not a side event: they are how the server gets tested. Two sides, a referee, a real scoreline and an audience, run the way a proper match is run, with a full room on it at once instead of four people checking a panel between rounds.Everybody is welcome. You do not need to be in Xenous and you do not need to be good.Teams or free for all, depending on the night and on how many turn up.Break it on purpose. Anything that goes wrong in a funwar is something that will not go wrong in a clan war that matters.Dates, rooms and how to get in get posted here as they are set. Watch the forum.AND THE CORE HAS A NAMECore: xEngineTHE ENGINE EVERY ROOM ON XENOUS 2.0 RUNS ONEverything in this post — the matches, the timing tower, the F6 panel, the referee role — sits on one core instead of on nine scripts that happen to agree with each other. That core has a name now: xEngine. From here on it is what the server is built on, and what it gets called.One engine. Nine rooms. The same rules everywhere.Xenous Administration · Developers Team

29-09-2026, 04:18 AM
7
xen}AkroMhas liked aPost+1(1 month ago)
xen}AkroMhas liked aReply+1(1 month ago)
AkroM

gz to the new trials also promoted members!

16-09-2026, 13:50 PM
1
xen}AkroMhas liked aPost+1(1 month ago)
xen}AkroMhas liked aPost+1(1 month ago)
AkroM

XENOUS 2.0Official Clan War and Training ServerThe Xenous deathmatch and race server, rebuilt from an empty folder. Nine rooms, one engine, and a UI drawn to spec instead of inherited. This is where it stands and what is still ahead.WHY START OVEROne engine instead of eight copiesThe server Xenous has been running carries sixty resources, and the part that actually runs a round exists in it eight times over — once per room, copied byte for byte. Every bug had to be found once and fixed eight times, and in practice that meant it usually got fixed in one or two of them. Adding a room meant duplicating the whole thing again.2.0 runs one round engine. A room is an entry in a configuration file that names its map pool, how a round is won, and which features are bolted on top. Adding a room is five lines, and a fix lands everywhere at once.The old server has not been thrown away. It sits alongside the new one, switched off, and gets started by hand whenever we need to check how something really behaved — the clan war draft in particular is compiled, so the only way to read it is to run it.RUNNING TODAYWhat is already playableEverything below is built, in the server, and working. A player can connect, pick a room, play a full round, vote on the next map and see their time on the board without a single console command.LobbyPick a room from a wall of cards with live player counts. Hold F1 in game to come back out.Round engineLoading, countdown, the race itself, the hunter, death by water or by choice, and the map vote at the end.Map votingTen candidates from the room's own pool, ten seconds, number keys to vote, F2 to fold the panel away.Top timesPer map and per room, kept in a database, with the flag of whoever set it. Opens on F5 and on every new map.ScoreboardHold TAB for every room on the server at once, grouped by category, with state, ping and FPS.Race HUDRadar, round timer, speedometer with health and nitro, and the death list, all drawn to the design.SpectatingDie and you follow whoever is still alive, arrow keys to switch. The camera holds still when nobody is left.Car hide & fadeO hides every other car outright, F3 fades them as they get close. Both carried over from the old server.SCREENSHow it looksThe room picker, shown to every player on connect.Held on TAB. Every room on the server, not just the one you are in.THE ROOMSNine rooms, four doorsRooms are grouped the way a player thinks about them. A category with one room is joined straight from its card; one with several opens a list. Capacity is set per category and enforced on the way in, so a card can never advertise room that is not there.CategoryRoomsSlotsDeathmatchDeathmatch: Regular · Deathmatch: HDM256HunterHunter50TrainingTraining256ClanwarsDraft CW #1–#4 · WFF CW #1256Each room pulls from its own map pool by tag — [DM], [HDM], [Hunter], [WFF] — so a map lands in the right rooms by being named the way the community already names them. Dropping folders into the maps directory is all it takes; nothing has to be registered by hand.UNDER THE HOODThree decisions worth knowingRooms genuinely run at the same timeMaps are built on each player's own machine rather than loaded into the shared world, which is what lets nine rooms play nine different maps at once without seeing each other.A map's files download onceThe server sends a checksum list, the client asks only for what it is missing. A four megabyte track does not travel twice.Map scripts run in a sandboxCustom map scripts get their own limited set of functions, so a map can do what maps do without reaching into the server.WHAT IS NEXTThe road from hereIn rough order of what unlocks the most. Clan wars are the priority: they are what the server is for, and they are the last major system still living only in the old build.IN PROGRESS  Hunter and hard deathmatch tuningBoth rooms take maps of their own difficulty. Filling their pools and testing them is happening now.NEXT  Clan wars: teams, draft and pointsHome and visitor sides, referee and admin roles, picking and banning maps from a pool, and a score that adds up across a war.NEXT  Player settingsDraw distance first, since it changes how far down a track you can read what is coming. Then the rest of what players expect to control.PLANNED  GhostsRecord a run and race it back. Most useful in training, where the point is beating your own time.PLANNED  Importing the old recordsThe existing top times database is years of the community's history. It comes across rather than starting empty.WHERE IT STANDSHonestly, todayThe server is playable from connect to leave, and has been tested that way repeatedly. What it is not yet is finished: clan wars run on the old build, there is no settings system, and a handful of development commands are still in place waiting to be removed before anyone outside the team plays on it.Nothing in the list above is blocked or waiting on a decision. It is a matter of building it.www.xenous-team.com  ·  Xenous 2.0 · development update

13-09-2026, 18:31 PM
2
AkroM

The biggest batch yet. Xenous now has its own domain and its own email, you can see who's connected in our Discord straight from the forum, and staff got a full set of tools working behind the scenes.LIVEWe Have Our Own DomainThe first update post said we didn't have one yet and that it could come later. It came:The forum now lives at xenous-team.com. The old address still works and sends you here, so no link is broken.Typing it with www in front lands in the same place.The connection is secured automatically, so no browser warnings and no mixed signals about whether the site is trustworthy.NEWEmail Confirmation & Password RecoveryStraight off the first roadmap — and the whole reason the domain mattered:Forgot your password? There's now a recovery link on the login page. You get an email with a link to set a new one, and it works from any device, even if you're not logged in.New accounts confirm their email. After signing up you get a confirmation email — one click and you're done.Until an account is confirmed it can browse and log in normally, but can't create threads, reply, or use the chatbox. The confirmation email can be resent at any time.Everything is sent from noreply@xenous-team.com — our own domain, properly authenticated, which is what keeps these emails out of spam folders.NEWSee Who's Online in DiscordThe Discord box on the home and forum pages no longer shows just a number — it shows the actual people:Every connected member, with their avatar.Their status — online, idle or do not disturb — with a coloured dot.Their highest Discord role, written in that role's own colour.The list updates on its own as people connect, disconnect or change status, and scrolls if there are more than fit.NEWAudit LogA fourth tab in the admin panel that records every administrative action, so nothing happens silently:Role and staff title changes, with an icon that tells promotions and demotions apart at a glance.Bans and unbans.Threads deleted, hidden, locked, pinned or moved by staff.Usernames, emails and Discord links changed from the panel, plus leadership transfers.Categories and sections created, edited or deleted.Only actions on other people's content are recorded — editing or deleting your own post isn't an administrative action and doesn't clutter the log.NEWHide ThreadsAlso from the first roadmap. Moderators and above, and the thread's own author, can now hide a thread instead of deleting it:A hidden thread disappears everywhere — section listings, profiles, likes, replies and the chatbox — as if it had never been posted.Staff and the author can still see it, and bring it back whenever they want. Nothing is lost.Hiding and showing a thread over and over won't re-announce it in the chatbox, so it can't be used to push an old thread back to the top.NEWSmaller AdditionsProfile hover cards — hover any username anywhere on the forum and a card appears with their avatar, role and stats, without leaving the page.Emoji picker in the chatbox and in private messages.Discord server box on the home and forum pages, with the server icon, how many are online and a Join button.A new panel with three tabs next to the most liked users: the latest threads, the most liked of all time, and the most viewed of all time.UPDATEFixes & ImprovementsThe banned role is finished and polished: a banned member sees a clear notice, keeps browsing with limited access instead of being thrown out blindly, and has a dedicated section to appeal.Custom scrollbars across the whole site, matching the forum's colours — the chatbox was only the first one.The icon next to every username is now the Xenous logo, tinted with that member's role colour. Same in the roles list.The Like button moved next to the list of people who liked the post, where it belongs.Topics & Posts is now split in two — new threads on one side, replies on the other — so a busy thread can't crowd everything else out. Each thread appears once instead of repeating.The most liked users list is more compact and easier to read at a glance.A warning with the recommended size when uploading a cover picture, so it doesn't come out stretched.Sections and subsections now highlight properly when you hover them.The login and sign-up buttons got an animation, and stopped overlapping each other.A batch of responsive fixes for the admin panel and the mobile view.ROADMAPWhat's Coming NextNothing below is live yet, but this is what's actively planned:Recognition & CommunityMost liked posts by season, alongside the all-time ranking that just went live.Monthly like competitions, with a counter and recognition for the winner.Dedications — a way to dedicate a post to someone.Moods, so you can show how you're feeling next to your name.Forum ToolsThread tags, to sort and find posts more easily.Chat message deletion for moderators and above, plus optional small announcements in the chatbox."Add Former Member" button for moderators and above.Account verification management in the admin panel, so staff can see and fix who's confirmed without touching anything else.Changing your account email through a confirmation email, the same way password recovery works now.ProfilesProfile view counts, and who visited you most recently.Beyond the ForumShowing up on Google when someone searches for Xenous MTA, instead of having to know the address already.More from the MTA server — building on the player list and rooms already live, with more detail pulled straight from the server.Format guides for Join Requests and reports, so nobody has to guess what to write.Gallery and a dedicated Clan Wars page — both still early.That's everything for now. If something looks off or breaks, let staff know, and if there's something you'd like to see, this is a good place to say so.

13-09-2026, 18:10 PM
1
AkroM

JOIN REQUEST — OFFICIAL FORMATEverything you need to know before applying to XenousHello,In this thread you will find all the information you need to write a proper Join Request. If this is your first time applying, don't worry — we will walk you through every section, so there are no mistakes or misunderstandings along the way, and so you never feel uncomfortable while writing it.Before you startRead this entire thread before you write anything.Answer all five questions. Do not leave any of them blank.Be honest — everything you write here can be checked.Write your request in English, so every member can read it.Take your time. A rushed request says more about you than a late one.The format, explainedBelow we explain each part of the format, so that you can complete it without any problems or confusion:1  What is your nickname, real name, age and current location?A simple one to start with — just tell us your nickname, your real name, your age and where you are from.2  What were your previous clans, and why did you leave them?Tell us which clans you have been in, how long you stayed in each one and why you decided to leave. You can add as much detail as you like, but that is the core of what we would like to hear from you.3  What do you think about Xenous? How can you be helpful to us?We would like to know what you think of our clan, what you expect from us and why you are considering joining — along with anything else you would like to comment on.The second half of this question is what will define the role you take among the members of Xenous, so take your time with it.4  Which squad(s) are you applying for? (DM Draft / WFF / HDM)For every squad you pick, rate your skill level in that mode from 1 to 10 and briefly describe your experience or your strengths in it.If your area is mapping, scripting or anything unrelated to competitive play, you can say so here — or skip this question entirely and explain it in question 3 instead.5  How can we contact you? Anything else to add?Finally, we will need a way to reach you, so please give us every means of contact you have available. If you would rather keep that information private, there is no problem at all — just say so.You can also add any last words you want here. This part is optional.Copy this templateCopy the block below into your own thread and fill it in:(1) Nickname, real name, age and current location: (2) Previous clans and reason for leaving them: (3) What do you think about Xenous? How can you be helpful to us? (4) Squad(s) you are applying for (DM Draft / WFF / HDM) Skill level (1-10) and experience in each one: (5) How can we contact you? Anything else to add: Choosing a titleOnce your Join Request is finished and you feel ready to publish it, the last thing left is the title. We recommend keeping it simple, something like [Squad] Join Request — YourNick, but that is up to you.Example: PedritoElPillo's Join RequestWhile your request is openKeep one request open at a time.Do not message the staff asking for a faster answer — you will be answered in your own thread.Reply to any questions you are asked, and keep the conversation inside your own thread.Do not argue with anyone who leaves you feedback. How you handle criticism is part of what we are looking at.If something changes (contacts, squads, availability), edit your request or reply to it to keep it up to date.NOTEIf your application is rejected, please do not take it personally. Decisions are based solely on the clan's current needs and whether your profile matches what we are looking for at that time.You can always try again later, when you feel ready or if circumstances change, as many times as you consider necessary. We do our best to make sure that neither you nor we waste time.Have confidence in yourself — we wish you the best of luck.Kind regards, Xenous Administration.

11-09-2026, 19:12 PM
4
xen}AkroMhas liked aPost+1(2 months ago)
AkroM

Another big batch of work since the last update. This time the focus was on giving admins real tools to manage the forum, adding private messages, Discord linking, and making the server box show a lot more of what's actually happening in-game in real time.NEWAdmin Panel: Sections & SubsectionsThe third admin panel tab is here — the one that was on the roadmap in the last post. The whole forum structure can now be managed from there, no code required:Create, edit, reorder, and delete categories, sections, and subsections straight from the panel.Visual icon picker — a searchable grid with dozens of icons, instead of having to type a name blind.Per-section permissions, split into two: who can view it and who can post in it. A section can be public to view but only open to a certain rank for creating threads, or fully invisible except to higher ranks.Restricted sections show up with a lock icon in the listing instead of disappearing entirely — you can see it exists, you just can't get in without the right rank.NEWPrivate MessagesAnother item from the previous roadmap, now live: you can now DM any member directly.A Message button on anyone's profile (same spot where you'd see your own Edit Account button).An inbox with all your conversations, each showing the other person's avatar.Inside a conversation, avatars and timestamps group up like WhatsApp — they don't repeat on every message in a row from the same person, and reappear once time passes or someone else jumps in.You get a notification when someone messages you.NEWConnect Your Discord AccountAlso from the last roadmap — you can now link your Discord account to your Xenous account:A Connect Discord button on your profile and on the quick-login card on the home page.Once connected, your Discord username shows up as a tag next to your name — on your profile, on others' profiles, and in the staff list.Hovering over that tag reveals a button to copy your Discord username straight to clipboard.You can disconnect it anytime from your profile, and staff can also disconnect someone's Discord link from the admin panel if needed.LIVEDeeper MTA Server IntegrationThe last item on the previous roadmap, now working live:The connected player list now shows real in-game name colors exactly as they're set in-game (using #RRGGBB codes), not a stripped, colorless version.Each player shows which room they're currently in on the server.UPDATEOther Fixes & ImprovementsWhen the MTA server is offline, it now shows a "Server Offline" label next to the red dot instead of leaving it blank — another item off the previous roadmap, done.Delete confirmation popups (for threads and replies) now use the site's own styled dialog instead of the browser's plain, generic one.The admin panel now has buttons to remove a member's profile or cover picture directly, without them having to do it themselves.Fixed an avatar that looked squished/distorted in a section's thread list.Several small font-size fixes left over from an earlier change (connected player names, breadcrumbs, the likes counter on the staff page, home page statistics).The user-edit window in the admin panel is a bit wider now, so everything fits more comfortably.That's everything for now. If something looks off or breaks, let staff know, and if there's something you'd like to see, this is a good place to say so.

25-08-2026, 01:08 AM
4
xen}AkroMhas liked aReply+1(2 months ago)
xen}AkroMhas liked aPost+1(2 months ago)
AkroM

It's been a busy stretch behind the scenes. Now that the forum is live for everyone, here's the full rundown: what changed, what shipped after launch, and what's coming next.SECURITYSecurity & StabilityBefore opening the forum up, we went through the whole site looking for anything that could put accounts or data at risk. A few real issues were found and closed:Bans and role changes now apply instantly. No more waiting for someone to log out — if staff bans or promotes someone, it takes effect immediately, even mid-session.Bans got a full redesign. It's now a dedicated action instead of a role, so nobody's real rank gets lost by mistake. A banned member is kicked out in real time and sees a clear full-screen notice instead of being able to keep browsing normally.Guests can look, not touch. Anyone can browse the forum without an account, but posting, chatting, and other actions require signing up.Closed a handful of other technical gaps around message content, login, and admin permissions — nothing you'll see directly, but it matters a lot behind the scenes.NEWNew FeaturesGIF profile pictures. You can now use an animated GIF as your profile picture (covers stay static images), with a built-in cropper so you can frame it exactly how you want while it keeps playing.Faster image loading. Every profile picture and cover — old and new — now loads automatically optimized and compressed, so pages load quicker without losing quality.Live player list. The MTA server box on the forum page now shows who's currently online in-game, not just a player count.LIVELive on the WebThe forum used to only run on a local machine. Now it's actually hosted and reachable from anywhere:The site runs on Vercel, live chat runs on Render, and the database runs on MongoDB Atlas.We don't have our own domain yet, so for now the forum lives at the free Vercel address — a custom domain can come later.The database was wiped clean for this launch (Former Staff Members history was kept) so everyone starts fresh together.UPDATERecent UpdatesA handful of things got fixed and added right after launch:Fixed live chat not sending messages in production.Fixed newly promoted staff not being able to access the admin panel right away.The "Users Online" list on the forum page now actually works — it was quietly stuck empty before, for both members and the guest count.Roles and tags in that same list now update instantly when someone gets promoted, instead of waiting for them to reconnect.Chat now supports @mentions. Type @ and a few letters to tag someone, they'll get a notification — same as it already works when writing a post.Nicer link previews when sharing the forum on Discord — real branding instead of a placeholder image and description.Styled the chatbox scrollbar to match the rest of the site instead of the plain browser default.ROADMAPWhat's Coming NextNothing below is live yet, but this is what's actively planned:Admin panel expansion — a third section for managing posts, threads, and sections directly.Private messages between members.More custom scrollbars across the rest of the site (the chatbox above was the first).Clearer server status when the MTA server goes offline.Password and email recovery by email (account email confirmation planned as a later step)."Add Former Member" button for moderators and above.Chat message deletion for moderators and above, plus optional small chatbox announcements.Thread tags to help sort and find posts.Clearer photo guidance — recommended resolution hints for profile and cover pictures everywhere, plus an admin option to remove a member's picture entirely if needed.Hide threads without deleting them.Link your Discord account right after logging in.Monthly like competitions with a counter and recognition for the winner.Deeper MTA server integration — more detail on players, rooms, and server info shown right on the forum.GalleryStill early — more ideas are being worked out before this one takes shape.Clan Wars PageA dedicated page for Clan Wars is in development.That's everything for now. If something breaks or feels off, let staff know and if there's a feature you'd love to see, this is a good place to say so.

21-08-2026, 22:18 PM
9