IVI3SI-Domination_Skate3 icon

Domination Skate3

Multiplayer Domination. Currently supported only on Skate 3 Improved and San Vansterdam. ReSkate 2.1.2 warning: load your map before opening Throwdowns; restart before switching maps. Includes 11 parks, solo play and practice bots.

CHANGELOG

0.10.4 — Updated parks and overlap scoring

  • Put the map-change warning at the top of the listing and in the short description; refresh setup, overlap-scoring and park information.

  • Add the red ReSkate 2.1.2 Throwdowns warning beneath the park preview, with wrapped text and reserved space.

  • Keep the original Domination_Skate3 listing and update history; use Domination Multiplayer Skate3 & San Van as the page heading.

  • State that only Skate 3 Improved and San Vansterdam are currently supported.

  • Replace all ten original park layouts with the latest saved editor designs.

  • Keep Bonski Park Lower and add the separate 60-spot Bonsai Park Upper highway park.

  • Preserve curves, terrain height ranges, starts and headings from the editor.

  • Repair a tiny self-crossing curve loop in the exported Rolling Waves Crescent channel.

  • Award tricks to every overlapping enabled zone, in solo and network rounds.

  • Retain the published Throwdowns entry and existing native map-change warning.

Changelog

0.10.3 — Throwdowns menu entry

  • Restore Throwdowns > Domination (skate. 3) as the normal entry. Remove the F10 and Back/View + Y entry shortcuts. Put the start instruction first in the package description and at the top of the README.
  • Allow the card to reopen Leave/Stop controls during play. Keep countdown, loading and input-release guards so the button that started a round cannot reopen its screen.
  • Keep the right-side spot owner/score list, shared host labels and consistent player colours. Keep the overlay HUD and omit native round panels and activity routing.
  • Correct the manual-install folder to the actual Thunderstore owner, IVI3SI.
  • Explain that saved data follows the installed folder: the IVI3SI store copy and a differently named earlier local copy use separate locations, with no automatic migration.
  • Keep the new DOMINATION icon introduced in 0.10.2.
  • Document the official 2.1.2 failure seen after opening stock Throwdowns and then changing or reloading maps, even with no Domination code loaded. No-menu and ordinary-pause controls passed. Loading the desired map first and restarting before another map is conservative avoidance; closing the menu and graceful shutdown are not verified fixes.

The source integration suite passed: 1,103 Lua checks, 85 sync cases, 300 fuzz rounds and all Domination C++ integration cases. An in-game HUD check confirmed scores, steals and both spot-list pages with labels/outlines off, using synthetic claims. Actual native-card selection, physical pause and live two-PC play remain unverified; the stock-menu map-change crash is unresolved. This release restores menu access with those known limitations; it does not include a native map-change or shutdown crash fix.

0.10.2 — Domination icon

  • Replace the package icon with the Throwdowns-style skateboard and lightning emblem, with DOMINATION beneath it. The image is a generated recreation of the native-style artwork.
  • Icon-only update; gameplay and the map-loading warning were unchanged from 0.10.1.

0.10.1 — map-loading notice

  • Add a prominent warning to load Skate 3 Improved before opening Throwdowns or Domination, and restart before switching maps afterward. Work on a fix continues.
  • Use IVI3SI in package text and exported park-pack attribution.
  • Gameplay and controls were unchanged from published 0.10.0.

0.10.0 — published candidate

Published as a candidate on 2026-10-25 with full integration, physical controls, visuals, map transitions, shutdown and live two-player release verification still incomplete. Publication did not establish that the native-menu crash was fixed. See README.md for the current limitations.

  • Open Domination directly with F10 or controller Back/View + Y, after releasing the shortcut. Rebind either shortcut in ReSkate's Binds page. The native Throwdowns card is removed.
  • Remove the native round panel, HUD and activity routing implicated in pause lockout and menu cleanup crashes. The three-second countdown still freezes the skater; the lock ends at GO. Start/Escape remain unbound. Physical pause and controller behavior still need checking.
  • Add LEAVE ROUND to Domination's screen for guests, including rounds waiting for players. STOP THE ROUND lets the starter or host end the round for everyone. A host in someone else's round can choose Leave or Stop. The console also has dom3 leave.
  • Let the lobby host control floating SPOT LABELS for everyone; on a dedicated server, the round's starter controls them. OUTLINES and MINI-MAP remain personal settings. Host label changes also reach idle guests and survive a guest starting a round.
  • Restore the right-side spot list with each spot's owner and best score. Keep it and the standings visible when outlines or labels are off. Assign matching owner colours on every player's screen.
  • Keep late end-of-round claims and results in sync when messages arrive out of order. Resend missing results, ignore stale results, and ignore later boards for a round the player left.
  • Draw the countdown, GO, park and spots cards, and TAKEN!, STOLEN! and NEW BEST callouts in the plugin's own overlay. Essential round information stays visible with outlines and labels off.
  • Pick a built-in park on the loaded map the first time the menu opens. Keep a remembered park when available, and fall back to the loaded map if its pack was removed.
  • Load park-maker menu rows on a separate startup tick, and wait for park discovery before processing early session messages. Startup imports include file extensions to reduce disk checks.
  • Reset experimental direct custom-map loading off at every launch. Preserve old saved files; load Skate 3 Improved through the pause menu's map list on official ReSkate 2.1.2.
  • Ship player/runtime files only. Use MY MODS → Install .zip on official ReSkate 2.1.2. The package contains no ReSkate DLL or launcher and adds no plugin permissions.
  • Document the accepted roughly 14–18 ms stock startup tick while commands register. This does not resolve or waive the outstanding menu-crash and physical-control checks.

Earlier entries describe historical behavior, including native cards and panels removed in 0.10.0.

0.9.5

  • Make your own parks in the game: MAKE A PARK HERE on the Domination screen, or dom3 make start [name], turns the park maker on. Stop at a box, a rail, a bank or a bowl and Tag it (D-pad up or F5): the mod reads the ground round you and shows the spot on the ground. A keeps it, B drops it, X shows the next guess (a line along you, a circle round you), up and down make it bigger or smaller, left and right turn a line. D-pad down (F6) puts a start where you stand, left (F7) undoes, right (F8) is Done and picks the park for the next round.
  • Your park saves itself on every change, as parks/<id>.json in the data folder, in the same layout as the parks the mod ships. dom3 parks lists it "from your parks", the PARK row says (YOURS), and a round plays on it alone or with the practice bots. EDIT THIS PARK (or dom3 make edit <park id>) goes on with it; Tag on a kept spot opens its card, and B removes it. Done on a park started from the screen brings the screen back with it picked.
  • Name your spots and parks: Y (R on the keyboard) on the park maker's card opens ReSkate's text box, and RENAME THIS PARK renames the park (dom3 make rename <park|spot|card> [name] from the console). Ids never change, so players can still play together.
  • Share a park you made as a park pack: SHARE AS A PACK, or dom3 make share <park id> [name], writes packs/<name>/ to the data folder, laid out as tools/make_pack.py lays a pack out, and opens the folder. Copy it into the game's Mods folder to install it, or zip what is inside it for Thunderstore. The next share goes to the same pack, also after a rename, and its version goes up when the park changed. A name another mod in your Mods folder already has is refused.
  • With your own pack installed, rounds play the pack's park (everyone has it), and the park maker still edits, renames and shares your copy: share again and copy the pack over to play your changes.
  • In a session, START (and dom3 start) refuses a park only you have: share it as a pack first.
  • A park of yours, or a pack's, is drawn on a built-in park's picture on the Domination screen and on the mini-map when all of it lies inside that picture.
  • The park maker's prompts show the D-pad with the arm to press; with a PlayStation pad they show F5 to F8 (its D-pad still reaches the game). It gives the game its buttons back while a game menu, ReSkate's console or the Domination screen is up, and hides under them. Its labels stay under the game's compass and off its card, and long names are cut to fit.
  • A mini-map at the bottom right during a round: the park from above, north up, with each spot in its owner's colour (open spots white) and you as a dot that points the way you face. A spot that changes hands flashes on it; one of yours stolen beats red three times, and the map's edge shows red. It moves up the right edge, or hides, while your skater is behind it. MINI-MAP on the Domination screen, or dom3 overlay map on|off, turns it on and off (each game starts with it on).
  • The park pictures (the Domination screen's and the mini-map's) showed every park as its mirror image. They are the right way round now, north up.
  • Spot labels keep off skate.'s TAKEN!, STOLEN! and NEW BEST callout while it shows, and off your skater, the game's compass and the arrows at the screen's edge. Arrows keep off the mini-map and the standings, and off each other beside it. In the air the gap in the outlines around your skater is wider, so no outline is drawn over your board.
  • Round options, each off by default (today's rules stay the default, and each game starts with them): LINE TOTAL (tricks landed one after another on a spot add up, and the line's total claims it), MINIMUM SCORE (a trick under it takes nothing), SUDDEN DEATH (a tie on spots when the clock runs out plays on until one player or team leads, a minute at most, then the higher total wins), HOLD BONUS (points for each second you own a spot; the highest score wins), and FINAL 30 SECONDS DOUBLE.
  • Set them with the RULES row on the Domination screen (press it to open its five rows), or dom3 set line on|off, dom3 set min <points>|off, dom3 set tie sudden|total, dom3 set hold <points a second>|off, dom3 set finale on|off. The screen's line about the game follows them.
  • The round's rules show in the feed as it starts, in the match panel, and under the winner's band in the results. With a hold bonus the standings and results go by score, with a BONUS column. Sudden death: SUDDEN DEATH on the card, the clock counts the overtime, and the results say SUDDEN DEATH, or STILL TIED AFTER OVERTIME when the minute runs out.
  • A trick under the minimum says +600 UNDER THE MINIMUM 1,000 at once; a trick in the final 30 seconds says +300 x2.
  • In a session the round's options go to every player with it. If a player's copy does not know them, the round plays today's rules and the starter is told. The server decides once how a round with options ended, and every copy shows that, also when a late trick lands after the end or the board is too big to send whole.
  • In a session, the host's Start on a park on another map takes everyone there: everyone's game follows the host's to that map. The round waits until every player's game is there (a minute at most), then the 3-2-1, each player at a start of their own. Whoever is there first sees WAITING FOR <name> on the card.
  • A player whose game is not yet on the round's map (still loading it, or arriving late) is put at their start once it gets there; until then skate.'s HUD stays off for them and the overlay shows only the round's clock. A player whose game leaves the round's map and comes back is put at their start again, and a teleport the game refuses is tried again a second later.
  • While a round waits for its players, the Domination card opens the screen on STOP THE ROUND, which calls it off for everyone.
  • Only the session's host changes maps: a guest's Start on a park on another map says so, and so does dom3 start. A round ends, with its results, when every player's game has been off its map for 10 s (the host loaded another map mid-round).
  • In a session anyone can start a round while none is on. While one is on, only the player who started it or the host can stop it; the others see the settings and the spots as they are and who started it, and GO THERE AND SKATE still works.
  • dom3 status says the round's rules, whom a round waits for and when your game is not on the round's map; dom3srv status says the rules, how many players the round waits for and the claims under the minimum.
  • A player who arrives during a round before their game has read its park files no longer gets a wrong "install its park pack" warning.
  • The Domination screen remembers the last park and its settings (length, teams, practice bots, outlines and labels) in settings.json in the data folder, also after a restart. If that park's pack is removed, the default park is used. The round's options are not remembered.
  • A list of the park's spots by name beside the picture, also on 16:10 screens. Click a name, or pick it and press A / Enter, to turn the spot on or off, as on the picture. LB and RB (PgUp, PgDn) go down the list, and the mouse wheel scrolls it. A park with many spots scrolls, up to 64.
  • Bowls and other bent spots fill correctly on the park's picture (Main bowl showed wedges across it). Rails and ledges are drawn as filled outlines, and the starting points as small arrows. A park pack's spot of up to 256 points keeps its shape; its shape is made a little at a time, and only once the park has been on screen a moment, so holding left or right on PARK stays smooth.
  • The prompts show your pad's own buttons (Xbox letters, or PlayStation's cross, circle, square and triangle) when you use a pad, and the keys otherwise. The arrows show on the selected row only. The screen fades and slides in, and fades out; Start never waits for it.
  • The rows of the round's options and of the park maker sit above START. While RULES is open the park maker's rows wait until it is closed, and the rows get a little shorter so they all fit, with their text inside them.
  • Pressing a park maker row loads the park maker over two ticks the first time (the row says LOADING...), then does what was pressed; dom3 make does the same.
  • A round that starts while the screen is open (from the session or the practice bots) closes it, so you are not stuck in the menu during the 3-2-1. After a reload of the mod (its files changed, or plugin reload) the screen comes back up if it was open; Back (Backspace, B) closes it while the parks are read again. If another map comes up instead of the park's while the loading card shows, the card goes after 5 s and says so.
  • A park pack's spot of more than 64 points no longer stops the mod in the Domination screen (the game refused it every frame and ReSkate stopped the mod). If the screen's drawing ever fails, the error goes to the log once and the screen closes, so the game has your input again.
  • A broken or oversized settings.json, spots.json or travel.json is left unused (said once in the log), and the defaults are used.
  • The menu loads in two parts on separate ticks once the world is up, so no tick at load takes long (a 12 ms tick at load before).
  • The mod's first run loads only the little it needs: the rules and parks, the options and the session's client, and the round come on the first three ticks, a part a tick, and the server copy makes its server on its second tick. With them in it, the first run took 15 ms of the 50 ReSkate gives it on an idle PC, and far more on a busy one; now 2.5 ms, and each of those ticks 7 ms at most.
  • In a sudden-death overtime, who leads is worked out again only when the board changes, not on every tick.
  • One count and one guard for raycasts: the scan, dom3 tp ... ground, the outlines and the park maker share the 64 a tick. A slow ray or a long teleport holds the rays a moment while the map loads; a Tag pressed then waits for them.
  • The park lists read your parks too, 8 files a second, without holding up the built-in parks; a big pair of spots is checked over several ticks.
  • dom3 test runs the park maker's, the mini-map's, the options' and the session's checks too. Test hooks: dom3 make test, dom3 overlay debug on|off (your skater's cut-out box, the way you face, the world's +x and +z), dom3 demo gathering [players] [long], dom3 menu spots [n] | rules on|off | focus | close | slow on|off | pad xbox|ps|off | break and dom3 files break <settings|spots|travel> <broken|huge|wrong> | restore | reread (break keeps your own file as <name>.kept until restore). dom3 perf shows the mini-map's draw time.
  • For mod authors: hellos and starts carry lv and ok (where the player's game is) and f (the options a copy knows); starts also carry pl and o. While a round waits for players whose games are on another map, the server's boards carry aw and wu in the new phase wait; in rounds with options they carry od, and phase ot in an overtime. With every option off and everyone on the park's map, the server's messages are as before. menu.add_rows(provider) adds rows to the Domination screen before START.

0.9.4

  • The second round could stop the mod (2026-10-22 bug report). The Enter (or the pad's A) that pressed Start on the Domination screen went on to the Throwdowns page behind it and clicked the Domination card again; the screen opened again over the countdown, and soon after ReSkate stopped the mod and its card was gone. Now the screen stays up until you let go of the key, button or click that pressed Start, Go there or Back, so the game never sees that press, and a click on the card while a round starts or runs is ignored.
  • The Domination screen costs far less: it looked for its own files on disk every frame.
  • The mod loads its console commands and its screen just after the game starts, not in its first run, which had come close to ReSkate's 50 ms limit.
  • The outline rays wait a moment after a long teleport, and pause for a while when a ray is slow.
  • Quit (the Throwdown Panel's Quit, the pause menu's Quit Match) and Give up end the round with its results, as the clock does. When a round ends, skate.'s throwdown HUD goes and the round lets go of the game as soon as no game menu is open, so you skate on in the park with the results over it. The results wait while one of the game's menus is open.
  • Quit or Give up in a round you started (or with practice bots) ends it for everyone. In a round someone else started it takes you out with the results as they stood (YOU LEFT, and who leads); the round goes on for the others and no longer pulls you back in.
  • The round's clock is at the top centre, a little bigger; in the last 10 seconds it turns red and pulses. skate.'s own clock at the bottom centre is gone (ReSkate cannot move it).
  • The feed of takes and steals at the top left is bigger. A long line is set smaller, then cut with "...". It never runs under the game's compass or over your skater.
  • Results: no text runs into another, whatever the names and however many players and spots. Long names are cut with "...", an award's detail takes a second line, the panel grows for long names and keeps clear of your skater, and players or spots past the screen's height are counted in a "+ N MORE" line (your own row always shows).
  • The standings and the spot labels cut long names too. Arrows at the screen's edge no longer sit on top of each other.
  • dom3 perf shows the worst tick of the last 10 s and since load, with the part that cost most; a tick over 10 ms is written to the log with its parts. dom3 test runs a test file a tick.
  • dom3 set bots <0-8>, dom3 status says whether a game menu has the input, and dom3 demo (results, feed and clock test hooks on a solo round).

0.9.3

  • The menu shows each park from above: a real picture of it (rendered from its height scan by tools/render_menu_maps.py into domination/maps/), its spots on it and its starting points. All ten parks have one; Red-bowl park was scanned again for it, in tiles (tools/merge_scans.py).
  • SPOTS: turn any of a park's spots off for your rounds, on the picture (the stick, the arrows or the mouse; R / X turns them all back on). Kept per park (spots.json in the data folder); a round in a session is played on the starter's choice.
  • GO THERE AND SKATE: to the park without a round.
  • Getting to a park on another map: through the game's fast travel when one of its places is on that map (San Van Downtown for San Vansterdam), then the round or the visit starts by itself; a loading card shows the park meanwhile. ReSkate 2.1.2's travel.load hangs the game, so for a map without a fast travel place (Skate 3 Improved) the menu asks you to load it from the pause menu's map list.
  • dom3 travel [levels|places|go <place>], dom3 menu spots.
  • dom3 travel fixed on|off (remembered): for a ReSkate with the map-change and travel.load fixes, the menu loads any map directly, also after a round.
  • A fast travel place is matched by a whole word of the level's name (the menu once took Red-bowl park to SUMR Camp: "mpr" inside "skate3improved").

0.9.2

  • The Domination card opens the mod's own screen with every setting (map, park, length, teams, practice bots, overlay) and Start, instead of skate.'s flag placement and Spot Battle's setup page (which never showed the mod's map and park rows). Start loads the park's map when another is up. New permission: ui.screen, for that screen. dom3 menu opens it too.
  • The Domination menu is drawn the way skate.'s menus are: brushed title, rough tiles, the selected row in skate. blue, the park drawn from above with its starts, button prompts. Pad, keys (only while the game has the focus) and mouse.
  • The menu shows the park from above: a real picture of it (rendered from its height scan by tools/render_menu_maps.py, domination/maps/), its spots on it and its starting points.
  • SPOTS: turn any of a park's spots off for your rounds (on the picture, with the stick, the arrows or the mouse; R / X turns them all back on). The choice is kept per park (spots.json in the data folder), and a round in a session is played on the starter's choice.
  • GO THERE AND SKATE: to the park without a round (a teleport on this map, or its map first).
  • While a park's map loads, a loading card shows the park.
  • After a round on a map, the menu does not load another map (changing maps then crashes the game, a ReSkate bug): it asks for a restart instead.
  • Players start at the park's own starting points in a random order, a new one each round, the same on every copy of a round (so everyone gets a different start).
  • On the old flag path (dom3 flag): a flag placed at a park picks that park, and the stock page's Timer gives the length when the mod's rows were not on it.

0.9.1

  • dom3 overlay on|off: hide or show the overlay (outlines, rings, arrows, standings, feed, results panel).
  • The skate. HUD's spot markers are gone: ReSkate drew them as empty grey bars. The overlay's rings and labels mark the spots, as before.
  • The overlay hides while the game's own menus have the input (the hub, the pause menu, the match panel), and its height rays pause there. New permission: input, used only to tell whether a menu is open.
  • Needs ReSkate 2.1.2 or later (the first release with plugins); tested on 2.1.2.
  • Teams: a teammate's higher trick on your team's spot is no steal in the feed, the callout or the sounds either ("ANA RAISED DEEP END"), as the results already counted it; the card says TEAM SPOTS with your team's count, and the standings show RED n and BLUE n at the top.
  • Multiplayer: a board from the server that arrives after a newer one is dropped (the server now numbers its boards); before, a spot could flicker back and its take show twice in the feed.
  • Results: in teams your team's row says (YOU); the most-steals card says "2 STEALS".
  • Spot labels have a faint dark backing and lighter owner text, so they read on red and pale ground.
  • Park packs: a polygon has at most 256 points and a pack's park file at most 256 KB; bigger ones are refused with a line in dom3 parks, so one bad pack cannot slow every tick.
  • A round of your own stops when its map unloads (a session's round goes on for the others).
  • A reload of the mod during a round leaves the mode's start flag it had up.
  • dom3 fuzz runs a slice a tick and answers when done; dom3 perf shows the draw by part.
  • The outlines cost less to draw: only the ends of drawn segments are projected to the screen.
  • dom3 start works while the last round's results are still up (it said a round was going on).
  • "1 spot", "1 steal": counts read right in the log and the kit's rows.