Release notes 0.63.5 -> 0.64.0

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Mit
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Release notes 0.63.5 -> 0.64.0

Post by Mit »

- added $gBuildingInvestment
- added a fog override setting to increase/decrease the overall fog density
- moved the weapons dialog
- control mode 1 fixes for slopes affecting speed
- added *addspawnzone and *addsafezone
- added option of using -1 for the construction amounts in the commands *addbuildind and *addbuildingtoworld.. if used, the server will use the construction amount set in the bdat
- added gold & platinum membership states and replication, further work on the world registration process and screens
- added $gPlayerCashSheckles
- fixed bug that meant tech level wasn't getting set for buildings added by script
- fix for the total number of deaths never getting set
- added *setnumdeathsall [num] (to rectify that problem and make temples work)
- stomp variants
- added *addtoinvestment [building_num] [amount]
- added *clearzone [type],[mapx],[mapy]
- added *removefrominvestment [building_num] [amount]
[version] 0.63.5 released
- added sysGetPriceText for converting from numerical value to short currency text
- fix for the *addbuilding commands not checking the ownership limits etc
- added alternative function versions.. sysAddBuilding( type, owner, mapx, mapy, name, construction1, construction2 ) and sysAddBuildingWorld( type, owner, worldx, worldy, name, construction1, construction2 )
- started on the new in-battle interface, fixes for multi-round battles etc
- added compression option for imp files
- fix for incorrect tile numbers in the world editor
- added OSD CASHVALUE for a value control that displays sheckles and denari
- added *eventallalive (use with caution!)
- added sysGetInventoryItemIndex( $index )
- fixed large buildings sometimes goin semi-transparent
- stopped duplication of set price items when an item is made and sold
- fix for production efficiency not getting immediately recalculated when adding an employee
- various bits of UI improvement on the standard building interfaces
- added osd BIGFADEDTEXT
- added extra info on the standard set prices screen for made items
- job vacancy display now doesnt show much on scripted buildings under the assumption they're probably doing something whacky with their wages
- added *delalltexmaps [texmap_num]
- added *delallbuildzones [buildzone_num]
- added *debugspawnzones
- fixed the problem with *attach, *goto etc not overriding the collision system which meant it was easy to get stuck in places with no way out
- all commands of the format *command x y can now be accepted as *command x,y too, which should save a whole load of bother and possible confusion
- added *setpos [playername],[mapX],[mapY]
- *settings -> New player start position now uses the default spawn zone if there are no towns
- added $gBuildingEfficiency
- added OSD WarningText and BigWarningText
- Disabled the automatic payment of wages on scripted buildings when using wagesControlMode 8
- Removed the automatic override for skill posession for admins/sysops so world builders have clearer idea of their world's behaviour for normal users
- fixes for tree models up to #16
- added *addtree num,worldX,worldY
- added $gBuildingWorldX,$gBuildingWorldY
- added sysGetNearestTown( $worldX, $worldY )
- added sysGetTileCenter( $worldX, $worldY )
- added sysMapToWorld( mapX, mapY )
[version] 0.63.6
- added string comparisons to the conditionals so can do ..
$playerName = sysGetPlayerName( $gPlayerID )
if ( $playerName == "Mit" )
etc.
- added fire worker option to standard admin -> employment screen
- replication of building employee list to client and added the standard hire and fire options
- fix for 'buy building' button on scripted buildings
- Added "PlayerResurrect" for a post-health-death-respawn event
- added *resettownpermissions [buildingnum]
- new towns default to having building allowed
- added *itemdetailstext [itemnum],[text] for overriding the 'details' text on the item minimenu
- added event 'PreAccessBuilding' which can be used to filter access to any building (using CancelTransaction() )
- default vehicleinventorymode 0 no longer lets vehicles be stocked in houses
- employment menu isnt available on standard building admin interface if the building can't have employees (i.e. max employees = 0)
- 0.63.8 client fixes to allow buy prices to be set on standard retail buildings
- added (and tidied up) the 'go home' functionality
- added auto eat-and-drink from inventory
- added town controls and started on processes for declarations of town wars
- added "TownDeclareWar" event and relationship display on foreign office screen
- added $gPlayerHomeTownID, $gPlayerBirthTownID
- added sysTownGetRelationship( townID1, townID2 )
- fix for exploit where multichar cash resetting being used to increase cash
- fix for confirm button being greyed out when changing only the buy price on items that are bought and sold
- fix for employee display on admin pages when the building is scripted
- tidied up the windows server resources for later windows versions
- added sysTownGetNumBuildingsOfType
- added sysPlayerGetNumBuildingsOfType
- first run server defaults to port 9005
- added wargames mode 16 to acivate the town war stuff
- fixed vertical spacing on 'big' osd text
- culling removed for sun flare
- Lots of work on the new battle interfaces
[version] 0.64.0
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