Release notes 0.64.1 -> 0.64.9

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Mit
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Release notes 0.64.1 -> 0.64.9

Post by Mit »

Missing a few bits from the logs in Jan, but otherwise heres the (rather raw) list of all the tech bits that have gone in over the last few versions :

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[version] 0.64.1

- added the landscape texture generator option to the world editor
- expanded the per tile TextureNum identifier to a short, changed the client's heightmap resolution from 8 bit to 16 bit
- onscreen timer now just shows mins and secs, not hundredths
- building prompt disappears when main menu is active to avoid menu overlaps
- added params to *event, so can do *event Mit MyEvent|1|30  etc
- Fixed bug in *setvehicle which meant player's current vehicle wasn't set and replicated correctly
- Added 'ChallengeMode' to vehicle settings. 1 means the vehicle is 'armed' and hence the challenge button is active. 2 means its armed and the challenge process is scripted.
- Added "SelectChallenge" event which is called when the user presses the challenge button in a vehicle that has challengemode = 2
- Added "BattleSendChallenge" sys function to allow scripting of the screen that does the 'confirm challenge/cancel' bit
- Added "BattleChallengeResponse" sys function to script a screen that does the 'accept challenge/surrender' bit
- Fixed bug in the mousedown behaviour of OSDValue controls
- Loads of b&p to make the battle system working and scriptable
- Added BuildingIDProxEnter, BuildingIDProxLeave, BuildingProxEnter, BuildingProxLeave events
- Added ActivateBuildingProximityEvent( BUILDINGNUM, RANGE), DeactivateBuildingProximityEvent( BUILDINGNUM )
- fix for reverse on vehicle control mode 1
- fixed battle display bug if player ignored the challenge window
- sword scripts and test fight mode for aramathea

[version] 0.64.2 -> 0.64.5

- setting to control the initial notifications that appear on world join
- sysAddBuilding and sysAddBuildingWorld now return the buildingID rather than just 1 or 0.
- fix for tutorial osd disappearing if accessed near a building
- fixed playershadow angle so it actually matched the sun
- fixed bug with weapons.txt being read before the item names had been parsed from the namesfile
- increased the number of background models to 76
- added sysAddLocalBackgroundModel( [PlayerID], [ModelNum], [X], [Y], [ROT], [FLAGS] ) 
- sysDeleteLocalBackgroundModel( [PlayerID], [LBM_ID] )
- sysDeleteAllLocalBackgroundModels( [PlayerID] )
- added "TownEndWar" event and town 'foreign office' option to end war
- added $gTargetBuildingNum  (relevant to town war declaration events)
- added *demolishbuilding [buildingID] command
- Added scripted notifications through OSDNOTIFICATION1 to OSDNOTIFICATION6
- added osd TEXT2, TEXT2RIGHT, FADEDTEXT2
- added global alpha support to scripted osd rendering
- added scripted-nowindow building type that doesnt bring up the normal building window when accessed
- various bits of script work on the introduction world
- particle size tweaks
- building record is sent prior to the building access event (as previous) to help avoid clash when osd arrives before the record
- added OSD RECT and OSD LINE
- added "PlayerChangeVehicle" event
- added ActivateRangeEvent, DeactivateRangeEvent and "RangeLeave" event
- added OSD Box
- added "SeaDepth" event and *activateseadepthcheck [player] [depth-cm]
- changed "ActivateBuildingProximityEvent" to "sysActivateBuildingProximityEvent"
- universe server chapter management stuff
- fix for heightmap failing when internal textures got full
- building label remains displayed if near to a building that has no targeting dialog
- fix for storage interface not obeying capacity rules for sold and demanded items
- added wellbeing effect for health and max health decay
- added wellbeing stat timers
- added destroyed vehicle effect = 17, which respawns people to the nearest town
- added *setwellbeingstat PLAYER stat_num time_value
- added $gPlayerWellbeingStat[1 - 16]
- blocked challenges when someone is at home or in a pub
- first steps towards chapter 12
- tweaks to building UI
- added auto-detection of attempts to access a local server, to avoid need for a reroute.txt in default cases
- added *resetalloldestages
- aramathea - enabled wellbeing effect
- added an indicator to the standard retail screen for a building that is effectively 'closed for business' by having no buy & sell prices or investment
- changed the wall layout around farms
- added new *Settings -> buildings -> farm position mode to allow closer radius for farm buildings
- "EnterBuilding" event is triggered when you enter a home
- fixed seams on autogen landscape textures

[version] 0.64.6

- added $gPlayerWellbeing
- changed sysPlayerGetNumBuildingsOfType so that a code of -1 will return a count of all owned buildings
- fixed connect issue that was in 0.64.5
- moved the home dialog

[version] 0.64.7 -> 0.64.8

- added flags to remove hardcoded list for the members area beta page display
- added tracking of last login time to universal server
- made zero size items slightly faded in inv
- added bezier curves to blend modes for cutscenes (mode 2)
- status UI tweaks
- made scripted buildings with a type (e.g. SCRIPTED_FARM) count within the building type limits of the non-scripted buildings
- made note that i really must fix the user record request memory use on the auth server as that stopped newbs connecting for a while (hence the player-drop)
- added hitch ride option to player options when in a vehicle with a hitch limit
- added extra custom options on town screen via *scriptedoption 15 and 16 and 'TownButton' event (1 or 2)
- added *cutsceneeditor [player] and option on world editor menu
- added *hitchplayer [player] [target] command
- added settings -> economy -> job rules = 1 : Players over 35 have half the max number of jobs as everyone else
- added sysGetMaxJobs( PLAYER_ID ) to return the max jobs a particular player can currently have
- new player start position = 5 : new players are spawned at a town that has a school
- added options for 'pay to construct'
- added 'unhitch player' option
- hid the biplane throttle osd when in menus
- made sure *resetmap clears up town markers
- added universe server per-user key/value pairs
- fix for free cash exploit by suiciding and reusing apprenticeship
- barter with cash option
- LANDPREGENROOT in namesfile for specifying autogen mode 4 filepath and name
- autogen mode 4 stuff (hi-res landscape textures sourced from a webserver)

[version] 0.64.9

- added OSD Date control
- some tweaks to the new settings editor
- added *scriptedoption 17 for setting the reaction to the town 'arrange battles' button. (puh)
- Lots of work on the aramathea battle scheduler scripts
- wip cricket bits - *cricketstartmatch [player]  *cricketjoinmatch [player]
- added *announce [text] and *alert [player] [text]
- added support for multiple pipe-separated params in the sysSetTimer param field
- town display tweaks
- fix for the current module num not being restored after calling a function that exists in a different module
- more work on the aramathea battle schedule scripts
- added support for $ variable parsing within string assignments (so can do $text = "My text is $stringVar" etc)
- added sysGetBuildingAtWorldPos
- added osd script : HTTPSET (e.g.  osdadditem( HTTPSET, "", "http://mydownloadsite.com/root/" ) ). the url is used for the root of all OSDImages used in the script block, which can save a whole load of pointless repeat message sending by the server (and speed up the OSD responsiveness).
- added params to *eao  (e.g. *eao MyCustomEvent,100,2000 )
- fixed a problem with using setcontext and then calling a function (it then losing the original context)
- Added world -> universe auto-reconnect
- added (optional) params to speclock :  *speclock NAME [lock_time] [spec_target_name]  if a lock_time is used, the player will autoleave spec once the time limited has expired.
- added building score/prestige : *setbuildingscore [building_num] [score] and $gBuildingScore
- wip achievements screens
- added *renameuser [old_name] [new name]
- changed webtexture loader to fetch in order they're requested

[version] 0.65.0 

- added *eventallbuildings [event_name] 
- added *setbuildingmaxdamage [building_num] [maxdamage]
- added 2 custom extra options on the help and info screen, set using *scriptedoption 18,[name] and *scriptedoption 19,[name]  linking to Event( "MenuOption", "6" ) and Event( "MenuOption", "7" )
- added collision checks vs large buildings
- added replication of home town state and adding graphics -> extra graphics 5, which shows a different player label for residents of other towns
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