releasenotes:2012
2012 Release Notes
0.60.7
- added more UI & bits for player tasks (including replication of current task from server on login) - fixed the 'shadow volume on world' graphics option - added validation for username and passwords on frontend dialog - tidied up some of the animation idle calcs - added *logtext so a script can add a bit of text to the server.log - auth server admin work - Partial fixes for diamonds appearing incorrectly for non-members - New install now starts up in windowed, almost fullscreen - Changed health calculations such that 'low needs health gain' doesnt occur if either of hunger or thirst is above medium. - added *lockpublic and *unlockpublic to control access to the public chat channel (ops etc can still talk when the public chat is locked) - added *exitcrow, *gocrowall, *exitcrowall to send people into and out of robocrow mode - Fixed animation control 1 so that all players start sitting down, rather than simultaneously doing so after 10 seconds of idling - changed some font colours - made the p2p guaranteed resend a bit more intelligent to reduce resend bandwidth use - cutscenes: added CustomEvent( time, "EVENT_NAME", "EVENT_PARAM" ) to trigger a custom event on the server at a particular point in the cutscene - sorted out 'requires' and music from http server, music now continues when the cutscene ends - added PlasmaXKeepHeight weapon object that fires different coloured plasmas - added *eao as a shortcut to '*eventallonline' - added *lockweapons and *unlockweapons to control global weapon access - changed the cutscene downloader screen so it appears over the top of the world - added *crowlives <NAME> <NUM> which allows a player a number of robocrow deaths before being put back in their chap - changed *resetallcrows to *resetallcrowscores - added best age to *showneeds - fixed bug that meant dead people's age continued to be counted up in the 'oldest ever age' section - added colours to playerlist for away status and for players in crow - fixed a bug that left some people in a semi-dead state when dying of old age - Changed PlayerDeath event (i.e. the one that occurs when the player vehicle is destroyed) to 'PlayerKilled', and made 'PlayerDeath' relate to the health-loss death - fixed crow labels not appearing - added *playsound NAME <Sound effect num> - added option to handle PeerConn guaranteed messages over TCP - added *setoldestage - added .tcptest command to connect to world and auth server using the new tcp pconn system - tidied up the highscores menu option - added *setservervar as an alternate version of *setglobalvar, and changed these commands to work using the script numbering system (i.e. using *setservervar 1 5 now sets gServerVar[1] to 5, rather than gServerVar[2], which makes sense only if you're odd - Added $gPlayerID to get the Bill Rec number for the current player - Added OSDBigText element for.. bigger text! - *Setkudos now replicates the change to all players present[/code:1:6d7c0929d8] and tweaked the graphics on level 7
4-Feb-2012
0.61.1
added dropdown control - inventory workwith screens 'completed' added debug and members 'entrances' to the new frontend (latter not yet accessible) added connection to universe procedure via auth server control blocked when a task is in progress added *event [NAME] [CUSTOM_EVENT_NAME]; added *changeinventorynum [NAME] [QUANTITY] [ITEM_NUM] ; Which doesn't replicate immediately or send any 'item granted' messages to user; added *playsound [NAME] [SOUND_EFFECT_NUM] added *playmusic [NAME] [Web URL to mp3 file] added 'TaskStart' script event added script 'AddToInventory [ITEM_NAME]' func, that returns 0 if the item failed to add to the inventory universe server now active in the live environment Standardised the handling of PConn SYS messages within the Networking lib. Possibly fixed a few things with PConn connection & initialisation Added world-> inventory mode 1 to support revelations 'basket' tidied up some more task stuff - made the start task window close when you start a task etc auth server connection validation sequence & msg code changes expanded the authserver admin tool so it can be used on the universe server too Added 'current chapter' field to universe user record field and added methods to update it Added the connection of world server to universe Fixed *exitcrowall not applying to people who don't have full crow energy stopped parser treating the server.com bit of 'http://server.com' as a comment :) *addbackgroundmodel [MODELNUM],[Map X],[Map Y] (Note - replicates to all users) *removebackgroundmodel [MODELNUM],[Map X],[Map Y] added 'RobocrowKilled' and 'RobocrowKill' event added $gPlayerRobocrowKills and $gPlayerRobocrowDeaths changed *cutscene so the cutscene is played in 'minimal' mode, interferring less with the normal UI. added *cutscenemax for the old-style 'fullscreen blocking' cut added the transition phases between worlds various bits for inventory mode 1 (chap2 mode) to handle item 54 as a special case lots of tweaks n fixes for cutscenes (including not parsing all sections on init) control mode 27 (point and click control) mode fixes. fixes for new account creation not appearing on frontend (doh) added various authserver and universeserver admin commands fixed non-cleared user records resulting in spurious diamonds added ScreenFader cutscene (as in fader = ScreenFader( (1.0,1.0,1.0) ) fader.FadeIn( 2.0, 3.0) fader.FadeOut( 5.0, 6.0) ) fixed control mode 27 so can rotate cam with arrow keys when stationary basic barter screens implementation added *unlockplayerchat [NAME] to allow chat from a specific individual when public chat is locked
0.61.3
- tidied up *Setcrow - added *setfollowerid - fixed the camera on crow death - various b&p (members area, placeholders for guilds, server races etc). - cancel button on 'connecting to world' - lots more battle stuff... added slavery - added *killhealth <NAME> (equivalent of *sethealth <NAME> 0 but replicates to all) - fixed various battle issues - join button not appearing, follower status changes not getting updated correctly, etc - can task with 1 item when holding more - added *resetalltribes - added *showtribe <NAME> - gPlayerAuth - gPlayerIsMember - *battlestatus - more tribe and battle fixes
0.61.5
- added basic caching for httpdownload files - renamed *lock to *lockserver - renamed *setallvehicas to *settingsdupevehicle - started building up the dx9 client - wee update on the windows server dialog layout - fix for being able to challenge someone who is already involved in a battle. - added subgame-> tribes mode 1 (all players retain tribe after death), and 2 (all players except leaders retain tribe after death) - added *setlevelall [level] - added $gBuildingVar[1-16] and $gBuildingTimeVar[1-16] - Added new 'forest of building models' packet - Added 'BuildingProductionRun' event - addbuilding type,ownerid,x,y,name[,mat1,mat2] - changed gPlayerX, gPlayerY to return map coordinates (0-255) - added gPlayerWorldX, gPlayerWorldY to return world coordinates - fixed some collision mode 5 stuff - started work on the new building access displays - cutscene language extensions - Player class etc - configurable construction model - moved notification display - graphics -> main menu mode options for disabling top menu and adding OnScreenInventory - renamed *customsoundglobal to *customsoundall - replaced *forgetskillall with *removeskillall - added OSDAddAt for adding osd items at a specified X,Y,W,H - added new 'remotemodel' stuff for handling all the downloadable models bits in a single place - added *addtostocks buildingID,quantity,item - added *removefromstocks buildingID,quantity,item - added script function sysAmountInStocks("ItemName") - fixed the closing of scripted OSDBuilding when leaving the vicinity of the building or right clicking the screen - removed the 'trailer mode' key which mostly confused people - moved the value control to the middle of the screen - implemented most of the 'onscreeninventory' - removed the .old file from the download caching mechanism as it doesnt seem to do anything <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> - added world -> work with mode setting to control the behaviour of said interface item etc - added new 'mini main menu' mode (graphics -> main menu display mode 1) - fixed bug in http downloader that meant duff 404 files were created (triggering atm asserts etc) - added some effects for cutscenes - notifications hid when accessing main menu - added world -> inventory mode 2 that allows all items to be used - added capacity and building flags fields to building records - Tidied up the frontend layout a bit - fixed camera position when returning to the world and finding yourself dead. (You now get a nice view of your corpse lying on the ground wherever you last were) - some general tidyin of ingame osd - humanoid 'vehicles' no longer get the charcoal texture when dead - added *deleteallbuildings command to tidily clean out all the buildings on your world - System functions can now return strings - tidied the automatic scriptedosd a lil - added OSDFADEDBUTTON - added OSDTEXTENTRY - Renamed some script functions to a 'sys' namespace (sysIsInTown, sysRealTime) - added sysIsBuildingPositionValid , returns 1 if its possible to build in this position - added sysGetTextEntry, returns the text entered into a OSDTEXTENTRY dialog - removed the product decay system, that can be scripted if needed - stopped 'humanoid vehicles' exploding when they die - added building field 'special building flags'.. to have different models shown for the building while it is under construction
0.61.7
- inventory mode 1 now stops user having more than one basket - showtask [NAME], *resettasks and other task manager admin stuff - fixed crash when removing an item during a task callback - prevented bartering with a person in a task - added *reloadcommandaccess - added animation control mode 2 that makes use of pose anims - added option to disable all music streams - added current task screen - fixed player variables getting reset on health decay death (its up to the script to reset them if needed) - added "PlayerRespawn" event - changing player level with *setlevel now replicates to all connected - added ItemAdded and ItemRemoved events - fixed bug in default vehicle mode 25 (level dependent vehicles) - starting building the battles system - added pause and cancel task functionality - moved script output to its own tab on the windows world server - added bloodsplat stuff - functions in script language - fixes for comment handling in scripting language - added skills list to world editor menu - various reworkings of the script engine, including full support for param passing to functions, and moved the local variable list into the codeblock structure - added *setcrow <NAME> <CROWNUM> - added follower replication - added follower flag display - added server warning messages when barter fails - fixed the alignment of text when selecting multiple items in barter screen - added BattleSurrender and BattleLeave events - added %TARGET% - added $gPlayerFollowing and $gPlayerNumFollowing - SetContext and RestoreContext - moved all script output to script window - more battles stuff.. battle groupings and opponent selection for > 2 players, finished off battle surrender sequence - changed ~ chat messages to be for 'tribe' - added life -> death effect 8, same as 0 but keeps skills
6-Jun-2012
0.62.1
- renamed Rand to sysRand and allowed it to take variables as parameters (along with similar functions) - OSDIMAGEs with a name are now clickable - added OSDBUTTONMINWIDTH to set the minimum width for subsequent generic buttons - added OSDMINHEIGHT to limit the window to a minimum size (450 max) - changed scripted buildings so that they don't run their script until the building is fully constructed - added an onscreentimer, activated with *onscreentimer - made sure esc and right click close menus - added new building construction screen - added new stockroom screen - added *dotask, *dobuildingtask, *docombitask to activate various tasking mechanisms - added *settile - added gBuildingNum - alternative to gBuildingAccessNum - added gBuildingX, gBuildingY for getting the current buildings map position - added gBuildingCode for getting the current building's type - added gNearestBuildingCode for getting the type of the nearest building - added gBuildingOwnerID to get the owner for the current building - various tweaks to OSD rendering - added *settings -> buildings -> construction limits - added *settings -> buildings -> scripted buildings - added new 'combination item' type to allow work with options on specific items - changed map display mode 1 to show a deserty coloured bit for non main-surface - Made the demolish and rename building options work. Added the building admin button to scripted buildings that you own. (When *settings -> Buildings -> Scripted building behaviour is 1.) - Added "BuildingDemolished" event - Improved string handling in the scripting language so that this now works : $buildingName = "%PLAYER%'s Hut" - Automatically remove walls when demolishing a building with the building flag set that adds walls (i.e. the farms in civ) - *removebackgroundmodel 0,x,y now removes any background models that cover that tile - added 'addskill [PLAYER] [SKILL_NUM] [DAYS_TO_LEARN]' - added *demolishplayerbuildings [PLAYER] - fix for failed parsing of "$myvar" because it didnt cut the " from the end of the line - fix for scripted osd not getting destroyed correctly (meaning images wouldnt appear after a while) - tidying behaviour so that clicking an image doesnt close the screen when the image is on a building display - fixed up the collision response a lil so the player doesnt go floating up for no reason - more graphics modularisation and removal of dx dependencies - added the 'on screen skills list' display - added popup display and options on the onscreen skills screen - added "UseSkill" event - fixed task details display so it shows the custom task message when used - modified the *changebuilding command so it replicates the change to all - implemented forget skill option - fixed up storeroom screen to take account of item sizes - added $gPlayerNumSkills - Added OSDFADEDIMAGE - fix for town with large number of residents crashing the showresidents or *town command - fixed race displaying saying '3th' instead of 4th - added $gPlayerUsage - added $gPlayerVar and $gPlayerTimeVar for consistency. ($PlayerVar etc will be deprecated) - onscreen inventory now stays up when dealing with buildings - added *setsellprice [buildingnum],[item name],[price] - added *setbuyprice [buildingnum],[item name],[price] - added $gParams[1-16] - modified osd select to take params (e.g. osdadditem( OSDBUTTON, "Action|2|$itemNum", "Press Me" ) - added sysGetBuyPrice(item), sysGetSellPrice(item) - modified the sys item functions to accept either item num or name - added *removebuilding type,mapX,mapY (if type == -1, all buildings at that map location are removed) - removed the limit check so that you can eat or drink even if you dont have enough hunger or thirst - added tab UI for onscreen inventory / skills display - added $gPlayerNumDeaths
26-Oct-2012
0.63.4
- added *addstaticeffect [num],[worldX],[worldY] - added *delallstaticeffects - fix for buildingvars > 16 not functioning - button hold for osd value controls - new version of control mode 1 - landscape renderer fix for some mode or other that had its faces back to front - added *addbuildzone Num,x1,y1,x2,y2 - just constructed buidlings are excluding from collision checks (mostly to avoid getting stuck in the well .. ) - added *Settexmap num,x1,y1,x2,y2 - fixed crash bug in building job displays on old modes - various members area updates - getting sold items working in the standard displays - changed the frontend logo a bit - moved over to dx9 (this was rather a large amount of work, spanning many months, and results in absoutely no benefit at all.. yet). - 'Fix' for flickery tile shadows - tidyin up cancellin on buildingconstruct - cleaned out the root of the server's data directory a bit - added *resetskills {NAME} - changed the osdaddat/osdadditem type parsing so TEXT can replace OSDTEXT (etc) - added FADEDSMALLTEXT - made more of the building restrictions apply to admins - added building name to the *buildingconstruct sequence - added basic 'rename building' to standard admin display - removed all the unnecessary extra rotations applied to buildings - fixed wee bug in the racing best laps code that was repeatedly querying for a duff billingID - added messagin for the 'connected' phase to universe and auth server - added "PlayerLoginComplete" event that is triggered after "PlayerLogin" at the point where its valid to send player chat messages (etc) - fixed up the detection of no_building surface properties when placing buldings using the *buildingconstruct method - linked in more of the standard building displays. - tweaked the OSDImage when its being used as a button - gave interiors options of retaining the game camera - fixed size of type 5 shadows on worlds with larger map size - added *enterscene [name] [URL to interior/scene file] - added OSD BoldText - added *itemusetext for customising the item dialogs - fixed lack of images in world editor surface/texmaps panels - added *setTileLine x1,y1,x2,y2 for scripting down surface lines - changed/improved the handling of the depth buffer in the map editor views when zoomed out - added 'PlaceAnyBuilding' called when theres no specific 'PlaceBuilding' defined - added 64 new misc skills.. for convenience and because i can - added 64 new misc items to the items list - adjusted the placement of the fixed sky dome a bit - various bits of tidying on the control interfaces - added *scriptedoption [num],[text] - added "MenuOption" (Num) event - linked scriptedoption 1 to the spare f9 option on the mini menu - linked scriptedoption 2-5 to the player popup options (allowing world owners to override barter,challenge etc) - added osdwindow (same as osdlist), and osdleftwindow, osdrightwindow - added system so that if the text param in the osdcreate for an osdwindow is an http url, then we use that url to fetch a background image, rather than displaying the standard background - fix for memory corruption blatting ages - added building flag to hide targeting display - added building flag to hide the building name label - added some info to the building admin page - added a bunch of new building types that do the same as scripted but can be used to separate building types and hence make use of the 'max different building types per player' setting (etc) - changed gamescript.mts to weapons.txt for clarity - added wellbeing to the standard status display - added landscape -> lighting brightness setting (0 = default = 100) - started work on stuff to allow the racing to be scripted - various fixes to allow the bigger tilemap size to work. - developer lists on universe server - added graphics -> building targeting display mode - moved the 'set building sale price' to the new transfer control - added gGameTime - linked in the *buildingconstruct PLAYERNAME BuildingCode mode to allow placement of buildings with a preview - added stuff so a brand new world install uses a set of default settings etc - added "PlaceBuilding" event (called when the user presses confirm in the building preview display started with *buildingconstruct - added "ScriptReload" event (called whenever the server scripts are loaded or reloaded) - added *addbuildingtoworld (which uses world coordinates rather than just map X,Y) - added checks to help prevent lockups/crashes if duff script events are used - tidied up the stats screen a bit. - changed the 'beginners guide' to be a downloadable txt file from server - fixed osd behaviour so the building record num the osd was triggered from is passed in by the server (to avoid glitchy-exploits when you switch between buildings when the osd is busy) - added placeholder 'wellbeing' stat and replication etc.
releasenotes/2012.txt · Last modified: 2020/03/07 18:50 by mit