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releasenotes:2014

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Release Notes 2014


0.65.8 = 10-Jan-2014

[b:3bk87a64][version] 0.65.8[/b:3bk87a64] [quote:3bk87a64] - finished off the fixed school interface - fix for return to space button remaining selected once hovered over - made the console a little more opaque - fixed rotation of tile shadows - fixed up the barter and skill exchange standard building types - added more transaction logging for the galaxy - fixed memory leak in landscape texture generation - added some specular to the cockpit - Finished off various bits of the ranking/levelling system so the player can progress through the ranks and added various ranking/achievements admin functions - added ranks screen to cockpit - added rank restrictions on trade items - added notification from universe server when a player completes a goal - added space tips - fix for possible unwanted demolish if you escape the demolish confirm screen then click anywhere. - changed space fighters into a non-ship type and changed the launch interface - fix for gal server not resetting character fully when player chooses 'restart game' from the escape screen - removed the old avatar stuff and made everyone cavemen when vehicle 1 is used - added Image.FullScreen() option for cutscene images - added 'OnFish' server script event - fix for text-input lockout if press esc while infimp destination box is on-screen - added button hold to the 'selltobuilding' value controls - various bits of wip stuff in the world editor - moved main menu display mode 2 to 4. mode 2 now uses the small main menu icon but with an additional 'construct' button at the bottom of the screen - added button hold value control for stocking items - added *constructinit [player] to activate the construction screen from script - added *fishingstop [player] to cancel fishing mode from script - fixed bug with prices getting reset when a stock item was emptied out - fixed aspect on sky render - added point light effect around player - auto-road system - work on a marmalade version of the game's engine and interface libs [/quote:3bk87a64]

[b:3bk87a64][version] 0.65.9[/b:3bk87a64] [quote:3bk87a64] - more achievement admin commands - added logtime to certain server chat log events - fix for not being able to unstock non-demanded goods - shortened the space introduction - more work on the marmalade version of the engine and interface libs [/quote:3bk87a64]

[b:3bk87a64][version] 0.66.0[/b:3bk87a64] [quote:3bk87a64] - added townlevels mode 5, which allows buildings of the same or one less the town's tech level - fixed the damage display on the building access screen - re-added the town location indicator - location display only used when there are towns on the world - lighting tweaks on plasma weapons - damage indicator above buildings now hidden when building is being accessed - EntitySetBehaviour, weapon fire, behaviour replication and other such updates - fix for web model manager not using local cached version if it exists - Debug stuff for entity graphics - more wip bits in the world editor : script editor, script editor workspace tree structure, file sync, template stuff for ingame buildings ed - radar hidden when using world ed - lighting tweaks on crow bullets (etc) - added 'auto grass' renderer, systems and settings - fixed the scrollbar mouse release - moved the high scores to the 'help and info' screen and restored the view change on f6 - minor optimisation for lod generation - added sysWorldGetNumBuildingsOfType - fix for multiple reloadscripts locking server (double delete in includes list) (server version 0.65.9a) - fighter selection in station launch screen - some windows 8 bits - admin button for reseting town foreign office/war status - fix for war display showing wrong statuses for different towns - added support for .pngs to in-game texture selectors - added server options button to trigger immediate upload of web data - removed cdplayerInit from sound initialisation (was stalling the client on init sometimes) - graphics -> status screen mode 6 for score/kudos and vehicle displays - basic arrays in scripting language - repair button on buildings with damage - separated client and server map mem access in order to work towards PerUser maps - Rejigged the frontend - 'Explore the galaxy', 'Create World', 'Find World' etc - Resurrected the server manager, got it talking to the universe, linked in the process for the client to choose 'create world' through to the server manager creating a world folder and exe (etc) and back again. Neat. - made the refresh texture button on the world editor broadcast to all - fixed 'refresh texture' not working on the main surface - Lots of work on settings screens - changed authorisation about.. god - owner - sysop - f5 exits crow - removed redundant (and broken) quiz machine code from server - massively reduced memory use on server - changed map editor so it opens with the player view and added toggle to switch to editor view - added a random rotation to background models created using the tree planter tool - made the refresh textures stuff update everyone - 'cloud hosting system' - leavescreen message changed if offline needs percentage is 0 - added *activatescreen [player_name] [screen_num] to activate various screens on the client (e.g. settings) - lots of world editor additions & tweaks - fixed some memory leaks in the script engine - moved the PlayerLogin event to after the initialisation of the guaranteed messaging system which otherwise can blow up the server [/quote:3bk87a64]

[b:3bk87a64][version] 0.66.1[/b:3bk87a64] [quote:3bk87a64] - added ability for universe to activate templateIDs - added option to use jpgs in heightmap auto-upload - fix for registered worlds not being 'findable' - added recommended, recently visited, recently active, favourites etc to the find world screen - added streetlights to downloadable models list and to map editor - some work on the world ed environment screen - static light sorting & view prioritisation - added buttons for engine off/on, headlights on/off when appropriate - tidied up releasing of web textures - added new model types for configurable streetlights - tweaked the streetlight lighting settings - new water rendering with shaders, bumpmaps, alpha based on water depth n everythin - added .reloadshaders command - added *maprescale command - added "StartFishing" script event - various minor CPU optimisations and static analysis tidyups - changed "vehicle destroyed" message when you're in a humanoid 'vehicle' - moved the clock and speed/fps/ping display - made the inventory text bigger when few items are present - made 'explore & craft' the default template - tweaked the auto wave sounds - made the water splashes more subtle - fixed various bits of weirdness with the old rain rendering code - various bits of ui tweaking.. tidied the 'work with' interface, made onscreen inventory bigger, etc - tidy ups to the render target release to fix resize/small restore crash - added *notify [PLAYER] [Text] to put some text in a notification tab - worlds now send regular status updates to the universe (containing number of players currently connected) - added a spotlight up-lighter static effect [/quote:3bk87a64]

[b:3bk87a64][version] 0.66.2[/b:3bk87a64] [quote:3bk87a64] - basket item (item 54) counts as +2 inventory in all inventory modes - player targeting things.. useItem now sends up the target player for script purposes - Fix for crash if vertex shader load fails and theres no error buffer returned - tidied up a few bits of UI - fix for the investment screen and other transaction dialogs being broken in 66.1 - added dynamic reflection options on frontend - targeting system first pass - *playereffect first pass - added *settings -> World -> Daytime Type 3, which is like 1 in that the night is speeded up, but the speed up occurs later (9pm -> 4am) so you dont miss the sunset [/quote:3bk87a64]

[b:3bk87a64]Model Converter 2.1[/b:3bk87a64] [quote:3bk87a64] - Various UI improvements & rearrangments - restored the poly selection display - fixed bug where uv unwrap couldnt be used on a loaded atm - added 'delete faces' option (WIP) - added png to the list of supported image formats - fixed aspect ratio - fix for crash if selecting 'invert selection' when no model has been loaded - exporting a model with multiple materials to .x now also exports the textures (and retains the material mapping correctly :] ) - box select for faces on poly picker - added lighting options - set default values for new material - added 'view normals' option - all material alphas default to 1.0 - allowed the removal of embedded textures (and hence, materials with no texture) - fix for model rotation functions not applying to submodels - activated LOD combo [/quote:3bk87a64]

0.66.4 : 11-Jun-2014 [b:ycofiip7][version] 0.66.4[/b:ycofiip7] [quote:ycofiip7]- added the player target to the UseSkill event - added 'MainScore' display - *setmainscore [player],score,maxscore,mode,[text] - added *notifylarge PlayerName Text - added building type param to *demolishplayerbuildings (e.g. *demolishplayerbuildings PlayerName 2 would delete all the player's type 2 buildings ) - lots of work on player->player effects ; cubicbeziers for playereffect trails single frame plasmas, more trail colours, *playereffect 6 (shield around player) etc - improvements to the 'Find World' screen layout, added player count to the 'recently active' view - [Finally] fixed up the function calling so that you can call a script function without it requiring a return value. (i.e. TestFunction(1) would work, instead of $ret = TestFunction(1) being required) - added OSDLOWER for a scripted OSD window at the bottom of the screen - *choptrees command - f9 key doesnt lock mouse if a custom f9 option is used - aramathea 'bread suicide' script fix - tidyups for freeing up of web textures - various UI tweaks - *eventallalive no longer applies to players marked as 'inactive' - chat server connection is now made as soon as we've done the universe connection - arrays can now be assigned to in an event or function rather than just in the module construct. (i.e. $mArray[1] = 100 now works) - added a bunch of *effect including smaller explosions, circle explosions etc - scripting engine : arrays can now contain strings, while loop supported, %PLAYER% now correctly updated in SetContext - added *settings -> Graphics -> Player List Mode 13 [ Level) Name (Kudos) ] - *settings -> Economy -> High Scores Mode 7 (Just kudos) - sysPlayerGetNearestOwnedBuildingOfType - sysPlayerGetOwnedBuilding - OSD: GIANTTEXT, GIANTTEXTRIGHT, FADEDGIANTTEXT[/quote:ycofiip7]

[b:ycofiip7][version] 0.67.1[/b:ycofiip7] [quote:ycofiip7]- optimised the login process a bit (client now advances the login a bit more quickly by not waiting for the race-status update before calling ConnectStageAdvance, and not requesting the kricket status unless the ballgames mode is active) - Fixed up the inventory refresh and skill refresh messaging to deal with the increased inventory and skill list sizes. - new script events for BuildingTaskComplete, BuildingTaskStart, CustomTaskComplete, CustomTaskStart, CombiTaskComplete, CombiTaskStart - tidyups on scrollbar, dropdown - scrollbar on on-screen inventory and skills - *settings -> landscape controls for varying the water opacity and reflectivity - grass rendering stuff - vehicle engine default to on when you switch to an engine-based vehicle - wip in-game buildings editor : can now add new building types using the in-game world editor -> Buildings menu - tweaks for model preview images - An active OSDLower now blocks display of building popups etc - Water rendering tweaks/improvements [/quote:ycofiip7]

[b:ycofiip7][version] 0.67.2[/b:ycofiip7] [quote:ycofiip7]- min wage adhered to on new set wage control - fix for grass vertex buffer small/resize crash - tweaks to grass settings - fix for assigning an array var beyond the current range causing a server crash - SMTP support on auth server : wip process for resetting pw - fix for not being able to click building types from the default construction menu - lots of bits n pieces for the in-game script editor - various rendering optimisations, including for landscape quadtree renderer (landscape -> culling mode 1) - hold button on building buy items screen rather than having to click repeatedly - added support for the odd quotation marks that morvis likes to use - wealth changes during bartering now replicated - $gTaskItems are now only sorted when its a combination task - updated leave screen.. added buttons, 'return to frontend' option - fixed .profile timers - added more autograss scaling types - changed shadow modes 1,3 (moved old ones to 6,7) - improved the sun on worlds (lens flare, corona test) [/quote:ycofiip7]

[b:ycofiip7][version] 0.67.3[/b:ycofiip7] [quote:ycofiip7]- wip stuff for prize rounds/events system - few fixes for some graphical issues caused by earlier optimisations - tidied up the leave screen a bit when theres no hunger thirst or time - fixed a crash in space when trading then leaving station then clicking - Whole load of rendering optimisations [/quote:ycofiip7]

18-Aug-2014
[b:ycofiip7][version] 0.67.4[/b:ycofiip7] [quote:ycofiip7]- various things for prize round scripting : sysPrizeRoundIsActive, sysPrizeRoundGetEndTime, sysPrizeRoundGetConditionParam etc - landing, launch and 'hail ship' sequences - added *kicktospace [player] command - moved all the code projects over to vs 2012 - added server log message when a multichar's cash is reset - moved buttons around on frontend - new cockpit layout - expanded the range at which ships land on planets - work on 'virtual planets' : landing on an unknown planet accesses a locally generated world - f10 world editor -> Tools -> Items list improvements.. can now edit item name, size and use - various other world editor improvements (script editor, weapons editor etc) - bit of tidyin on the town screens - turned off random rotation for background models - crow -> wall collisions are activated if any non-zero value is used for wall-crow bounciness - new map type for custom race checkpoints (they have a height and orientation) - new world editor button icons - Added the 'Point Drive' - Various bits on script entities : adding health, weapon collision, EntityDestroyed event, EntitySetValue replaces individual commands, Control flags : AttackProx, DieOnTargetDeath, new behaviours - Tweaked the lighting in the space cockpit - Added $gPlayerCrowX, $gPlayerCrowY (World coords) - adding in the 'add building' option to the world editor - fix for buildings not rendering sometimes - added sysSin and sysCos ( ANGLE, SCALE ) - ctrl + f2 to hide the console - fixed the fsaa option - fixed various memory leaks and speeded up the initialisation time a bit - ctrl + arrows for views in cockpit - auto hiding of the console when in first person mouse lock - first person automatically uses wasd controls when mouse is locked - *Settings -> vehicles-> cam limit 9 to start the player in first person with mouse locked - Sped up the texture load processes [/quote:ycofiip7] [b:ycofiip7]Model Converter 2.13[/b:ycofiip7] [quote:ycofiip7]- Fix for model format support of > 21,400 poly models - added option to turn shadow volumes on/off in model conv - FBX load support - poly outlines now show up on models with > 21400 verts - Export to atm now removes identical vertices automatically - fix for crash in model load if attempting to load a model with 0 verts[/quote:ycofiip7]

releasenotes/2014.1582121402.txt.gz · Last modified: 2020/02/19 08:10 by mit

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