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releasenotes:2015

Release notes 2015

7 Jan 2015

0.69.5

- fix for demanded items that have no price and are not currently in stock not appearing in the 'add to stocks' window
- added tailgunner mode for biplanes (vehicle -> Extras 10 )
- various UI tweaks to spectator and attach mode
- re-added the first person spectator track cam
- planes dont have headlights
- added *setbounty [player] [val]
- added setting to control the flight height range (world -> max aircraft altitude)
- fixed problems with hitched players' weapons colliding the hitchee
- changed position replication message z format to float from a 4:12 to cope with more altitude on planes
- added second rendering for static objects with alpha (i.e. the starport beam) to draw after the sea etc
- mg dual barrel by default ting
- various fixes for interiors (fix spawn point etc)

0.69.6

- new frontend stuff
- whole bunch of stuff for doing Create World 'offline' - local world creation, list management, port & UID allocation, templates, etc etc. magic.
- Entities created as LOCAL now work (only appear on target player)
- Added EntityUpdate event
- fix for server crash if an optional string parameter is omitted from a sys function call
- Added EntityActivateUpdateEvent( [EntityHandle], [0 for off or 1/10s intervals], "[EventParam]" ) - triggers Event( "EntityUpdate", "[EventParam]" )
- fix for tabbing between editboxes
- added sysArraySize
- added *activatescreen [player] 13   to bring up the construction menu
- fixed up the item source building type
- change skill name option in world ed functional
- fixed port and item source buildings for new access UI
- added osd EXITIMAGE

21-Jan-2015: 0.69.7

0.69.8

- EntitySetValue( $mhTestEntity, "TargetLead", $targetLeadPercentage ) - entities take account of target velocity when aiming
- Various fixes and improvements for create local world process.

0.69.9

- Fix for web urls with spaces in em (for instance, find world thumbnail images)
- entity 'IsCamera' control flag
- entity 'AutoExpire' value
- *landmodifytemp
- weapon event notifications - notifymode= in weapons.txt. WeaponHitGround, - WeaponHitPlayer events, $gEventWorldX, $gEventWorldY (etc)
- fix for the last building not appearing in the f10 add buildings list
- EntityDeleteAll finished up so it can take a param to delete the entities belonging to a specific player
- original heightmap data is backed up on client so it can be restored post delallmap 15 (etc)
- fixed bug that meant detection of anisotropic filtering caps in the vid card always failed
- set decent mip filtering states etc (assuming anisotropic is widely available)

0.70.0

- added modulo operator to script language ( $val = $val % 5  and  $val %= 5  supported)
- added $gPlayerWorldZ
- sysWorldToMap
- fix for weapon event notifications being triggered by everyone rather than just the weapon owner
- graphics -> pub display mode setting, 0 keeps the camera active in the world when entering the pub building
- added entity flags "TargetLastWeapon" and "TargetLastLocalWeapon"
- started puttin in bits for replication of post-create entity value and vector changes
- *weaponfire implemented
- added ATTACH entity behaviour
- entity control flags - AttachEntity, AttachLastWeapon,AttachLastLocalWeapon
- entity control value 'DeathDelay' (in 1/10s)
- added $gPlayerRot
- $gServerKey value string handling and storage
-  support global arrays
- sysGetNearestPlayer( worldX, worldY )
- fix for parsing variable key array names overriding decoded RHS assignment values
- first pass implementation of $gBuildingKey and $gPlayerKey complete
- Fix for special-case item 54 (Revelations basket) capacity change being applied even when a vehicle doesnt have a defined capacity
- fix for fractal landscape gen not getting cleared properly when regenerating the landscape
- *terraingen [mode],[seed]
- osd rect/line/box colour values automatically get an alpha if none is specified. added presets for RED,GREEN,BLUE,WHITE. 
- added *terrainheightmap [filename]   (Basically the same as *refreshheightmap but i wanted the *terrain commands kept together)
- Changed the random fractal seed to a 32bit number rather than 16bit.  Added placeholder for params to control the fractal generation behaviour/roughness
- fix for broken fade-in/fade-out on cutscene caption objects
- added cutscene 'Replay' class to allow playback of replay tracks in cutscenes
- replay tracker support for crows
- added *landmodify type 3 for creating flat circles of land
- added *weaponfirespread [spread_type],[spread_range],[num weapons],[weapon_num],[from_playerid],[world_X],[world_Y],[world_z],[target_x],[target_y],[target_z],[param]
- added *wipeplayerkeys [player_name]
- added *wipebuildingkeys [building_num]
- added *wipeallplayerkeys
- added *wipeallbuildingkeys
- added *wipeallserverkeys
- new skybox stuff 
- added  *addeffect and *addeffectall
- Various minigame structural bits and some bits for texas holdem
- added *addspreadeffect [PLAYER_NAME],[spread_type],[spread_range],[spread_amount],[effectnum],[worldX],[worldY],[worldz],[scale],[param]
- *addspreadeffectall [spread_type],[spread_range],[spread_amount],[effectnum],[worldX],[worldY],[worldz],[scale],[param]
- added model scale and rotation as optional params in the namesfile.txt
- ui for setting scale and rotation on configurable models
- added scrollability to dropdowns and stopped them going off the screen bottom
- did some icon interface things for the pub
- made the type and name options work in the world editor -> add building screen
- accessing a 'leisure' building now takes player directly to the pub interface
- various bits of code to make (bits of) the client work cross-platform 
- new chat server (with accompanying mobile app)
- network optimisations for chat, auth and universe connections
- frontend loader remains on screen throughout connection process if goin direct to world
- various bits of UI tidyin on the frontend.

0.70.1

- fixed 70.0 bug ; disappearing buildings after small or resize
- changed standard retail interface to show buy and sell items in 2 columns on the main page. 
- Removed the need for non-owners to have 'stockroom' button


20-Nov-2015

0.70.2

- made sure all sounds are shut down when exiting world
- made the fullscreen frontend 'exit game' button work
- took out the odd cockpit cam view during basic launch sequence
- put the chatlog/console back to being 2d in space for now
- (WIP) vehicle control modes 34 and 35, allow user to click highlighted tile on landscape which triggers a 'MapClick' event on the server. 34 is special camera & control mode (the view will be moved by mouse control), 35 is a normal vehicle but with the click interface
- halved the maximum volume for rain sounds
- made 'sparks' smaller
- fix for retail display not getting reset when changing buildings
- culling improvements to the topdown view renderer
- did some extra bits on explosions for crows/drone training
- fixed entity models occasionally not appearing when other players are about
- fixed entity texture assignment
- added some sound effects for bigger explosions
- fix for broken tile rotations
- impact sounds when weapon hits entity
-changed right mouse click so it can still be used to move controlmode 27 vehicles about even when building overlays are open.
- (WIP) added *gocrowlocal [player] [crow_num] to activate a non-replicated crow mode.
- server reports error if port is already in use (like it used to)
- (WIP) Texas holdem game logic
- Updated map format so it can be used in other titles
- Updates to Atractor (1) frontend
- (WIP) Shadow map support added (on graphics -> shadow mode 6). 
- (Server) fix for 0.70.0 server crash when expanding the number of player records
- (Server) Changed behaviour of lazy mode ; crashes on server no longer happen silently..
- restored the swoopy space cam for default frontend
- replaced 'unknown' for planet names with their system designation
- fixed cockpit screen controls
- added some extra effects on the stardrive sequence
- added a new map editor panel for background models ; allows you to add individual background models (with specified rotation) as well as clusters
- tidyups to the map editor UI
- changed landscape -> flattening mode : 0 no flattening, 1 flatten around buildings to lowest point, 2= flatten around buildings to midpoint (old method)
- added tree lines to the world editor trees panel
- added tree sprites to the world editor
- added sky preset thumbnails and screen to set em in the World Editor -> environment editor
- added World Editor -> Render Settings (currently just allows control of bloom)
- added generic system for replicating editor changes to server to make it easier to make new editor panels
- some collision optimisations
- About 5 months worth of work making various parts of the game engine more modular and cross platform so it can be used in other titles / mobile. At best, this'll make no difference to TU, but will possibly cause weird rendering glitches if its not all correct. Yay :)


Model Converter 2.20

- added extra wheel rotation mode for vehicles with Y-forward (AT2 setup)
- fix for remembering last used folders 
- exporting sub-models or selections no longer sets the current filename
- fix for 'save as' in model conv not updating the filename so that 'save' writes to incorrect filename
- shadow map support
- (WIP) added 'generate primitive' option for basic model creation
- lock axis options
- basic vertex manipulation
- axis display
- basic poly slice functionality
- added simple (box) UV map generation

releasenotes/2015.txt · Last modified: 2020/03/07 18:28 by mit

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