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releasenotes:2016-2017

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2016 Release Notes

0.71.0
* Big, nasty process of moving all TU stuff to new tech - connecting to the shared 'UserLogin' service and the new Chat service, and started using the shared 'GameCommon' code thats used for other projects * Broke everything. * Tweaked various lighting settings ; Added a bit of base ambient to the default lighting setup so there's not quite so much blackness * New 'Universe Server' (which keeps track of which worlds are active, which should appear on the explore menu and where the player should go to by default etc) * Changed the global game scale, so that 1.0 = 1m now ; This also involves re-exporting all the existing models at the new scale, hence the local cache location has been moved. It also involves changing a whole bunch of code for things like controls, camera setups, particles, shadow scales and default speeds. * Added new 'Bullet' physics world ; heightmap added to physics world. (WIP - needs setup) bullet physics vehicle on control mode 26. * Large amount of code restructuring and tidying. * Changed vehicle orientation to forward=y- to standardise physics layout across projects * Fixed problems with the internal timer that sometimes created camera and control jerkiness * Extended the default far clipping range when using landscape LODs (i.e. you can see further when using *settings → Landscape → Culling Mode 1) * Fix for fog settings not applying correctly to water shader * Frontend tidyups for small screens * Pressing left/right arrow immediately cancels destination when in point & click travel mode * World servers now connect to the common login service to validate owner identity * Extended the day cycle so skies are lighter earlier and go darker slightly later * (WIP) Shadow map system (*settings → graphics → shadow mode 6) ; looks ok sometimes, looks bad sometimes - need to add cascade system for it to be decent… * World server now has built in webserver functionality, so you can browse to it and get details about world and player state * Fix for server crash from script if no parameters are provided to a function that expects em * Changed script function sysAddToInventory so that it still performs the transaction if the full amount specified cannot be added but a partial amount can (previously it would fail and return 0) * Added a much simpler method for handling tasks in scripts ; 'task callbacks' - so can do *dotask [playerid] [callbackname] [text] (instead of the 2nd parameter being a number), which subsequently triggers the event (“TaskComplete”, “[callbackname]” ) * Added wildlife ai type 7 for a particularly cautious behaviour * Added script param to *buildingconstruct (so its now *buildingconstruct [player_name],[building_num],[building_name],[param]) which can be accessed in the 'PlaceBuilding' or 'PlaceAnyBuilding' events at $gParam[2] * Added extra param to osdaddat for supporting tooltip text on images, buttons, etc * Added *dotaskparam [playername] [callback/code] [param1] [param2] [text] * Added *dobuildingtaskparam [playername] [buildingnum] [callback/code] [param1] [param2] [text] * Added *settings→graphics→status screen mode = 8, to show age, cash & 'wisdom'(i.e. kudos) in status panel * (WIP) Block items * Changed landscape terrain params structure to allow larger bulge min/range values for larger scale maps * Added *settings → Graphics → Main Menu Display Mode 5, for on-screen inventory with click to use item and a separate extra 'discard items' option * Going into water now affects speed/friction/acceleration * Increased limit on number of trees that can be present on a world * Added new vehicle settings to specifc 'max wheel impact', 'max body impact' and an 'impact damage mod' ; these can be set so that hitting the ground too quickly destroys the vehicle * Added a skid element to standard (mode 0) vehicle controls * Death screen UI tidied up a little ; vehicles no longer automatically re-orient themselves after death * Fixed bgmodel delete options in map editor so they delete single bg models placed using the editor * Fix for bg model rotations not being applied to collision * If 'always run' is on (vehicle → extras 7), holding shift and pressing up will put the player in a 'keep running' state until the down key is pressed * Switching between inventory and skills on on-screen inventory moved to insert * Added weapon FIRE=TargetWildlife, used in conjuction with OBJECT=ProjectileWithTarget and RANGE=xxx - projectiles are fired at nearest wildlife and blend towards the target * Fixed bug that meant weapon ammo items were removed locally twice * Changed bonus weapon system so that it only removes ammo count when the weapon is actually fired * Added new autograss type 16 for large clumps * Added vertex colours and (basic) material/lighting values to the standard shader * Added *centraltext [player] [text] ; adds a bit of text in the lower middle of the screen, which lasts for a few seconds before fading off * Moved various bits of text output from the chat window to the centraltext thing (e.g. You have discarded..) * Changed landscape→autograss setting so it directly controls the amount of grass * Added cutscene Camera functin cam.RestoreOriginal( [time] ) * Onscreen inventory capacity highlighted when inv is full * added *setting → buildings → building process 14, which is like 7 but level 1 buildings use same item as level 0 for construction * All building screens now have a wee 'x' exit button at top right * '[' and ']' on vehicle settings screen change vehicle being edited * added *setspawnstate [player] [num] command * added *settings→ world → Destroyed vehicle effect 18 ; if player's spawn state is 0 the player will respawn at the deafult spawn zone, otherwise they spawn at the nearest town. * Fixed a few minor memory leaks on the world server * Added scripted OSD slider * Params for value control and sliders can now be either | or , separated * &command can now have a single value parameter passed into the script as $gParam[1] (e.g. &test 1 == Event( “&command”, “test” ) { $val = $gParam[1] } ) * Fix for barter screen allowing more cash to be offered than the player has * Onscreen inventory selection disabled during tasks and when in spectator mode * moved the current task display to the middle of the screen, 'ctrl -' building access display removed when task is in progress * Improved the layout of the in-house screen a bit * changed graphics → player label mode to 'Text Label Mode'. Building labels now default to off, unless Text Label Mode is 4 or higher. When off, the currently selected building is highlighted with a lil bobbing arrow. * moved the 'island map is required to use f5' option to Graphics → Special Menu Modes 10 * added 'Wages handled by script' flag to buildings ed ; this means the default server stuff for paying wages (and firing employees etc) is not run on this building * added 'always show building label' option to buildings ed * sysAddBuilding fails if X and Y are both 0 (as this usually indicates a script bug, and we don't really want lots of buildings ending up there by accident) * *settings → world → new player start position = 6, new players always use the default spawn zone * auto-hide chat console when not used for a while (experimental..) * fix for passing a array into a function as a param then passing the same array into another function which previously didnt work. * changed the building access request rate so that its generally quicker but slows down if the player has made a lot of requests in the past 10 seconds * changed server BillingSave so that saves are requested and enacted no more than once every 10 seconds, rather than always done immediately * added *settings → world → discard item mode ; when 2 or higher objects that are discarded are shown to other people on the world (later it'll be possible to pick up discarded items) * when a building type is modified using the *changebuilding command (e.g Villa construction in aramathea script) the new building type now has the usual collision exclusion set, to avoid players getting stuck in the building * fix for mismatch between script set and bdat set construction amounts causing the buildng display to show '-22% complete' (etc) for an under construction building * added rotation controls to the *buildingconstruct screen * forget skill & drop items buttons greyed out when player has no skills / items * fix for cutscene Image.FadeIn / .FadeOut not working * fix for comments in array assignments with commas in them breaking the array assignment * fix for script images failing to appear if using a script that doesnt use HTTPSET after using one that does

releasenotes/2016-2017.1582121872.txt.gz · Last modified: 2020/02/19 08:17 by mit

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