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releasenotes:2005

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2005 Release Notes

25-May-2005

0.44.3

- destroyed vehicle effect 8, same as 4 but cash is also reset to default
- control for plane when on ground fixed
- fixed up some things on the value control so that certain windows (like sell to building and trade items) dont close (and print a warning message) when the user does something daft, like trying to exchange 0 items
- tidyups for leaving comms channel in space
- fixups for the termination of file receives, so the p2p guaranteed file transfer doesnt stop working after 1 successful transfer (i.e. ppl's profile images should always show up in space)
- fix for vehicle returning to 1 (rather than the settings 'Default Vehicle') on a full wargame reset.
- some fixes for turret + mouselock controls etc
- General menu tidyups (returning properly to parent window on a failed transaction etc)


0.44.5

- graphics -> playerlistmode of 100+ do the same as 0-99 but also show different things before the names of sysops, gods etc.
- building damage mode 8 - weapons dont affect buildings. Armour field in b.dat is used to control decay. 0 means the building doesnt decay, 1 means it decays at the rate set in the settings, 2 is twice that etc. etc.
- various lil fixes n msgs n stuff for things on republic
- fixes for killing wildlife ai type 4
- fixed potential server crash if attempting a log before the sys has been activated
- more gal econ updates - gal trade items prices now based on supply and demand and planetary type data.
- new 'end sequence' items
- towns removed properly from map on demolish/destroy/decay
- fix for the building list not showing correctly when using specialmenumodes
- server options to send position updates intermittently to reduce position send bandwidth


0.44.8

- multiple ship-types in space, linked to gal inventory
- new server setting 'Graphics -> Building Landscape Graphics' to have buildings affect the landscape in different ways - e.g. have a circle of trees around the border of every town, and have texmap 16 added underneath every tech 1 or above building. (unless theres other texmaps or surfaces already present)
- New dialog for allowing players to re-enter their password (or retrieve a forgotten one) when there gal connection is refused - better handling of failed connections to the gal (lil popups to prompt user to re-enter password, username or whateva as necessary)
- fix for *vehicle 1 command overriding default vehicle settings
- fix for text on needs % at home
- new template files for cutscene stylee end sequences trigged by one of the 'end 
sequence items' being used
-implemented 'DemolitionKit' item (use next to any building to destroy it)
- rubbish 'nuke' end sequence
- added level numbers to town on world map (when appropriate building process settings are used)
- fix for new wildlife models not showing up the first time they're downloaded
- Added 'ignore town limits' option to buildings editor 


3-Jun-2005

0.46.1

- added server option to change name displayed in chat when using server panel
- fix for sea disappearing when autoreset maps are triggered
- added new 'world -> building access mode' 9, that is like 5 (family members have partial control on all family buildings) but also allows ppl to acces non-family buildings as normal.
- End sequence for launch
- icons, mouse controls and screen layout tidyups on the space station screens
- building owners can use their own skill exchange buildings
- ship explosions in space 
- not drawing players in space when they're in the space station
- changed the lounge chat channel to a system wide one
- replicated shift state so that remote monkeys trigger run animations (etc)
- tweaked some of the positioning code to help keep server bandwidth use down
- Put the sun back in place.. ooh if i ever found out who stole that..!


17-Aug-2005

0.47.1

- browser updates - scroll bars & some html layout fixes
- split the inventory up so that 'purchased' items are dealt with separately from 'transferred' items
- Added 'log files' dialog to server to control what is and isnt logged
- fix for fire particles from a static 'campfire'
- change the nebula in space, and added a new landscape rendering routine which i thought would be 10 times faster than my old bodgy one but turned out to be 10 times slower. yay.
- new font drawing stuff so all game fonts load up from files generated by fontrast. (and they're now rendered as proper alpha-blended images rather than using some weirdass colourblend mode)
- fixups for the gal inventory screen
- extra server logging of building purchases
- removed .refreshweap (replaced with server command *refreshweap - to avoid all those times when a weapon is added or changed and the change is not picked up on the server, resulting in the server refusing to forward weapon messages coz it thinks a player is cheatin or somethin)
- made the namechange option only work when in space (as changing it when connected to a world had possible 'abuse' issues)
- added subgame -> racing mode 3  where the racecourse is permanently active
- modularised a pile of replicated code, moved a load of things around, took out a load of crap, did a lil jig - the result of all of it being better interpretation of remote player positions, and better physics calculations - particularly with regard to launching from the tops (and sliding down the sides) of hills n suchlike. Also re-enabled the vehicle settings -> bounce (0-999) where 999 is a near perfectly efficient bounce response
- changed the census screens so they dont show items/skills that arent present or being used on the world
- added close button to the ingame browser and made the window draggable
- added settings -> landscape -> wall rendering mode to um, control the um, rendering of walls (in some way that ive since forgotten)
- added settings -> economy -> cargo rules to um, control the um, rules for carrying cargo (in some way that i have since forgotten)
- added indication of passworded worlds on the f5 system map
- changed the camera on the 'landing on world' sequence
- added 'about' screen on the frontend, started linking in local world servers, and changed the startup sequence so skipping the 'a collection of monkeys presents' screen takes you to the intro screen rather than straight to space
- added realtime clock and player count to bottom right corner of space display
- made sure the gal radio gets turned off when its supposed to be
- (wip) replication & tracking of space missiles
- made sure the game properly resets if you fly into the sun
- better trails on missiles, ships and crows
- added muzzle flashes
- added textures to the flags (and made em all shiny like)
- clientside fix for robocrows not working until after a player has died once
- optional better server logging of player deaths
-  added fire=jumpjet to weapon script, and some other bits ill definitely have to document sometime
-  added pointless woomph-stylee gravity particles to subspacemode 2
releasenotes/2005.1582147097.txt.gz · Last modified: 2020/02/19 15:18 by mit

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