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releasenotes:2018-2019 [2020/02/19 08:19] – created mitreleasenotes:2018-2019 [2020/03/08 21:00] (current) – [0.72.3.5] mit
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 ===== 2018 Release Notes ===== ===== 2018 Release Notes =====
- +{{ :releasenotes:hemingfordyear2.jpg?400 |}}
-0.72.3 = May-10-2018\\+
 \\ \\
-fixing up some duff references to old PeerConnection classes, which was causing a server crash on player leave +**23 Jan 2018**\\ 
-fix for scripted building add using the player position to determine if the building was far enough away from the town or not. +==== 0.71.7.9 ==== 
-ball control physics things +<code>
-.physicsdebugdraw (1 or 0) to turn on/off the physics debug draw stuff +
-* tinkering with the navgalaxy +
-* on-screen inventory hidden when other screens are primary +
-* added checks to stop barter taking place if either party doesn't have sufficient space in their inventory (wip - needs to notify both players that its failed) +
-* FE ui tidyups +
-* new TU frontend flow +
-* fix for duplicated crow labels when shadowmaps active +
-* cockpit lighting +
-* linking the navGalaxy to the cockpit screens, redoing the cockpit screens +
-* fixes for static object draw lists needing to be newly created when using landscape quadtrees and shadowmaps +
-* fix for robocrow settings screen being broken +
-* fix for crow trails not appearing +
-* added *settings -> graphics -> crow trail scale +
-* tidying up space -> world connection sequence +
-* webuniverse stuff +
-* made ping tracking keepalives optional on peerconnections to reduce bandwidth use on chat server +
-* various bits of code tidying aiming towards merging the newer 'navgal' star and planet data into the old structures.  +
-* Added projection matrix control to extend the farclip plane when rendering distant planets (etc) +
-* basic terraformer screens +
-* shorter 'stardrive' sequence for gal navigation +
-* landing on world from space process updated to operate without the galaxy +
-* lighting tweaks and setup for the moon template +
-* onscreen inventory selection defaults to 'use item' +
-* various shader fixes & improvements +
-* new ground rendering system that uses a pattern map to determine location of roads etc +
-* separate alpha layer for player rendering to fix crow trails appearing below buildings +
-* various fixes and improvements to hornball - ball location is now requested automatically from the server if not received within a few seconds of login +
-* various world editor improvements - drag n drop buildings etc +
-* added point lighting, specular and spotlights to new shaders +
-[version] 0.71.6 +
-* landscape patternmap included in .imp file if applicable +
-* world editor racetrack functions added +
-* fix scale for racing flags +
-* various bits of tidying up for the old-style pub interface +
-* changed the initial racestatus download so it only sends details of the races that are actually active +
-* removed a duplicate send of the game settings data (reducing initial login bandwidth by about 3K per login, sweet!) - map file is now sent from server once the townsettings send has completed +
-* linking in the texas holdem game to the bar +
-* [version]0.71.7 +
-* caching of settings to reduce amount of unnecessary downloads on world login +
-* wall collision fixes +
-* fix for spec scale being overscaled +
-* SSL support in http get +
-* steam login process +
-* added 'set max employees' option on building admin for buildings that have more than 1 employee +
-* escape button always used to exit menus and enter the topleft minimainmenu +
-* engine off/on, fuel and headlights icons +
-* set rental price functional in building admin ; rent building buttons added +
-* moved some of the building access UI around +
-* change construction tax option in town admin screens +
-* engine automatically turns off / on at appropriate points (e.g. going home, when fuel runs out) +
-* allow renting from jehovah +
-* fixed some particle scaling issues +
-* increased shadow resolution +
-* added light priority system so that your own headlights don't flicker on and off when theres (for instance) lots of explosions around +
-* various fixes for scaling of sounds +
-* headlights auto on if you join a world thats in darkness and you're in a suitable vehicle +
-* various world editor improvements ; building rotations supported, buildings properly removed when using 'undo', etc +
-* added 'Min town construction tax' +
-* fixed weapon -building collision checks +
-* optimised lighting system to automatically remove lights that are placed in pretty much the same place +
-* various improvements to lighting effects for streetlights etc +
-* improvements to the method for drawing static objects, so that tracking of object events is easier. +
-* added new 'secondary construction price' field to buildings editor and script function sysGetSecondaryConstructionPrice +
-* shadows, lighting and arrangement of stuff in pub +
-* engine icons +
-* various poker updates +
-* New scripted 'ServerSubgame' systems that make scripting minigames much easier : SubgameJoin( gameID, playerID ), SubgameLeave, SubgameEventAll( gameID, "event", "params" ), SubgameMessageAll( gameID, text, [soundnum] ), SubgameSoundAll, SubgameEventTeam( gameID, teamNum, "event", "params" ), SubgameMessageTeam, SubgameSoundTeam, SubgameSetStat( gameID, "statname", value ), SubgameGetStat, SubgameGetNumPlayers, SubgameGetNumPlayersOnTeam, SubgameIncrementStat, SubgameDecrementStat +
-* adding in instanceID to the subgame system for future support of subgame instances (i.e. separate poker tables in separate bars) +
-* replicated midi-controlled piano in bar (everyone must demand that Fooli performs for them!) +
-* entry fee option on subgames +
-* [vers] 0.71.7.9+
 * autocricket v0.1 * autocricket v0.1
 * fixes for slope behaviour in vehicles * fixes for slope behaviour in vehicles
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 * when in team in crow, names in player list are shown with the appropriate colour for the team * when in team in crow, names in player list are shown with the appropriate colour for the team
 * fixed some of the scaling issues with fireworks * fixed some of the scaling issues with fireworks
-[vers] 0.71.8.7+</code> 
 +\\ 
 +==== 0.71.8.7 ==== 
 +<code>
 * fix for subgame timers not getting ID set correctly * fix for subgame timers not getting ID set correctly
 * added crow safe zone to map ed * added crow safe zone to map ed
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 * fixed remote crow rotation * fixed remote crow rotation
 * fix for sound crash when a lot of different 3d sounds have been played * fix for sound crash when a lot of different 3d sounds have been played
-* [version] 0.71.9+</code> 
 +\\ 
 +==== 0.71.9 ==== 
 +<code>
 * Fix for crash if clicking a certain bit of the screen when spawning near a building before the building records have initialised * Fix for crash if clicking a certain bit of the screen when spawning near a building before the building records have initialised
 * tidyups for escape key behaviour * tidyups for escape key behaviour
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 * autoengine off if idle for 2 mins * autoengine off if idle for 2 mins
 * added scripted OSD element COUNTDOWN (as in osdaddat( "COUNTDOWN", 50, 50, 0, 0, "", "10") ) which shows a countdown timer * added scripted OSD element COUNTDOWN (as in osdaddat( "COUNTDOWN", 50, 50, 0, 0, "", "10") ) which shows a countdown timer
-[vers] 0.71.9.5+</code> 
 +\\ 
 +==== 0.71.9.5 ==== 
 +<code>
 * hornball tweaks ; hornball positions are processed differently ; added *hornballdebug * hornball tweaks ; hornball positions are processed differently ; added *hornballdebug
 * skid smoke from vehicle wheels for vehicle type 1 is scaled proportional to model size * skid smoke from vehicle wheels for vehicle type 1 is scaled proportional to model size
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 * added *flagsetcapturedest [flagnum] [buildingnum] * added *flagsetcapturedest [flagnum] [buildingnum]
 * added *subgamereset [subgamenum] * added *subgamereset [subgamenum]
-[vers] 0.72.0.1+</code> 
 +\\ 
 +==== 0.72.0.1 ==== 
 +<code>
 * email system - players can opt in to receive daily email status updates about their character * email system - players can opt in to receive daily email status updates about their character
 * control mode 1, skid friction increases with speed * control mode 1, skid friction increases with speed
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 * added subgamescoreboard stuff... script: SubgameActivateScoreboard( subgameID, Type ) ,  SubgameSetScore( SubgameID, index, value ), SubgameGetScore( SubgameID, index ), SubgameIncrementScore( SubgameID, index ) * added subgamescoreboard stuff... script: SubgameActivateScoreboard( subgameID, Type ) ,  SubgameSetScore( SubgameID, index, value ), SubgameGetScore( SubgameID, index ), SubgameIncrementScore( SubgameID, index )
 * added *setteamrespawnscriptzone [teamnum] [scriptZoneID] to override team specific respawn zones * added *setteamrespawnscriptzone [teamnum] [scriptZoneID] to override team specific respawn zones
-[vers] 0.72.0.2+</code> 
 +\\ 
 +==== 0.72.0.2 ==== 
 +<code>
 * messaging and event ("HornballGoal") for hornball goals * messaging and event ("HornballGoal") for hornball goals
 * added small mode option to home screen * added small mode option to home screen
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 * various improvements to water rendering, splashes etc * various improvements to water rendering, splashes etc
 * when joining scripted races, player is automatically orientated towards first checkpoint * when joining scripted races, player is automatically orientated towards first checkpoint
-[vers] 0.72.0.9+</code> 
 +\\ 
 +==== 0.72.0.9 ==== 
 +<code>
 * fix for building sounds sometimes not playing if multiple buildings share the same sound num * fix for building sounds sometimes not playing if multiple buildings share the same sound num
 * adding rendering for tractor armour and weapons * adding rendering for tractor armour and weapons
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 * added script events "EnterGameZone" and "ExitGameZone" * added script events "EnterGameZone" and "ExitGameZone"
 * default secondary weapon moved from shift+tab to shift+ctrl * default secondary weapon moved from shift+tab to shift+ctrl
-[vers] 0.72.1.0+</code> 
 +\\ 
 +==== 0.72.1.0 ==== 
 +<code>
 * various sysadmin functions and things to aid recovery of lost server files (*recreatemapfromclientfile, *recreatenamesfromclientfile) * various sysadmin functions and things to aid recovery of lost server files (*recreatemapfromclientfile, *recreatenamesfromclientfile)
 * fix for lack of wave noise when near sea * fix for lack of wave noise when near sea
 * daily email summaries not sent if the player is online, instead the timer is reset so that the daily check happens four hours later. * daily email summaries not sent if the player is online, instead the timer is reset so that the daily check happens four hours later.
-[vers] 0.72.1.1+</code> 
 +\\ 
 +==== 0.72.1.1 ==== 
 +<code>
 * extra sound effects on the bongochimp descent * extra sound effects on the bongochimp descent
 * new ui boxes * new ui boxes
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 * added subgamescoreboard mode 1 (which shows X of Y instead of Team 1 : X, Team 2: Y) * added subgamescoreboard mode 1 (which shows X of Y instead of Team 1 : X, Team 2: Y)
 * added extra birdie sound effects * added extra birdie sound effects
-[vers] 0.72.1.4+</code> 
 +\\ 
 +==== 0.72.1.4 ==== 
 +<code>
 * *alert redirected to the central text bit * *alert redirected to the central text bit
 * added weapon.txt -> fire=UseItem for a weapon that just triggers an item use event * added weapon.txt -> fire=UseItem for a weapon that just triggers an item use event
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 * crops on tile buildings flag * crops on tile buildings flag
 * couple of minor optimisations for landscape rendering  * couple of minor optimisations for landscape rendering 
-[vers] 0.72.1.9+</code> 
 +\\ 
 +==== 0.72.1.9 ==== 
 +<code>
 * livestock tiles * livestock tiles
 * added prox-delay control and changed damage calculations for weapons hitting robocrows so damage is less if closest hit point is at extreme of prox range and is highest when hit full on * added prox-delay control and changed damage calculations for weapons hitting robocrows so damage is less if closest hit point is at extreme of prox range and is highest when hit full on
 * various additions and tweaks to shaders, including adding emissive material support for ATMs and unifying landscape rendering so everything goes through the groundshader by default * various additions and tweaks to shaders, including adding emissive material support for ATMs and unifying landscape rendering so everything goes through the groundshader by default
 * added building type : scripted restaurant, which handles a few things special-like * added building type : scripted restaurant, which handles a few things special-like
-[vers] 0.72.2.3+</code> 
 +\\ 
 +==== 0.72.2.3 ==== 
 +<code>
 * script osd slider now supprots step value * script osd slider now supprots step value
 * made sysop and owner auth levels synonomous, with SysAdmin being the higher server maintenance level.. * made sysop and owner auth levels synonomous, with SysAdmin being the higher server maintenance level..
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 * alpha'd PNG texmaps now rendered on top of landscape with shader rather than multi-polys * alpha'd PNG texmaps now rendered on top of landscape with shader rather than multi-polys
 * if % is followed by a space in script parsing its just treated as a % sign, not a special char * if % is followed by a space in script parsing its just treated as a % sign, not a special char
-* [vers] 0.72.2.4+</code> 
 +\\ 
 +==== 0.72.2.4 ==== 
 +<code>
 * new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist] * new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist]
 * weapon 'requirestarget=1' flag  * weapon 'requirestarget=1' flag 
 +if % is followed by a space in script parsing its just treated as a % sign, not a special char
 +added *employeequitjob [buildingnum] [player_name]  - same as *removeemployee but also triggers the whileYouWereGone event (etc)
 +alpha'd PNG texmaps now rendered on top of landscape with shader rather than multi-polys
 +atractor backup data
 +added sysBuildingActivateSellItem
 +made sysop and owner auth levels synonomous, with SysAdmin being the higher server maintenance level..
 +</code>\\
 +\\
 +==== 0.72.3.5 ====
 +<code>
 +graphic options on frontend
 +fix for items appearing in the home storeroom list that are not in building or in inventory
 +moved some of the in-home UI around ; added buttons for the storeroom and news page
 +web posting of server news and high scores, incl changes so that 'whilegone' events are added to the server news feed when appropriate
 +changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode
 +fix for crow weapons using double amount of energy specified (and allowing energy to go negative)
 +fix for some crow->building collision issues
 +fix for building UI when a building with multiple employee slots has some filled and some not
 +sales to jehovah buildings now go in to the investment if the building has less than 10s invested
 +(temporarily) removed the non-functioning audio messages thang 
 +fix: referencing a $gPlayerKey[..] or $gServerKey[..] that has not been assigned anything yet will return 0 or an empty string (rather than 1)
 +added weapons: restrictions=1 which prevents weapon being used if within 30m of a crow flag
 +added pgup/pgdn on movie camera to change target player
 +added stuff to the email summary so player is informed if they've died (and no further email summaries are sent)
 +changed the way the sun corona is displayed.
 +added lighting override option to movie camera
 +fix for landscape textures not being definitely set
 +default newspaper updates
 +various additions to atractor world scripts and settings
 +added a player->player give fuel option when both are driving vehicles with fuel consumption
 +fix for targeting mode not being disabled when using *targetingmode [player] 0
 +fix for skid smoke appearing at wrong position on left wheel
 +added command *useitem PLAYERNAME,ITEMNAME,TARGETNAME (because some scripting i am doing needs it)
 +svn log generator tool
 +physics world not updated until map generation has completed
 +weapon 'requirestarget=1' flag 
 +new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist]
 +code tidyin
 +movie camera control additions
 +</code>
 +\\
 +**May-10-2018**\\
 +==== 0.72.3.6 ====
 +<code>
 +new frontend logo
 +linking in steam inventory
 +various worldnews additions and improvements
 +when deatheffect = 3,4,5,6 server now also clears investment from buildings when someone dies
 +*suicide commmand removed for now
 +added storeroom to home screen
 +if player hasn't enough cash to pay rent, but has money invested in buildings, the rent money will automatically be removed from investment
 +econ stats now posted every 6 game months
 +web graphs for world news
 +added alive players count to econ stats
 +yearly econ stats posting
 +*econstats
 +added econstats command
 +tweaks to the efficiency calc when using employee effect mode = 1
 +employee effect mode = 1, makes production efficiency always 100% (if 1 or more employees) and adds an extra amount each production cycle. (amount = (normal amount * numemploy) + (numemploy - 1) )
 +various web news display tweaks
 +fix for wage avg calc
 +server now posting job stats (avail,taken,wage min/avg/max)
 +some additions to the web news display
 +world news updates
 +added wage to the new employee news event
 +server news events for building construction
 +fix for server not posting news once buffer was full
 +updates to the web news page to order news display by timed ranking
 +news db stuff
 +added PostTimestamp to worldnews
 +some tweaks to better support server news page
 +fix for some escape menu items not being clickable
 +</code>
 +\\
 +==== 0.73.0.2 ====
 +<code>
 +added jehovah rent paid to *econstats
 +extra info on *econstats command
 +fix for stupid bug in employee counting
 +a pantload more econ stats
 +fix for wage production cycle happening after building production
 +fix for buildings still producing when they haven't paid wages.
 +changed the building remove employee stuff so that it keeps the employee list correctly ordered
 +spaces removed from steam user names
 +when a renter is kicked from a house because owner changes, they take all the house stocks with them
 +added while gone message to indicate when tenancy has ended because owner has changed
 +changed the way buildings data is saved so it doesnt happen too many times in one period
 +backward compatability on the web file transfer thing + client version stored in serverPlayer struct
 +imp files uploaded to web server and fetched from web server by client to reduce game-server bandwidth and improve download reliability
 +fix for sales not going into investment in jehovah owned buildings
 +adding in web download of imp files
 +sales to jehovah buildings now go to invest up to 10s
 +*removetenant ignores rental minimum term
 +added *removetenant [building_num]
 +added *removetenant [building_num]
 +</code>
 +==== 0.73.0.6 ====
 +<code>
 +player popup screen rejigged
 +memory leak tidyups
 +fix for 3d sound buffer tracking and removal of 'out of 3d sound buffers' error popup
 +initialisation of wars data
 +fix for incorrect news message for buying a building
 +fix for incorrect check on wage cycle production for made items
 +added limit so that buildings with 2 made items dont keep making the second item without limit
 +changed some bits around so can track small and quiet mode status (etc)
 +fix for 'can't have more than one building under construction at a time' limit being incorrectly applied when attempting to purchase or rent a building
 +added workhouse building type
 +destroyed vehicle effect = 2, changed so that the player will respawn in the nearest type 1 spawn zone when vehicle is destroyed
 +reset subgameui
 +subgame lobby stuff
 +more work on challenge lobby subgame
 +various bits of code to deal with subgameUIActivate challenge screens and flow
 +moved tractor customisation stuff to an archive
 +added support for mounting multiple archives
 +tractor customisation replication
 +removed .fish
 +tractor customisation replication
 +set up for defining servers as 'official' atractor servers
 +trailer affects inventory capacity
 +trying out an extra light at nighttime
 +trailer rendering
 +fix for being able to overstock items in the house and cause inventory badness and missing items
 +challenge system within subgameUI
 +static physics objects tracked and removed when appropriate
 +frontend UI tweaks
 +esc menu info screen redirected to proper place when clicked
 +collision improvements for robocrows
 +barter screen value control supports holding button
 +when holding shift, value controls increment in multiples of 100 (i.e. sheckles instead of denari)
 +added SubgameActivateUI( SubgameID, Mode ) for replicating player lists (etc)
 +</code>
 +\\
 +==== 0.73.1.0 ====
 +<code>
 +dont save options before loading em! :)
 +handling players leaving and withdrawing challenges in game lobby
 +ui tweaks
 +quiet mode
 +leave button on duel/game lobby
 +some Ui graphic bits & pieces
 +Rc duel ranking on webnews sports pages
 +added SubgameWebpostDuelScore( subgameid, postpath )
 +refactored webposting to get posting URL root from centralised source
 +various fixes to fix problems quitting small mode when disconnected
 +elo calculation for duel ranking on web news pages
 +safety check for invalid hornball goal being added to map
 +news website layout bits
 +fix for made-item production rates not increasing when using multiple employees and employee effect mode 1
 +change so that when a building makes a product over a number of production cycles (e.g vehicle factory) multiple employees will instead reduce the production time
 +added business story posts
 +added info posted to atractor/worldlist for active monitoring of server status
 +atractor news page now accepts ?world param to support multiple servers
 +added server status to web news page
 +Server posting status data to webserver
 +control flag added so that the subgameUI is reset when a player newly joins a replicated lobby subgame
 +player popup mute option functional
 +Loading of steam avatar images for player popup screen
 +</code>
 +\\
 +==== 0.74.0 ====
 +<code>
 +fix for *exportpriceset not using correct value for max price
 +*activatescreen 21 triggers the residency Permit purchase screen
 +item redeem code option to apply the redeemed item immediately
 +decoration items can now be applied through purchased inventory screens
 +added $gPlayerIsResident
 +worldnews linked to new DB for new early access server
 +redeem code sequence; added *redeemcodeadd [email] [code] [itemdefid] and *redeemcodecheck [email]
 +added $gNumAlive, $gTotalMoneySupply, $gGlobalAverageWealth
 +added *exportitemdebug [itemname]
 +added *exportitem [player] [quantity] [itemname]
 +added script sysvalue:  gTotalMoneySupply  (in sheckles)
 +added 'Local Store' building type (which can be built in both residential and commercial districts)
 +various ui additions for the ingame store
 +*weeklytournamentactivate [mode],[prize]
 +weekly tournament button linked to server event -> "ViewTournament"
 +messages on frontend when access to world is refused (e.g World is full)
 +decoration items rendered
 +smoke effects
 +upped max (theoretical) server capacity to 128
 +workshop shows if you're employed
 +fix for some items missing on town trades screen
 +Server keyvalues, tasklist.dat, flags.dat and ServerGlobals moved to StoredData folder
 +delete nearest forest will delete tree lines too
 +Separate town pattern maps for ground shader
 +Various bits of refactoring and simplification of the landscape render
 +Fix for export prices save not working
 +export buildings show up in the town trades list
 +FT info request cleanup
 +wip support for automated caching through file transfer system
 +added *exportpriceset [item],minprice,maxprice,variancemode,varianceparam
 +added sysGetExportPrice( item )
 +workhouse
 +residence permit support, linking in screen to prompt user when they need one
 +for official at servers, when user doesnt have permit they can only have 1 house
 +server check for district construction rules
 +added birdies
 +added *listusers command
 +players moved back to holding area ; end of alpha
 +some work on custom ingame storefront
 +player struct worldpos made private with accessor to set it.. basic hacking prevention
 +changing PLAYER_STRUCT to a class so can block the writing of worldpos
 +steam inventory updated when a call to the overlay store completes
 +fix for building sound events (e.g. bongochimp descent) not getting updated when in small
 +added *logflush to trigger immediate save of the server logs
 +idle timer updates when in small
 +info and census screens combined, guide link to website
 +town roads layout now applied to the groundshader patternmap at runtime based on the location of towns
 +added tick icon to indicate purchased items that are currently selected/active
 +added town districts system and new 'advanced' building types
 +scripted osd RECT type can be made clickable if given a name
 +added new scripted osd type 'LAYERRECT' which appears above osd images
 +auto-away timer now active when in small
 +added *setallplayervar [playervarNum] [value] to set a player var value for all alive players
 +added script functions:
 +sysNumPlayersWithPlayerVarVal( VarNum, Value )
 +(e.g. sysNumPlayersWithPlayerVarVal( 6, 2 ) returns number of players with $gPlayerVar[6] == 2 )
 +sysGenerateTopPlayerVarsList( VarNum, NUm players to list )
 +(e.g. sysGenerateTopPlayerVarsList( 6, 3 ) generates a list of the 3 players with the highest value for playervar[6])
 +sysGetTopPlayer( index) - gets a playerID from the generated list
 +(e.g. after calling  sysGenerateTopPlayerVarsList, sysGetTopPlayer(1) would get the first person in the generated list)
 +added 'DayOfYear' script event - e.g. Event( "DayOfYear", "1" ) is triggered on the 1st Jan each game year
 +removed test code
 +fix for bought items not appearing in town trades list if building had more than enough invest to cover purchases
 +town trades list
 +serverconfig flag 'SENDDAILYEMAILS' to control whether a server sends daily email summaries
 +added *countdown [player] [secs] [mode]  (currently supporting just *countdown [player] 3 0 for the racestart countdown effect)
 +fixed up building access buttons so can always go back to index page
 +</code>
 +\\
 +==== 0.74.0.3 ====
 +<code>
 + fix for export building having its profit margin upside down, and added system to auto-update export building prices according to current global export rates each production run
 +fix for server not properly checking for available file transfer send slots and just aborting 
 +engine off label moved to the right when the low fuel indicator icon is active
 +ornamental buildings dont show in census 'total buildings on world' count
 +moved families and banking.dat to StoredData
 +Fix for census not updating between 1 jan,yr 0 to 2 mar,yr 0
 +fixes for world news
 +export prices automatic adjustment based on previous export rates and small random variation
 +official atractor servers set flag in welcome message
 +When a permit is purchased, it is applied immediately
 +</code>
 +\\
 +==== 0.74.0.5 ====
 +<code>
 +changed *buildingwageproddebug to *buildproddebug [buildnum] and added more details to the output
 +response on *workhousefix
 +support for setting of wage (and grant amount) for Workhouse building
 +fix for broken keyvalue loading. Extended the time period before the values are cleared from memcache.
 +added command *workhousefix to resolve discrepancies in job records caused by earlier broken workhouse code
 +game options screen bits
 +removed multichar cash reset system (for now?)
 +workshop and export buildings in commercial buildings category
 +fix for workhouse not removing old employee properly when a new one joins and its full
 +added bongometer and *bongoworshiplevel [val],[max]
 +fixed crow spec cam height
 +buildings set to appear on map now show without waiting for their name to be downloaded
 +'purchased items' screen copes with more than 9 items
 +steamid fields added to ban records  plus *bansteamid 
 +fixed stupid code
 +fix for multiple keyvalues causing server crash
 +*bongoworshiplevel curr,threshold
 +randomised smoke times
 +remote trailers revert to straight more quickly
 +fix for textures showing incorrectly on map editor screens
 +fix for *vehicle 25 allowing access to a weirded vehicle 1
 +new town pattern map system also writes to the main, global pattern map to reduce the amount of nastiness when lods overlap
 +fix for various bits of texture badness (including missing textures in water reflections)
 +</code>
 +\\
 +==== 0.74.0.6 ====
 +<code>
 +owners of export buildings can now change one of their export items once every 24 hours
 +added API for getting a basicUID from the AT userbase
 +properly turned off multichar cash reset
 +Default to WASD controls 
 +Esc then O, game options
 +</code>
 +\\
 +==== 0.74.1.0 ====
 +<code>
 +new purchasable items ; fishing equipment, movie camera, purple skin, 3 new decorations
 +race UI tweaks
 +various additions to fishing.
 +fix for port that will take infinite items
 +nightime brightness control
 +fix for crow not appearing when crowing from home
 +removed .crow and .help
 +controls for buy and sell to buildings now cap their values to appropriate maximums (e.g. can't attempt to sell more than you're carrying)
 +fix for one item being missing from the export trade list when changing item in EXPORTS building
 +tidying up display on workhouse buildings: wage shown on workhouse button etc
 +starting in home doesnt block other buttons
 +RaceWinner event and some extra stuff on racing to automatically time out race more quickly
 +*pokerreset command
 +*raceleave command
 +Workhouse now has control for setting wage
 +Can select and fire employees individually
 +Chat now picks up any modifications to username made by server (e.g If player is duplicated)
 +server gateway page lists stats for connections and number of refusals
 +account uid provided by getloc response
 +</code>
 +\\
 +==== 0.74.1.8 ====
 +<code>
 +update replicated speed
 +simplified shader option
 +fix for 'sell to building' not always showing correct stock amounts for demanded items
 +work on employee effect mode 2 ('active employment')
 +added 'for sale' and 'dollar sign' 3d indicators for buildings. Optimised some of the building render pipeline. Fixed bug with builder render list not getting reset properly (caused buildings to flick occasionally)
 +added test command for reducing the front buffer width
 +extra logging on barter transaction
 +player list selection now sticks to a selected billingID to avoid it occasionally changing when players join & leave
 +entity explosion control command
 +fix for change vehicle check not considering trailer inventory size modification
 +fix for fire effects on exploded vehicles
 +fix for flight physics bank/lift calculation
 +building placement height adjusted to compensate for buildings that have a built-in subsurface area
 +debug stuff
 +fix for player list selection changing occasionally
 +fix for stockroom transfer list allowing over-stocking of some items. fix on server to make sure that no items are lost.
 +adding confirmation screen for 'demolish building' option on under-construction buildings
 +added some extra logging stuff on barter transactions
 +fix for *buildproddebug incorrectly reporting employee frozen
 +moved deaths from the main server log and added em to the a separate 'deaths.log'
 +filter some of the server news events to avoid duplicates
 +set house limit to 15
 +house construction limited to 12
 +added *exportitemadjust [itemname/num] [changeamount]
 +global export prices now slightly more inclined to head to the middle of their range
 +Extra messaging to alert when IMP file is being fetched from the game rather than the web content server
 +Imp uploader updated to cope with different world names
 +fix for overriden mouse control not resetting when windows closed
 +latest content (wizard hat, headphones)
 +fix for adding streetlights in map ed
 +fix for overbright crops
 +fire and firework effects
 +fix for renter value going wrong when buying a building
 +added .testdec
 +indicator on building access screen when a building is not producing because it is full
 +renter is no longer removed when purchasing a buildng that is rented out
 +various fishing bits
 +extra info on *buildproddebug
 +corrected min investment text.
 +Miniops now show up as Mod] rather than Op]
 +</code>
 +\\
 +==== 0.74.1.9 ====
 +<code>
 +few modifications to get the space cockpit displays working again (plus shadows on cockpit)
 +first pass on some active employment bits
 +lighting improvements
 +fix for the flame from the top of the oil refineries taking on the velocity of a player in the world at random. What a fun bug :)
 +If you've got no job, dollar signs show up above buildings that have employment available and that you've got the skill for.
 +</code>
 +\\
 +==== 0.74.2.0 ====
 +<code>
 +added settings -> economy -> income tax & passive work rate
 +some building ui changes for active employment bits
 +high scores show only sheckles when total is > 1000s
 +added *debugminigame [gameid] [instanceid]
 +minigame bits
 +fixes for biplane first person cam and tailgunner mode
 +added mod/op button to reset the chess
 +added to-let sign (similar to the for sale one)
 +trailers no long appear on planes
 +removed custom texas holdem disconnect bit that wasnt suitable..
 +shader fix for lighting glitches
 +latest atractor world scripts
 +fix for spin rotation of buildings (e.g. windmills) changing if shadows arent enabled
 +fix for tractor customisation not being reset when a player leaves
 +fix for tractor customisation disappearing when screen is resized or when returning from small
 +updated ingame store products
 +some lighting fixes 
 +</code>
 +\\
 +==== 0.74.2.1 ====
 +<code>
 +missile guidance system fixes
 +prox system used on robocrows now applies to standard vehicles too
 +fix for insert/delete throttle controls activating when game window is not focused
 +new icons
 +some fiddling about with weapons
 +killer rabbits bits
 +economy -> passive work rate setting
 +active employment wip
 +changed price display so sheckle values less than 100s with 0d will show (for example) 99s0d instead of 99s
 +*settings -> economy -> security level 5 for disabling jobs for players with multis
 +</code>
 +\\
 +==== 0.75.0.3 ====
 +<code>
 +town trades list now includes buildings set with infinite investment
 +production efficiency recalculated when a building changes ownership, and when owner gains a skill
 +added *eventallbuildingsoftype [type],[customevent][|params]
 +when buidlings->efficiencyCalc is 10, building efficiency is recalculated whenever a player forgets a skill
 +min price setting is always 2 above base price
 +fix for model flames taking velocity of first player
 +replaced weekly tournament button with a 'help guide' button
 +spawn zones & no build zones can now be viewed in the map editor
 +if a client who has paid for membership joins a world which doesnt know about it yet, the client will automatically notify the server to update the membership status
 +sysGenerateTopPlayerVarsList now omits players who are dead.
 +moved a couple of server files to the StoredData folder just to tidy up the folder structure
 +added system to reduce nutritional benefits of food items depending on how often they've been consumed previously
 +activate RC unit button
 +cargo rules = 2, enforces minimum/maximum sale and rental price for buildings
 +holding shift now steps up in sheckles on various controls that previously didnt support that. (e.g. set sell price)
 +buildings that are under construction can now be sold
 +updates to non-member limitations and messaging
 +ingame store available from home screen
 +*playsound [name] [num] ; num >= 1000 triggers built-in sound effects
 +added function for generating building construction base price estimates
 +Added item base price calculations
 +cargo rules = 2, owner can trade at own building, can't access stockroom
 +building process = 16, amount of primary and secondary item is same, defined by material price in bdat
 +added *settings -> economy -> Price change limit days (and replication of state)
 +added *settings -> economy -> Force buying and selling ; items cannot be set as 'not buying' or selling, once bought or sold
 +changed fishing so purchased item provides auto-fish functionality, added tracking of number of fish caught this 'session'
 +initial player age set to 16 instead of 12 (12 didnt seem that weird 18 years ago, it does now :] )
 +water tiles can be removed using map editor erase tool
 +fix for leave screen not showing the benefit of items that are in inventory
 +when current vehicle is sold, player is reverted to the default one, not vehicle 1
 +added script function sysGetBuildingTypeTechLevel
 +added script variable $gBuildingTenantID
 +fixed height of smoke effect on *effect [player] 9
 +fixed up some server exit memory leaks
 +added 'hidden' front end mode to request an 'open-testing' list from the web loc
 +*settings -> buildings -> storeage rules : 1 = Houses can only store food and drink
 +added warehouse building type
 +added new systems to allow the modification of the town settings structure
 +added *townmarkersetbuilding [markernum] [buildingnum] to allow manual fix of out-of-sync town marker/settings data
 +*settings -> Buildings -> Efficiency calc = 10, building is 100% efficient as long as the owner has the building's build skill
 +*settings -> Economy -> Cargo Rules = 2, cannot add or remove stocks from building (except homes). 
 +correction for weapon fire direction when firing from RC
 +employee list script button option
 +per-crow camera mode override
 +option for hornball pitch to have invisible walls (subgame -> ballgames > 20 )
 +option to cap hornball power bar rather than having it reset (subgame -> horn mode 4, 5, 6, 7)
 +&command parameters - string version of first parameter can be accessed using sysGetTextEntry(), and can now have 2 params (second one is comma separated just a value, accessed through $gParam[2]) - e.g. &testcommand Hello,10   : sysGetTextEntry() = 'Hello'  $gParam[1] = 0  $gParam[2] = 10
 +when in first person, local player vehicle is now rendered separately so can fiddle with the drawdist without affecting the main view (i.e. fixes flickering water when in first person view)
 +moved secondary weapon to f1 by default
 +added jet engine noise (vehicle -> engine noise 12)
 +</code>
 +\\
 +==== 0.75.0.4 ====
 +<code>
 +Buildings -> Efficiency Calc mode 10, houses and warehouses are always 100% efficient
 +settings -> building -> buildingRestore Mode = 6 ; building repair costs cash proportional to the building base construction price and its current damage level
 +updated the jehovah building sale price calc to properly reflect Lovelace building costs
 +updated the networth calc to take into account proper building prices and reduce networth of under construction buildings
 +Under construction buildings are removed if owner dies (DeathEffect 3)
 +Investment and stocks removed from building if owner dies (DeathEffect 3)
 +fix for no-build zones not working
 +fix for fishing counts getting reset when graphics reset
 +fix for 'engine off' display disappearing when tasking
 +added option to manually override item base prices in namesfile.txt
 +Stopped auto eating from consuming fish from inventory
 +</code>
 +\\
 +**19-Nov-2018**\\
 +==== 0.75.0.5 ====
 +<code>
 +When efficiency calc = 10, buildings dont produce at all if efficiency is 0% (i.e owner does not have skill)
 +Production time and cost calcs now round to nearest int
 +Fix for weird script behaviour - while loops with a return() statement inside them wouldnt reset their loop counter and would eventually begin falling out immediately (once the while loop has returned > 500 times)
 +Check to prevent dodgy skill data crashing census
 +Fix for exports building blank ui
 +Adjusted death news ranking
 +</code>
 +
 +2019 was a washout due to work commitments\\
 +
releasenotes/2018-2019.1582121958.txt.gz · Last modified: 2020/02/19 08:19 by mit

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