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releasenotes:2018-2019 [2020/02/19 13:54] 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\\ +
-\\ +
-<code> +
-* fixing up some duff references to old PeerConnection classes, which was causing a server crash on player leave +
-* fix for scripted building add using the player position to determine if the building was far enough away from the town or not. +
-* ball control physics things +
-* .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 +
-</code> +
-\\ +
-**0.71.6**\\ +
-<code> +
-* 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.eseparate poker tables in separate bars) +
-* replicated midi-controlled piano in bar (everyone must demand that Fooli performs for them!) +
-* entry fee option on subgames +
-</code>+
 \\ \\
-**0.71.7.9**\\+**23 Jan 2018**\\ 
 +==== 0.71.7.9 ====
 <code> <code>
 * autocricket v0.1 * autocricket v0.1
Line 145: Line 66:
 </code> </code>
 \\ \\
-**0.71.8.7**\\+==== 0.71.8.7 ====
 <code> <code>
 * fix for subgame timers not getting ID set correctly * fix for subgame timers not getting ID set correctly
Line 156: Line 77:
 </code> </code>
 \\ \\
-**0.71.9**\\+==== 0.71.9 ====
 <code> <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
Line 199: Line 120:
 </code> </code>
 \\ \\
-**0.71.9.5**\\+==== 0.71.9.5 ====
 <code> <code>
 * hornball tweaks ; hornball positions are processed differently ; added *hornballdebug * hornball tweaks ; hornball positions are processed differently ; added *hornballdebug
Line 336: Line 257:
 * new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist] * new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist]
 * weapon 'requirestarget=1' flag  * weapon 'requirestarget=1' flag 
-</code>+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>\\
 \\ \\
-==== 0.75.0.5 ====+==== 0.72.3.5 ====
 <code> <code>
-repathing world scripts +graphic options on frontend 
-script projects +fix for items appearing in the home storeroom list that are not in building or in inventory 
-when efficiency calc = 10buildings dont produce at all if efficiency is 0% (i.e owner does not have skill) +moved some of the in-home UI around ; added buttons for the storeroom and news page 
-Production time and cost calcs now round to nearest int +web posting of server news and high scoresincl changes so that 'whilegone' events are added to the server news feed when appropriate 
-possible 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+changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode 
-check to prevent dodgy skill data crashing census +fix for crow weapons using double amount of energy specified (and allowing energy to go negative) 
-latest atrac scripts +fix for some crow->building collision issues 
-fix for exports building blank ui +fix for building UI when a building with multiple employee slots has some filled and some not 
-adjusted death news ranking +sales to jehovah buildings now go in to the investment if the building has less than 10s invested 
-removed debug output+(temporarily) removed the non-functioning audio messages thang  
 +fix: referencing $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> </code>
 \\ \\
-==== 0.75.0.====+**May-10-2018**\\ 
 +==== 0.72.3.====
 <code> <code>
-Buildings -> Efficiency Calc mode 10, houses and warehouses are always 100% efficient +new frontend logo 
-settings -> building -> buildingRestore Mode = 6 ; building repair costs cash proportional to the building base construction price and its current damage level +linking in steam inventory 
-various lil adjustments to buy price limits +various worldnews additions and improvements 
-updated the jehovah building sale price calc to properly reflect Lovelace building costs +when deatheffect 3,4,5,server now also clears investment from buildings when someone dies 
-updated the networth calc to take into account proper building prices and reduce networth of under construction buildings +*suicide commmand removed for now 
-Under construction buildings are removed if owner dies (DeathEffect 3) +added storeroom to home screen 
-Investment and stocks removed from building if owner dies (DeathEffect 3+if player hasn't enough cash to pay rent, but has money invested in buildings, the rent money will automatically be removed from investment 
-fix for no-build zones not working +econ stats now posted every 6 game months 
-fix for fishing counts getting reset when graphics reset +web graphs for world news 
-fix for 'engine off' display disappearing when tasking +added alive players count to econ stats 
-added option to manually override item base prices in namesfile.txt +yearly econ stats posting 
-Stopped auto eating from consuming fish from inventory+*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> </code>
 \\ \\
-==== 0.75.0.====+==== 0.73.0.====
 <code> <code>
-town trades list now includes buildings set with infinite investment +added jehovah rent paid to *econstats 
-production efficiency recalculated when a building changes ownership +extra info on *econstats command 
-added *eventallbuildingsoftype [type],[customevent][|params] +fix for stupid bug in employee counting 
-eff recalc on grantskill +pantload more econ stats 
-building efficiency recalculted for player when they gain a skill +fix for wage production cycle happening after building production 
-when buidlings->efficiencyCalc is 10, building efficiency is recalculated whenever player forgets a skill +fix for buildings still producing when they haven't paid wages. 
-production run updates +changed the building remove employee stuff so that it keeps the employee list correctly ordered 
-min price setting is always 2 above base price +spaces removed from steam user names 
-replaced weekly tournament button with guide button +when renter is kicked from house because owner changesthey take all the house stocks with them 
-fix for model flames taking velocity of first player +added while gone message to indicate when tenancy has ended because owner has changed 
-replaced weekly tournament button with a 'help guide' button +changed the way buildings data is saved so it doesnt happen too many times in one period 
-spawn zones can now be viewed in the map editor +backward compatability on the web file transfer thing + client version stored in serverPlayer struct 
-no build zones can now be added in the map editor +imp files uploaded to web server and fetched from web server by client to reduce game-server bandwidth and improve download reliability 
-if client who has paid for membership joins world which doesnt know about it yetthe client will automatically notify the server to update the membership status +fix for sales not going into investment in jehovah owned buildings 
-all trailers = 2x capacity +adding in web download of imp files 
-sysGenerateTopPlayerVarsList now omits players who are dead. +sales to jehovah buildings now go to invest up to 10s 
-moved a couple of server files to the StoredData folder just to tidy up the folder structure +*removetenant ignores rental minimum term 
-added system to reduce nutritional benefits of food items depending on how often they've been consumed previously +added *removetenant [building_num
-acrivate RC unit button +added *removetenant [building_num]
-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 +
-resident's permit -> membership +
-Added item base price calculations +
-cargo rules = 2, owner can trade at own building, can't access stockroom +
-under construction plots can be sold +
-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 +
-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).  +
-various UI changes to support the above +
-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> </code>
-\\ +==== 0.73.0.====
-==== 0.74.2.====+
 <code> <code>
-missile guidance system fixes +player popup screen rejigged 
-prox system used on robocrows now applies to standard vehicles too +memory leak tidyups 
-fix for insert/delete throttle controls activating when game window is not focused +fix for 3d sound buffer tracking and removal of 'out of 3d sound buffers' error popup 
-new icons +initialisation of wars data 
-some fiddling about with weapons +fix for incorrect news message for buying a building 
-killer rabbits bits +fix for incorrect check on wage cycle production for made items 
-economy -> passive work rate setting +added limit so that buildings with 2 made items dont keep making the second item without limit 
-active employment wip +changed some bits around so can track small and quiet mode status (etc) 
-changed price display so sheckle values less than 100s with 0d will show (for example) 99s0d instead of 99s +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 
-*settings -> economy -> security level 5 for disabling jobs for players with multis+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> </code>
 \\ \\
-==== 0.74.2.0 ====+==== 0.73.1.0 ====
 <code> <code>
-added settings -> economy -> income tax & passive work rate +dont save options before loading em! :) 
-some building ui changes for active employment bits +handling players leaving and withdrawing challenges in game lobby 
-high scores show only sheckles when total is > 1000s +ui tweaks 
-added *debugminigame [gameid] [instanceid] +quiet mode 
-minigame bits +leave button on duel/game lobby 
-fixes for biplane first person cam and tailgunner mode +some Ui graphic bits & pieces 
-added mod/op button to reset the chess +Rc duel ranking on webnews sports pages 
-added to-let sign (similar to the for sale one) +added SubgameWebpostDuelScore( subgameidpostpath 
-trailers no long appear on planes +refactored webposting to get posting URL root from centralised source 
-removed custom texas holdem disconnect bit that wasnt suitable.. +various fixes to fix problems quitting small mode when disconnected 
-shader fix for lighting glitches +elo calculation for duel ranking on web news pages 
-latest atractor world scripts +safety check for invalid hornball goal being added to map 
-fix for spin rotation of buildings (e.g. windmills) changing if shadows arent enabled +news website layout bits 
-fix for tractor customisation not being reset when a player leaves +fix for made-item production rates not increasing when using multiple employees and employee effect mode 1 
-fix for tractor customisation disappearing when screen is resized or when returning from small +change so that when a building makes product over number of production cycles (e.g vehicle factorymultiple employees will instead reduce the production time 
-updated ingame store products +added business story posts 
-some lighting fixes  +added info posted to atractor/worldlist for active monitoring of server status 
-</code> +atractor news page now accepts ?world param to support multiple servers 
-\\ +added server status to web news page 
-==== 0.74.1.9 ==== +Server posting status data to webserver 
-<code> +control flag added so that the subgameUI is reset when a player newly joins a replicated lobby subgame 
-few modifications to get the space cockpit displays working again (plus shadows on cockpit) +player popup mute option functional 
-first pass on some active employment bits +Loading of steam avatar images for player popup screen
-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 jobdollar signs show up above buildings that have employment available and that you've got the skill for. +
-</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 building is not producing because it is full +
-renter is no longer removed when purchasing 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> +
-\\ +
-==== 0.74.1.0 ==== +
-<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 +
-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 disdlay 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> +
-\\ +
-==== 0.74.0.6 ==== +
-<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> +
-\\ +
-==== 0.74.0.5 ==== +
-<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> +
-\\ +
-==== 0.74.0.3 ==== +
-<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> </code>
 \\ \\
Line 596: Line 420:
 <code> <code>
 fix for *exportpriceset not using correct value for max price fix for *exportpriceset not using correct value for max price
-response msg for *redeemcodeadd 
 *activatescreen 21 triggers the residency Permit purchase screen *activatescreen 21 triggers the residency Permit purchase screen
-added option to remove purchased items 
-error message response if user tries to use Residency Permit multiple times 
 item redeem code option to apply the redeemed item immediately item redeem code option to apply the redeemed item immediately
 decoration items can now be applied through purchased inventory screens decoration items can now be applied through purchased inventory screens
Line 608: Line 429:
 added *exportitemdebug [itemname] added *exportitemdebug [itemname]
 added *exportitem [player] [quantity] [itemname] added *exportitem [player] [quantity] [itemname]
-ingame store tweaks 
 added script sysvalue:  gTotalMoneySupply  (in sheckles) added script sysvalue:  gTotalMoneySupply  (in sheckles)
 added 'Local Store' building type (which can be built in both residential and commercial districts) added 'Local Store' building type (which can be built in both residential and commercial districts)
 various ui additions for the ingame store various ui additions for the ingame store
-weekly tournament saves 
-weekly tournament 
-weekly tournament button linked to server event -> "ViewTournament" 
-weekly tourney stuff 
 *weeklytournamentactivate [mode],[prize] *weeklytournamentactivate [mode],[prize]
-atractor getloc integration with user and world DB +weekly tournament button linked to server event -> "ViewTournament" 
-b&p for ingame store +messages on frontend when access to world is refused (e.g World is full)
-at frontend reporting error messages if getloc response errors (e.g. if game is full)+
 decoration items rendered decoration items rendered
 smoke effects smoke effects
 upped max (theoretical) server capacity to 128 upped max (theoretical) server capacity to 128
-messages on frontend when access to world is refused (e.g World is full) 
-new contentarchive bits 
 workshop shows if you're employed workshop shows if you're employed
 fix for some items missing on town trades screen fix for some items missing on town trades screen
-tasklist.dat moved to StoredData +Server keyvalues, tasklist.datflags.dat and ServerGlobals moved to StoredData folder
-flags.dat moved to StoredData +
-moved serverglobals to StoredData folder+
 delete nearest forest will delete tree lines too delete nearest forest will delete tree lines too
 Separate town pattern maps for ground shader Separate town pattern maps for ground shader
Line 635: Line 446:
 Fix for export prices save not working Fix for export prices save not working
 export buildings show up in the town trades list export buildings show up in the town trades list
-export building screens 
-moved keyvalue save files to 'StoredData' folder 
-export prices load & save 
 FT info request cleanup FT info request cleanup
-templates for weekly tournament 
-exports building type 
 wip support for automated caching through file transfer system wip support for automated caching through file transfer system
 added *exportpriceset [item],minprice,maxprice,variancemode,varianceparam added *exportpriceset [item],minprice,maxprice,variancemode,varianceparam
 added sysGetExportPrice( item ) added sysGetExportPrice( item )
-prep for weapons.txt to come through WorldFT 
-ingame store icons.  
 workhouse workhouse
-linking in permit purchase prompt screen and store+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 for official at servers, when user doesnt have permit they can only have 1 house
 server check for district construction rules server check for district construction rules
-permit purchase prompt 
-bit of tidyin on script parsing 
-residence permit support, linking in screen to prompt user when they need one 
 added birdies added birdies
 added *listusers command added *listusers command
 players moved back to holding area ; end of alpha players moved back to holding area ; end of alpha
 some work on custom ingame storefront some work on custom ingame storefront
-player struct worldpos made private with accessor to set it.. mangling of position to prevent basic mem edit hacking+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 changing PLAYER_STRUCT to a class so can block the writing of worldpos
 steam inventory updated when a call to the overlay store completes steam inventory updated when a call to the overlay store completes
Line 664: Line 465:
 idle timer updates when in small idle timer updates when in small
 info and census screens combined, guide link to website info and census screens combined, guide link to website
-various bits of code tidyin 
 town roads layout now applied to the groundshader patternmap at runtime based on the location of towns 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 tick icon to indicate purchased items that are currently selected/active
Line 688: Line 488:
 </code> </code>
 \\ \\
-==== 0.73.1.0 ====+==== 0.74.0.3 ====
 <code> <code>
-dont save options before loading em! :) + 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 
-handling players leaving and withdrawing challenges in game lobby +fix for server not properly checking for available file transfer send slots and just aborting  
-ui tweaks +engine off label moved to the right when the low fuel indicator icon is active 
-quiet mode +ornamental buildings dont show in census 'total buildings on world' count 
-leave button on duel/game lobby +moved families and banking.dat to StoredData 
-some Ui graphic bits & pieces +Fix for census not updating between 1 jan,yr 0 to 2 mar,yr 0 
-Rc duel ranking on webnews sports pages +fixes for world news 
-added SubgameWebpostDuelScore( subgameid, postpath ) +export prices automatic adjustment based on previous export rates and small random variation 
-refactored webposting to get posting URL root from centralised source +official atractor servers set flag in welcome message 
-various fixes to fix problems quitting small mode when disconnected +When a permit is purchased, it is applied immediately
-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> </code>
 \\ \\
-==== 0.73.0.====+==== 0.74.0.====
 <code> <code>
-player popup screen rejigged +changed *buildingwageproddebug to *buildproddebug [buildnum] and added more details to the output 
-memory leak tidyups +response on *workhousefix 
-fix for 3d sound buffer tracking and removal of 'out of 3d sound buffers' error popup +support for setting of wage (and grant amount) for Workhouse building 
-initialisation of wars data +fix for broken keyvalue loading. Extended the time period before the values are cleared from memcache. 
-fix for incorrect news message for buying a building +added command *workhousefix to resolve discrepancies in job records caused by earlier broken workhouse code 
-fix for incorrect check on wage cycle production for made items +game options screen bits 
-added limit so that buildings with 2 made items dont keep making the second item without limit +removed multichar cash reset system (for now?) 
-changed some bits around so can track small and quiet mode status (etc+workshop and export buildings in commercial buildings category 
-fix for 'can't have more than one building under construction at a time' limit being incorrectly applied when attempting to purchase or rent building +fix for workhouse not removing old employee properly when a new one joins and its full 
-added workhouse building type +added bongometer and *bongoworshiplevel [val],[max] 
-destroyed vehicle effect = 2changed so that the player will respawn in the nearest type 1 spawn zone when vehicle is destroyed +fixed crow spec cam height 
-reset subgameui +buildings set to appear on map now show without waiting for their name to be downloaded 
-subgame lobby stuff +'purchased items' screen copes with more than 9 items 
-more work on challenge lobby subgame +steamid fields added to ban records  plus *bansteamid  
-various bits of code to deal with subgameUIActivate challenge screens and flow +fixed stupid code 
-moved tractor customisation stuff to an archive +fix for multiple keyvalues causing server crash 
-added support for mounting multiple archives +*bongoworshiplevel curr,threshold 
-tractor customisation replication +randomised smoke times 
-removed .fish +remote trailers revert to straight more quickly 
-tractor customisation replication +fix for textures showing incorrectly on map editor screens 
-set up for defining servers as 'official' atractor servers +fix for *vehicle 25 allowing access to a weirded vehicle 1 
-trailer affects inventory capacity +new town pattern map system also writes to the main, global pattern map to reduce the amount of nastiness when lods overlap 
-trying out an extra light at nighttime +fix for various bits of texture badness (including missing textures in water reflections)
-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> </code>
 \\ \\
-==== 0.73.0.====+==== 0.74.0.====
 <code> <code>
-added jehovah rent paid to *econstats +owners of export buildings can now change one of their export items once every 24 hours 
-extra info on *econstats command +added API for getting basicUID from the AT userbase 
-fix for stupid bug in employee counting +properly turned off multichar cash reset 
-pantload more econ stats +Default to WASD controls  
-fix for wage production cycle happening after building production +Esc then O, game options
-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> </code>
 \\ \\
-==== 0.72.3.====+==== 0.74.1.====
 <code> <code>
-new frontend logo +new purchasable items ; fishing equipment, movie camera, purple skin, 3 new decorations 
-linking in steam inventory +race UI tweaks 
-various worldnews additions and improvements +various additions to fishing. 
-when deatheffect = 3,4,5,6 server now also clears investment from buildings when someone dies +fix for port that will take infinite items 
-*suicide commmand removed for now +nightime brightness control 
-added storeroom to home screen +fix for crow not appearing when crowing from home 
-if player hasn'enough cash to pay rent, but has money invested in buildings, the rent money will automatically be removed from investment +removed .crow and .help 
-econ stats now posted every 6 game months +controls for buy and sell to buildings now cap their values to appropriate maximums (e.g. can'attempt to sell more than you're carrying) 
-web graphs for world news +fix for one item being missing from the export trade list when changing item in EXPORTS building 
-added alive players count to econ stats +tidying up display on workhouse buildings: wage shown on workhouse button etc 
-yearly econ stats posting +starting in home doesnt block other buttons 
-*econstats +RaceWinner event and some extra stuff on racing to automatically time out race more quickly 
-added econstats command +*pokerreset command 
-tweaks to the efficiency calc when using employee effect mode = 1 +*raceleave command 
-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) ) +Workhouse now has control for setting wage 
-various web news display tweaks +Can select and fire employees individually 
-fix for wage avg calc +Chat now picks up any modifications to username made by server (e.g If player is duplicated) 
-server now posting job stats (avail,taken,wage min/avg/max) +server gateway page lists stats for connections and number of refusals 
-some additions to the web news display +account uid provided by getloc response
-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> </code>
 \\ \\
-==== 0.72.3.====+==== 0.74.1.====
 <code> <code>
-graphic options on frontend +update replicated speed 
-various bits of work on the AT news site +simplified shader option 
-fix for items appearing in the home storeroom list that are not in building or in inventory +fix for 'sell to building' not always showing correct stock amounts for demanded items 
-moved some of the in-home UI around ; added buttons for the storeroom and news page +work on employee effect mode 2 ('active employment'
-various changes so that 'whilegone' events are added to the server news feed when appropriate +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) 
-web posting of server news and high scores +added test command for reducing the front buffer width 
-some more collision fixes +extra logging on barter transaction 
-changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode +player list selection now sticks to a selected billingID to avoid it occasionally changing when players join & leave 
-fix for crow weapons using double amount of energy specified (and allowing energy to go negative) +entity explosion control command 
-fix for some crow->building collision issues +fix for change vehicle check not considering trailer inventory size modification 
-fix for building UI when a building with multiple employee slots has some filled and some not +fix for fire effects on exploded vehicles 
-sales to jehovah buildings now go in to the investment if the building has less than 10s invested +fix for flight physics bank/lift calculation 
-(temporarily) removed the non-functioning audio messages thang  +building placement height adjusted to compensate for buildings that have a built-in subsurface area 
-fix: referencing a $gPlayerKey[..or $gServerKey[..that has not been assigned anything yet will return 0 or an empty string (rather than 1) +debug stuff 
-added weapons: restrictions=1 which prevents weapon being used if within 30m of a crow flag +fix for player list selection changing occasionally 
-added pgup/pgdn on movie camera to change target player +fix for stockroom transfer list allowing over-stocking of some items. fix on server to make sure that no items are lost. 
-added stuff to the email summary so player is informed if they've died (and no further email summaries are sent) +adding confirmation screen for 'demolish building' option on under-construction buildings 
-changed the way the sun corona is displayed. +added some extra logging stuff on barter transactions 
-added lighting override option to movie camera +fix for *buildproddebug incorrectly reporting employee frozen 
-fix for landscape textures not being definitely set +moved deaths from the main server log and added em to the a separate 'deaths.log' 
-default newspaper updates +filter some of the server news events to avoid duplicates 
-various additions to atractor world scripts and settings +set house limit to 15 
-added a player->player give fuel option when both are driving vehicles with fuel consumption +house construction limited to 12 
-fix for targeting mode not being disabled when using *targetingmode [player] 0 +added *exportitemadjust [itemname/num] [changeamount
-fix for skid smoke appearing at wrong position on left wheel +global export prices now slightly more inclined to head to the middle of their range 
-added command *useitem PLAYERNAME,ITEMNAME,TARGETNAME (because some scripting i am doing needs it) +Extra messaging to alert when IMP file is being fetched from the game rather than the web content server 
-svn log generator tool +Imp uploader updated to cope with different world names 
-physics world not updated until map generation has completed +fix for overriden mouse control not resetting when windows closed 
-weapon 'requirestarget=1' flag  +latest content (wizard hat, headphones) 
-new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist] +fix for adding streetlights in map ed 
-code tidyin +fix for overbright crops 
-movie camera control additions+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> </code>
 \\ \\
-==== 0.72.2.====+==== 0.74.1.====
 <code> <code>
-if % is followed by a space in script parsing its just treated as a % sign, not a special char +few modifications to get the space cockpit displays working again (plus shadows on cockpit
-added *employeequitjob [buildingnum] [player_name]  - same as *removeemployee but also triggers the whileYouWereGone event (etc+first pass on some active employment bits 
-alpha'd PNG texmaps now rendered on top of landscape with shader rather than multi-polys +lighting improvements 
-atractor backup data +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 :) 
-added sysBuildingActivateSellItem +If you've got no jobdollar signs show up above buildings that have employment available and that you've got the skill for.
-made sysop and owner auth levels synonomouswith SysAdmin being the higher server maintenance level..+
 </code> </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/2018-2019.1582142079.txt.gz · Last modified: 2020/02/19 13:54 by mit

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