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releasenotes:2018-2019 [2020/02/19 13:58] 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 347: Line 268:
 <code> <code>
 graphic options on frontend graphic options on frontend
-various bits of work on the AT news site 
 fix for items appearing in the home storeroom list that are not in building or in inventory 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 moved some of the in-home UI around ; added buttons for the storeroom and news page
-various changes so that 'whilegone' events are added to the server news feed when appropriate +web posting of server news and high scores, incl changes so that 'whilegone' events are added to the server news feed when appropriate
-web posting of server news and high scores +
-some more collision fixes+
 changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode 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 crow weapons using double amount of energy specified (and allowing energy to go negative)
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 code tidyin code tidyin
 movie camera control additions 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> </code>
 \\ \\
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 fix for port that will take infinite items fix for port that will take infinite items
 nightime brightness control nightime brightness control
-brightness control 
 fix for crow not appearing when crowing from home fix for crow not appearing when crowing from home
 removed .crow and .help 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) 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 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+tidying up display on workhouse buildings: wage shown on workhouse button etc
 starting in home doesnt block other buttons starting in home doesnt block other buttons
 RaceWinner event and some extra stuff on racing to automatically time out race more quickly RaceWinner event and some extra stuff on racing to automatically time out race more quickly
Line 490: Line 647:
 changed price display so sheckle values less than 100s with 0d will show (for example) 99s0d instead of 99s 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 *settings -> economy -> security level 5 for disabling jobs for players with multis
-</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> 
-\\ 
-==== 0.74.0 ==== 
-<code> 
-fix for *exportpriceset not using correct value for max price 
-response msg for *redeemcodeadd 
-*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 
-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] 
-ingame store tweaks 
-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 
-weekly tournament saves 
-weekly tournament 
-weekly tournament button linked to server event -> "ViewTournament" 
-weekly tourney stuff 
-*weeklytournamentactivate [mode],[prize] 
-atractor getloc integration with user and world DB 
-b&p for ingame store 
-at frontend reporting error messages if getloc response errors (e.g. if game is full) 
-decoration items rendered 
-smoke effects 
-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 
-fix for some items missing on town trades screen 
-tasklist.dat moved to StoredData 
-flags.dat moved to StoredData 
-moved serverglobals 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 
-export building screens 
-moved keyvalue save files to 'StoredData' folder 
-export prices load & save 
-FT info request cleanup 
-templates for weekly tournament 
-exports building type 
-wip support for automated caching through file transfer system 
-added *exportpriceset [item],minprice,maxprice,variancemode,varianceparam 
-added sysGetExportPrice( item ) 
-prep for weapons.txt to come through WorldFT 
-ingame store icons.  
-workhouse 
-linking in permit purchase prompt screen and store 
-for official at servers, when user doesnt have permit they can only have 1 house 
-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 *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.. mangling of position to prevent basic mem edit hacking 
-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 
-various bits of code tidyin 
-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> 
-\\ 
-==== 0.73.1.0 ==== 
-<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> 
-\\ 
-==== 0.73.0.6 ==== 
-<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> 
-\\ 
-==== 0.73.0.2 ==== 
-<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> 
-\\ 
-==== 0.72.3.6 ==== 
-<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> </code>
 \\ \\
Line 758: Line 652:
 <code> <code>
 town trades list now includes buildings set with infinite investment town trades list now includes buildings set with infinite investment
-production efficiency recalculated when a building changes ownership+production efficiency recalculated when a building changes ownership, and when owner gains a skill
 added *eventallbuildingsoftype [type],[customevent][|params] added *eventallbuildingsoftype [type],[customevent][|params]
-eff recalc on grantskill 
-building efficiency recalculted for player when they gain a skill 
 when buidlings->efficiencyCalc is 10, building efficiency is recalculated whenever a player forgets a skill when buidlings->efficiencyCalc is 10, building efficiency is recalculated whenever a player forgets a skill
-production run updates 
 min price setting is always 2 above base price min price setting is always 2 above base price
-replaced weekly tournament button with guide button 
 fix for model flames taking velocity of first player fix for model flames taking velocity of first player
 replaced weekly tournament button with a 'help guide' button replaced weekly tournament button with a 'help guide' button
-spawn zones can now be viewed in the map editor +spawn zones no build zones can now be viewed in the map editor
-no build zones can now be added 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 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
-all trailers = 2x capacity 
 sysGenerateTopPlayerVarsList now omits players who are dead. sysGenerateTopPlayerVarsList now omits players who are dead.
 moved a couple of server files to the StoredData folder just to tidy up the folder structure 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 added system to reduce nutritional benefits of food items depending on how often they've been consumed previously
-acrivate RC unit button+activate RC unit button
 cargo rules = 2, enforces minimum/maximum sale and rental price for buildings 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) holding shift now steps up in sheckles on various controls that previously didnt support that. (e.g. set sell price)
Line 783: Line 671:
 *playsound [name] [num] ; num >= 1000 triggers built-in sound effects *playsound [name] [num] ; num >= 1000 triggers built-in sound effects
 added function for generating building construction base price estimates added function for generating building construction base price estimates
-resident's permit -> membership 
 Added item base price calculations Added item base price calculations
 cargo rules = 2, owner can trade at own building, can't access stockroom 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 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 -> 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 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' 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+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 water tiles can be removed using map editor erase tool
 fix for leave screen not showing the benefit of items that are in inventory fix for leave screen not showing the benefit of items that are in inventory
Line 806: Line 692:
 *settings -> Buildings -> Efficiency calc = 10, building is 100% efficient as long as the owner has the building's build skill *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).  *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 correction for weapon fire direction when firing from RC
 employee list script button option employee list script button option
Line 822: Line 707:
 Buildings -> Efficiency Calc mode 10, houses and warehouses are always 100% efficient 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 settings -> building -> buildingRestore Mode = 6 ; building repair costs cash proportional to the building base construction price and its current damage level
-various lil adjustments to buy price limits 
 updated the jehovah building sale price calc to properly reflect Lovelace building costs 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 updated the networth calc to take into account proper building prices and reduce networth of under construction buildings
Line 834: Line 718:
 </code> </code>
 \\ \\
 +**19-Nov-2018**\\
 ==== 0.75.0.5 ==== ==== 0.75.0.5 ====
 <code> <code>
-repathing world scripts +When efficiency calc = 10, buildings dont produce at all if efficiency is 0% (i.e owner does not have skill)
-script projects +
-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 Production time and cost calcs now round to nearest int
-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) +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 +Check to prevent dodgy skill data crashing census 
-latest atrac scripts +Fix for exports building blank ui 
-fix for exports building blank ui +Adjusted death news ranking
-adjusted death news ranking +
-removed debug output+
 </code> </code>
 +
 +2019 was a washout due to work commitments\\
  
releasenotes/2018-2019.1582142302.txt.gz · Last modified: 2020/02/19 13:58 by mit

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