0.71.0 -> 0.72.3 release notes

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Mit
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0.71.0 -> 0.72.3 release notes

Post by Mit » Thu May 10, 2018 7:25 am

Or i guess they're 'not-release notes' given none of this is actually available yet.. :]
Anyway, for those that find such things interesting/useful etc..

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* 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
[version] 0.71.6
* landscape patternmap included in .imp file if applicable
* world editor racetrack functions added
* fix scale for racing flags
* various bits of tidying up for the old-style pub interface
* changed the initial racestatus download so it only sends details of the races that are actually active
* removed a duplicate send of the game settings data (reducing initial login bandwidth by about 3K per login, sweet!) - map file is now sent from server once the townsettings send has completed
* linking in the texas holdem game to the bar
* [version]0.71.7
* caching of settings to reduce amount of unnecessary downloads on world login
* wall collision fixes
* fix for spec scale being overscaled
* SSL support in http get
* steam login process
* added 'set max employees' option on building admin for buildings that have more than 1 employee
* escape button always used to exit menus and enter the topleft minimainmenu
* engine off/on, fuel and headlights icons
* set rental price functional in building admin ; rent building buttons added
* moved some of the building access UI around
* change construction tax option in town admin screens
* engine automatically turns off / on at appropriate points (e.g. going home, when fuel runs out)
* allow renting from jehovah
* fixed some particle scaling issues
* increased shadow resolution
* added light priority system so that your own headlights don't flicker on and off when theres (for instance) lots of explosions around
* various fixes for scaling of sounds
* headlights auto on if you join a world thats in darkness and you're in a suitable vehicle
* various world editor improvements ; building rotations supported, buildings properly removed when using 'undo', etc
* added 'Min town construction tax'
* fixed weapon -> building collision checks
* optimised lighting system to automatically remove lights that are placed in pretty much the same place
* various improvements to lighting effects for streetlights etc
* improvements to the method for drawing static objects, so that tracking of object events is easier.
* added new 'secondary construction price' field to buildings editor and script function sysGetSecondaryConstructionPrice
* shadows, lighting and arrangement of stuff in pub
* engine icons
* various poker updates
* New scripted 'ServerSubgame' systems that make scripting minigames much easier : SubgameJoin( gameID, playerID ), SubgameLeave, SubgameEventAll( gameID, "event", "params" ), SubgameMessageAll( gameID, text, [soundnum] ), SubgameSoundAll, SubgameEventTeam( gameID, teamNum, "event", "params" ), SubgameMessageTeam, SubgameSoundTeam, SubgameSetStat( gameID, "statname", value ), SubgameGetStat, SubgameGetNumPlayers, SubgameGetNumPlayersOnTeam, SubgameIncrementStat, SubgameDecrementStat
* adding in instanceID to the subgame system for future support of subgame instances (i.e. separate poker tables in separate bars)
* replicated midi-controlled piano in bar (everyone must demand that Fooli performs for them!)
* entry fee option on subgames
* [vers] 0.71.7.9
* autocricket v0.1
* fixes for slope behaviour in vehicles
* added water surface map type to allow regions of above-sea-level water to be added to the map 
* added placement and display of buildzones into world editor
* added script functions sysIsInBuildZone( mapX, mapY, zoneNum ) and similar sysIsInNoBuildZone( .. )
* fix for position updates not being sent normally when in map editor
* various tidyups for building sales screens
* autogen 0 tex in ground shader uses cutout rather than blend mode (for cobble roads etc)
* appropriate building admin buttons greyed out when user is renting building
* restored arcade machine to pub
* adding buildings -> efficiency cals 9 ; same as 3 except that the building owner can have a small effect on efficiency if they don't have another job (1% if they're unskilled, 10% if skilled)
* fix for town tax being applied to buildings with the 'ignore town limits' flag set
* buildings with -1 mat/price are no longer put up for sale by jehovah when the owner dies
* when a building produces more than 1 of an item, the amount produced is now reduced in line with building efficiency
* fixes for accounts screen
* networth calculation adjusted to use the 'jehovah building sale price' rather than the mat/price, + networth cached in player record
* added *activatescreen [player] 15 -> 20 ; linking to the various census screens
* added setting Economy -> Networth limit for employer wage grant ; if not 0, employers' whose networth is over the limit do not receive the employer wage grant
* changed *Settime so it uses hours and minutes rather than gamedayticks ; e.g *settime 6 or *settime 14:30 (So much more sensible! :] )
* added script functions sysAddWealth( AMOUNT, ACCOUNT ) and sysRemoveWealth( AMOUNT, ACCOUNT ), used so script can take and allocate money from the correct account systems. (Need to write up full list of ACCOUNT names in docs..)
* added script value $gPlayerNetWorth
* made the days longer ; sun now rises earlier and sets later
* wagesource 9 is now same as 8 but employee doesnt get fired if the building runs out of invest (wagesource 10 is the scripted one, where the core engine does nothing)
* various ui tidyups for the while you were gone screens and hiscores ; changed whileyouweregone format so the last visit dates and times are displayed separately
* fix for return key being blocked occasionally and incorrectly by lingering settings screen checks
* fix for server crash, paying wages from a building owned by jehovah
* shadowmap now uses the texture to check for alpha'd sections on trees
* fix for buying fuel using the inventory capacity instead of the fuel tank 
* various fixes for buying from stores (checks for reaching wealth limit etc)
* some fixes for returning to the game dead but not staying on the death screen
* fix for *rotatebuilding not working in all circumstances
* added support for more wall types
* horn sound not played if tab is allocated to weapon
* increased chat character limit to 200
* added special building events to control descending bongochimp
* moved all file transfer messaging to the newer format header to reduce bandwidth overhead
* added 'tentothehour', 'fivetothehour' and 'onthehour' events
* added script function 'sysConstructBuilding( nBuildingType, WorldX, WorldY, Name ) ; similar to sysAddBuildingWorld but also deals automatically with construction amounts and costs according to settings
* some UI tidyups for construction
* scripting - added support for string concatenation with +=
* added sysGetCrowFlagState( flagNum )
* added sysSetCrowFlagState( flagNum, STATE )
* added sysDeleteTimer( timerID )  (Same as *killtimer but i felt it was appropriate to have a sysFunction for it)
* engine automatically turns off when you go into crow
* added weapon.txt field 'slots' ; used to determine how many of an item can be active at any one time 
* Made base lighting slightly brighter (particularly at night) when in crow
* weapon graphic size made to affect repel
* added *subgamedebug [subgameID]
* fix for event context not being restored after SubgameEventAll
* SubgameTimers : SubgameSetTimer( SubgameID, timerID, interval (1/10s), EventName, EventParams ) -> Triggers Event("Subgame", "[EventName]" ) after interval. SubgameKillTimer( SubgameID, timerID )
* updated *subgamedebug to include timers
* added *uieffect [player] [effectnum]  - currently just a couple of varieties of 2d firework display
* fix for server crash when restoring a context with an empty playerID
* server subgames notified when player leaves world
* fix for robocrow leave energy check
* fix for crash if script reloaded while an event is sleeping
* added separate map type for RC safezones 
* when in team in crow, names in player list are shown with the appropriate colour for the team
* fixed some of the scaling issues with fireworks
[vers] 0.71.8.7
* fix for subgame timers not getting ID set correctly
* added crow safe zone to map ed
* updates to detect crow respawn and override the normal blending process
* crow does not blend to new position on respawn
* repel does not affect own mines
* fixed remote crow rotation
* fix for sound crash when a lot of different 3d sounds have been played
* [version] 0.71.9
* Fix for crash if clicking a certain bit of the screen when spawning near a building before the building records have initialised
* tidyups for escape key behaviour
* buildings now hidden after using *buildingspecialevent [recordnum] 2 (and unhidden when doing *buildingspecialevent [recordnum] 1)
* changed scaling on gravity settings for consistency (default is now 1000)
* changed scale of velocity to m/s instead of the rather odd 10cm/s
* various flight mode scale fixes etc - also added diff friction model
* fixes & additions to allow 'ammoperlife' weapons to work correctly for crows
* when flattening mode is 0, buildings are now positioned at the lowest point of their bounding box - i.e. embedding them into the ground when positioned on a slope, rather than hovering off it..
* added sysNumPlayersInBuildZone( [ZoneNum] )
* various bits of wip tinkering with physics vehicles ; wheels rendered separately, separate physics vehicle settings screen and debug cam
* new setting (world->Physics world) to control which elements of the scene are added to the physics world (1 will be everything.. 0 is nothing (except landscape))
* async generation and caching of landscape collision data
* Various bits of key remapping: moved spec mode from f4 to Esc + s, moved info screens from f7 to Esc + i,  engine on/off on f4, headlights on f7
* added gear and rpm displays when in phys veh
* various poker fixes: prize money allocation and cleanup of players who've lost all their chips ; added 'players waiting to play..' list etc
* bongowheel buildingspecial
* pointandclick control not active when engine off or out of fuel
* fix duff piano note
* changed startup flow for poker 
* *buildingspecialmsg [buildingnum] [mode] [msg]
* added effect type 13 for flame from oil refinery
* font tweaks to support new, larger 3d font layout
* vehicle restriction zones
* added Event("HarvestDay", "[BuildingCode]" ) ; moved harvest day to end august, which is a proper decent date innit.
* harvest production run triggered separately on harvest day when globalProductionRate is set to a realtime cycle
* added script function sysActivateStockroom  (applies to current script player and building)
* merged building purchase window for scripted buildings
* added $gBuildingCapacity and $gBuildingSpaceRemaining
* added sysBuildingActivateStockroom and sysBuildingActivateBuyItem( itemNum )
* added sysBuildingActivateSetPrices( itemNum )
* added new 'generic' script zone type
* added *respawninscriptzone [playername] [zonenum]
* fix for varying friction deceleration effects depending on whether engine is on or off etc
* server mapzones creation
* added *eventallinscriptzone [zoneIDnum] [eventname] [params]
* added sysNumPlayersInScriptZone( zoneIDnum )
* added sysIsInScriptZone
* autoengine off if idle for 2 mins
* added scripted OSD element COUNTDOWN (as in osdaddat( "COUNTDOWN", 50, 50, 0, 0, "", "10") ) which shows a countdown timer
[vers] 0.71.9.5
* hornball tweaks ; hornball positions are processed differently ; added *hornballdebug
* skid smoke from vehicle wheels for vehicle type 1 is scaled proportional to model size
* moved the 'exit vehicle' button up to avoid overlap with headlights and etc
* wagesource 8 or 9 sets building state flag when production is active ; wheel spin rotation and effect rendering tied to state flag
* building activity flag updated when building efficiency is recalculated (e.g when someone takes a job or is fired)
* various improvements to particle effects
* added support for variable function indirection - e.g. $func = "MyFunc"    $func( 1 )  calls function MyFunc($param )  with $param = 1
* mini main menu closes when building window is opened
* new messaging for race status updates ; extra param on *racejoin to control spawn/startup behaviour (i.e. *racejoin [Player] [CourseNum] [behaviour]  - [behaviour] = 1 automatically spawns em in place and sets em ready
* *racestart command changed to launch a race  ; *racestart [course] [mode]
* added SubgameGetTimerRemaining( subgameID, timerID ) - returns the number of seconds left until the timer expires
* added RaceStart and RaceEnd script events
* bongo chant recording and event
* added *soundplayposition [soundNum] [scriptWorldPosX] [scriptWorldPosY] [ScriptWorldZHeight] [stopaftertime-secs]
* added SubgameReset
* added param to *buildingspecialevent [buildingnum] [eventtype] [param] and event type 7 to trigger gesture1 anim (param is cutoff time)
* fix for active state for buildings with no employees & investment when none is required..
* more special effects, trails and whatnot
* added *flagsetbase [flagNum] [buildingnum] [teamnum]
* added *flagsetcapturedest [flagnum] [buildingnum]
* added *subgamereset [subgamenum]
[vers] 0.72.0.1
* email system - players can opt in to receive daily email status updates about their character
* control mode 1, skid friction increases with speed
* player auto picks up flag when nearby rather than using end
* added subgamescoreboard stuff... script: SubgameActivateScoreboard( subgameID, Type ) ,  SubgameSetScore( SubgameID, index, value ), SubgameGetScore( SubgameID, index ), SubgameIncrementScore( SubgameID, index )
* added *setteamrespawnscriptzone [teamnum] [scriptZoneID] to override team specific respawn zones
[vers] 0.72.0.2
* messaging and event ("HornballGoal") for hornball goals
* added small mode option to home screen
* console remains on screen on frontend once the player has connected once
* vehicle wheels dont turn when rotating view in home
* various extra sound presets for weapons
* sound2 option for weapons (only applicable ot the portal weapon atm)
* added player leave event handling to server subgame class
* fixed scale on starport beam
* added 'use height at midpoint' option to buildings so that some buildings can use old height positioning method
* race flags sit on water when the checkpoint is under the sea
* changed *settings -> vehicle -> camera types 11,12,13 to adjust the camera angle
* various improvements to water rendering, splashes etc
* when joining scripted races, player is automatically orientated towards first checkpoint
[vers] 0.72.0.9
* fix for building sounds sometimes not playing if multiple buildings share the same sound num
* adding rendering for tractor armour and weapons
* new 'game zone' map type for defining the badlands area
* added script events "EnterGameZone" and "ExitGameZone"
* default secondary weapon moved from shift+tab to shift+ctrl
[vers] 0.72.1.0
* various sysadmin functions and things to aid recovery of lost server files (*recreatemapfromclientfile, *recreatenamesfromclientfile)
* fix for lack of wave noise when near sea
* daily email summaries not sent if the player is online, instead the timer is reset so that the daily check happens four hours later.
[vers] 0.72.1.1
* extra sound effects on the bongochimp descent
* new ui boxes
* added RocketKeepHeight weapon type
* added *setplayerlistscore [player] [score]
* added SubgameActivatePlayerListScores( subgameID, mode )
* added *effect [player] 27 [time] to temporarily give player a jetpack (and *effect [player] 28 to remove it)
* lockweapons and unlockweapons can now be used with a playername to lock/unlock a specific player.
* Adding subgame functions dealing with PlayerListScores ; SubgameGetHighestPlayerListScore( subgameID ), SubgameNumPlayersWithPlayerListScore( SubgameID, Score ), SubgameGetPlayerWithPlayerListScore ( subgameID, Score, Index )
* added sysGetPlayerListScore( playerID)
* added *globaleffect [type] [param] [time(secs)]
* per-RC crow cam height override setting
* fix for gocrow crow num not working
* firework sound effects on *uieffect
* fix for circle explosion of RC being set at incorrect height
* added script function sysNumPlayersInRCMode
* fix for topdown crow lives being sorta offset by 1 (*crowlives 1 would give the player two lives...)
* added SubgameIsPlayerInGame( $playerID )
* latest atractor scripts
* entity create data now sent compressed when appropriate
* EntityPickup event.
* Added EntitySetValue( $entityID, "ScriptParam", [value] ) which sets the param value passed to the pickupEvent
* EntityPickup event added to script event list
* added SubgameGetPlayer( subgameID, index )
* added subgamescoreboard mode 1 (which shows X of Y instead of Team 1 : X, Team 2: Y)
* added extra birdie sound effects
[vers] 0.72.1.4
* *alert redirected to the central text bit
* added weapon.txt -> fire=UseItem for a weapon that just triggers an item use event
* added *msgalert which does what *alert used to do
* fix for timed speclock sometimes not deactivating spec automatically
* added *buildingdestructionmode
* Script "BuildingDestroyed" event with no parameter is called if there isnt a specific "BuildingDestroyed" event for the particular building type
* got rid of stump collisions with destroyed buildings
* added auto-away
* added movie camera item 
* new chat settings screen
* chat connection only activated when player has added a chat channel
* added fishing tackle item and various additions to fishing mode settings, added small fish and large fish items
* added consumed items and some other bits to email summary (so you get notified on what your player has eaten recently.. curiously satisfying :] )
* crops on tile buildings flag
* couple of minor optimisations for landscape rendering 
[vers] 0.72.1.9
* livestock tiles
* added prox-delay control and changed damage calculations for weapons hitting robocrows so damage is less if closest hit point is at extreme of prox range and is highest when hit full on
* various additions and tweaks to shaders, including adding emissive material support for ATMs and unifying landscape rendering so everything goes through the groundshader by default
* added building type : scripted restaurant, which handles a few things special-like
[vers] 0.72.2.3
* script osd slider now supprots step value
* made sysop and owner auth levels synonomous, with SysAdmin being the higher server maintenance level..
* added sysBuildingActivateSellItem
* 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
* if % is followed by a space in script parsing its just treated as a % sign, not a special char
* [vers] 0.72.2.4
* new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist]
* weapon 'requirestarget=1' flag 

Morvis
Posts:189
Joined:Thu Jan 14, 2016 1:57 am

Re: 0.71.0 -> 0.72.3 release notes

Post by Morvis » Fri May 11, 2018 12:48 am

excuse me while i wipe a tear of nostalgia and I read this through. =)

AlphaRain
Posts:10
Joined:Thu May 03, 2018 7:03 am
Location:Tampa, Florida

Re: 0.71.0 -> 0.72.3 release notes

Post by AlphaRain » Mon Jul 02, 2018 12:50 pm

Man, why do I keep on coming back to this thread? It's that much nostalgic, I guess. :)

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