0.72.4 -> 0.75.2 release notes
Posted: Wed Feb 05, 2020 7:11 pm
oh my.. this is still a thing, after all this time..
(I have it in mind to one day gather up all the release note posts from different places and put em all in one place)..
(I have it in mind to one day gather up all the release note posts from different places and put em all in one place)..
Code: Select all
[vers]0.75.2
moved portal display to a separate window
added extra format checks on creation of post-process render targets, added debug info to FE graphic options
added pointlight to portal and fixed the lighting
fixed the radar map (and moved all the code for it to a sensible place)
some more bits workin on the script editor
fixed the default turret position
moved the default .savegentex output location to the user appdata folder
various fixes that mean the landscape is properly/fully regenerated when it is changed in the server panel (e.g. makes sure the distant LODs are re-generated and buildings/trees/etc are set properly on the ground)
changed orientation of weapon models to match the vehicles and etc
[vers] 0.75.1
extra info on portal interface
removed some reference to old monkeycollection.com website which no longer exists
added world-dev fe mode
added custom portal graphic and effect
fix for the last row of tiled surface blocks not showin up correctly
moved the regi.dat into Data\Regi to keep it separate from the main setup files
fixed the weapon pitch and aim offsets
fix for fog-off settings not applying to new shaders
got the portal building working, added blur transition effects
increased far clip plane based on cam dist
fix for the scale of entity target lead values causing entities to shoot randomnly in the opposite direction
fix for posting server listing from worlds with a space in their name
fix for fixed mode lighting not getting detected on new shaders
fix for weapons fired from entities not colliding with first player on world
new box blur shader
fix for incorrect shader used on parts of the landscape in the reflection view
new frontend
added portal building type
fixes for the in-game minibrowser
bits to allow local/virtual worlds to parse and use the full map data, incl. spawn zones
deprecated & removed old teleport code
added sysBuildingSetMessage( Text )
corrected type on sysDeactivateRangeEvent (was sysDeactivateRangeEventEvent)
renamed sysIsInTown to sysPlayerIsInTown, and sysIsInSpawnZone to sysPlayerIsInSpawnZone as they were both context-player specific functions and not consistently named
added separate process by which world servers register themselves with the web listing (when not 'official' AT servers)
changed skybox rendering so that it doesnt if the 'bottom.png' of the skybox is missing
fix for fog on the water rendering not always matching the rest of the environment
navgalaxy on world testing
put month names in log formatting
moved some log output around so that the server.log file is less prone to spammage
webuniverse admin
some bits for *kicktospace
small script editor fixes/improvements
when placing a building from script, the server was using the position of the player to check for no-build zones, rather than the position the script provided
export owners can now use their own export buildings
fix for under construction buildings still running the production cycle
[vers] 0.75.0.5
repathing world scripts
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
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)
check to prevent dodgy skill data crashing census
latest atrac scripts
fix for exports building blank ui
adjusted death news ranking
removed debug output
[vers] 0.75.0.4
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
various lil adjustments to buy price limits
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
[vers] 0.75.0.3
town trades list now includes buildings set with infinite investment
production efficiency recalculated when a building changes ownership
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
production run updates
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
replaced weekly tournament button with a 'help guide' button
spawn 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
all trailers = 2x capacity
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
acrivate 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
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)
[vers] 0.74.2.1
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
[vers] 0.74.2.0
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
[vers] 0.74.1.9
few modifications to get the space cockpit displays working again (plus shadows on cockpit)
first pass on some active employment bits
lighting improvements
fix for the flame from the top of the oil refineries taking on the velocity of a player in the world at random. What a fun bug :)
If you've got no job, dollar signs show up above buildings that have employment available and that you've got the skill for.
[vers] 0.74.1.8
update replicated speed
simplified shader option
fix for 'sell to building' not always showing correct stock amounts for demanded items
work on employee effect mode 2 ('active employment')
added 'for sale' and 'dollar sign' 3d indicators for buildings. Optimised some of the building render pipeline. Fixed bug with builder render list not getting reset properly (caused buildings to flick occasionally)
added test command for reducing the front buffer width
extra logging on barter transaction
player list selection now sticks to a selected billingID to avoid it occasionally changing when players join & leave
entity explosion control command
fix for change vehicle check not considering trailer inventory size modification
fix for fire effects on exploded vehicles
fix for flight physics bank/lift calculation
building placement height adjusted to compensate for buildings that have a built-in subsurface area
debug stuff
fix for player list selection changing occasionally
fix for stockroom transfer list allowing over-stocking of some items. fix on server to make sure that no items are lost.
adding confirmation screen for 'demolish building' option on under-construction buildings
added some extra logging stuff on barter transactions
fix for *buildproddebug incorrectly reporting employee frozen
moved deaths from the main server log and added em to the a separate 'deaths.log'
filter some of the server news events to avoid duplicates
set house limit to 15
house construction limited to 12
added *exportitemadjust [itemname/num] [changeamount]
global export prices now slightly more inclined to head to the middle of their range
Extra messaging to alert when IMP file is being fetched from the game rather than the web content server
Imp uploader updated to cope with different world names
fix for overriden mouse control not resetting when windows closed
latest content (wizard hat, headphones)
fix for adding streetlights in map ed
fix for overbright crops
fire and firework effects
fix for renter value going wrong when buying a building
added .testdec
indicator on building access screen when a building is not producing because it is full
renter is no longer removed when purchasing a buildng that is rented out
various fishing bits
extra info on *buildproddebug
corrected min investment text.
Miniops now show up as Mod] rather than Op]
[vers] 0.74.1.0
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
[vers]0.74.0.6
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
[vers] 0.74.0.5
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)
[vers]0.74.0.3
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
[vers] 0.74.0
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
[vers] 0.73.1.0
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
[vers] 0.73.0.6
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)
[vers]0.73.0.2
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]
[vers]0.72.3.6
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
[vers]0.72.3.5
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
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
some more collision fixes
changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode
fix for crow weapons using double amount of energy specified (and allowing energy to go negative)
fix for some crow->building collision issues
fix for building UI when a building with multiple employee slots has some filled and some not
sales to jehovah buildings now go in to the investment if the building has less than 10s invested
(temporarily) removed the non-functioning audio messages thang
fix: referencing a $gPlayerKey[..] or $gServerKey[..] that has not been assigned anything yet will return 0 or an empty string (rather than 1)
added weapons: restrictions=1 which prevents weapon being used if within 30m of a crow flag
added pgup/pgdn on movie camera to change target player
added stuff to the email summary so player is informed if they've died (and no further email summaries are sent)
changed the way the sun corona is displayed.
added lighting override option to movie camera
fix for landscape textures not being definitely set
default newspaper updates
various additions to atractor world scripts and settings
added a player->player give fuel option when both are driving vehicles with fuel consumption
fix for targeting mode not being disabled when using *targetingmode [player] 0
fix for skid smoke appearing at wrong position on left wheel
added command *useitem PLAYERNAME,ITEMNAME,TARGETNAME (because some scripting i am doing needs it)
svn log generator tool
physics world not updated until map generation has completed
weapon 'requirestarget=1' flag
new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist]
code tidyin
movie camera control additions
[vers] 0.72.2.4
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..