This is an old revision of the document!
16 May 2011 : version 0.55.0
- Help system overhaul : Wrote up and updated most sections of the space help menu, and did a major overhaul on the interface.
- New Shields Control system : Shields can now be manually turned on or off, or set to 'auto' - meaning the shields are turned off automatically if you fire and turned on automatically a bit later on once you stop firing. Note it takes 25 seconds to charge and re-activate standard shields once they have been turned off.
- New players now start with Standard Shields by default[/b:bc461a361d]
- Weapons can no longer be used when shields are active[/b:bc461a361d]
- Added DELETE to toggle shield status in space, and F4 to change player target.[/b:bc461a361d]
- Maximum speed available when under red alert increased[/b:bc461a361d] : This is now a factor (1/3) of the ships max ion speed.
- The starting ship (Interplanetary Shuttle) now has a 10t cargo bay[/b:bc461a361d]
- Can now use mousewheel for lists/scrollbars. Scrollbar graphic improved.[/b:bc461a361d]
- uPnP support added[/b:bc461a361d] : If a user is on a LAN and invisible in space due to router/firewall restrictions (i.e. unable to make direct peer-to-peer connections), in some circumstances uPnP will allow the user to be seen. uPnP and port forwarding support will need to be available on the user's router. uPnP should also make it much easier for people to get their own world visible on the galaxy, without having to manually forward ports.
- New information display on the spacestation trade screen[/b:bc461a361d] : Providing info about the items available for purchase.
- Various bits of work on the space UI[/b:bc461a361d] : Moved the comm station menus to underneath the ship drives, tidied up the trade report & gal radio screens a lil, changed the infImp input window, removed some bits of UI when in stardrive, etc.
- Space mining improvements[/b:bc461a361d] : UI tidied up. New users now start with a 'Uridium Mining Kit' by default - this can mine water and uridium from asteroids for 'free'. A purchasable 'Advanced Mining Kit' is available that mines metals and minerals.
(Graphic effects for all this will be added later). Activating mining now needs shields to be turned off beforehand.
- Missiles and bursts are banned in fed systems.[/b:bc461a361d]
- Bounty system disabled in fed systems.[/b:bc461a361d]
- Major overhaul on the existing ship settings[/b:bc461a361d] : Renamed 'Police Fighter' to 'Spearhead AXA Fighter'. Renamed 'GalFreighter' to 'Unicorp Freighter V1' (and readded the GalFreighter as a new ship with better stats. All of the ship speeds, acceleration rates, control responsiveness, armour and other settings have been significantly changed.
- 'Fighters' can no longer be equipped with cargo bay extensions.[/b:bc461a361d]
- Transport ships are limited to a 10t cargo bay extension[/b:bc461a361d]
- 4 new spaceships added[/b:bc461a361d]
- Reduced space starting cash to 10cr.[/b:bc461a361d]
- Significant rebalancing of the galactic economy[/b:bc461a361d] : particularly in terms of the range & type of products available in the starting systems.
- New nebula graphics[/b:bc461a361d]
- New fonts[/b:bc461a361d] : used throughout.
- "Factions" (mostly) renamed to "Squads"[/b:bc461a361d] : On a whim :]
Work-in-progress
- New settings screen for world owners
- New shadowing system
- New water rendering techniques
[b:bc461a361d]Bugfixes[/b:bc461a361d] - fix for ship orientation load sometimes not working correctly (and possibly making the game unplayable for some users without a reinstall). - changed the window resize method to reduce risk of directX reset failures - Bugfix for asteroids spawning multiple times in starsystem. Made sure asteroids are included in starting systems. - fixed bug that let you activate stardrive multiple times - fix for bug in distance-to-asteroid calculation which caused the mining kit to malfunction 'randomnly' - Fix for current ship damage sometimes getting 'lost'.
0.55.1 Just a minor, maintenance release this one. (Most of these probably won't mean much to most people, but i figured i'd put all the notes up for curiosity's sake) :
- [b:23f8583eef]Added shadow volume settings in graphics options [/b:23f8583eef]
(Biplaneworld now demonstrates this new tech fairly nicely, if you have the hardware for it. Shadows in space can be nice but are very much WIP)
[b:23f8583eef]Bugfixes[/b:23f8583eef] : - Fix for 'random' memory corruption (and possible crashes) in cloned model code. - fix for player shadows missing from 0.55.0 - Fixed renderstate inconsistency in tree rendering - fixed a price display bug in the station trade screen when an invalidly priced item is in the gal setup (Also fixed the gal setup)
[b:23f8583eef]Misc Other Bits[/b:23f8583eef] - updated some gal admin commands - subscription status replication - Tweaked the space ship and gal econ settings a bit more
9-June-2011 : 0.55.2
[b:ab8e64010b]0.55.2[/b:ab8e64010b]
- [b:ab8e64010b]Removed the 'can't fire weapons this close to a fed spacestation' restriction[/b:ab8e64010b]
which isn't necessary given the current space combat configuration
- [b:ab8e64010b]Increased the rotation speed of fighters (particularly the expensive ones)[/b:ab8e64010b]
- [b:ab8e64010b]Tidied up the spacestation spectator screen.[/b:ab8e64010b]
- [b:ab8e64010b]A few improvements to world scripted OSD[/b:ab8e64010b]
(Added new graphics, parameters can now include number variables, name fields etc)
- [b:ab8e64010b]Removed the space bounty system[/b:ab8e64010b]
.. this will be getting replaced by a simpler mechanism shortly..
- [b:ab8e64010b]Added ability to rotate single tile surface textures.[/b:ab8e64010b]
- [b:ab8e64010b]Adding building setting "Positioning Mode"[/b:ab8e64010b]
.. mode 1 means buildings are always placed in the center of the active tile
- [b:ab8e64010b]vehicles -> camtype 28[/b:ab8e64010b]
.. as 0 but camera collides against buildings (handy for city scenes etc)
- [b:ab8e64010b]Added the fed channel button and background graphic[/b:ab8e64010b]
(More on this later ;] )
- [b:ab8e64010b]Adjusted the beam weapon damage[/b:ab8e64010b]
[b:ab8e64010b]Bugfixes[/b:ab8e64010b] : - Fix for camType 0 not sticking above the landscape (doh!) - Fix for the fishing display overlapping the selection icons - Fixed the 3d projection aspect ratio - Fix for only 1 instance of each building type casting a shadow volume
[b:ab8e64010b]Work in progress[/b:ab8e64010b] : - Added (but not yet implemented) the law enforcement license as a replacement for the bounty system - New space 'Battle Mode' system for organising (and recording) fights in space - Various other things :)