1.02

New releases and announcements from George and the staff.
george moromisato
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1.02 is a beta release on the way to 1.1. It is likely to have more bugs than 1.01, which is why I'm not going to plubicize it on the main site.

But for those of you who are interested in reporting bugs, here it is:

http://www.neurohack.com/downloads/Trans102.zip

It has the following changes:

GAME STATISTICS

* If you press F2 anytime during the game (or in the Intro screen, when you have a saved game), you get stats about the game.
* Extensions can add more stats by handling the <GetGlobalAchievements> event.
* [For best results, start a new game--otherwise you might not get stats from things you did in earlier versions.]

SETTINGS FILE

* The game now creates a Settings.xml file in which it stores preferences. It has a section for key mapping.

EXTENSION

* (plyChangeShip) function
* <OnGlobalPlayerChangedShips>
* Added error function. [Thanks to Betelgeuse]
* Added objSetDeviceActivationDelay to set the fire delay of a weapon (so it consumes power). [Thanks to Atarlost, et al]
* Added plyGetItemStat.
* Added plyGetStat.
* Added plyRecordBuyItem.
* Added plyRecordSellItem.
* <OnFireWeapon> can return 'noShot and 'shotFired. [Thanks to Wolfy, et al]
* sysCreateEffect now takes an optional direction. [Thanks to Atarlost]
* Added lifetime= and rotation= attributes to <SmokeTrail> effect.
* <HitEffect> uses hit direction as effect rotation.
* <Lookup> elements honor xOffset and yOffset attributes. [Thanks to sdw195]
* sysCreateWeaponFire takes a list for weaponID (first element is launcher, second is missile UNID). [Thanks to Betelgeuse and Wolfy]
* sysCreateWeaponFire takes an optional 8th parameter for bonus %. [Thanks to Atarlost]
* Added <CanBeInstalled> event for items (armor and devices). [Thanks to Betelgeuse]
* Added <CanBeUninstalled> event for devices. [Thanks to Betelgeuse]
* <PlasmaSphere> effect now takes a radius attribute. [Thanks to Atarlost]
* (objGetType) [Thanks to ptbptb]

GAME BALANCE

* Less damage flash.
* Iocrym armor should be disintegration immune. [Thanks to Atarlost]
* Black Market in Rigel Aurelius should never have more than 1 Molotok. [Thanks to Wolfy]
* KM550 are more common (appearing in Commonwealth Fortress). [Thanks to Shrike]

As always, let me know about any bugs that you find, either in these forums or by email ([email protected]).
[/list]
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Aury
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:D
Thanks george!
I'm going to test it out and get the sources up right away!
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Aury
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
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alterecco
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Wow... what a bomb. Thanks a lot george

Here is the diff versus 1.01

http://dl.dropbox.com/u/394672/1.02.diff
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digdug
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this is great !
thanks a lot !
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Yay! Thx George!
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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digdug
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George,
it seems that pushing "N" in intro screen crashes the game.
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inputing the name of the ship you want with ! crashes the game, also k to kill crashes it
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george moromisato
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digdug wrote:George,
it seems that pushing "N" in intro screen crashes the game.
Good catch! I've fixed it in the next release.
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Song
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YES! Finally, more broadswords!!! :twisted:

Downloading now. :D
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Aury
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Shrike wrote:YES! Finally, more broadswords!!! :twisted:

Downloading now. :D
Broadswords? But I haven't released that ship yet! :?
Or are you talking about the old TX2 for .99c's broadsword? That TX2 isn't even compatable...

Or are we referring to a weapon (likely a missile) that I never happened to notice the name of?
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The KM550 broadsword is intermediate between the KM500 stiletto and the XM900 Lucifer.

It's been around since 1.0 RC1
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Aury
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Doh... >.<
Now I remember.

I hardly recall missiles, given I generally just sell ammo, and save the launcher slot for a heavy NAMI or mine launcher in late game.
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
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Prophet
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Some notes I've made on my current project using plyChangeShip:

-Using plyChangeShip in a dockscreen forces the screen to close.
-objSetEventhandler returns True/Nil, and I am unable to use it in plyChangeShip which requires a spaceObj.
-PlayerShips do not currently have dockingports. I think having dockingports would simplify cargo transfer like with the Mule auton.
-Is there a way to find ships that are 'pilotable'? (isError (plyChangeShip...)) is messy, maybe (shpIsPilotable ship) -> True/Nil or even adding an attribute to the playerships that can be checked/filtered easily from a list. (typFind "s +Pilotable") -> list of compatible ships.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
Bobby
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Thanks George!


Prophet: I noticed with UGW that without a player definition section the armor is identified as "the ship's Nil segment" in dockscreens, perhaps that can be of use to determine if a ship is pilot-able for now.



EDIT: plyChangeShip has some weird behavior.
1. the weapon and shield display don't refresh, so when changing to something without shields (like a torpedo) it shows up as having the old shield display complete with wrong ship image, and inaccurate weapons display.
2. the new ship doesn't use any fuel, at least with my puny m2 torpedo reactor,

possibly related:
3. enemies (random swarms) become escorts if you (as a missile) blow up some of them. They then fly in formation with you flagged as red on radar, and taking no orders.
3.b I got some heliotrope gunships to shoot at each other after blowing up the destroyer. The surviving gunship followed me. Maybe it has something to do with me technically killing myself?
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