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1.02

Posted: Sat Jul 17, 2010 10:04 pm
by george moromisato
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]).
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Posted: Sat Jul 17, 2010 10:10 pm
by Aury
:D
Thanks george!
I'm going to test it out and get the sources up right away!

Posted: Sat Jul 17, 2010 10:22 pm
by Aury

Posted: Sat Jul 17, 2010 10:46 pm
by alterecco
Wow... what a bomb. Thanks a lot george

Here is the diff versus 1.01

http://dl.dropbox.com/u/394672/1.02.diff

Posted: Sat Jul 17, 2010 11:26 pm
by digdug
this is great !
thanks a lot !

Posted: Sun Jul 18, 2010 12:19 am
by Prophet
Yay! Thx George!

Posted: Sun Jul 18, 2010 12:29 am
by digdug
George,
it seems that pushing "N" in intro screen crashes the game.

Posted: Sun Jul 18, 2010 12:31 am
by sdw195
inputing the name of the ship you want with ! crashes the game, also k to kill crashes it

Posted: Sun Jul 18, 2010 1:05 am
by george moromisato
digdug wrote:George,
it seems that pushing "N" in intro screen crashes the game.
Good catch! I've fixed it in the next release.

Posted: Sun Jul 18, 2010 3:34 am
by Song
YES! Finally, more broadswords!!! :twisted:

Downloading now. :D

Posted: Sun Jul 18, 2010 4:23 am
by Aury
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?

Posted: Sun Jul 18, 2010 4:24 am
by Atarlost
The KM550 broadsword is intermediate between the KM500 stiletto and the XM900 Lucifer.

It's been around since 1.0 RC1

Posted: Sun Jul 18, 2010 5:26 am
by Aury
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.

Posted: Sun Jul 18, 2010 12:21 pm
by Prophet
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.

Posted: Sun Jul 18, 2010 1:18 pm
by Bobby
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?