Author Topic: v1.0.0.4->v1.0.0.6 Changelog (Hotfixed)  (Read 38909 times)

Thy Reaper

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v1.0.0.4->v1.0.0.6 Changelog (Hotfixed)
« on: August 26, 2010, 02:52:24 PM »
Live Patch Log for v1.0.0.6 (Released)
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Previous Patch: v1.0.0.2->v1.0.0.4

Multiplayer Incompatible: This build cannot host games for other builds, due to a change in the network library. Similarly, the Master Server will not be able to talk to older builds, which will mitigate this issue for most people.
Saves Incompatible: Unfortunately, too many changes were made since the last patch to maintain compatibility.

Changes in this build: Final
[Fixed] getSelectedObject(uint) was returning an invalid reference, causing a crash.
[Fixed] Clicking Blueprints with the window open now closes the window.
[Fixed] Ships created by other empires no longer flash into existence for one tick.
[Fixed] Opening multiplayer, closing the window, then trying to start a game should no longer crash.
[Fixed] Cancelling while loading a multiplayer game (or having the connection refused) should no longer crash.
[Fixed] Undocking objects no longer bugs their positions in incomprehensible ways.
[Fixed] Contacting the master server should be somewhat more reliable.
[Fixed] Starting the game paused no longer results in planets appearing inside their stars.
[Fixed] System Names were not loading properly for mods.
[Fixed] Ship explosion sounds were playing in the distance, resulting in the sound system getting overloaded as the game progressed.
[Fixed] Pinned objects now save and load.
[Fixed] Fixed a crash on close related to loading a save with ships that have no guns.
[Fixed] Planetary economies ran at different speeds at different tick rates.
[Fixed] Planet window now correctly displays available workers like the tooltip states.
[Fixed] The governor now also keeps track of workers needed for currently disabled buildings when deciding whether to build cities.
[Fixed] Immobile objects were improperly banned from docking. Now, only planets are banned from docking.
[Fixed] Designs made by the AI scripts (including default designs) were unable to use sub system modifiers.
[Fixed] Multiplayer was working only at the whim of your system memory's default state. Oops.
[Fixed] AIs should no longer build ships they don't understand.
[Fixed] Empire stats in multiplayer are now received correctly.
[Changed] You can now select objects much further away.
[Changed] You can now see objects much further away.
[Changed] Locales now override entries in English.txt, to prevent incomplete translations from having lots of #TT_Something throughout the game.
[Changed] Bussard Ramscoops now level with Particle Physics (giving that technology a purpose)
[Changed] Bussard Ramjets now require both Particle Physics and Engines to level up
[Changed] Changed visibility rules in the galaxy: Objects maintain the visibility they had to the player after leaving a system.
[Changed] Planet Capitols now only cost labor, so they can be built on any colony with people, regardless of resource income rates.
[Changed] Changed AI build priorities to help avoid them getting stuck not expanding.
[Changed] Changed the brown empire color to something more visible.
[Added] The bottom-right box now shows quantities for each type of object selected, as well as names of each planet selected. You may also interact with individual sub-groups with the mouse and key modifiers (ctrl and shift)
[Added] Added a scroll to select the scale for new sub systems, to allow rapidly adding many of a specific size.
[Added] More resolutions are available in the resolutions option list.
[Added] Added planet queue Save/Load/Clear functionality and accompanying buttons.
[Added] Added an empire message whenever research is completed.
[Added] Control clicking on a ship design to build in the planet window will pop up a dialog to specify the exact amount of ships you want to build.
[Added] The import button on the blueprint window now pops up a dialog with a list of saved blueprints to import.
[Added] Added planet event callbacks. See http://forums.blind-mind.com/index.php?topic=810.msg4864#msg4864
[Added] Added French localization, thanks to the community.
[Added] The scale of a ship is now displayed after its name on the mouse overlay text.
[Added] Updated to the newest version of RakNet (networking library).
[Added] Added a Station Hull: Strong with lots of internal space. Unable to equip engines. Expensive for small designs, cheap for large.
[Added] Added the ability to pick from various planet governors.
[Added] Added 11 new planet textures; 8 desert-like, 3 earth-like.
[Added] The empire bank resource counts are now displayed in the top right of the screen. They are colored red or green depending on whether your reserves of that resource are growing or shrinking.
[Added] Stars trigger a timed effect on objects in their system upon dying. The effect name is "star_damage", lasting 10 seconds, and passing no variables. The effect is delayed 1 second per 50 units from the star when the star exploded.
[Added] Added localization support for the Right Click Menu
[Added] You may change governor settings from the Right Click Menu now.
[Added] Added a Disband Fleet command to the Right Click Menu.
[Added] Added the Galactic Capitol, a structure that cannot be built. In the default map, you will start with one on your homeworld. Acts as a Planet Capitol, but produces resources 10x faster.
[Added] The direct connect inputs now reflect the ip/port of the selected server in the server list.
[Added] Added a language option to the options menu.
[Added] Empire Settings can be changed in multiplayer (e.g. New Colonies use Governor, Civil Acts).
« Last Edit: August 30, 2010, 11:01:21 PM by Thy Reaper »

Orkel

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Re: Live Patch Notes
« Reply #1 on: August 26, 2010, 03:29:04 PM »
Quote
[Added] The bottom-right box now shows quantities for each type of object selected, as well as names of each planet selected. You may also interact with individual sub-groups with the mouse and key modifiers (ctrl and shift)
[Added] Added a scroll to select the scale for new sub systems, to allow rapidly adding many of a specific size.

YES

YEEEEEEEEEEEEEEESSSSSSSSSSSSS

Someone_From_The_Dark

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Re: Live Patch Notes
« Reply #2 on: August 26, 2010, 03:39:45 PM »
...
I think I creamed myself a bit. :D

darthsiddious

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Re: Live Patch Notes
« Reply #3 on: August 26, 2010, 04:18:15 PM »
sweet.

Thorvlad

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Re: Live Patch Notes
« Reply #4 on: August 26, 2010, 04:25:38 PM »
[Added] The bottom-right box now shows quantities for each type of object selected, as well as names of each planet selected. You may also interact with individual sub-groups with the mouse and key modifiers (ctrl and shift)

It is vital !
--------------------------------------
The fat it is the life

BR41ND34D

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Re: Live Patch Notes
« Reply #5 on: August 26, 2010, 08:26:20 PM »
[Added] Added planet queue Save/Load/Clear functionality and accompanying buttons.
w00t
just keep polishing this gem  ;D

mavvvy

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Re: Live Patch Notes
« Reply #6 on: August 26, 2010, 08:44:18 PM »
Pure quality reaper  ;D

Thy Reaper

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Re: Live Patch Notes
« Reply #7 on: August 26, 2010, 08:48:37 PM »
Actually, GGLucas is responsible for many of these changes, I've had a terrible headache the whole day and only the last few hours have I been able to focus enough to program ;)

eRe4s3r

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Re: Live Patch Notes
« Reply #8 on: August 26, 2010, 08:59:46 PM »
Can we also get a message once a HUNCH/Guess completes, with custom sound and what it unlocked in messages? (unless that is already there? ;P)
.- Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom -.

GGLucas

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Re: Live Patch Notes
« Reply #9 on: August 26, 2010, 09:02:04 PM »
Can we also get a message once a HUNCH/Guess completes, with custom sound and what it unlocked in messages? (unless that is already there? ;P)

There is already a message when a hunch/guess completes, and yes it does display the link that was discovered. No custom sound though.

eRe4s3r

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Re: Live Patch Notes
« Reply #10 on: August 26, 2010, 09:04:36 PM »
Ah, cool that is ;)
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NullAshton

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Re: Live Patch Notes
« Reply #11 on: August 26, 2010, 09:15:44 PM »
What about some way to tell the governor to specialize a planet or system into certain types, such as a shipyard, metal, luxury goods, or stuff like that?

Grouping large number of systems into 'sectors' that you could control like systems would be nice too.

GGLucas

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Re: Live Patch Notes
« Reply #12 on: August 26, 2010, 09:24:57 PM »
Quote
What about some way to tell the governor to specialize a planet or system into certain types, such as a shipyard, metal, luxury goods, or stuff like that? What about some way to tell the governor to specialize a planet or system into certain types, such as a shipyard, metal, luxury goods, or stuff like that?

Customised governors are planned. You'll have to do with saved queues for a bit though.
« Last Edit: August 26, 2010, 09:31:35 PM by GGLucas »

eRe4s3r

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Re: Live Patch Notes
« Reply #13 on: August 26, 2010, 09:27:35 PM »
Can there be a smallish feature (bonus for a setting where we can set that level ourselves) be added so that ship icons do not blend out at a certain zoom level (and that fleets get their own Icon and selection group per fleet?) I noticed that in my mod, at range 15000 between planets i do not see any ship icons or planet icons unless i zoom way in. :D
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GGLucas

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Re: Live Patch Notes
« Reply #14 on: August 26, 2010, 09:29:15 PM »
Quote
be added so that ship icons do not blend out at a certain zoom level

Reaper actually just added that exact feature in. It looks amazing.

eRe4s3r

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Re: Live Patch Notes
« Reply #15 on: August 26, 2010, 09:35:31 PM »
That will improve playability immensely  ;D
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echo66

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Re: Live Patch Notes
« Reply #16 on: August 26, 2010, 09:52:13 PM »
is multiplayer stable already???  :-\

darthsiddious

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Re: Live Patch Notes
« Reply #17 on: August 26, 2010, 11:19:39 PM »
sounds like you need a cookie. and thanks gg lucas!!!

DavidwMiller

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Re: Live Patch Notes
« Reply #18 on: August 26, 2010, 11:56:09 PM »
[Added] Control clicking on a ship design to build in the planet window will pop up a dialog to specify the exact amount of ships you

That one sounds like it could be annoying. I've been managing perfectly fine with either individual clicks, or holding shift to add in sets of 5, having a popup get in the way every time would do more harm than good, at least for me.

ayrnieu

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Re: Live Patch Notes
« Reply #19 on: August 26, 2010, 11:56:52 PM »
Quote
Quote
Control clicking

having a popup get in the way every time

DavidwMiller

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Re: Live Patch Notes
« Reply #20 on: August 27, 2010, 12:02:33 AM »
having a popup get in the way every time

Ah, guess I missed that bit, nevermind then  ;D

junker154

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Re: Live Patch Notes
« Reply #21 on: August 27, 2010, 03:09:43 AM »
Honesty, I can only say you guys are amazing. The patches are getting better and better.

It's insane, you guys work hard. I'm glad that I bought your magnificent game.  :D


Even if it hasn't been out for a long time, it's already got better. Keep up the good work.
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Nicholai Pestot

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Re: Live Patch Notes
« Reply #22 on: August 27, 2010, 07:20:56 AM »
Quote from: Thy Reaper
[Added] The bottom-right box now shows quantities for each type of object selected, as well as names of each planet selected. You may also interact with individual sub-groups with the mouse and key modifiers (ctrl and shift)
[Added] Added planet queue Save/Load/Clear functionality and accompanying buttons.

Awesome

eRe4s3r

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Re: Live Patch Notes
« Reply #23 on: August 27, 2010, 09:35:00 AM »
Here is a little "submission" to the patch notes - maybe it gets integrated? A choice would be best i guess, for now these 2 files simply remove the pulsating discolights on the ships, and make them shine strong and steady looks particularly impressive now that you can see your ships in the dark ;p. I think this looks better. Also opens up a very very slight ambient light method in the glow-map (for later) but that requires new textures.

They go into materials\shaders  :D
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FGRaptor

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Re: Live Patch Notes
« Reply #24 on: August 27, 2010, 10:08:56 AM »
How about fixing SystemOverride?
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Orkel

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Re: Live Patch Notes
« Reply #25 on: August 27, 2010, 10:25:44 AM »
The planet queque thing will be really useful, we can make for example research only world or factory world templates and use them instead of doing it manually.

Firgof

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Re: Live Patch Notes
« Reply #26 on: August 27, 2010, 10:26:49 AM »
And soon you won't have to bother loading that data into each planet as we'll be exposing the governor to in-game modification.
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echo66

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Re: Live Patch Notes
« Reply #27 on: August 27, 2010, 10:45:32 AM »
is multiplayer stable already???  :-\

Firgof

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Re: Live Patch Notes
« Reply #28 on: August 27, 2010, 10:49:18 AM »
We haven't forgotten about it, echo66.  We just can't verify that it's stable or unstable yet.  We're still running tests and checks.
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Firgof

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Re: Live Patch Notes
« Reply #29 on: August 27, 2010, 10:57:20 AM »
On an unrelated note:
(distant icons will now be visible from a further distance away and will have dedicated images for higher contrast/easier visibility at long ranges)

This will allow you to see planets, ships, and stars from a distance at high contrast.
« Last Edit: August 27, 2010, 11:00:43 AM by Firgof »
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