Author Topic: v1.0.2.2->v1.0.2.4 Changelog (Hotfixed)  (Read 31250 times)

GGLucas

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v1.0.2.2->v1.0.2.4 Changelog (Hotfixed)
« on: October 26, 2010, 06:26:05 PM »
Live Patch Notes for version 1.0.2.4.
Download Patch 1.0.2.6 (Hotfix from 1.0.2.4)
Download Patch 1.0.2.4 (Patch from 1.0.2.2)
Previous Patch: 1.0.2.0 → 1.0.2.2

Direct2Drive and GamersGate should be updating their full downloads to 1.0.2.4 soon.

Hotfix Changes:
[Fixed] Fixed a major bug in single threaded mode that prevented ships from leaving systems.
[Fixed] Object icons were messing up in Medium & Low texture quality.
[Fixed] Fixed some minor issues with the tutorial.
[Changed] Timed game effects are now allocated on a pool. Improves performance in combat.
[Removed] Removed duplicate ship designs from the tutorial mod.

Changes: Final
[Fixed] Crash when selecting a shipset.
[Fixed] Remnants no longer run out of fuel.
[Fixed] Changed order for movement updates to prevent a one-frame delay in motion prediction.
[Fixed] Clients in multiplayer were shown the victory message before joining an empire.
[Fixed] Governors no longer build structures that are not unlocked yet.
[Fixed] Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
[Fixed] Pirates with money troubles weren't buying pillagers because marauders were cheaper.
[Fixed] Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
[Fixed] The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
[Fixed] Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*
[Fixed] Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
[Fixed] Fixed fleet icon not showing after load and not disappearing when docked.
[Fixed] Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
[Fixed] Structures with non-natural levels (farms) could not be renovated manually.
[Fixed] Zoom to cursor checkbox was saving incorrectly.
[Fixed] Planet orbits were sometimes stopping after loading a save.
[Fixed] Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
[Fixed] Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.
[Fixed] The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
[Fixed] Treaties would randomly crash in multiplayer.
[Fixed] Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
[Fixed] Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
[Fixed] Goto object orders weren't being saved/loaded.
[Fixed] Order lists were being loaded in reverse.
[Fixed] The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.
[Fixed] Sending chat messages with the # character in them no longer causes weirdness.
[Changed] Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.
[Changed] Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
[Changed] Empire names and colors are now moddable the same way system names are.
[Changed] Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
[Changed] Removed unnecessary window generation and resource loading during script testing.
[Changed] The tutorial can now be localized.
[Changed] An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
[Changed] The AI now periodically retrofits its obsolete ships.
[Changed] Slightly sped up locking in general, and reduced overhead related to creating those locks.
[Changed] AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
[Changed] Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
[Changed] Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
[Changed] Objects now register themselves instantly during map creation, significantly improving map generation speeds.
[Changed] Empty strings no longer allocate themselves on the heap.
[Changed] Star Ruler's icon has been replaced with a higher resolution version.
[Changed] Mods can now add their own Locales that are loaded after and can override the base game's.
[Changed] Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
[Changed] Updated French, Russian and German translations.
[Changed] While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.
[Changed] Objects are destroyed on-demand when the game exits, speeding up game exit times.
[Changed] Planetary rings now have ambient lighting.
[Changed] Planetary rings are now more common.
[Added] An optional toggle in the system window to display stored resources for planets in the list.
[Added] Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
[Added] Added support for ttf fonts and locale-specific fonts.
[Added] Added basic per-system minimaps.
[Added] Add Require:Tag to restrict subsystems to blueprints that have that tag.
[Added] Script bindings for Irrlicht's quaternion.
[Added] Relative military strength bars for pinned systems/stars and systems in the system window's system list.
[Added] "Zoom to object" buttons in planet window, pinned list and the system window's planet list.
[Added] The clusters map now has separate options for flattening the overall map and the clusters themselves.

* Disclaimer: Beware of duplicate empire colors and severe lag when adding more AIs.
* Darcion: No, seriously, I did update the German translation.
« Last Edit: November 12, 2010, 03:49:20 AM by GGLucas »

Foraven

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Re: Live Patch Notes
« Reply #1 on: October 26, 2010, 11:40:45 PM »
[Added] An optional toggle in the system window to display stored resources for planets in the list.

That one i really like :). I hope that include fuel, ammos and ships in storage too.

-I would like a display for the planet's structures damage, that would help greatly in the mod i'm making.
-I would also like that governor's can't build stuff that we can't (so we can mod buildlist that include unlockable structures).
-And last, i would like my mod work with the mod selection so i don't have to overwrite anything to edit subsystems and the like.

Keep it up!  ;D
« Last Edit: October 26, 2010, 11:46:50 PM by Foraven »
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GGLucas

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Re: Live Patch Notes
« Reply #2 on: October 27, 2010, 08:22:57 AM »
Quote
-I would like a display for the planet's structures damage, that would help greatly in the mod i'm making.

How do you suggest to display this? Considering structures are grouped and you cannot select individual structures, I'm not sure where and how the damage would be displayed.

Quote
-And last, i would like my mod work with the mod selection so i don't have to overwrite anything to edit subsystems and the like.

Could you explain what this means? What are you trying to do that requires overwriting the game's base files?

shojin

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Re: Live Patch Notes
« Reply #3 on: October 27, 2010, 08:32:48 AM »
How do you suggest to display this? Considering structures are grouped and you cannot select individual structures, I'm not sure where and how the damage would be displayed.

Could we add a select box in the bottom right corner that displays them like ships show sub systems? Either that, or we could have a damage tab on the planet window (there's certainly enough space for more tabs.) The structures tab on the planet window is fine now.. adding more would make it far too cluttered.
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MS_Cowboy

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Re: Live Patch Notes
« Reply #4 on: October 27, 2010, 01:09:35 PM »
If there's any one thing I'd like to see in the very next patch, its giving planets priority over ships and stations when zoomed out, so you can click on a planet or read its mouse-over information without zooming all the way in. This is currently impossible when it is crowded by ships and stations because their icons sit 'on top' of the planet.

wundte

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Re: Live Patch Notes
« Reply #5 on: October 27, 2010, 01:27:36 PM »
Hi again!
I know that it may be a piece of hard work, but could you tell are you even going to do smith about camera controls? F.e. It would be awesome if scrolling speed would not change with the zoom rate.

Foraven

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Re: Live Patch Notes
« Reply #6 on: October 27, 2010, 04:12:40 PM »
How do you suggest to display this? Considering structures are grouped and you cannot select individual structures, I'm not sure where and how the damage would be displayed.

Like shojin said, another tab would be just fine for that. Planets can be considered big space stations in a sense.

Could you explain what this means? What are you trying to do that requires overwriting the game's base files?
[/quote]

We can set them as a mod, but they don't always work properly. Thy Reaper said in some other thread he was looking into this.
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Dadekster

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Re: Live Patch Notes
« Reply #7 on: October 27, 2010, 08:19:20 PM »
List is looking great already.

MS_Cowboy

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Re: Live Patch Notes
« Reply #8 on: October 27, 2010, 09:03:56 PM »
It would also be nice if metal could go to building construction first and then to resource buildings. I see planets completely stalled fairly often because none of the metal either from mines or from the starports is getting to the construction. It's especially common on electronic worlds which always seem to get stuck halfway through development.

PunkiBastardo

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Re: Live Patch Notes
« Reply #9 on: October 28, 2010, 01:39:39 AM »
giving planets priority over ships and stations when zoomed out, so you can click on a planet or read its mouse-over information without zooming all the way in.

I second this, it's one of the most needed features for mid-late game.

Philthy

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Re: Live Patch Notes
« Reply #10 on: October 28, 2010, 10:41:51 AM »
If there's any one thing I'd like to see in the very next patch, its giving planets priority over ships and stations when zoomed out, so you can click on a planet or read its mouse-over information without zooming all the way in. This is currently impossible when it is crowded by ships and stations because their icons sit 'on top' of the planet.

Priority of planets is a good idea. Also, maybe being able to select a system, it will show a planet icon list on the right side of the screen and from those icons you can bring up a menu and also being able to double click the icons to bring up the planet window as well?

Star Ruler has a LOT of empty screen space that can be used temporarily to display icons and data.
« Last Edit: October 28, 2010, 10:44:22 AM by Philthy »

Foraven

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Re: Live Patch Notes
« Reply #11 on: October 28, 2010, 05:56:18 PM »
Just seen the new list : Lots of goodies i'm impatient to see  ;D.
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corknut

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Re: Live Patch Notes
« Reply #12 on: October 29, 2010, 12:59:09 PM »
Quote
[Changed] Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).

Great, I was searching the forums for exactly this problem!

Dadekster

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Re: Live Patch Notes
« Reply #13 on: October 29, 2010, 04:43:51 PM »
Money problems??

Is some sort of monetary system going to be implemented or is the word 'money' being used interchangably with resources implying acquisition issues instead?

GGLucas

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Re: Live Patch Notes
« Reply #14 on: October 29, 2010, 04:47:50 PM »
It's used as "resources". Basically the pirates cannot build ships unless they have the resources for it, but they were always buying the cheapest ship which wasn't the pillager, so they weren't getting any more resources that raid.

darkova

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Re: Live Patch Notes
« Reply #15 on: October 30, 2010, 06:11:40 PM »
so later on we can expect to be cluster f%^ed by more pillagers now then before?

Major Stress

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Re: Live Patch Notes
« Reply #16 on: October 31, 2010, 01:32:25 PM »
We can finally scuttle our unwanted ships (and least get a partial return). Thank you :)

Dadekster

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Re: Live Patch Notes
« Reply #17 on: October 31, 2010, 02:29:31 PM »
It's used as "resources". Basically the pirates cannot build ships unless they have the resources for it, but they were always buying the cheapest ship which wasn't the pillager, so they weren't getting any more resources that raid.

Cool. Nice to know they are going to be a bigger PITA than before.  :P

Foraven

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Re: Live Patch Notes
« Reply #18 on: November 01, 2010, 12:37:28 PM »
One request for the next patch : a way to cancel auto-colonization. It's nice that our colony ships can be ordered in advance to colonize a planet or a whole system, but it's bad when we can't cancel it when enemies occupy that system and just blow them up.
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hmarsh

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Re: Live Patch Notes
« Reply #19 on: November 01, 2010, 03:53:33 PM »
scouts are made for that reason. only auto colonize what you can really hold.

GGLucas

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Re: Live Patch Notes
« Reply #21 on: November 01, 2010, 04:43:43 PM »
Clearly, this is how we will be playing SR from now on (not final)

Holy mother of the great attractor...!

I'm speechless. Can't wait. Please continue.

Nizar89

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Re: Live Patch Notes
« Reply #22 on: November 01, 2010, 04:57:50 PM »
+1 XTRMNTR2K.
Love you guys. Continue like that.

Foraven

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Re: Live Patch Notes
« Reply #23 on: November 01, 2010, 05:03:41 PM »
scouts are made for that reason. only auto colonize what you can really hold.

It's part of the game that the AI or another player can take a system over, we can't know that in advance.
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Thorvlad

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ange10

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Re: Live Patch Notes
« Reply #25 on: November 01, 2010, 06:22:43 PM »
Clearly, this is how we will be playing SR from now on (not final)

I don't even know what to say to that??? blew away all my expections.

like i was thinking something along the lines of just being able to change the main view but to have many views of many systems and choose all types of stuff from units is just...omg.

How does this system work?

will it only show 15 systems? or will you have click like an arrow to see another 15???

I was thinking would it be possible to organzise that view based on, the planet with the most freindly troops from the system with the most enemy troops in your system or systems of your enemy that your troops are in (from the looks of it on the bottem theres a colour scale to respresent the troops in the systems)

Just wondering if you could share some more info on this?
« Last Edit: November 01, 2010, 06:26:10 PM by ange10 »

GGLucas

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Re: Live Patch Notes
« Reply #26 on: November 01, 2010, 06:43:35 PM »
Oh, each one of those is a separate window. You can add as many as you want and position them in whatever way you want. You can right-click on a system and an option to open an new miniview window will appear.

So it's nothing like pressing an arrow to show more, you just create a set of miniviews you want to look at and move them to comfortable positions.

Someone_From_The_Dark

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Re: Live Patch Notes
« Reply #27 on: November 01, 2010, 06:46:40 PM »
Oh. My. God.
Have my babies.

Thorvlad

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Re: Live Patch Notes
« Reply #28 on: November 01, 2010, 07:19:33 PM »
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Rufus Shinra

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Re: Live Patch Notes
« Reply #29 on: November 01, 2010, 07:39:02 PM »
Wow. That's awesome, Reminds me of Harpoon, the way you can have multiple mini-maps. That, people, is an upgrade I think almost noone thought about among the players but which wholly enhance the playing experience.

Guys, gals, wait a minute here and think about our luck to have that kind of dev team working for this game. We're not going to see a lot more like them in our lives (but I sincerely hope we'll see this particular team for a looooong time).

Another thing SoSE will be wishing it had. Won't say Star Ruler rules, cause it would be an incredibly lame pun, so, well, good work people !