1.05 is ready

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george moromisato
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Sat Mar 12, 2011 5:37 am

http://www.neurohack.com/downloads/Trans105.zip

This release is mostly bug fixes. But there are a few new things for mods:

1. AutoDefenseDevice now has a targetCriteria attribute which can be used to select objects other than missiles.
2. Object criteria now take three additional selectors: 'b' selects beams; 'm' selects missiles; 'X' selects objects that are targeting the source.
3. objResume takes an additional optional gate object. When the object resumes it will appear at the given gate object as if it had gated in.
4. Added objIsDeviceEnabled
5. Added <OnEnable> and <OnDisable> events for devices.
6. Added <OnReactorOverload> for reactors.

Complete list of fixes are here:
http://wiki.neurohack.com/transcendence/trac/report/14

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Wolfy
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Sat Mar 12, 2011 5:42 am

:D
Thanks george! Now to make PD weapons for TSB! :D
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Ttech
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Sat Mar 12, 2011 5:44 am

Sweet, can't wait to try it out. :)
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Wolfy
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Sat Mar 12, 2011 5:48 am

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Prophet
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Sat Mar 12, 2011 5:52 am

Thanks George, lots of goodies in this release!

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sdw195
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Sat Mar 12, 2011 5:55 am

Cool, thanks George

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ThePrivateer
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Sat Mar 12, 2011 5:59 am

Yay!!!!!!!!!! Thanks George! :D

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blizgerg
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Sat Mar 12, 2011 6:41 am

YAYIFICATION!!!!

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Wolfy
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Sat Mar 12, 2011 6:48 am

erm... found our first crash bug

>.>
Mod-induced crash bug that was detected in 1.04 was only just confirmed - I didn't remember to run this test until just now because of an IRC conversation.

http://www.neurohack.com/transcendence/ ... 664#p35664

Not exactly critical, but I think he wanted this for the Sytrian war mod.

--Also sorry for forgetting to test this until just now >.< but I didn't remember till that conversation on IRC which occured ~1hr after 1.05 was released
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Wolfy
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Sat Mar 12, 2011 7:31 am

edit - not a bug

PKodon & I found another big bug, again related to mods, but this one is substantially worse.

http://wiki.neurohack.com/transcendence/trac/ticket/624

The version strings that Transcendence will accept when loading mods:
<TranscendenceExtension? UNID="0xE314FFFF" version="1.05">
are broken. This originally only affected 1.04 under version 1.04, however in version 1.05 it regressively affects 1.03 version mods, as PKodon discovered, preventing mods that worked under previous versions to prevent the game from loading in 1.05. Not only that but certain mods require the version 1.04 & 1.05 strings to prevent loading on incompatible older versions (1.04 for dockscreen stuff, 1.05 for events & auto targeting device stuff). I will be testing various versions to determine what versions strings are operable and not operable.

edit - turns out pkodon was using version 1.03 as version 1.04 has the exact same bug where none of the post 1.0 versions are working: (11:15:51 PM) PKodon: "Cannot load extension, incompatible version 1.03"
(He can simply copied all of his mods over, no changes made)

edit2- Hold on, something is up with PKodon's report. I just tested 1.03 and found that 1.03 DOES NOT WORK with its own version string.
edit3- DERP disregard edit2, I found that the version I was using was 1.01 inside of a folder labled Trans103 >.< (Don't ask me how it happened. I don't know) - Hold on while I try to locate a valid copy of 1.03 to test.
edit4- and I just checked version 1.02 and 1.03. They don't work with the version string 1.03 either. So I don't know what version PKodon was using before, but it was able to use 1.03 as a valid version string. Unfortuatly he is asleep though so I can't ask him to check his previous version.
edit5- http://wiki.neurohack.com/transcendence ... #comment:4 <-- I'm giving his report benefit of doubt & thus will continue to operate under the assumption of the validity of his original report. Because I probably am making some silly error.
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Wolfy
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Sat Mar 12, 2011 7:44 am

edit - not a bug

Oh yay. Another version string bug: http://wiki.neurohack.com/transcendence/trac/ticket/625 - comparitively minor, may affect 1.01 as well. I will be testing 1.01's presence for this bug shortly.
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PM
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Sat Mar 12, 2011 4:20 pm

Is there a way for auto defense to hit enemy and angry friendly ships only, plus missiles from any non-player source (including ejecta)? I have tried the new criteria, but I could not get what I want.

"msE" gets enemy missiles and ships, but not from angry green blip ships. Ejecta (from anything other than enemy shipwrecks) is also ignored.

"msX" gets all ships angry at you, but ignores the missiles. Even if it did target missiles, I bet it would ignore ejecta from asteroids and the like.

"ms" gets all ships and missiles, including friendlies. Installing such a device (at a station) is a really bad idea.

There really needs to be an "or" condition in the criteria.

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digdug
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Sat Mar 12, 2011 4:33 pm

thank you very much George ! :D

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Wolfy
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Sat Mar 12, 2011 4:41 pm

PM wrote:Is there a way for auto defense to hit enemy and angry friendly ships only, plus missiles from any non-player source (including ejecta)? I have tried the new criteria, but I could not get what I want.

"msE" gets enemy missiles and ships, but not from angry green blip ships. Ejecta (from anything other than enemy shipwrecks) is also ignored.

"msX" gets all ships angry at you, but ignores the missiles. Even if it did target missiles, I bet it would ignore ejecta from asteroids and the like.

"ms" gets all ships and missiles, including friendlies. Installing such a device (at a station) is a really bad idea.

There really needs to be an "or" condition in the criteria.
I was about to post this >.>
the example provided in the trac "msEA" also ignores projectiles entirely, as they are not considered active (I guess) <-- turns out that since shipwrecks are considered stations by the game "msE" is perfectly fine, and "msEA is irrelevant"

"bmstE" also ignore seems to ignore beams, even though it should try to attack them
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Datal
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Sat Mar 12, 2011 6:16 pm

Great
I just comlete a v1.01 and now it's v1.05 !!!
What a suprise !!!
Thanks

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