1.5 RC 1

New releases and announcements from George and the staff.
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george moromisato
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The latest build should download automatically (let me know otherwise).

Here is the list of fixes: http://multiverse.kronosaur.com/news.hexm?id=1096

As always, thanks to everyone who provided feedback and bug reports. Keep them coming!
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pixelfck
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Hi,

I'm a bit late to the party, but please forgive me. I wanted to do more in-depth experiencing with the new XML manipulation code, but I don't have a lot of time and I take off my hat for your speed of development :-)

Anyhow, one of the things missing is a method to check if an entity is defined and, optionally, if the defined entity is of the expected type. Basically I think we need:

Code: Select all

(unvIsType &scWolfen;) -> True/Nil
(unvIsType &scWolfen; 'shipType) -> True/Nil
To make this functionality show off its true potential. Other than that, it looks good! but I did not play around enough with it yet.

Cheers,
Pixelfck
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Aury
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That omnidirectional property has me excited! Now I can do even more with device slots..
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Aury
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Just a note to everyone, 1.5RC1 requires a newer version of Transdata than 1.5B1

transdata: 1.3.2.1
http://kronosaur.com/downloads/TransData.zip
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The Heretic sun is yellow in this release, and the light in the starfield is still blue. I'm not sure if this was intentional or not.
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george moromisato
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pixelfck wrote:Hi,

I'm a bit late to the party, but please forgive me. I wanted to do more in-depth experiencing with the new XML manipulation code, but I don't have a lot of time and I take off my hat for your speed of development :-)

Anyhow, one of the things missing is a method to check if an entity is defined and, optionally, if the defined entity is of the expected type. Basically I think we need:

Code: Select all

(unvIsType &scWolfen;) -> True/Nil
(unvIsType &scWolfen; 'shipType) -> True/Nil
To make this functionality show off its true potential. Other than that, it looks good! but I did not play around enough with it yet.

Cheers,
Pixelfck
For the next version I've added typGetProperty, which should help:

Code: Select all

(typGetProperty 'class &scWolfen;) -> "ShipClass"
(typGetProperty 'class &itLaserCannon;) -> "ItemType"
If you pass an UNID that is not valid (i.e., not part of the current extension set), we return Nil (but no error).

I've also added 'apiVersion property (to return the API version of a given type), and 'extension property (to return the UNID of the extension that the type comes from).
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pixelfck
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george moromisato wrote: I've also added 'apiVersion property (to return the API version of a given type), and 'extension property (to return the UNID of the extension that the type comes from).
Great, that will be very usefull!

~Pixelfck
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Arkheias
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Is there any way to implement gravity on objects without defining them as stars, and is there a way to implement it that doesn't tear apart ships?
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I argued long with myself about reporting this bug because it's really useful, but... in 1.5RC1 if you wait for a scavenger nomad to dock with something and then sit on top of it and blast its butt, it won't fire at you and it won't undock. It just sits there and takes it. You can turn autopilot on to make it die (relatively) faster.

In fact, in one system there were four of the idiots flying around. I blasted one, another came to loot, I blasted him, and so on until all four were lifeless hulks. Which I then looted.
Arkheias
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Wolfwalker wrote:I argued long with myself about reporting this bug because it's really useful, but... in 1.5RC1 if you wait for a scavenger nomad to dock with something and then sit on top of it and blast its butt, it won't fire at you and it won't undock. It just sits there and takes it. You can turn autopilot on to make it die (relatively) faster.

In fact, in one system there were four of the idiots flying around. I blasted one, another came to loot, I blasted him, and so on until all four were lifeless hulks. Which I then looted.

I've noticed something like that happening when scavenger nomads dock with wrecks in 1.3, but in my case I think the wreck may have just been blocking its shots. I can't remember if there were actually shot effects though.
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JohnBWatson
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Arkheias wrote:
Wolfwalker wrote:I argued long with myself about reporting this bug because it's really useful, but... in 1.5RC1 if you wait for a scavenger nomad to dock with something and then sit on top of it and blast its butt, it won't fire at you and it won't undock. It just sits there and takes it. You can turn autopilot on to make it die (relatively) faster.

In fact, in one system there were four of the idiots flying around. I blasted one, another came to loot, I blasted him, and so on until all four were lifeless hulks. Which I then looted.

I've noticed something like that happening when scavenger nomads dock with wrecks in 1.3, but in my case I think the wreck may have just been blocking its shots. I can't remember if there were actually shot effects though.
Yes, I believe it just blocks the shots. That problem goes way back. Salvagers should probably have their docking positions offset so that such a situation is less likely to occur.
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