1.5 RC 1

New releases and announcements from George and the staff.
Post Reply
george moromisato
Developer
Developer
Posts: 2877
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

Thu Nov 13, 2014 5:51 pm

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!

User avatar
pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

Thu Nov 13, 2014 8:45 pm

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
Image
Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de

User avatar
Wolfy
Fleet Admiral
Fleet Admiral
Posts: 5351
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

Thu Nov 13, 2014 11:36 pm

That omnidirectional property has me excited! Now I can do even more with device slots..
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'hycrotan 'nonBinary))
Image

User avatar
Wolfy
Fleet Admiral
Fleet Admiral
Posts: 5351
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

Sun Nov 16, 2014 8:15 pm

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
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'hycrotan 'nonBinary))
Image

User avatar
Xephyr
Militia Captain
Militia Captain
Posts: 828
Joined: Fri Dec 14, 2007 1:52 am
Location: Orion Arm, Milky Way
Contact:

Mon Nov 17, 2014 12:12 pm

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.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

george moromisato
Developer
Developer
Posts: 2877
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

Mon Nov 17, 2014 9:29 pm

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).

User avatar
pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

Tue Nov 18, 2014 7:45 am

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
Image
Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de

User avatar
Arkheias
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Mon Jun 02, 2014 8:06 pm

Wed Nov 19, 2014 5:42 pm

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?
Cabbage Corp, the only mod with cabbages!

Please feel free to submit bug reports or issues related to the Cabbage Corp mod on the GitHub page, the forum thread, in a private message or even on the Xelerus page. Suggestions are fine too.

Wolfwalker
Anarchist
Anarchist
Posts: 9
Joined: Mon Nov 17, 2014 2:29 am

Thu Nov 20, 2014 2:54 pm

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.

User avatar
Arkheias
Commonwealth Pilot
Commonwealth Pilot
Posts: 95
Joined: Mon Jun 02, 2014 8:06 pm

Thu Nov 20, 2014 5:41 pm

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.
Cabbage Corp, the only mod with cabbages!

Please feel free to submit bug reports or issues related to the Cabbage Corp mod on the GitHub page, the forum thread, in a private message or even on the Xelerus page. Suggestions are fine too.

User avatar
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1363
Joined: Tue Aug 19, 2014 10:17 pm

Thu Nov 20, 2014 9:13 pm

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.

Post Reply