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!
1.5 RC 1
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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:
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
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
Cheers,
Pixelfck
- Aury
- Fleet Admiral
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That omnidirectional property has me excited! Now I can do even more with device slots..
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
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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
transdata: 1.3.2.1
http://kronosaur.com/downloads/TransData.zip
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Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
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- Xephyr
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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.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.
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For the next version I've added typGetProperty, which should help: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:
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.Code: Select all
(unvIsType &scWolfen;) -> True/Nil (unvIsType &scWolfen; 'shipType) -> True/Nil
Cheers,
Pixelfck
Code: Select all
(typGetProperty 'class &scWolfen;) -> "ShipClass"
(typGetProperty 'class &itLaserCannon;) -> "ItemType"
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).
- pixelfck
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Great, that will be very usefull!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).
~Pixelfck
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.
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.
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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.
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.
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.
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.
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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.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.