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1.08a

Posted: Thu Mar 15, 2012 8:53 pm
by george moromisato
http://neurohack.com/downloads/Trans108a.zip

I've made some critical fixes for 1.08a, particularly those that affect new features like dynamic types and <DeviceSlot>.

The complete list of fixes is here:

http://wiki.neurohack.com/transcendence/trac/report/14

Thanks for all the bug reports. Keep them coming. If there are other critical fixes I can prepare a 1.08b.

Re: 1.08a

Posted: Thu Mar 15, 2012 8:55 pm
by sdw195
yay, more goodies to play with!

thanks

Re: 1.08a

Posted: Thu Mar 15, 2012 9:05 pm
by WillyTheSquid
1.08a version option added to Xelerus.de :) get to work on those playerships, people ;D

That was quick, George. Can't wait to play around with the new goodies.

Re: 1.08a

Posted: Thu Mar 15, 2012 9:23 pm
by Ttech
well its been long enough! why'd you make us wait that long :P

Downloading it was we speak, nice speedy release thoigh

Re: 1.08a

Posted: Thu Mar 15, 2012 9:29 pm
by PM
DeviceSlot works now! Thank you.

Re: 1.08a

Posted: Thu Mar 15, 2012 9:46 pm
by Aury
nice, a hotfix! Good to hear the device slot properties are working now

Re: 1.08a

Posted: Thu Mar 15, 2012 10:08 pm
by sdw195
in all the excitement of dynamic types, we completely forgot about unvSetExtensionData and unvGetExtensionData

could I/we please get a quick example of how to use it??

edit: never mind i got it working,

btw, Its really cool :D

Re: 1.08a

Posted: Fri Mar 16, 2012 2:33 am
by PM
While reading the CommonwealthFleet.xml, I noticed George snuck in a new possible mission for Master Sergeants.

Re: 1.08a

Posted: Fri Mar 16, 2012 3:24 am
by PM
While experimenting with <DeviceSlot>, I found some inconsistent behavior. When an omni weapon is installed, if the difference between minFireArc and maxFireArc is zero, the weapon remains omnidirectional. However, if the difference is greater than zero, the weapon loses its omnidirectional property and conforms to the new firearcs. For example, a Luminous drone with minFireArc = maxFireArc = 180 normally shoots backwards, but an omni weapon works just fine. However, a Deimos with minFireArc = 330 and maxFireArc = 30 will aim only at targets within that firearc, and weapons that were omnidirectional are not omni anymore.

Re: 1.08a

Posted: Fri Mar 16, 2012 6:01 am
by Song
Is it possible to set a slot as an autodefensedevice? Because that would (in theory) let me make AI ships try to shoot down your missiles in between shooting at you, at normal combat ranges. It'd be tricky because of the woeful detection range on normal AutodefenseDevice systems, but still, I think it could be useful.

Edit: That, or an option to set something like "autodefense="true'" on a weapon device on an AI ship, to have it dual-function. Probably a lot of work for not much, but it'd be cool.

Re: 1.08a

Posted: Fri Mar 16, 2012 7:16 am
by sdw195
unvSetExtensionData and unvGetExtensionData work like a charm, they are awesome!!!

now I have favorites in cheat codes, if anyone needs an example of them :)

Re: 1.08a

Posted: Fri Mar 16, 2012 4:50 pm
by george moromisato
PM wrote:While experimenting with <DeviceSlot>, I found some inconsistent behavior. When an omni weapon is installed, if the difference between minFireArc and maxFireArc is zero, the weapon remains omnidirectional. However, if the difference is greater than zero, the weapon loses its omnidirectional property and conforms to the new firearcs. For example, a Luminous drone with minFireArc = maxFireArc = 180 normally shoots backwards, but an omni weapon works just fine. However, a Deimos with minFireArc = 330 and maxFireArc = 30 will aim only at targets within that firearc, and weapons that were omnidirectional are not omni anymore.
I'm not sure I totally understand. In the example of the Deimos, have you added a <DeviceSlot> entry to the Deimos? Or are you just installing a weapon on the vanilla Deimos?

Re: 1.08a

Posted: Fri Mar 16, 2012 4:51 pm
by george moromisato
BTW: There is currently a bug in 1.08 and 1.08a in which attempting to get the high scores fails with an error. I've fixed this in 1.08b, which I'll have to release sooner rather than later.

Re: 1.08a

Posted: Fri Mar 16, 2012 4:55 pm
by george moromisato
PM wrote:While reading the CommonwealthFleet.xml, I noticed George snuck in a new possible mission for Master Sergeants.
Good eyes. I had to do that to fix a bug: under certain conditions, like bad stargate placement, the CSC stopped giving out missions. So I had to create a mission that had no requirements on the (random) system. It should now be possible to get to Fleet Captain even if only a single CSC spawns in the game.

Re: 1.08a

Posted: Fri Mar 16, 2012 5:09 pm
by PM
george moromisato wrote:I'm not sure I totally understand. In the example of the Deimos, have you added a <DeviceSlot> entry to the Deimos? Or are you just installing a weapon on the vanilla Deimos?
I added a <DeviceSlot> for a playership copy of the Luminous and Deimos (for the Playership Drones mod), not the standard versions of those ships.

After starting a game as a Luminous drone ship, I acquire an omni laser. I install it for the Luminous, which has minFireArc = maxFireAre = 180 to force weapons to shoot backwards. The omni laser remains omnidirectional. This is good -- I install the weapon for omni capability (instead of a more powerful turbolaser).

After starting another game as a Deimos, I acquire an omni laser. I install it for the Deimos, which has minFireArc = 330 and maxFireArc = 30. The omni laser loses omni capability and can only aim at targets within that firearc.

Bottom line, if an omni weapon is installed on a device slot with the difference of firearcs at zero (or undefined), the weapon remains omnidirectional. If the difference of firearcs is defined and greater than zero, the omni weapon is no longer omnidirectional.