Beta 2 is now out with some good bug fixes. Thanks to all who reported bugs (and who put up with the seededRandom problems). Beta 2 should download automatically if you have Beta 1, but if not, you can get it at the usual place: http://kronosaur.com/downloads/TranscendenceNext.zip
There's one major addition to the API: Thanks to the work of Brian Merchant (bzm3r on the forums) TLisp now supports floating point. There is a new set of operators, which return floating point results:
The old operators (divide, in particular) act in a backwards-compatible manner. E.g., (divide 5 2) -> 2
We haven't yet converted all the functions to use floats. In particular, the vector functions don't yet handle floats, but that's something we're working on.
I have played through up to completion of the arena, and this is downright epic. The balance, AI new graphics, and everything else are vast improvements, and I, at several points, found myself fighting the urge to break into applause.
I have only been able to find a single small glitch thus far, which is impressive given my strategy consists of doing exactly the opposite of what I'm supposed to be doing at any given moment. That glitch is now on ministry.
Finally, I would agree with the earlier poster who mentioned adding visual depth. Re-implementing parallax stars in the background would go far.
JohnBWatson wrote:I have played through up to completion of the arena, and this is downright epic. The balance, AI new graphics, and everything else are vast improvements, and I, at several points, found myself fighting the urge to break into applause.
I have only been able to find a single small glitch thus far, which is impressive given my strategy consists of doing exactly the opposite of what I'm supposed to be doing at any given moment. That glitch is now on ministry.
Finally, I would agree with the earlier poster who mentioned adding visual depth. Re-implementing parallax stars in the background would go far.
I'm all for more parallax, so I like the idea. I was also thinking of adding a second layer of asteroids in a background parallax layer. Plus it would also be cool to add parallax layers above the main zone (either nebulae or asteroids or debris).
Also for anyone thinking of exploiting this....it really isn't worth it. I tried, but the damage is not as good as you'd think. Might be that damage isn't leaked onto the new fragments, might just be the spread. But it's almost useless against stuff like the ICS, and using it on swarms has a high risk of crashing. And the stack trick? It WILL crash your system and destroy the savegame.
I managed to get 6 stacks of the bug. 7th stack caused the game to just give up and its cpu use dropped to 0% and it just sat there for 20 mins till i killed it.
Atarlost wrote:I'm still seeing the targetless missions from beta 1 in beta 2.
Saved games from beta 1 will still have the bug (because the mission was generated incorrectly). But if a new game in Beta 2 is having the problem, let me know.
Atarlost wrote:I'm still seeing the targetless missions from beta 1 in beta 2.
Saved games from beta 1 will still have the bug (because the mission was generated incorrectly). But if a new game in Beta 2 is having the problem, let me know.
I believe the cause was a savegame, as I haven't been getting the bugs anymore.
However, this occurred. Cause unknown, but Anton Nasser gated a few seconds before offscreen, and I was looking at the map at the time if that helps.
I started up a new game today with eternity port and everything was running smoothly until the game crashed while I was heading to intercept the drake from the North Atlantic Union mission.
program state: OnAnimate
program state: painting map
game state: in game
Please contact [email protected] with a copy of Debug.log and your save file. We are sorry for the inconvenience.
I've had that issue as well, and it DOES seem to be connected to the map view. I've also had the game crash in Tau Ceti by opening the map after using a system map ROM.
I really don't care if I get my hair cut... *snip* NOOOOOOOOOOOO!!!!!!!!!!!
If possible, I would suggest the game make an alternate save when it crash, so that players do not lose progress. But don't overwrite the original save, since the new save might crash at loading. I think it should be possible, since when the game crash, the process itself doesn't terminate, but the game changes into the crash screen.
Yes, look at my avatar, I have a wyvera type ship.