Updated changelog file with changes between 1.72.2 and 1.73, as written by Eric.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2322 127b21dd-08f5-0310-b4b7-95ae10353056
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Changes between Oolite 1.72.2 and Oolite 1.73:
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Gameplay
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* Made procedurally textured planets a game option. Can be switched on/off in
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settings. (This feature is not available on the mac environment)
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* Added splash screen and application icon to windows & linux versions.
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* Added normal mapping for use in shaders. (This adds optical depth to smooth
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surfaces)
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* Game over screen now displays ranking as well as credit.
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* Make passenger carrier market a bit more interesting by rewarding long taxi
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runs. Credits paid increase exponentially with number of hops required.
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* Reputation of player is also taken into account.
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* Implemented the key cloak_indicator_on_status_light in hud.plist (Off by
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default).
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* Interface change: While in flight, pressing h from the local galaxy map will
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initiate hyperspace jumps - before, the player had to exit the map to do so.
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* Added new equipment: Wormhole Scanner.
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* Added example of drawing a yaw indicator bar (disabled by default).
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* Implemented targetting of nearest incoming missile. This is activated using
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* Shift+t or an assigned joystick button.
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* Sell/buy as much as possible on the F8 screen via Shift+left/right. Prefer
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to buy with Shift+Return.
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* Time Acceleration Factor. Activated while in pause mode with left and right
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* arrow keys. Can be from 1/16 to 16 times the normal time. TAF is visible in
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the FPS display.
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* Bump the limit on gold, platinum & gemstones to 10000 units.
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* Various AI changes. Most noticeable is that docking ships are now more
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likely to react on attacks and less crashes in the final docking stage with
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bigger ships.
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* Find systems on the F6/F6 screen: all possible matches now highlighted while
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typing.
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* Last save directory is now saved in prefs; oolite-saves is only created when
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defaulting to it.
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* Repositioned message row. Messages now fully readable in standard Oolite.
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* Much equipment on the status screen no longer overwrite text below it but
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becomes divided into multiple screens.
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* If a message is repeated after 6 seconds, it will now show again, otherwise
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it's ignored as before.
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* Game settings screen: mac fullscreen resolution changes are now immediate,
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if no external views are defined for player ships, the cobra3 ones are used
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instead.
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Scripting
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* Work towards securing legacy scripts, AIs and shader uniform bindings by
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whitelisting methods. Game will now print an error message in the log if
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non-whitelisted methods are used in legacy scripts or AIs.
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* Added class ShipGroup. Groups are now defined in a different way than
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previously. ShipGroups are exposed to JS as a property of ship
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* Subentity definitions in shipData can now be dictionaries.
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* Added Darren's patch for enabling icons/symbols on advanced compass.
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* Customsounds will now accept arrays, in a similar way to descriptions.
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* Added new system settings to planetinfo.plist:"sun_radius" (float),
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"sun_color" = (any Color string), "corona_shimmer"= (float: 0-1),
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"corona_hues"= (float: 0-1), "corona_flare"= (float: 0-1),
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"texture_hsb_color" = (any Color string)
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* Plural handling for languages with more than one plural form.
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* Made TAF controllable by JavaScript using the read/write
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timeAccelerationFactor global property for bullet-time-like effects.
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* Added throw_sparks key to shipData (off by default )
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* PlayerShip.removeEquipment() now works for missiles. Also,
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awardEquipment()ing a missile when the player has none now causes the new
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missile to be selected.
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* requires_equipment, requires_any_equipment and incompatible_with_equipment
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restrictions now work for weapons.
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* Reworked Aegis messages. sun aegis is recognised, approaching planet event
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is restored, all handlers have a planet or station as argument.
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* Renamed planets: %H & %I now use scripted planet names, including inside
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planet descriptions.
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* New %J token for string expansion: expands %J000 to %J255 to its
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corresponding system name.
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* Made the left and right square bracket keys recognizable by Oolite.
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* Added the JavaScript read/write player ship property scriptedMisjump.
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Boolean value, scripted misjumps have a lifespan of one jump only. After
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that, auto reset occurs and subsequent jumps become normal ones again.
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* Introduced the cloak_passive ship dictionary key. When set to true (or yes),
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it will cause the cloaking device to be deactivated whenever a main weapon
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or missile is fired, making the cloak somewhat less of a superweapon.
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Default is NO.
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* Bounty for script added pirates and traders follow now populator rules when
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auto_ai is true.
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* CLASS_NO_DRAW can be used inside plists for specific (ghost?) ships again,
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as in 1.65 & before. However, system populator still overrides CLASS_NO_DRAW
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for incoming ships.
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* JS system.info.xx & system.infoForSystem([present galaxy],[system
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number]).xx are readable, as originally intended. infoForSystem now returns
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null - and a warning - if trying to access any info outside the present
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galaxy.
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Naw event handlers:
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* stationLaunchedShip(ship)
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* playerWillEnterWitchspace()
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* playerTargettedMissile(missile)
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* playerBoughtNewShip(ship)
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* arrivalReportScreenEnded()
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New JS methods:
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* ship.setAIState()
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* ship.fireECM()
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* player.ship.galaxyCoordinates()
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* player.ship.cursorCoordinates()
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* station.dockPlayer()
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* player.addMessageToArrivalReport(message)
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New AI commands:
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* opMessages
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* debugDumpPendingMessages
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* exitAIWithMessage:
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* messageSelf:
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* abortAllDockings
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* throwSparks
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* randomPauseAI:
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* launchIndependentShipWithRole:
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* checkOwnLegalStatus
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* setSpeedToCruiseSpeed
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Changed commands:
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* Added delay parameter to playerStartedJumpCountdown event.
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* Made Entity.position and Entity.orienation read/write and deprecated
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* Entity.setPosition() and Entity.setOrientation()
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* Ship.exitAI() now can transfer a parameter. Default is RESTARTED
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* Deprecated system.goingNova and system.goneNova in favour of existing Sun
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equivalents.
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Bug fixes
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* Fixed far away docking of ships. Ships that start the dockingAI further away
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than 2.5 times scanner distance from a station are sent back to their
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originalAI.
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* All SDL & windows fixes: reworked windows port to resize game view without
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texture loss. Splash screen for both linux & windows. When switching
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fullscreen resolutions using F11 oolite now saves the new fullscreen
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resolution.
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* Fixed negative cargo bug shown in shipyard for ships with cargo capacity
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less than 5t that had EQ_PASSENGER_BERTH as optional equipment.
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* Now Oolite takes into account incompatible equipment when generating ships
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for sale.
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* Fixed weapon position. Now it follows the defined position in shipData
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instead of always the default one.
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* Fixed an inconsistency in oolite-font.plist.
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* Prevent ships from escorting things with different scan classes.
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* Returning pirates of a piratecove now are added correctly to the station
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defence ships.
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* Cloak no longer works as an energy generator when not cloaked.
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* Fixed memory overflow that was happening when a ship dictionary contained an
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escort-ship key of the same name as the dictionary key of the mother ship
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(e.g. boa-mk2 attempting to generate 4 boa-mk2 escorts).
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* Better fix for escort ship circular references. The fix is that escorts
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cannot have escorts of their own anymore. This avoids memory overflows in
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cases of recursive escort-ship, escort-role and mutual escort ship
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references between two or more ships.
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* Clean mothers can now only accept clean escorts.
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* Fixed hasShipyard.
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* Fixed crash when max_missiles is set to higher than maximum allowed (16).
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* Fixed bug with hanging still in performFaceDestination.
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* launchTrader now launches traders with correct escorts for that ship type.
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* sun_radius loop bug: should now cope with all sun_radius values.
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* Limited checkcourseToDestination to scanner range so it only changes course
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when it actually "sees" something.
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* scanForOffenders no longer finds group members
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* Minimum distance player-bouy on system entering raised from 500 to 750
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meters.
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* Resolved bug that caused ships with subentities exploding inside closed
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structures and other sudden collisions near bigger ships.
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* More systemInfo changes for the current system are now validated and are
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effective immediately, including most sun settings, main planet texture, and
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derivative ones (ie commodity market / economy, ships & equipment markets /
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techlevel). Properties not yet effective immediately produce a warning.
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* AI command setCourseToPlanet no longer sets course to moons, only to the
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closest planet.
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-------------------------------------------------------------------------------
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Changes between Oolite 1.72.1 and Oolite 1.72.2:
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* Fixed bug in selecting ships after a spawn condition blocked the initial
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selection. This was causing disappearing buoys and police ships with some
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