Bring CHANGELOG up to date
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Changes between Oolite 1.78 and Oolite 1.80:
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General:
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========
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* Automatic expansion pack installer now available (not all existing
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expansion packs are available for automatic installation; manual
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installation still possible as before)
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* Strict mode now only disables OXPs rather than making other gameplay
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changes
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* New game start screen, including access to a keyboard control
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summary and a ship specification library
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* New Tutorial option for starting a game, for a basic flight training
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course
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Gameplay:
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=========
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* Coordinate precision increased, allowing ships to travel much
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further from the witchpoint without problems
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* Ship hostility indicator no longer depends on weapon range
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* New equipment: Integrated Targeting System
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* Standard HUDs now include primable equipment dials, compass target
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naming, and multi-function displays. HUD layouts reorganised
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slightly to fit the extra components in. ';' and ':' keys manage
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multi-function display (MFD) selection
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* Major changes to NPC behaviour and AIs, including new courier,
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smuggler, assassin, pirate leader, bounty hunter leader, pirate
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raider, thargoid raider and police blockade roles. Significant
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increases in diversity of ships used for existing roles.
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* Widened the difficulty gap between Corporate States (now safer) and
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Anarchy (now far more dangerous) systems. System danger now also
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depends to an extent on events in neighbouring systems.
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* Saving the game at stations other than the main system station is
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now possible; stations added by expansion packs must be flagged by
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the expansion pack as valid save locations for this to work.
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* Save game file name and player commander name are now
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independent. Interface added on F4 to set player commander name and
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player ship name.
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* Docking computers now fly a bit faster
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* Improved short-term and long-term assessment of player actions for
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more realistic and varied NPC responses
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* Parcel and passenger contracts made much more varied. High-price
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high-risk contracts added. Reputation scale increased.
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* Station rotation slowed down
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Graphics:
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=========
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* Graphics settings have changed to merge "shader settings" and
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"reduced detail" into a single option. There is an 'extra detail'
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option suitable for dedicated graphics cards.
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* New look for the sun, including improved corona and a glare effect
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* New explosion graphics
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* Core ship models and textures replaced with significantly improved
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ones by Griff/CaptSolo
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* New planet and atmosphere graphics (requires 'extra detail')
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Sound:
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======
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* Now uses the OpenAL library to give fully positional sound. Supports
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stereo speakers up to 7.1 or binaural HRTF with headphones.
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Controls:
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=========
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* Number pad keys can now be bound independently of arrow keys
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* Number keys can now be bound independently of function keys
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* GUI direction keys now independent of flight direction keys
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* New ';' and ':' keys for multi-function displays
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* 'tab' and '0' keys are now fast activation keys for primable
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equipment. Equipment previously using those keys has been rewritten
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to be primable equipment and will automatically be initially
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assigned to those keys if it is installed. New interface on F4 to
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rebind these keys.
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* New joystick axis configuration interface, allowing much more
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precise control
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Expansion pack development:
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===========================
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Packaging:
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----------
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* New compressed OXZ format for easy - and automatic - expansion pack
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distribution.
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General:
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--------
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* Wormholes have a read-only representation
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* The system populator is now run via Javascript and can be modified
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by expansion pack scripts. There is also a system repopulator to
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allow replacement of expected ship losses or departures.
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* shipdata.plist reorganised to make heavy use of templates. This
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allows shipset OXPs to be written to take advantage of future
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changes to core shipdata.
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* Primable equipment dial added to HUD
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* Sun colour and background star colour are now separated
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* Ship cargo is now defined when ships are created
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* Javascript may be used as a language for ship AIs
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* Priority-based AI library available for writing Javascript AIs in,
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with a wide range of predefined behaviours and easy addition of
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custom behaviours
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* Mission screens can now have an arbitrary text entry prompt
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* Waypoints can be added - like a compass target, but not attached to
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any other entity.
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* With an Advanced Navigation Array, the '?' key now cycles through
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different colour highlights
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* [oolite_key_FOO] description expansion describes keyconfig entry key_FOO
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* Javascript representation for ship exhausts
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* Javascript representation for flashers
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* Description and mission text expansions now use a much better random
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number generator
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* Default Javascript properties set from manifest.plist
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New properties:
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---------------
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* entity.isWormhole
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* oolite.gameSettings.keyConfig
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* player.cargoReputationPrecise
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* player.parcelReputationPrecise
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* player.passengerReputationPrecise
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* player.roleWeights
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* player.setPlayerRole(role [,index])
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* player.ship.multiFunctionDisplays
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* player.ship.renovationCost
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* player.ship.renovationMultiplier
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* player.ship.viewPosition*
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* ship.AIScript
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* ship.AIScriptWakeTime
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* ship.autoWeapons
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* ship.beaconLabel
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* ship.cargoList
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* ship.crew
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* ship.destinationSystem
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* ship.dockingInstructions
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* ship.energyRechargeRate
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* ship.exhaustEmissiveColor
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* ship.exhausts
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* ship.extraCargo
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* ship.flashers
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* ship.homeSystem
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* ship.isFleeing
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* ship.isTurret
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* ship.markedForFines
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* ship.shipClassName
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* ship.shipUniqueName
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* station.allegiance
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* station.market[*].legalPenalty
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* system.populatorSettings
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* system.stations
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* system.waypoints
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* system.wormholes
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* visualeffect.beaconLabel
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* wormhole.arrivalTime
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* wormhole.destination
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* wormhole.expiryTime
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* wormhole.origin
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New methods:
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------------
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* Ship.keys() (static method)
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* Ship.keysForRole(role) (static method)
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* Ship.roleIsInCategory(role,category) (static method)
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* Ship.roles() (static method)
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* dock.isQueued(ship)
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* player.endScenario(key)
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* player.ship.hideHUDSelector(selector)
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* player.ship.setMultiFunctionDisplay(index,key)
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* player.ship.setMultiFunctionText(key, string)
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* player.ship.showHUDSelector(selector)
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* ship.becomeCascadeExplosion()
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* ship.broadcastCascadeImminent()
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* ship.broadcastDistressMessage()
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* ship.checkCourseToDestination()
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* ship.checkScanner()
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* ship.damageAssessment()
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* ship.dumpCargo (change to specify how many items to dump)
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* ship.enterWormhole(hole)
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* ship.findNearestStation()
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* ship.getSafeCourseToDestination()
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* ship.markTargetForFines()
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* ship.notifyGroupOfWormhole()
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* ship.offerToEscort(mother)
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* ship.patrolReportIn(station)
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* ship.performAttack()
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* ship.performCollect()
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* ship.performEscort()
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* ship.performFaceDestination()
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* ship.performFlee()
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* ship.performFlyToRangeFromDestination()
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* ship.performHold()
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* ship.performIdle()
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* ship.performIntercept()
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* ship.performLandOnPlanet()
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* ship.performMining()
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* ship.performScriptedAI()
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* ship.performScriptedAttackAI()
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* ship.performStop()
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* ship.performTumble()
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* ship.recallDockingInstructions();
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* ship.removeDefenseTarget(target)
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* ship.requestDockingInstructions();
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* ship.requestHelpFromGroup()
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* ship.setCargoType(type)
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* ship.setCrew(crew)
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* ship.throwSpark()
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* station.abortAllDockings()
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* station.abortDockingForShip(ship)
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* station.launchEscort()
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* system.locationFromCode(code)
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* system.setWaypoint()
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New handlers:
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-------------
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* ship.cargoDumpedNearby(cargo,dumper)
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* ship.defenseTargetDestroyed(target)
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* ship.escortRejected
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* ship.helpRequestReceived(ally,enemy)
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* ship.shipAIFrustrated(context)
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* ship.shipAchievedDesiredRange
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* ship.shipNowFacingDestination()
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* ship.shipWasDumped()
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* ship.shipWitchspaceBlocked(blocker)
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* ship.stationWithdrewDockingClearance
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* ship.wormholeSuggested(hole)
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* station.stationDockingQueuesAreEmpty
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* station.stationReceivedDockingRequest(ship)
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* world.guiScreenWillChange fires on changing to GUI_SCREEN_INTERFACES
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* world.startUpComplete
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* world.systemInformationChanged(gal,sys,key,newValue)
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Plists:
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-------
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New plists:
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* manifest.plist: required for OXZ format distribution
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* role-categories.plist: supersedes and extends pirate-victim-roles.plist
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* scenarios.plist: allows alternative game starts to be added
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* shiplibrary.plist: adds ships to the start game ship database
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New properties:
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* equipment.plist: fast_affinity_defensive
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* equipment.plist: fast_affinity_offensive
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* equipment.plist: sort_order
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* hud.plist: alert_conditions
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* hud.plist: color_critical
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* hud.plist: color_high
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* hud.plist: color_low
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* hud.plist: color_medium
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* hud.plist: color_surround
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* hud.plist: drawASCTarget
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* hud.plist: drawPrimedEquipment
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* hud.plist: drawWaypoints
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* hud.plist: multi_function_displays
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* hud.plist: reticle_scale (scanner targeting enhancement)
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* hud.plist: scanner_non_linear
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* hud.plist: scanner_ultra_zoom
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* planetinfo.plist: nebula_color_1
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* planetinfo.plist: nebula_color_2
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* planetinfo.plist: populator
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* planetinfo.plist: repopulator
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* shipdata.plist: auto_weapons
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* shipdata.plist: escort_roles
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* shipdata.plist: exhaust_emissive_color
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* shipyard.plist: renovation_multiplier
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Shaders:
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--------
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* tradeInFactor uniform for player ship
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* Simplified shader mode no longer exists
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Bug fixes:
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==========
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* Stop previously unknown targets appearing in the target memory
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* Reduce need for JS garbage collection while in flight
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* Fix some bugs with combat flight causing misses on really easy shots
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* Several Javascript crashes fixed
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* Errors in NPC escape pod use for lighter ships fixed
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* Fix bug with station subentity initialisation
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* Fix bug in ship.forwardWeapon property
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* Consistently use ship scanner ranges
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* Asp can now equip a fuel scoop
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* Core ships with only one missile pylon can no longer buy the
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Multi-Targeting System as it's only useful to ships with at least
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two missiles.
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* Fix some bugs with the escape pod launch sequence
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* Fix bug with reticle target sensitivity
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* Fix some bugs with compass dial requirements
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* Fix bug when pressing opposite movement direction keys together
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* Fix various random number generation bugs
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* Clean up momentum transfer in explosions
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System requirements:
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====================
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Mac-specific
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------------
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* Oolite now requires Mac OS X 10.6 or later, and is 64-bit only.
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-------------------------------------------------------------------------------
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Changes between Oolite 1.77.1 and Oolite 1.78:
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* Bug with behaviour of ship.forwardWeapon when ship had no forward
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