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techbear

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Reply with quote  #1 
You can get the upgrade from the download page.

------- changes for V2.6.3 (now 2.7.0)-------

added CHASE_OTHER_MONSTERS to aiship brain stack elements. chases all monsters except whales.
GenericMeshs can now be selected and scanned by the Science console. The Science Console's object dialog will now show lots of things about GenericMeshs
that can be affected by "set_ship_text". Scripters can now use if_scan_level with GenericMeshs, too.
The GM Console text boxes can now be toggled between, using TAG or RETURN.
The GM Console sends text messages to ships and consoles, and now has buttons to set message category for messages sent to Comms
nebulae now come in 3 different flavors. Right now, those different colors don't mean much. Except to scripts, which have the added "nebType" attribute when creating nebulae,
and have a new conditional, "if_in_nebula"
For ship 1, on extra main screen computers, the dmx output didn't work. It DID work on ships 2-8. I believe I have fixed this problem.
I now use a low-level UDP protocol to automagically link servers to clients, on the local LAN
most pickups/anomalies have been anemic; most of them are now more useful
the first thing all of the stations build is a Homing missile, but for some reason they all require five minutes regardless of their build factor. Fixed.
The scripting doc said that (for embedded variables) the 'escape' character was '^' (also called a carat). It's not. It's '|' (the pipe, or vertical bar). Fixed. Sorry for the confusion.
monsters would show up across the entire map on the Science console, not just those within the limited sensor range like ships work. Fixed.
Pirate players can now loot surrendered ships for energy and torpedoes. Just get close.
Pirate players now have "reputation" with friendly stations. They won't let you dock 'til you've killed an invading enemy. And they'll never let you dock if you kill a friendly.
changed dragon to chew more, 20 8-pt attacks instead of 10 16-pt attacks
changed "isTagged" script object flag. Now it can be used on all named objects
text chat is now enabled for comms players
number keys on Comms now need the CTRL key pressed to work. So does "r" for red alert on comms.
the "help us help you" missions now have custom comms text, if you're in a Pirate ship. The mini-missions still work the same way, though.
the classic monster (now dubbed Typhon) is now twice as hungry as before; it will now eat up to 10 enemy ships before running home
bases should no longer shoot at surrendered enemies
Shuttles can now pick up anomalies for their carrier ships

For those of you who want to set up more hand-off, locked-in bridges, several new artemis.ini commands are available:
clientSide lets you force a computer to be a client, and you can also use it to specify which ship the computer must belong to
forceAddress lets you make the client automatically connect to a specific IP address
several commands let you pick the game console for the computer (like Helm, Science, etc.)
operatorLogoImage lets you place your own business logo or event image into the game, specifically onto the console choice screen
the artemis.ini now contains STARTUP RESOLUTION SETTINGS (the following settings let you bypass the initial screen dialog by specifying the screen mode and resolution here)
did you know that if shift and ctrl are held down, and you press j, the artemis.ini file gets reloaded?
added new looks to asteroids
fixed memory leaks; mission names and carried fighters weren't being deleted

in scripting, when creating anomalies/pickups
ATTRIBUTE: pickupType now has an additional number
8 = ITEMTYPE_BEACON // beacon that repels/attracts monsters

-- for anomaly of type 8 (a beacon)
ATTRIBUTE: beaconMonsterType
VALID: 0-7 (same as ATTRIBUTE: monsterType)
ATTRIBUTE: beaconEffect
VALID: 0-1 (0 = attract, 1 = repel)

the scripting conditional "if_distance" now has the two optional attributes:
ATTRIBUTE: player_slot1
ATTRIBUTE: player_slot2

A mission XML script should now contain a single <mission_description> block. The raw text
inside the block is displayed on the mission choice dialog of the server. Finally!

New scripting conditional
CONDITION: if_scan_level (tests a named space object's scan level (side-based) against a condition)
ATTRIBUTE: name
VALID: name of object that has a scan, so AIShips, monsters, and pickups
ATTRIBUTE: comparator
VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL
ATTRIBUTE: value
VALID: signed floating point value (but scan levels are usually 0,1, or 2)

ATTRIBUTE: use_gm_selection
VALID: use this attribute to use the game master's selected player ship (this will fail if the selected object isn't a player ship) (optional)
ATTRIBUTE: player_slot
VALID: 0-7 (corresponds to the 8 player ships allowed in the game)
use this instead of a "name" or "use_gm_selection" attribute (optional)

ATTRIBUTE: side
VALID: integer value (sides are 0-31, 0 = no side, 1 = enemy (normally), 2+ = player side (normally))
IMPORTANT: this side is the side doing the detecting, NOT the side of the named object

I've cleaned up and added to
CONDITION: if_docked (tests if a player is docked with a named station)
ATTRIBUTE: name
VALID: text (name of station the ship is or is not docked with) (optional)
ATTRIBUTE: use_gm_selection
VALID: use this attribute to use the game master's selected player ship (this will fail if the selected object isn't a player ship) (optional)
ATTRIBUTE: player_name
VALID: text (name of player ship) (optional)
ATTRIBUTE: player_slot
VALID: 0-7 (corresponds to the 8 player ships allowed in the game)
use this instead of a "player_name" or "use_gm_selection" attribute (optional)
ATTRIBUTE: not
VALID: anything (inverts the logic of this command, to test if the player ship is NOT currently docked)

 

new scripting commands
if_object_property > isTagged, tagOwnerSide
set_named_object_tag_state
if_object_tag_matches
set_monster_tag_data
if_monster_tag_matches


pickup/anomalies now have more info about them on Science

probes now correctly exit the edge of the screen and die
probes now correctly detect ships in deduced detection distance games


DMX events have been extended to:
TORP_HOMING_FIRED
TORP_NUKE_FIRED
TORP_MINE_FIRED
TORP_EMP_FIRED
TORP_PSHOCK_FIRED
TORP_BEACON_FIRED
TORP_PROBE_FIRED
TORP_TAG_FIRED

For scripting, properties of stations that can be changed now include:
missileStoresHoming
missileStoresNuke
missileStoresMine
missileStoresEMP
missileStoresPShock
missileStoresBeacon
missileStoresProbe
missileStoresTag


For scripting, properties of player ships that can be changed now include:

systemCurCoolantBeam
systemCurCoolantTorpedo
systemCurCoolantTactical
systemCurCoolantTurning

systemCurCoolantImpulse
systemCurCoolantWarp
systemCurCoolantFrontShield
systemCurCoolantBackShield


systemCurHeatBeam
systemCurHeatTorpedo
systemCurHeatTactical
systemCurHeatTurning

systemCurHeatImpulse
systemCurHeatWarp
systemCurHeatFrontShield
systemCurHeatBackShield


systemCurEnergyBeam
systemCurEnergyTorpedo
systemCurEnergyTactical
systemCurEnergyTurning

systemCurEnergyImpulse
systemCurEnergyWarp
systemCurEnergyFrontShield
systemCurEnergyBackShield

 


------- changes for V2.6.202 -------
Stations have 3 new missile stores that the script can change, using the names "missileStoresBeacon", "missileStoresProbe", and "missileStoresTag".

Player ships have more nums the script can change, using the names "countShk", "countBea", "countPro", and "countTag". Also the tag ECM was changed to "countEMP".

tagging a monster lets scientists study it better. Tagging an enemy ship can inhibit its cloak and teleport special abilities.


------- changes for V2.6.0 -------
New layout of the comms console, shows comms buttons on the left, a click-able waterfall of all messages on the right, and a filter-able list of messages in the center.
Each of the 3 lists are drag-able. There are buttons on the top-center that filter the messages that show in the center list.
Clicking on a message on the right-hand list causes it to be shown in the center list, and for the appropriate filter to be set.

Small changes to the fighter-bay card game.

The fighter-bay ship list no longer re-arranges as player fighters leave the bay.

The game no longer has just fighters. Now (internally) they are called single-seat ships, and there are different sorts of fighters and shuttles.

Now every player ship can carry one shuttle. Many player ships can carry multiple single-seat ships of different types,
but the first single-seat in the list must always be a shuttle.

In the ship cusomization menu (on server or client) players may now select a type of single-seat ship, and name each one.

In scripting, there's a new command, "set_player_carried_type", which lets the scriptor set the exant single-seat ships that are carried in a player ship.

In scripting, there's a new command, "spawn_external_program", which does what it says. Ideally to be used to start a video player, so pre-recorded videos
can pop up on the main screen.

 

 

notsabbat

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Reply with quote  #2 
Really great update! Lots of good stuff!
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ryleyra

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Reply with quote  #3 
That's a heck of a list. I've got a lot of comments on it, but I will start a new thread for responses rather than cluttering up this release note. But great job!
Arkantos

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Reply with quote  #4 
Clients that auto-connect to the server and automatically select a ship and console? YES!

I have a suggestion: DMX takes up a lot of the network traffic--even more so with this release--but is not actually used by most players. Could there be a setting in artemis.ini that controls whether DMX data is transmitted to clients? And since most people aren't using DMX, could it be off by default? This could significantly improve network performance.
MarkBell

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Reply with quote  #5 
Please put all bug reports into the 2.7.0 Bugs and Issues thread, here.

Please put all development suggestions into the 2.7.0 Development Suggestions thread, here.

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techbear

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Reply with quote  #6 
Thank you, Mark!
Xavier Wise

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Reply with quote  #7 
The new stuff on generic meshes is going to be awesome. It'll be great to add in info for planets, lifepods, special wrecks... all the stuff that crops up in the TSN Sandbox. Comms text, another great feature for the multi-ship missions we run. And all the new scripting commands! Thank you! Really looking forward to putting it all together and playing with it in mission scripts and in game.
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MarkBell

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Reply with quote  #8 

Also note - those folks who are coming to Armada IV, this is the version that will be played at Armada IV.  So work out those bridge bugs now! 😉


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HunterAP

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Reply with quote  #9 
Can we expect an update to the Android client with this version?
notsabbat

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Reply with quote  #10 
Historically their wont be an update to the mobile client for at least a couple to a few months after Armada
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HunterAP

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Reply with quote  #11 

"Historically," we haven't had a mobile upgrade since 2.4.

If the mobile versions of the game have been abandoned, it would be nice to be notified.

MarkBell

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Reply with quote  #12 
Please put mobile release compatibility into the 2.7.0 Development suggestions thread. That way it's on the list.
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Unregistered
Reply with quote  #13 
There's an easter egg hidden in the dxs files. Load up "spcJunk2.dxs" with "spcJunk2.png". 


parpar88

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Reply with quote  #14 
Quote:
Originally Posted by Unregistered
There's an easter egg hidden in the dxs files. Load up "spcJunk2.dxs" with "spcJunk2.png". 



Whats the joke or Easter egg?

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ryleyra

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Reply with quote  #15 

Quote:
Originally Posted by parpar88

Whats the joke or Easter egg?


It's a car on top of a space capsule. I'm not sure if it's a reference to "Repo Man" or "Back to the Future" or the like, but it's obviously not used in the game. EDIT: It's obviously Elon Musk's Tesla, as the following posts have said, and it IS used in the game. My first thought when I read the post was that it would be the TARDIS. 😃

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