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techbear

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Reply with quote  #1 
Bug fixes!


------- changes for V2.7.1 -------

In scripting, if using randomIntLow and randomIntHigh to generate a random number with set_variable, the result is unpredictable if randomIntLow=randomIntHigh. This has been changed. In this case, the result is now the low value. Also, if randomIntLow>randomIntHigh, then the code swaps the two values and proceeds normally.
There is no long_desc for the Transport. Fixed.
Found several memory leaks and plugged them.
Asteroid art is now 25% bigger, to match its collision sphere.
the script command, if_monster_tag_matches, was crashing. fixed.
found a bug with the new side-mission, "carrying needed supplies to the station". It would cause server lockup. fixed.
if_docked script command wasn't working right with the "not" attribute. Fixed.
fixed crash when if_docked script command was used without a "name" attribute.
hull counts for the new torp types (beacon, probe, and tag) have been adjusted.
the script command, create (with monsters), now has an attribute of "age". Set it to 1,2, or 3, for young, mature, or ancient.
added "pirateRepWithStations" to the set of -if_object_property- values, for player ships. IF the player is a pirate, >0 means friendly stations will let you dock
fixed pirate-station texts, so they only work with friendly stations, if there are any
jellies, when created, jump to the nearest asteroid (or station, or map center). This wasn't implemented correctly, and other monster types were jumping to asteroids. Fixed.
for MON_BRAIN_RELEASE_PIRANHAS, there was a timer, so new wrecks (with the MON_BRAIN_RELEASE_PIRANHAS brain element) didn't spawn piranhas for about a minute. That has been reduced to 5 seconds.
RELEASE_PIRANHAS value1=side(piranhas will not be created when a player of this side is too close), value2=dist(player ships gets this close, piranhas are created), value3=num of piranhas spawned, value4=pod number of this monster group (0-9)

Not proerly documented in 2.7.0, the new monster, "jelly", is a harmless space jellyfish that likes to play in asteroids
ATTRIBUTE: monsterType
VALID: 0-7
0 = GMMONSTER_CLASSIC,
1 = GMMONSTER_WHALE,
2 = GMMONSTER_SHARK,
3 = GMMONSTER_DRAGON,
4 = GMMONSTER_PIRANHA,
5 = GMMONSTER_TUBE,
6 = GMMONSTER_BUG,
7 = GMMONSTER_JELLY, ! new for 2.7.0
8 = GMMONSTER_DERELICT,

 

Richard

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Reply with quote  #2 
I've been refreshing the browser for days just to see the 2.7.1 patch!

But what about those monster issues? Has they been fixed?
Mike Substelny

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Reply with quote  #3 
Quote:
Originally Posted by Richard
I've been refreshing the browser for days just to see the 2.7.1 patch! But what about those monster issues? Has they been fixed?


I have been testing in 2.7.1 for over a week now and as far as I can tell all monster issues are fixed.

In my opinion the only lingering issue isn't really a bug. The relationship of BioMechs to the Communications console works exactly as it was designed to work. Unfortunately it was designed to be boring. You can blame me for this and I hope it is improved by next year. In the mean time BioMechs are functional but the BioMech Infestation mission is not as much fun as it was supposed to be. But BioMechs are not the topic of this thread.

I hope everyone enjoys Artemis 2.7.1. I look forward to seeing all of you at Artemis Armada IV: The One With The Whales.

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Xavier Wise

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Reply with quote  #4 
Any news on access to modifying torpedo damage? Was that added back in at all?
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LawsonThompson

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Reply with quote  #5 
Quote:
Originally Posted by techbear
Bug fixes!

... Found several memory leaks and plugged them....

found a bug with the new side-mission, "carrying needed supplies to the station". It would cause server lockup. fixed. 



Were any of the memory leaks causing trouble between missions? That's the primary leakage I've encountered at conventions when running many short missions back-to-back.

Regarding the supply side mission: what was the trigger for that one? I had a server crash during a Seige mission this weekend, and had set the friendly ship count to "Many"--but the crew wasn't going out of their way to solve side missions.

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ryleyra

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Reply with quote  #6 
Quote:
Originally Posted by Mike Substelny

In my opinion the only lingering issue isn't really a bug. The relationship of BioMechs to the Communications console works exactly as it was designed to work. Unfortunately it was designed to be boring. You can blame me for this and I hope it is improved by next year. In the mean time BioMechs are functional but the BioMech Infestation mission is not as much fun as it was supposed to be. But BioMechs are not the topic of this thread.


I think I can see the potential for BioMech taunts to go in the direction Thom seemed to want for them. The pieces are in place for Comms to be able to gather data with taunts, and then for Weapons to drop a properly programmed beacon. But as you say that's not the topic of the thread, and we'll just have to wait and see if that's what Thom ends up doing.

MarkBell

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Reply with quote  #7 
These are great discussions for... the Artemis 2.7.0 / 2.7.1 Development Suggestions thread!  Now in progress in a Development Section near you 😉
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ron77

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Reply with quote  #8 
Quick question, has there been any alteration to the content of the vesselData.xml, artemis.ini or controls.ini between 2.7.0 and 2.7.1?
MarkBell

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Reply with quote  #9 
As far as I'm aware, no changes to those three files.
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ryleyra

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Reply with quote  #10 
Quote:
Originally Posted by MarkBell
As far as I'm aware, no changes to those three files.


Actually, there has been a modification to the probe, tag and beacon loadouts in vesselData.xml. However, I think that's it, and artemis.ini still contains no properties for configuring the damage done by Homing Torps and the other torpedo definition values that were removed in 2.7.0.

Oh, and the long_desc for the Transport would have had to have been added to vesselData.
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