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PostPosted: Fri Jan 30, 2009 8:21 am 
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duestchland1 wrote:
The current use of the beamer section to show the Tesla could lead to some confusion, I suggest replacing it with the Uber Tesla coil cannon projector phallus thing shown here. http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3163
That style of weapon will go nicely on my Spaceman Spiff saucer.
Oh that thing. I'm Taking Take care of it. :)


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PostPosted: Fri Jan 30, 2009 12:12 pm 
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Holy heck this is sweet! Gonna download and try it out now! Thank you to all people involved.

Happy CNY.

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PostPosted: Fri Jan 30, 2009 2:02 pm 
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Artman40 wrote:
[EDIT]Actually you can't! Screen is filled with error then.


That would be a bug with the engine: the new fancy features don't always work.


BTW, Koross: Harlock is made of win. :D


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PostPosted: Sat Jan 31, 2009 11:11 am 
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New version released
Here to Get: http://www.wyrdysm.com/bfdownload.php

Changes:
Code:
v0.90a
-Fixed green crap around the HUD in surfaced mode.
-Optimized surface blurring algorithm slightly.
-Surfaces no longer die when switching to fullscreen or pressing ctrl-alt-del
-Fixed: 'Divide by 0' and 'Unexpected symbol' errors with ships that have commans in their descriptions
-Fixed: 'Unknown variable l_section or array index out of bounds' error with depthed weapons/modules
-Fixed: Incorrect parenting / parenting errors with depthed weapons
-Fixed: 'Unknown variable tr_ontype' errors
-Fixed: Rotating sections that are parented to a section with Rotate trigger mode do not rotate until the trigger has been fired.
-Fixed: Movsection parameters not saved when section move is not set to enabled
-Fixed: Movsections moving the same way regardless of ship facing in-game
-Fixed: Error when weapon link parent is destroyed
-Fixed: Error when weapon link parent is destroyed and its link children are left with their angle out of arc range (they will instantly return to their default angle now)
-Fixed: Error when Plasma Missile, Repeating Artillery or TacNuke Cannon are linked to another weapon and try to fire while their link parent has no actual parent
-Fixed: Incorrect reading of trigger paramets from .shp, which caused all kinds of trigger mishaps
-Fixed: Key trigger actions not working and generating errors in-game
-Fixed: 'Rotation reached CW border' on action not working
-Fixed: Impeder Deployers on custom ships spawned as enemy cause errors
-Fixed: Mirrored weapons do not retain their color in-game
-Fixed: Angle of Thruster and ThrusterEx mirrors incorrectly
-Fixed: Incorrect size reported in ShipMaker when there are hidden sections
-Fixed: 'Set off trigger 1' when right clicked on a section doesn't work
-Fixed: Incorrect default stats for Nanomatrix
-Fixed: Tooltip for 'Spawn enemy ship' button messes up when the button is used to spawn a ship
-Fixed: Torpedo Damage
-Fixed: Twin AC Scattering/Damage
-Fixed: P-Cannon Scattering/Damage
-Fixed: Particle Rifle Name
- If a section is moving but not rotating, or rotating but not moving, the section is cosidered as triggered off for move+rotate trigger mode (on action will trigger the missing mode). If its both moving AND rotating, its considered as triggered on.
- Rotation reached CW/CCW border trigger actions now change to their counterparts when section/weapon is mirrored.
- Changed lower limit for CW/CCw Rot frames to 1
- Moved Tesla parameters to Edit tab.
- Added an 'Import Section Sprite' option
- Added fields for particle cannon/autocannon shot spread
- Added X/Y scale fields for sections, weapons and modules

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 Post subject:
PostPosted: Sat Jan 31, 2009 11:59 am 
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Well, seeing as the there still isn't adequate documentation pertaining to how to manipulate the new features in Shipmaker and that the pissing contest of Arcalane and Serpah vs the rest of the forum (where the former vent their frustations onto the latter and vice versa) renders asking anyone here about it pointless, I guess for the moment I'll just go hunting any bugs that may have cropped up in the old game modes (campaign, grinder, blockade, raid and leviathan) when nobody was looking... I somehow doubt there will be, but it seems worth a look...

EDIT: Actually, I know this would be hard to impliment, but I think it would be of great help to the newbies if the Shipmaker were divided up into a vesion that came bundled with the game (I thinking along the lines of the shipmaker as it was as of version 0.89) and an "advanced" shipmaker with all the new features as a seperate download...

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PostPosted: Sat Jan 31, 2009 12:44 pm 
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Looks like a good amount of fixes, but I still think that I'll be fooling with .88 for a while longer...

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PostPosted: Sat Jan 31, 2009 12:49 pm 
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By the way TH, you've made all these incredibly extensive changes to the game, but you still haven't finished the last two campaign missions... I wouldn't want to think you were neglecting the campaign and skirmish modes... :(

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PostPosted: Sat Jan 31, 2009 1:26 pm 
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Captain Trek wrote:
By the way TH, you've made all these incredibly extensive changes to the game, but you still haven't finished the last two campaign missions... I wouldn't want to think you were neglecting the campaign and skirmish modes... :(


...

th15 did not have much of a hand in a LOT of these changes, Trek. I suggest you pay respects to those who actually worked hard on this shit; ie, Kaelis. Without him there would not be all this stuff in 0.90. Without my curiousity and crazed ideas, there wouldn't be all these awesome new and exciting weapons to play with.

And admittedly, without th15 there wouldn't be BSF. But still.

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PostPosted: Sat Jan 31, 2009 1:38 pm 
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I'm not clear on this: did the triggers for keys get fixed? can I use "," etc for triggers now?


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PostPosted: Sat Jan 31, 2009 1:57 pm 
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FIREST0RM000 wrote:
I'm not clear on this: did the triggers for keys get fixed? can I use "," etc for triggers now?


Try it and see! ;) They should be. If they aren't, please post bug reports.

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PostPosted: Sat Jan 31, 2009 2:11 pm 
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it still returns an error, but is non fatal. oh well, in .90b then.


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PostPosted: Sat Jan 31, 2009 4:13 pm 
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At least now the spinning ablative shields work! :)

Edit! Yup! They're working! They can now add strategic element and make a good addition to boss ships.


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PostPosted: Sun Feb 01, 2009 1:52 am 
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Artman40 wrote:
At least now the spinning ablative shields work! :)

Edit! Yup! They're working! They can now add strategic element and make a good addition to boss ships.


Aw hell naw. I'm refining a ship that does exactly that and I'm not the first?

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PostPosted: Sun Feb 01, 2009 2:23 am 
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Slayer0019 wrote:
Artman40 wrote:
At least now the spinning ablative shields work! :)

Edit! Yup! They're working! They can now add strategic element and make a good addition to boss ships.


Aw hell naw. I'm refining a ship that does exactly that and I'm not the first?


Don't worry! Mine were just prototypes! Even if it's known that lone prototype fighters are the best against an army of enemy spaceships which fly in predictable patterns.


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PostPosted: Sun Feb 01, 2009 11:22 am 
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Quote:
th15 did not have much of a hand in a LOT of these changes, Trek. I suggest you pay respects to those who actually worked hard on this shit; ie, Kaelis. Without him there would not be all this stuff in 0.90. Without my curiousity and crazed ideas, there wouldn't be all these awesome new and exciting weapons to play with.

And admittedly, without th15 there wouldn't be BSF. But still.


You know I meant... Christ, you never used to be like this, Arcalane, what has gotten into you? 'Nour days you snap at people at the drop of a hat... It's, actually rather worrying...

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