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Author Topic: 1.3.5 todo and already done.  (Read 980 times)
NiteHawk
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« on: April 20, 2009, 07:17:51 AM »

As you know, since of the more bigger changes in the next version, I've decided to up the version to 1.3.5 for next release.

You can see the current changes in 1.3.5 here: http://stellarfrontier.net/mantis/changelog_page.php ...

Moon orbiting has a glitch still after time, however I've solved one issue where if this happens, it respawns PROPERLY. However, this should only happen in network glitches, if that. And it happens all the time in scenario after a long period of time. This needs to be solved. This is probably one of the most biggest issues I've had to tackle, theres so much calculations and such, I may require help from a gizmo Wink

Going to re-enable the cancel button during loading, found out it does more harm then good, as if it errors out it doesnt highlight the cancel button, makes a issue where you cannot exit the screen.

MessageBoxes are annoying too, they do not have a parent form it feels, thus they 'hide' if you click the game and ones appearing. This is annoying when a game server is down and sometimes the box appears 'behind' the game screen, this you have to move the game scenario screen to even click it... Gonnna see about this too.


Otherwise the rest are solved so far in 1.3.5, Wink
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« Reply #1 on: April 20, 2009, 07:11:02 PM »

I think you should find out the reason why the "color" field for lasers doesn't seem to work anymore (been like that since 1.2x)....it would help some races have custom laser colors. (The game doesn't appear to accept such a value unless you check the code, it could be a useful feature if it worked)

Quote from: SF_data_modules.SEC
*    beam:  [energy capacity/power]  [energy/frame]    [max. range]       [color]      [bitfield]
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« Reply #2 on: April 21, 2009, 01:39:06 AM »

I think you should find out the reason why the "color" field for lasers doesn't seem to work anymore (been like that since 1.2x)....it would help some races have custom laser colors. (The game doesn't appear to accept such a value unless you check the code, it could be a useful feature if it worked)

Quote from: SF_data_modules.SEC
*    beam:  [energy capacity/power]  [energy/frame]    [max. range]       [color]      [bitfield]

Hrm race probably overwrites it, but I'll definatly check this out too and see if I can solve it!
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« Reply #3 on: April 21, 2009, 07:18:44 AM »

In turn I solved this, and the useless number in the dat file.. Now the default is:

   [race]    laserII     300 15000 -200      200        beam        none   beam*30*300*250*[nr]*4     [nr]4502


As you see, [nr] is the race, thus here, it changes color depending on RACE. If you want a set color, you need to input from 0 to 15. Set colors are (you'll notice them because there the race colors..):

0=YELLOW
1=CYAN   
2=RED
3=GREEN
4=BLUE
5=PINK
6=ORANGE
7=SPRING
8=MAGENTA
9=WHITE
10=CORN
11=ROSE
12=VIOLET
13=TEAL
14=AZURE
15=GREY

I'll probably do something similar for races one day, but atm would take a bit and isn't required yet. This was more of a simple fix Wink
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« Reply #4 on: April 21, 2009, 07:35:55 AM »

Messagebox's are now always the topmost thing, so you won't lose a messagebox by clicking or by accident/etc. looks better too when you can actually select the messagebox.. Tongue
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« Reply #5 on: April 21, 2009, 09:38:48 AM »

p.s. (as a test of white/orange/blue)



« Last Edit: April 21, 2009, 09:43:45 AM by NiteHawk » Report to moderator   Logged

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« Reply #6 on: April 23, 2009, 05:43:22 PM »

hex code would be nice
RRGGBB



These race colors, does this mean that the first few races dont have to be Yellow Cyan Red? But somthing totally different?

Would I have to change all instances of the race ID in order for it to take effect? Or do I only need to change the race data?
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« Reply #7 on: April 23, 2009, 05:59:16 PM »

Seeming as the game is only 256 colors (a shit limit, but the game was made in 256 land, the 90s), I don't see why a hex code couldn't work under a 256 limit. Frying Pan once said the game can work with 255 races with all stock properties (this is how the old Fleet Wars actually worked).
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« Reply #8 on: April 24, 2009, 03:51:20 AM »

You cannot change race color at the time, I'm not exactly sure how you can do it at the moment except by race ID.

Changing the race color at this time is alot more hassle then it's worth right now because everythings the race color is used is based off using the 'race_id'. So it's not just a simple change, more or less an annoying one.

Hex code would work yeah, but it needs to be adjusted again to work with hex colors rather then pre-set colors.

It was easy to change the color of lasers becuase its only one or two display values, rather then the whole race of colors that I'd need to find in every file, so I just used the race color ID numbers for now until a better color system can be added. I'm just not to worried about making everything 'pristine' because I want to get out of the whole 256 colors, and all that garbage for SF 2.0, and use png, etc etc. We'll have to see.
« Last Edit: April 24, 2009, 03:53:18 AM by NiteHawk » Report to moderator   Logged

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« Reply #9 on: April 24, 2009, 03:35:16 PM »

so then you can change all the race ID's  7 9 12

Does it HAVE to be 0 1 2 ... ?
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« Reply #10 on: April 24, 2009, 03:37:26 PM »

Eh what you mean? To change the race color? If you have to start at 0? I'm not sure. I haven't really tested or tried that.

For colors though theres 0 to 15, then the colors loop right now.
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« Reply #11 on: April 24, 2009, 03:43:00 PM »

yes, if you want specific colors, so long as all race identifiers are correct, can you skip numbers?
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« Reply #12 on: April 24, 2009, 03:44:55 PM »

Give it a shot. I haven't tried it yet Tongue Busy right now with real life work just browsing the forums for the time I got off atm. If you don't I'll try it out tommorrow though Tongue
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