**PLEASE CREATE A NEW TOPIC/THREAD AND KEEP THIS ONE CLEAN**Small patch has been released to fix a few minor bugs. However, you won't be able to play with 1.3.6 users until the upgrade too! (Because I had to update the gameplay, and unfortunatly if I have to update the engine itself it requires not clashing with other versionsPlease do not use the java updater to update unless Mobious upgrades it and posts! Currently the upgrader does not work to 1.3.6!NOTE: If you have a mod, please visit http://stellarfrontier.net/1.3upgrade.php to view all the changes, else your mod will not run in 1.3.6.1. There are a couple changes involving boost and ship design. If you still need help, please post here:
http://stellarfrontier.ss-network.net/index.php?topic=568.0Please read this topic before posting! I still do need help trying to nullify a couple minor bugs if there still around!
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Development Log1.3.6.1 Changes
- Fixed issue where score does not save online when you get booted or disconnected due to an issue (Such as no contact).
- Changed 'Upgrade' button to be in same location when trying to equip ship (Previously Upgrade button would switch back and forth.)
- Fixed issue where credits still were lost when you got captured (Accidently overwrote the wrong coding in 1.3.6)
- Hopefully solved bug where AI would not tractor after death (Might still have a minor issue, not sure yet.)
- Fixed issue where you could blockade a ship while being cloaked and still cap the planet.
1.3.6 Changes
- Change booster values back down to 1.2RC7 values.
- Booster acceleration increase now works, and is the 'third' value in 'boost' module value. (There is a limit (Due to FPS) on how fast acceleration can go.)
- Solved some issues involving 'booting old connection', and it booting you randomly.
- Fixed issue with AFK + F9 syncing up when you did not have a q-drive module.
- Solved some bugs in boost modules where you could use boosters to boost backwards if you held down the forward key first.
- Fixed several heap corruption issues.
- Fixed issue where if you were installing a module, the bottom message (Such as not enough credits/already have a laser/etc) would display incorrectly.
- Change server 'time-out' due to not receving a packet to '5' invalid checks in a row rather then '1', which does seem to happen every now and then and boot you. (No contact boot.)
- Boost now displays 'boost flames' correctly when using keys.
- Edited invalid dock procedures.
- Solved an issue where you/ai would get stuck after being captured. (This should be the last 'stuck' bug).
- Fixed minor issues when using 'atime' for rotating images.
- Changed boost 'credit' value.
- Solved minor memory leaks (5kb memory leak)
- Many random in-game crashes fixed.
- Changed so you do not lose all your credits when you get captured.
- Edited checksum to only check for your ship and not every ship while playing in online mode. This should solve alot of checksum random boot errors, hopefully. (Seemed like alot of checksum errors were due to robots and packets not properly receiving due to lag/etc.)
- Fixed incorrect password message. If you input a wrong password client will now output the proper error instead of leaving you in the dark.
- Fixed 'warp module' random crash
- Fixed startup splash/main screen window so that it displays properly every time rather then the current issue where screen fails to 'display' properly.
- Many dangling pointers and arrays crashes are fixed
- When warping, ram weapon now vanishes.
- On death, ram weapon will vanish rather then respawning attached to your ship.
- Fixed issue where ram weapon would vanish randomly after trying to use it.
- Ram weapon damage reduced by half, and you cannot 'stack' ram anymore. (Will be adjusted better later with SF 2.0)
- Fixed issue where IP was being displayed after F9 (Syncing up).
- Fixed issue where AI would keep trying to tractor even though they weren't close enough (Thus causing alot of tractor spam noises.)
- Fixed logging in some areas, as well as fixing logging when joining a online game to proprely log now.
- Fixed issue with using volume control on most new laptops, where it would trigger cloak activation.
- You can now fire through uninhabitied planets with generic guns. However, bombs/exploding weapons will still hit the planet (Mines, for example.)
- Fixed interface loading color to not go green 'twice' when loading online dat/images with online play.
- Fixed issue where in some instances, interface BMP's would try to redownload over when connecting to a server.
- AI only ships can now be created.
- Ship 'unlock timer' now fixed and can be used. This is in 'minutes', so for example, if I set the timer to 5 on a Starbase, that ship cannot be used for 5 minutes (Kind of like 'researching ship'). However, when the ship is available, you will be able to select it in the startup screen or by switching your ship in game. This would be 'server time' not 'client time'.
- Fixed issue when using ship_data (Spawning ships data) where the ships would not fire properly due to a failed loading of modules.
- -timeoutsec changed from 10 seconds to 30 seconds. You will need to adjust this in your own server.conf file if you do not get the full installation.
- Changed default modules and weapons in a better attempt to balance. The changes are as follows:
- Blaster/Mass Driver/Photon Gun/Plasma Gun: Damage increased from 150 to 200.
- Stinger/Plasma Torp/Disruptor/Helix Gun: Damage increased from 315 to 340.
- Hornet/Rail Gun/Scorpion/Quantum Torp: Damage decreased from 500 to 480.
- Smart Missile: Damage increased from 180 to 205.
- Rapid I: Damage increased from 100 to 120.
- Rapid II: Damage decreased from 400 to 380.
- Heat Missile: Damage increased from 400 to 425.
- Dart Missile: Damage increased from 150 to 175.
- Cannon: Initial Speed decreased from from 0.40 to 0.30. Max Speed decreased from 0.90 to 0.80. Power per missile reduced by x3 times. (With power:5 you can fire 12-13 cannon shots instead of the original 4 cannon shots before your power is depleted.)
- Flame I: Damage decreased from 300 to 250.
- Flame II: Damage decreased from 200 to 150.
- Implode Mine: Damage increased from 500 to 1250.
- Shields: All shields increased by 100 shield points (Reminder, shield points are 'times' by the power, so for shield 2, shields are 400, and power is -3, so your total shields are 1200.)
- Boost: Boost acceleration now in place. Boost acceleration value is now the '3rd value'. Boost values changed back to original 1.2RC7 values.
- Module Hitpoints: Most modules increased by 50-100 hit points. (Will allow more 'after shield is depleted' hits)
- Different colorized 'mine' images for the mine/cannon/impode mine.
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Notes-I am aware there are still some random loading crashes, these are solved in SF2.0 which uses a different graphics engine. No point to spend a good awhile adjusting it for SF1.x. When you get in game, it shouldn't crash much anymore if at all. Alot of issues have been solved and tested pretty well.
-There may be one or two minor patches but for the most part, there won't be much until SF 2.0 and I will be dedicating alot more time on SF 2.0.
-I am not sure if fixing all the issues solved the issue where you would 'randomly' explode. It is a very rare case, if you still get it, please PM me.
-Another issue I may have to still fix is if your ship does not 'vanish' and leaves 'clones' of your own ship. I haven't been able to replicate it as it takes a couple days to normally get this issue, and may of been solved during all the bug fixes. We will see.
Otherwise for bugs, I think that would be all of it.
I've tried to balance weapons alot more, as you see above. As stated, hitpoints on modules have been increased and should allow a bit more damage to your ship when shields are down, specially on larger ships.
For modders: Boost values have been changed, and require tweaking (look at sf_data_modules.sec) for the default values now. Acceleration also works properly now, and is the third value of boost. There is a max limitation atm to the FPS, which will be changed in the future. As well, there is a new value in design ships, which is required for all mod files including designs of ships, which is a 'AI ONLY' value. Check sf_design_ships.sec to see this.
I'd like to note, I figured out and fixed one of the ship design values, which was a time lock value. Now if you set this, ships can be time locked to use (minutes). So if you set a dreadnought to 5 for the time lock value, that ship will be available after 5 minutes of server or offline game time. (Not client related, server related.) Please check
http://stellarfrontier.net/1.3upgrade.php for full details.
-timeoutsec changed from 10 seconds to 30 seconds. You will need to adjust this in your own server.conf file if you do not get the full installation.
Upgrade patches will now include all dat files for simplicity, and I will add any extra files that are 'needed' if you have a older version in another patch file to keep it simple rather then having several patch files.
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DownloadsIf you do not have 1.3.4 and above, you will need the music patch located in 'extras' to update all the music and add two new extra music files.
If you do not have 1.3.3 or above, you will need the full installer.
NewFULL PACKAGE - 1.3.6.1:
http://stellarfrontier.net/SF1361SETUP.exe ... Full installation if your having issues...
UPGRADE PATCH:
http://stellarfrontier.net/SF1.3.6.1Patch.zip ... Simply put the files in the SF directory.
JAVA UPGRADE: Java upgrade will not work until Mobious changes it.
ExtrasSF 1.3.4.x MUSIC UPDATE:
http://stellarfrontier.net/SF1.3.4-new-music.zip ... Music update that is not included in the 1.3.4 patch to save download size. This is however
recommended! This file is already updated in the full package however!
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Enjoy, and if you have any issues, read this whole post first! If you still have issues, there is a 1.3.6.1 bug post in the technical support center. If there are any issues with the updater zip file, let me know
ASAP!
Again, unfortunatly, the java update will not work until Mobious fixes it. At the moment the last version you can update on java is 1.3.3.[/list]