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Author Topic: 1.4.0.2 - Details and Download! (Patch to 1.4.0.2 to play!)  (Read 1178 times)
NiteHawk
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« on: January 07, 2010, 06:24:57 PM »

**PLEASE CREATE A NEW TOPIC/THREAD AND KEEP THIS ONE CLEAN**

PATCH FROM 1.4.0/1.4.0.1 to 1.4.0.2 AVAILABLE BELOW! READ CHANGES!

There are no patches from 1.3.x to 1.4.0. So much was changed that you'd basicly be downloading almost everything again. Also not the java updater is not working, we'll figure out something for 2.0 but as of now look here for updates and files! 1.4.0 is not the version with DirectX or new Network coding, there in the works still and I will be dedicating my time to 2.0 as soon as we nullify any new bugs that may of been created that we missed.

NOTE: If you have a mod, please visit http://stellarfrontier.net/upgradecenter.php to view all the changes, else your mod will not run in 1.4.0.2. There are several changes to multiple files (Especially the missile design files) from 1.3.6.1 to 1.4.0 and you need to make sure your mod syncs up properly! If you still need help, please post here: http://stellarfrontier.ss-network.net/index.php?topic=568.0 .. PLEASE NOTE FROM 1.4.0 TO 1.4.0.1 THERE WERE CHANGES TO THE BITFIELD NUMBERS IN THE WEAPONS DATA FILES!

Almost 6 months in the works, and the next version is out. Several bugs have been solved, and some new features have been added. Check the devlog at http://stellarfrontier.net/devlog.php OR continue reading for all the details!

===
Development Log
1.4.0.2 Changes
  • Fixed max starbase counter (Only checks when 'giving' starbases to AI.)
  • Fixed proxy damage with bombs. Bombs should now explode properly with any 'size' planet.
  • Population damage should work properly again.
  • Fixed issue pointer in damage/refit when using SHIFT - >> to change modules.
  • Fixed a colony spawning bug that allowed more then the planets 'maximum' colonists.
  • Fixed a bunch of 'spamming' log messages that occured. Log files should not build up as 'quickly now'.
  • Rebalanced a couple ships and weapon damage for bombs.
  • AI Starbases + bombing does not damage the starbase dispite what damage reduction is at on that bomb type weapon. (Changed it so that you can't run 'in' with your bombs and suffer no damage.) Bomb damage is raised from 10% to 60% on anything not a planet.

1.4.0.1 Changes
NOTE: IF YOU ARE A MODDER, PLEASE FIX YOUR SF_DESIGN_WEAPON FILES AS BITFIELD NUMBERS HAVE CHANGED!
  • Fixed issue with bombs not lowering 'supply points' when getting hit.
  • Fixed issue with damage on several proxy weapons, mines, bombs, grenades, etc. (Note: Bombs have a damage reduction against ships but in 1.4.0 the damage reduction coding was messed up.)
  • Added weapon bitfields: flag_exempt (to exempt a weapon from being damaged via prox weapons), flag_proxrange and flag_damageovertime. A typical proxy will have both flag_proxrange and flag_damageovertime enabled. (Bombs for example only have damage over time so they can actually hit the planet and deal large damage.)
  • Improved brakes and fixed brake to work on KEY '0'.
  • When attacking with bombs, supply will not increase for X amount of seconds, (same as orbiting in 1.4.0).
  • Fixed issue when Ships were captured, if the target did the capturing warped out, the captured ship wouldn't have a stuck 'warp' bitmap
  • Fixed minor issue with refit/damage pointer where the pointer would not reset to the top properly if you had more then 12 modules.
  • Changed spawnable 'debris' to only spawn debris not under 'NO DEBRIS PICKUP' bitfield in the module files. Allowed POWER modules to be upgraded through debris.
  • Changed default amount of robots to be smaller when playing online until we get the network coding solved. This should help a bit with some 'lag'. (From 32 AI ships to 20 default.) Offline mode has a normal of 34 AI ships.

1.4.0 Changes
  • Fixed issue where you could rapidly tap del key to explode a weapon or bomb several times.
  • Adjusted 'on maximum tractoring' shield limit from 400 to 500 (shield:3 or lower)
  • Fixed issue where removing boost would remove the engine noise as well. (Boost noise and Engine noise are seperate)
  • Picking up objects will only trigger the 'sound' for your ship.
  • Crew now changes properly when changing ships. If a SB is orbiting, your crew count will also raise up (picking up crew from planet.)
  • Fixed a minor crash on startup due to settings.
  • Fixed issue with credits not being displayed properly.
  • Fixed issue with "ALREADY CONNECTED" booting you on connect even though you just entered for the first time.
  • Added cloak_blockade value, which when 'on', allows you to cloak and blockade. Default is OFF. (Alot of things have been changed to benifit orbiting without this.)
  • Added orbit_supply_mode, a new mode which gradually repairs your system/replenishes ammo rather then a instant replenish. Docking with an SB still gives you an instant replenish of ammo and a faster repair rate. This should should the O key rapid fire shield repair. You can disable this and go back to the default system if needed be. Orbit supply mode gives 3-8% ammo and 2-7% shields PER FRAME to one module depending on planet population. More modules = slower repair and should help with some missile spam (though there still a bit.) for example
  • Optimal crew now adjusts if you drop modules to prevent having a 'larger crew' then specified.
  • Boosted overall tractoring strength/power on Starbases by 20%-25%.
  • Edited checksum values. Fixed a couple checksum issues that would boot you when picking up modules.
  • Fixed issue where score does not save due to getting booted or server being disconnected (Such as NO CONTACT.) Score will now always save dispite what type of logoff you experience.
  • Fixed issue where back button and upgrade button kept reversing when upgrading and selecting an upgrade.
  • Fixed issue where credits were lost if you got captured.
  • Fixed issue where AI would never tractoring after death.
  • Fixed a key issue on laptops where hitting the MUTE key would make you go DOCK.
  • Fixed issue where selecting the last planet sometimes crashed the client.
  • Removed 'server info' from the chat window.
  • Added 'server info' to its own button (F11). This gives you DETAILED information about the server settings!
  • CLIENT/NEXUS are now using encryption & a couple other hacking prevention methods to prevent exploiting of scores. (Temp solution until we recode using RSA public/private keys and have the server send scores, not client.) This however should solve most issues/exploits people are using.
  • Fixed issue with splash not displaying (Still one minor issue where it doesn't display if you have a menu window open after running the game but works anywhere else.)
  • Fixed issue where hitting the SAVE button too fast would crash.
  • Fixed issue where damage/refit window would not respond after equipping/unequipping a module.
  • Fixed issue where you would get stuck on starbase after being captured & changing ships.
  • Fixed BACK button on modules where it would 'DROP YOUR MODULE' rather then going back to the previous screen.
  • Added AI only modules.
  • Added SUPPLY RECOVER DELAY. (supply_delay) After orbiting, supply will not start 'raising' back up unless this timer is first met. Default is 8 seconds. This allows you to 'dodge' planet fire and reorbit without the supply replenishing itself in a couple seconds.
  • Fixed issue where cloaking and using rams would state "LASER DEACTIVATED".
  • AI ships now go get ammo when ammo is low, and will orbit until they have 'replenished there ammo', unless attacked.
  • Fixed an issue where you could spam the Y key to get enemies to attack you even if you were not in range of using tractor.
  • Fixed issue where your QDRIVE would upgrade even if the upgrade was 'useless' to your ship. There is now a check to see if you can 'warp' with the new qdrive, otherwise it will not change. (This prevents your heavy qdrive from being changed to a qdrive:3)
  • Fixed issue where the CONDITION BAR (Aka where it alerts you if a ship is near) to work properly. Orignally if you alt-tabbed, the status bar would mess up and not work for awhile.
  • Fixed issue where population could rise by giving a weapon a 'negative value'.
  • Fixed issue where modules would go past 100% you use a 'negative value' weapon.
  • Recoded lasers completely.
    • Auto-defense laser now works properly on all races and can be toggled with SHIFT-NUM if that laser is allowed to be in autofire mode.
    • Fixed issue where lasers would spam across the screen.
    • Fixed issue where laser would fire on a old target on fire trigger for a split second.
    • Fixed several issues with AI using auto-defense, aka it would damage you even if it was firing on a missile.
    • Auto-defense must be toggled (again, shift-num) and cannot be turned off by firing anymore.
    • Auto-defense has a 'fire rate' value that can be adjusted in the modules file. Most lasers are not point defense good, unless you use the LASER PD or LASER IV. LASER PD however can not be used as a regular laser and is defaulted to always 'auto-fire'.
    • Fixed issue where lasers would fire even if you had no energy.
    • Split up laser damage and laser energy consumption. Laser energy consumption is now a value you can adjust.
    • Lasers now use energy properly like all other modules do. They do not take from your 'main power capacity' to fire, but still take energy from the main power capacity to charge. This 'balances' out lasers more. (Lasers are also more consistant now for firing so I had to lower damage.)
    • Other bugs solved with laser coding.
  • Removed race 'bonus' value on win to prevent exploitation.
  • Fixed a freeze that would occur if you paused the game and tried to go back to the menu.
  • Starbases using two tractors at once should not occur anymore.
  • Added 'safedelete' to prevent a few game exit crashes.
  • Mutex coding completely redone (Thanks to Brent!). Any lockups will be displayed in the log file.
  • Removed 'player exists on nexus' and combineded it to one tickbox "Create/Existing player on nexus'.
  • Fixed several create character messages so you know whats going on, (For example, wrong password, invalid email, invalid client, etc.)
  • Added MISSILE GRAVITY. (missile_g) Default is set to 75.
  • Removed light_speed and max_acc from the settings to try to 'globalize' the movement physics (scaling).
  • Removed laser spam messages. If you are in range it will simply fire on keydown (I'll have a better system for this after.)
  • All modules can now use bitfields!
  • Added 'not_purchasable' for bitfields in modules.
  • Added 'always_autofire' and 'never_autofire'. These will only work with weapons and will prevent a weapon from going to either mode. You can now make autofiring missiles for example or never have them fire (like it was), as well as proxy weapons that do this (if you are crazy enough.)
  • Default Ship to Plant gravity adjusted from 50 to 30.
  • Fixed up 'blast objects' (prox weapons)
  • Q-Drive speed value divided by 10 so you can make more 'customizable' q-drive speeds. (Originally gains in 1.00C, now gains in 0.10C).
  • Removed loytalyCycle from being changed and defaulted it to 120.
  • Changed weapon modules dramaticlly. They now use BITFIELDS so you can create more unique weapons. You can reduce damage on anything not in the trigger (For example, setting a weapon to trigger on weapons with a reduction value of 10%, will mean anything NOT planet will do only 10% of the damage!)
  • Added a 'freefloat colony' case to triggers so you can have a trigger of only 'colonies'.
  • Fixed an issue where you could fire a weapon using auto-fire, then use the mouse to have a 360 degree firing range (Aka ignoring the angle values!)
  • Unbound colonies do not use weapons anymore.
  • Changed 'BOMB' to 'ORBIT'. Orbit weapons are dumb weapons that are effected by orbit, they will not act like bombs (aka hurting colony supply) unless you add the bitfield trigger of BOMB. (See missile file for more details.)
  • Fixed colonies to fire in a 360 degree. Previously in 1.3.x versions they were only firing in a 90 degree arc thus making super easy captures.
  • Fixed several issues with damage/refit screen; a) When changing ships, the module pointer should properly reset. b) When hitting back/view, it should go to the proper module rather then starting at POWER. c) Added a few extra buttons to the screen, such as 'NEW' for new module.
  • Fixed issue where you could capture starbases sometimes by orbiting a planet and capping it if the current ship did not have '2 tractors' and a factory due to it being 'built'.
  • Fixed trails to have a max limit of 100 frames, just in case.
  • Solved several docking issues with AI. (Going to rewrite all this coding in the next version.)
  • SF_DATA_GAME values are now validated to prevent issues with invalid 'values' that did not exist. (Aka if you typoed a value, it would corrupt the data_game file.) It will spit out invalid values to the log file if found.
  • Fixed AI floating away when they lost all planets.
  • Added max_starbase_counter to prevent people giving one race several ships. This checks the 'STARBASE COUNT' on a race before allowing a change. (untested)
  • Changed icons.
  • Fixed issue where starbases would get confused after trying to tractor them several times.
  • Fixed 'max cost' per module to prevent issues. Max cost is now HALF max credits, aka 500,000,000.
  • Added error control to prevent a invalid score from being submitted. If a invalid score is found, it will boot you and tell you so you don't submit a bad score and have to wait for admins to fix this.
  • Removed active score from ranking. Ranks now check every 5 seconds then every frame to prevent CPU usage.
  • Added 1920x1080 resolution.
  • Solved issue where you can SHIFT+> or SHIFT+< to get more lasers or modules that are not allowed to be bought.
  • Lowered credit costs for tractors.
  • Fixed nexus/server window to display a 'new version available'. You will not be able to play old versions on the nexus anymore and must update!
  • Fixed server window to display 'spaced' out names properly when selected.
  • Fixed a bug where you would lose your 'weapon arc' when changing weapons. (Due to RAM type weapons.)
  • Fixed several issues where game would look for a extra module that didn't exist on you ship (EX: I have 9 modules, but checking for 10.). This should solve alot of pointer bug issues.
  • Fixed several values that were being uploaded with resync and game enter that did not have to be sent (static values that did not change.)
  • Removed 'serial' number completely from coding (you'll see some '0' values removed in server windows, etc.)
  • Removd NM and NK from robot data files. These were two values that were never used anymore.
  • Many modules have less 'volume' and 'mass', and smaller ships have been rebalanced (Thanks to Sandtrooper for data). I still found that smaller ships were too powerful overall and should be benifical to use a small ship or a big ship.
  • Weapons have also been rebalanced with minor adjustments, and included is a couple extra weapons, such as Shielded Mines, and EMP Wave (EMP Wave does not damage anything but weapon fire around your ship. AKA It will not damage other ships. This will also affect your weapons too, so use it wisely!) Missiles use alot more energy but have more ammo, mines have been adjusted, bombs have been changed, cannons have a image, lasers have been completely redone, planets use there own AI only weapons, etc. Go check it out!
  • Laser sound fires every second frame rather then every frame.
  • Positioned buttons as best as possible when refitting/checking modules to be more interface friendly.
  • Intel now displays more then one line properly.
  • Many more graphics options to turn off to further increase FPS or adjust graphic 'settings' to something more 'free'. Options added; Shield Graphic/Cloak Bar/Boost Bar/Laser Bars/Ship Name/Planet Name/Bottom Panel.
  • Few graphic fixes such as guns, mines, cannon, etc.
  • Added additional shortcuts for quick use/quick navigation in start menu.
  • Fixed several RC messages to display 'what happened' if an error occurs.
  • All scn/dat files should work correctly now, as well as one extra rank for SOL beginners servers.
  • All dat files should open up with notepad properly now.

===

Notes
-I am aware there are sync/lag issues. We have delt with it for awhile now but 2.0 is in the works and should have a alpha version in a few months.
-1.4.0 has a HUGE amount of changes, there may be a error or two that we missed that needs to be solved. I will add patches if needed in a few days.
-If you have some issues with the new security that has been added to prevent exploiting, please let me know! I have tested this with a few computers now, and so far it checks out, but you never know!
-Some weapons may be incorrect, but I believe I did all of them correctly. Let me know if I missed anything with the dat files.
-1.4.0.1: proxrange bitfield triggers when 'in range' and has a 'one hit' area damage (much like a typical gun), depending on distance. flag_damageovertime damages a target until the explosion bitmap is complete. Normally you enable both for a generic 'proxy range & damage effect.


I've tried to balance ship and modules even more so. Lasers are different now and work like most modules. They however don't take from main power capacity when theres is depleted, however they still require main power to 'recharge'. They also stop firing when depleted/etc. Before hand they didn't do much depleting because they were made for a 'perk' when purchasing the game.

Modders, make sure to check out the upgrade center to find out how to upgrade your mods, otherwise you will be clueless due to all the changes. Link is at http://stellarfrontier.net/upgradecenter.php!

You should have no issues opening any file with notepad now, just to state. Went through them all and adjusted them from UNIX to PC. Not sure why they were UNIX to begin with.
===

Downloads
PATCHES
1.4.0/1.4.0.1-1.4.0.2: http://stellarfrontier.net/SF1401402.zip

New
FULL PACKAGE - 1.4.0.2: http://stellarfrontier.net/SF1402SETUP.exe
JAVA UPGRADE: Java upgrade is down.

===

Enjoy!
« Last Edit: January 13, 2010, 12:19:53 PM by NiteHawk » Logged

http://chrisvall.com - Coding/gaming blog in the works.
NiteHawk
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Legendary Member
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Posts: 2323



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« Reply #1 on: January 07, 2010, 07:13:40 PM »

PLEASE NOTE THAT UNDER 1.4.0 SERVERS WILL NOT BE DISPLAYED IN THE NEXUS EITHER.

In 1.4.0 and up you will get a server message stating there is a 'new server out', as well as the client will state there is a new version as well and disallow nexus access, just to state. You won't get that in 1.3.6 unfortunatly though.
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NiteHawk
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Posts: 2323



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« Reply #2 on: January 10, 2010, 05:36:58 PM »

1.4.0.1 Changes
    NOTE: IF YOU ARE A MODDER, PLEASE FIX YOUR SF_DESIGN_WEAPON FILES AS BITFIELD NUMBERS HAVE CHANGED!
    • Fixed issue with bombs not lowering 'supply points' when getting hit.
    • Fixed issue with damage on several proxy weapons, mines, bombs, grenades, etc. (Note: Bombs have a damage reduction against ships but in 1.4.0 the damage reduction coding was messed up.)
    • Added weapon bitfields: flag_exempt (to exempt a weapon from being damaged via prox weapons), flag_proxrange and flag_damageovertime. A typical proxy will have both flag_proxrange and flag_damageovertime enabled. (Bombs for example only have damage over time so they can actually hit the planet and deal large damage.)
    • Improved brakes and fixed brake to work on KEY '0'.
    • When attacking with bombs, supply will not increase for X amount of seconds, (same as orbiting in 1.4.0).
    • Fixed issue when Ships were captured, if the target did the capturing warped out, the captured ship wouldn't have a stuck 'warp' bitmap
    • Fixed minor issue with refit/damage pointer where the pointer would not reset to the top properly if you had more then 12 modules.
    • Changed spawnable 'debris' to only spawn debris not under 'NO DEBRIS PICKUP' bitfield in the module files. Allowed POWER modules to be upgraded through debris.
    • Changed default amount of robots to be smaller when playing online until we get the network coding solved. This should help a bit with some 'lag'. (From 32 AI ships to 20 default.) Offline mode has a normal of 34 AI ships.
    Logged

    http://chrisvall.com - Coding/gaming blog in the works.
    NiteHawk
    <dev></dev>
    Administrator
    Legendary Member
    *****
    Posts: 2323



    WWW
    « Reply #3 on: January 13, 2010, 09:13:29 AM »

    1.4.0.2 Changes
    • Fixed max starbase counter (Only checks when 'giving' starbases to AI.)
    • Fixed proxy damage with bombs. Bombs should now explode properly with any 'size' planet.
    • Population damage should work properly again.
    • Fixed issue pointer in damage/refit when using SHIFT - >> to change modules.
    • Fixed a colony spawning bug that allowed more then the planets 'maximum' colonists.
    • Fixed a bunch of 'spamming' log messages that occured. Log files should not build up as 'quickly now'.
    • Rebalanced a couple ships and weapon damage for bombs.
    • AI Starbases + bombing does not damage the starbase dispite what damage reduction is at on that bomb type weapon. (Changed it so that you can't run 'in' with your bombs and suffer no damage.) Bomb damage is raised from 10% to 60% on anything not a planet.
    Logged

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