Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Feb 03, 2018 3:32 pm

Version a0.8.12 - Release notes:

Modding:
  • BOU systems' name starts with Rusty now
Bug fixes:
  • New projectiles network logic
  • Other minor fixes
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Mar 03, 2018 6:43 pm

Version a0.8.14 - Release notes:

Bug fixes:
  • Massively refactored netcode for ships and projectiles.
  • Other small bug fixes.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Mar 11, 2018 7:53 pm

Version a0.8.15 - Release notes:
  • More netcode optimizations.
  • Other small bug fixes.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu Mar 29, 2018 7:43 pm

Version a0.8.17 - Release notes:

Features:​​
  • In the star map you can now see the ship's travel path​ for last 10 sectors
  • Type in chat /SHIPID to get the id of the ship you are on​.
  • Type in chat /SETSPAWN <SHIP ID>​ to set spawn on a ship without accessing it's Med bay. - Useful to get players to the ship when they join the midgame.
  • Added a mini chat window in top right​ corner of the screen. To see the messages while using some system.
  • AZERTY keyboard support in settings​ menu
  • You can now access the settings from the ingame menu​.
  • Added the screen resolutions​ selection in settings - there might still be bugs related to different resolutions, please report them on the Discrod.
  • Improved the font a bit in some places​.
  • Fixed the color scheme, if you notice any issues - report​ on Discord.
  • Added a little bit of content - just the first steps more to come​

Modding:​​
  • New ship AI BOARDING_MANAGER. Manages NPC boarders.
  • Made it easier to start the game with your own custom ship:
    For that open the event file D31 events.xml.
    There in the event SPAWN_D31, change SPAWN_FALCON to SPAWN_CUSTOM_FALCON.
    Then in the SPAWN_CUSTOM_FALCON event change ship_model="FALCON" to your custom model.
  • In the modify ship event you can now:
    (de)charge_system_model,
    (de)charge_system_type, ​
    (de)charge_cloak,
    install_system_model_direct - (allows you you specify where to install the system)​

Rebalancing:​
  • Traders now have more stock​.
  • Storm hazard now also damage systems and can kill mobs in open space.

Bug fixes:​
  • A little bit more refactoring to win in the Lag war.
    In bigger screen resolutions - npcs might move with a stutter.
    Still working on improving this.
  • Other small bug fixes here and there.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Tue Apr 24, 2018 5:52 pm

Version a0.8.18 - Release notes:

Features:
Full-screen option removed​ from settings menu
Borderless window option added in settings menu​
Added movement propagation to improve network performance.​
It is now possible to teleport players between multiple owned ships.

Rebalancing:
There are now less NPCs overall, but they are harder to kill.

Bug fixes:
Hacking page was broken on high resolutions​.
Finally fixed the Space Disorder Syndrome?
(The oldest bug that made NPCs vent themselves into space and die there)

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