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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Fri, 2nd Oct 2020 12:17 Post subject: |
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https://store.steampowered.com/newshub/app/383120/view/2868188053543881781
| Quote: | Experimental v1.2
Hi Galactic Survivalists!
Welcome to version 1.2 EXPERIMENTAL!
Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.
While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.
A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!
Check out all the changes and additions in the changelog below!
As always please note:
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/
For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/
Have fun exploring the v1.2 Experimental!
Empyrion Dev Team
== CHANGELOG ==
UPDATE Patch 01-10-2020 v1.2 (B3124)
Changes
Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet, playfield server now generates correct colliders around all players
Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
GrassV2: increased number of possible instances from 2.5k to 30k
GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
GrassV2: Added: custom meshes, improved probability backward compatibility
Added option to disallow spawn nearby in PvP
Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
Add INFO button + popup to constructor, furnace and deconstructor UI's
Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
Console command 'prefabinfo': Added: description for two parameters
Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
ModAPI: Added: some requested properties to IStructure
ModAPI: Added: some requested properties to IEntity
Solar Panel : new console command "spanel sf Parma1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
Added: Flamethrower and Ammo to some Traders and Loot Tables
Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
Add option to disallow spawn nearby in PvP
Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
Removed internal workaround that planet needed to get rotated by 90°
Updated: Zirax Gas Refinery (Kaeser)
Added: New variant for Tribal Burial Chamber (Kaeser)
Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
Added: Temple of the Lazpereis (Escarli; POI has pre-damaged admin core)
Added: Civil Transport Hub T2 (by Kithid)
Added: dedicated HP to CV Warpdrive
Added: Kriel Space Drone Base ( by Escarly)
Added: Zirax Dreadnought (by vermillion)
Updated: RadosMissileBase (thx to vermillion)
Updated: Zirax Gas Refinery (Kaeser)
Updated: Kriel BAO Caenum Platearum (by Escarli)
Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet (position is still wrong!), playfield server now generates correct colliders around all players
Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
Trader dialogue is now saved into blueprints as well
Sun light color is now applied to rings and distant objects as well
Updated Main Localization
Partially updated Localization of Default Scenario (PDA and Dialogues)
Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
Adapted Constructor-like devices help text's loca keys
Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
Added back old Empyriopedia to Tutorial scenario for EXP v1.2
DB: added index for discovered POIs to speed up query
DB: added index for entities to speed up query
Fixes
Fixed: Vegetation showing in POIs
Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
Fixed: Slow / bugged terrain rendering around POIs in MP
Fixed: Ultra Rare Alien Containers sometimes do not have loot
Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
Fixed: NPC spawn on Waystation 04
Fixed: Food Processor is always on when spawning a blueprint in
Fixed: Salvaging ventilator blocks did not give back materials
Fixed: issue with turkish loca on some occurences
Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
Fixed: Ammo missing message displaying when ammo type is available in the ammo box
Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
Fixed: "Cut corner e" can get a invisible side with concrete stairs
Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
Fixed: Drones randomly spawning in 1 location
Fixed: StationServices take money from player although repair area blocked / no repair happened
Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
Fixed: Planet patrol vessels will not respawn
Fixed: O2 does not pass through doorframes and through certain arrangements
Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
Fixed: Pirates Raider Base
Fixed: CoQ after removing the container assigned to deconstructor
Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
Fixed: problem that .bin file was always regenerated on first load of the game
Fixed: rolling prevents (shield) damage
Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
Fixed: prefabinfo does not find blueprints in Stock folder
Fixed: Stopped AI Vessels can continue to move if the player moves far away
Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
EAH
Updated EAH, patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-50-x.5771/page-69#post-417413 |
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Fri, 5th Feb 2021 09:49 Post subject: |
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| Quote: | v1.4
Hi Galactic Survivalists!
We all hope you had a good and healthy start in 2021!
Today we are releasing Version 1.4. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs!
In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more.
Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum: https://empyriononline.com/forums/faq-feedback.25/
We would also like to thank our team of volunteers working on the game localization and translations of currently about 10.000 lines of text! General game localization, PDA missions and Dialogues have been translated to over 85% in the last months for most of the main languages!
As always please note
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/
For those that followed the EXP version:
Fixed bugs for the Experimental branch can be found here:
https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there:
https://empyriononline.com/forums/fixed.90/
For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/
Have fun exploring v1.4!
Empyrion Dev Team
UPDATE: v1.4 (Build 3258)
Changes
Explosives changes
Explosion on structures is now calculated on a voxel base, not on blocks any more. This results in explosion not penetrating through solid blocks any more (esp. none regular cube blocks, f.e. windows or thin walls). With this change, the damage distribution will change, but we took care to keep mostly the existing damage values.
Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.
Explosion damage: corrected linear interpolation of damage (was too high before)
Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't
Explosions: now combining explosions that happen at the same block position.
Add parameter for console command 'di bdinfo <entityid> [clear]' to show the block damage
Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view)
Explosion: better calculation now when a turret is hit.
Decals
First working version of decal gun. Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt).
Decals guns: add MP support
Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying "Asset=@assetbundle/objectname" in the decals text file for a decal
Decals: added support for audio files (ogg and wav supported). Use "Audio=<filename>", "AudioVolume=<0 - 1>", "AudioMinMaxDistance=<min>,<max>", "AudioPlayMode=Single|Loop" to configure it
Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.
Video decals: setting size to very small until video is loaded to avoid showing a white background for a short time
Structures with decals saved as Blueprints will now also save the used decals.
Structures now also save placed decals.
Decal system: added -Glossiness: [0-1] to decals.txt to allow transparency without reflections
Added SharedData/Content/Prefabs with some example data for the decal gun.
Crosshairs
Added possibility to mod the crosshairs: put a "Crosshairs" asset bundle into the "Bundles" folder of your scenario and add textures with name crosshair_normal, crosshair_focus, crosshair_aiming, crosshair_ship into it to override the existing crosshairs. Let us know if you want to change the crosshair on a per item base.
Now also scaling the crosshair for the ship controller with the screen resolution.
Improved crosshair modding: allowing to specify a crosshair now on a per item base, use Crosshair: @bundlename/crosshairname in ItemsConfig.ecf. Use crosshairname_focus for the focused state, same with crosshairname_aiming and crosshairname_ship for the ship hud.
Additional info for crosshair modding
changed crosshair modding in a way that every item can now have its own crosshair. specify Crosshair: @bundlename/crosshairname in ItemsConfig.ecf
the bundle "bundlename" must contain a texture (with alpha channel) of name "crosshairname" that is used as the crosshair.
if the bundle contains additional textures "crosshairname_focus" (for the focused state), "crosshairname_aiming" (for the aiming with red dot active), "crosshairname_ship" (for the ship crosshair), they will also be used
there is the possibility to replace the default crosshair by using a bundle with name "crosshairs" and a texture with name "default" (and "default_focus", "default_aiming", "default_ship")
Misc
Not possible to use Logistics Network with sell/buy from traders
Money cards will be used if in player's own or the Connected Toolbar (CT)
Items will be put in CT (if visible when buying) and in CC if available
Added console command 'damage' that toggles between SI and damage debug view of structures. Attention: for the switch to work correctly you need to reload/regenerate the structure you want to see the damage values
BlocksConfig: supporting now 4096 blocks in total (old: 2048). For blocks >= 2048 no Id tag is supported any more but the mapping will be done dynamically using name to id mapping tables that get added to savegames.
Blueprints: internal version increase to version 28. internally saves now block id mapping. do not use BPs created/changes with version 1.4 in older versions of the game (f.e. 1.3)!
Allowing to mod items with bundles now. Please specify @bundlename/GameObjectInBundle for Meshfile or DropMeshfile in ItemsConfig.ecf and add this asset bundle to SharedData/Content/Bundles in your scenario.
Added: some properties for ModAPI some interfaces
Added: description for console cmd 'gm ic' that makes the player only invincible.
Added: Colonist Mining Outpost (thx to Kaeser)
Added: Croesus Ore Mining orbital station (Colonists; Thx to Kaeser)
Added: Colonist Waystation 5
Added: cmd prefabinfo now accepts special group name '$own' to process user blueprints
Added: Scenario Workshop publishing now allows png files (needed for transparency)
Added: Control Panel's Trader and Spawner properties now use searchable dropdown lists
Added: Scrollable dropdown list searches are now case-insensitive
Added: Caching of network packages that should result in less memory fragmentation in MP games
SharedData: added file extensions .ogg and .wav to also update audio files.
Increased scenario limit from 200MB to 500MB once again
Nebula visible distance: set back 250LY (fixing bug that they were visible nearly through the whole galaxy)
GalaxyMap: showing stars of different size now also in different sizes (but clamped between size 10 and 14 to avoid too small and too big stars). Also desaturizing colors of distant stars.
Space View: showing flares around distant stars smaller.
Vehicle controller : Player exiting vehicle will now reset the pilot mode to the center (if active) and stop the movement and the rotation of the vehicle
Updated/added inline / head area documentation info on BlocksConfig.ecf, Containers.ecf and Dialogues-config-and-examples.txt based on 1.4 additions
Updated GalaxyConfig Non-Territory Space: added Warlords faction (default hostile/non-interactive), Increased percentage of Pirates, Removed DESC faction
Changed: Cargo volumes of containers are now correctly calculated by model shape based on using VolumeCapacity as a base value.
ParticlesAudio: added script for playing a sound effect on a particle spawn/death (please be aware that this can bring down performance if used wrong).
XRefActivate: added support for particles with a checkbox if transform is a particle effect (in that case Play/Stop is called).
Ammunition in structures (turrets, fixed weapons) is now manged internally in the structure and not with the block meta values any more.
If a block model cannot be found, a dummy white cube is added and an error is issued. Before that change, the loading of the game was aborted.
Asset bundle loading: now unloading external asset bundles when going back to main menu. With that change it is enough to resume a game from main menu to test changed bundles (don't need to quit the game any more).
DialogueSystem: removed line limit on OptionExecute_X. Supporting now <nl> tags in all code tags.
DialogueSystem: added IsFactionDiscovered() to find out if the local player already has discovered the specified faction
DialogueSystem: added function SetNPCName('name') to allow changing the title of the dialogue window during a running dialogue. Call SetNPCName(null(
Faction discovery: only showing POI for respawn of a faction that the player has already discovered now
Token.ecf: now supporting MarketPrice for tokens
Trader window: now showing correct custom icon for tokens
Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
Added: 'Tags' column in Blueprint list in BP window
Medic station block: in NPC POIs the access is controlled now by the reputation (needs to be friendly or honored). So you can remove the 0000 public access lock code in medic stations/clone chambers.
Optimized story game start (first PDA mission) for a more fluent experience
Solar System Generation: added MoonOrbitType, Faction, FactionAvoid to PlanetTypes
Solar System Generation: added WarpTargetOrbitTypes to GenerationParams
Faction.ecf: ignoring and outputting error message when you try to set Friendly/Unfriendly/ClaimTerritory to a player faction
Proximity log for playfields is now limited to the playfield the player is in (request from the PvP community).
Factions.ecf: added flag AttackNPC for NPC factions allowing to attack other NPC factions that have this flag enabled
Factions.ecf: Admin faction needs to have 'NPC: false' set
Factions.ecf: fixed problem that Friendly/Unfriendly flag only worked when NPC was not set to false
DefReputation.ecf: correct wrong example for rivalry reputation matrix
Not showing ingame message "Cannot damage this block with this weapon" if a rocket is used.
Changed: Moved Characters back to Empyriopedia
Changed: Moved Faction info back to Empyriopedia
Changed: Grouped stroy progress in Journeybook
Loca update: Main scenario, Tutorial
Changed: Factions Zirax, Legacy, Kriel, Pirates, Alien will now attack each other
Updated: Loca Dialogues
Updated: space_dynamic.yaml for +ExampleSpace (corrected drone setup)
Empyriopedia: Added new Planets and Resources overview + updated Factions and Characters
Empyriopedia incremental update #2 (adding sectors, celestial objects, ships, drones, info about new game mechanics since ~A10/11)
ControlPanel: LootID field allows now 4 character (instead of only 3)
Solar System Generation: added possibility to have a SolarSystemConfig_Defines.yaml to specify default PlanetTypes, MoonTypes, POITypes, OrbitTypes that can now be omitted in the other yaml files
Containers.ecf: allowing now 1023 container ids (instead of 255)
Updated Attack/Defense values for all prefabs and stock prefabs
Added/Updated: BarrenScorched (+Orbit), TemperatePlateau, DesertBurnt, Lava Orbit, SolarSystem Type G (thx to Escarli & Needleship)
Updated: Solarsystemconfigs (adding the aforementioned)
Drone yaml file config : remove the need to define the drone Type in the Stock description
Updated some planetary playfields: replaced faction creatures (f.ex Assassins = Kriel) with Legacy creatures where appropriate
Updated EGroupsConfig.ecf: added new groups for infected creatures
Updated ItemsConfig.ecf weapon entries of planet and space drones
Updated EClassConfig.ecf space/planet drone entries
DialogueSystem: SetNPCName('name') will now also work within one dialogue state
Added new POI and OPVs for Pirates, Warlords and Kriel (thx to sulusdacor, Escarli, jrandall)
Updated: Starter system gas giant moon orbits (SpaceOrbitSectorStarter) now have no heavy combat vessels anymore
Updated: Starter System orbits & starter system sector orbits drone & opv setup updated to new syntax
Updated: +ExampleSpace (removed double-entries from Freighter setup)
Update: ajusted snow planet night color tint + added new description text for playfield.
PDA: Improved rewards presentation (own area with icons)
Space: slightly bigger distant stars (15%) and less star flares to have more crips distant stars
Changed: Inital Base Attack in Tutorial Scenario now weaker/only stun drones
Sun flares in space: corrected flares to use right colors, also adapted size a bit
ItemsConfig.ecf: added RepairCount for items to specify how often an item can be repaired (before that it was hard coded to 7). For now it is limited to 0 - 7.
Added possibility to not show a sun flare + model on planets by specifying "SunFlare: EnvironmentalEffects/SunFlareNone" and "DayLightIntensity: 0" in playfield.yaml
BlocksConfig.ecf: replaced "Voxelize: false" with new property "OccupySizeInBlocks: true" to indicate that a block shall occupy its full block space
Reduced Drone count in Starter Orbits
Updated +ExampleSpace config
Added: Syreem Destroyer (Warlord faction; thx to Escarli)
Scenario "Invader vs Defender - Conflict of Cygnus": fixed/updated NPC Trader buy/sell items
EscapePod: supporting "Spawn: EscapePodLandAtPos" now to allow forcing the escape pod at the specified x,z coordinate. The escape pod cannot be controlled in that mode.
Updated ItemsConfig.ecf: added info about new 'LifetimeOnDrop' parameter
Changed: Nerved the laser turret T2 in the Ilmarinen (Derelict Mining Ship / Ancient Revelation mission) loot room (3-4 Rockets should now destroy it). Plz retest.
Changed: Swapped standard soldiers for Abandoned Assembly Yard to infected variant. Plz retest.
ItemConfig.ecf: added property "LifetimeOnDrop" that specifies in seconds how long an item will live after dropping it. Default is 200 seconds. Please only increase this time if ABSOLUTELY needed as lots of items can bring down the performance of a server, but also in SP.
EscpodePodLandAt: now per default in "Alt Look Mode" to make it easier for the player to look around
When looking at an NPC of a faction this faction now gets also discovered
Corrected output of console command "faction discover <faction>"
Changed: deactivated shields for dronebase on starter planets
Updated: Xenu Dronebase (thx to vermillion)
Added ARC Bronco & Explorer OPVs for Warlord faction (thx to HeckenDiver, modified by Escarli)
LOCA update on Dialogues, PDA and Tutorial. Thx to all contributors!
Fixes
PDA become broken on open second time
New PDA chapter's Group and Faction parameters don't work in Coop/MP
Xenu Dronebase starter terrain not removed
Cyborg not shooting at player when being attacked
PDA Exception when resuming a Creative game after a Survival with active ChapterActivations
Orbital Trading station variant 3 had locked doors
Trader window not showing token names correctly
Exception and outputting error message when a trader entity was not defined in EClassConfig.ecf
Exception when a dialog state was not found.
Exception when a trader type was not found.
Possible fix for Alien/Human Soldier NPCs running out of ammo (please retest!)
Missing loca string on end of Wins & Losses mission
SV laser drill icon missing in the weapons bar
Wrong calculation for Blast damage area
Blast damage goes through 1 layer of blocks
Crosshair needs to scale with Screen resolution
Each relog gives free Unlock Points
Use case of AI drones tracking & firing at a player who is under terrain
exception when multiple devices and blocks explodes
Possible fix for exception on a pf server when structures use decals
Fix for explosion damage different in MP and SP if multiple rockets hit the same block at the same time
Explosion damage: fixed problem that not the whole area around an explosion was taken into consideration, leading to checkerboard patterns sometimes.
'Faction' and 'FactionAvoid' in SolarSystemConfig.yaml
Star search dialog: fixed problem that [Sun Back] was not showing in result list, removed duplicate star results
Decal videos can appear blank after teleporting
Decals: fix for assets not showing up in MP
Decals: fixed "-ColliderMode=Collision" not working for model decals. fixed regression that scaling was not working with the decal gun.
Decal gun: fixed regression from last build that decal videos did not scale correctly
Decal gun: fix for not able to select and reposition '3d model decals'
Decal gun: fixed scaling not keeping aspect ratio
Fix for sometimes not possible to load into a game in MP
Fix for decals not getting saved when placed with the decal gun.
Fix for pistol fire animation sometimes stopping on wielding the pistol the first time
SharedData and LocalCoop: fixed problem that files > 1MB were not transferred resulting in a connection break.
Fix for lagshots with hitscan weapons in MP
Stopping an AI vessel by destroying the core doesn't allow players to move inside
Problem that turrets had problems firing at players that were moving (fast).
Explosion on voxels: BlastRadius is now used correctly also for 0.5 blocks
Container CoM moving to the edge of container when adding items
Repeated PDA info popup on resource deposit drilling
Blast damage doesn't apply if the player exits from a turret before the shot hits it's target
Server-side muted players should only be globally muted in private and global chat channels
Colored background panel of an LCD projector stays visible even if the structure is not powered
Flamethrower getting affected by wind zone leading to strange visuals
Loading screen: logging to console if a screenshot cannot be found
Vessels getting repositioned either below or above where were left upon returning to them
Reputation of not yet discovered factions could be changed with GIN/Amabassadors
Credibility Seal ZIRAX did not update reputation of Zirax Houses
IsFactionDiscovered not working / leading to exception > check updated syntax example in Dialogues-config-and-examples.txt!
Item loss in dropboxes when cargo containers use more than 64 cells
Instance container drop logic (possible fix)
NullRef, DroneGenericData.Init() when GameStats : EnumGameStats.IsAIManagerEnabled is set to false
Powering off landed ship causes repositioning of player inside it
Volume capacity tooltip info is not the same as what is shown in the logistics window
Fix for sporadic log error output "Material doesn't have a texture property '_MetallicGlossMap'"
Another fix for showing distant nebulas in space: starting to fade out at 50LY now, until 250LY they are fully faded out
Corrected trader discounts in scenario IvD:Conflict of Cygnus
Weapon targeting ranges for space using planet ranges
Shields not taking damage when turrets are being fired on
AI space vessel stops after you discover it
Fixed exception when using modded block values on blocks that are using a dynamic id (blocks that did not get an explicit id in BlocksConfig.ecf)
Small fix to galaxy map to allow two suns at the same LY coord now (2nd sun is only decoration).
Blocks survive explosions at negative HP
Possible to enable shield just before warp starts
Playfield server crash related to undocked vessels
Fixed playfield server crash reported from CA server in "Galactic Trading Station"
[MP] Solar panel LED's will not light up until the panels get touched
Place objectives without range limit
Faction discovery: player gets RP / can interact with factions he did not discover yet
Extra sunflare at night on atmo-less playfields close to star
Introduction text of 'Meet the GlaD' not visible in mission description
Faction discovery: fixed regression from B3251 that also player factions and "none" faction could be discovered
Discovered NPC faction is not shared within player faction (FOR SAVEGAMES BEFORE 1.4 ALL DISCOVERED FACTIONS NEED TO GET REDISCOVERED)
Fix for sporadic problem that structures got lost in space with a log message of "-WRN- Entity 'name' with id=X on pos=(x, y, z) is out of the playfield (5), removing it"
Use case of docked vessels sinking
EAH
Updated EAH
https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-71#post-426804
https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-71#post-427684
https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-71#post-427918
https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-71#post-428551
Known
TextMeshPro exception triggering when trying to undock a vessel <- Please see this post for further information https://empyriononline.com/threads/textmeshpro-exception-when-undocking-7692.96470/
Vessels found to rise when returning to them after being far away from them for periods of time |
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