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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 307267 times)

Gothars

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #525 on: November 23, 2012, 07:38:44 AM »

Pahahahahahahaha! I think that ship needs a monocle, I mean... If I was blown into space by a ship with a top hat and monocle I would be nothing but charmed... and dead... maybe a little dead...

Mh..this is now the official logo of the Starfarer short story contest!
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Faiter119

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #526 on: November 23, 2012, 08:38:58 AM »

Tweet from Alex!

 
Quote
Testing a release candidate... let's see how this goes.

YAY!
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Sproginator

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #527 on: November 23, 2012, 08:44:01 AM »

Pahahahahahahaha! I think that ship needs a monocle, I mean... If I was blown into space by a ship with a top hat and monocle I would be nothing but charmed... and dead... maybe a little dead...

Mh..this is now the official logo of the Starfarer short story contest!
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The Soldier

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #528 on: November 23, 2012, 09:43:51 AM »

HELL YEA

The release is immenent! :D
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #529 on: November 23, 2012, 10:08:21 AM »

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Latest update on that: you should be able to detect when stuff explodes. No callback for it, but you can query the state of the engine every frame and figure it out based on that (I.E., is the projectile still in play? If so, does its didDamage() method return true? If so, what did it do damage to?)
That's cool; can we just check didDamage() or is that going to return true for any projectile ID whose explosion lasts for more than one frame?  What about beams?  

Just wondering how we're going to populate our event table and compare it with the game's internal one; that sounds like it'd get pretty expensive if we have to do a for-each check for every single projectile vs. every table entry.  If an explosion lasts multiple frames, we'll have to exclude it from the table on future frames and do a fair amount of table maintenance, too.  

Sorry if any of that sounds stupid in Java terms, just trying to work out what we'll be looking at here in terms of finding out which projectiles haven't had a unique event yet.  Might be cheaper to simply have a function that gets called for any projectile if it has a name value other than null when it detonates and let the end-user define that code in the .proj, like how it's handled for .systems.
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Hmm. A onHit() script per-projectile sounds like a good idea, but it won't make it into this release. For now, you'd have to, each frame, see which projectiles went from didDamage() = false to didDamage() = true, and work from that. That's not as computationally expensive as it sounds.



Guys - let's keep this thread on topic. Conversation #1000 re: release schedule definitely isn't. Especially if the person posting the initial comment regarding that clearly didn't read the last 2-3 posts in this topic.

Deleted some posts to clean it up. My apologies to the people that wrote them, but I felt it was necessary - it wasn't headed anywhere good.

@Jetsumodumo: if you want to have this conversation elsewhere, that's fine. However, I'd invite you to reconsider your tone. Comments in the vein of "the mods suck" are not likely to engender much sympathy from the community, are rude, and are frankly nothing short of flamebait.
« Last Edit: November 23, 2012, 10:11:06 AM by Alex »
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Erick Doe

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #530 on: November 23, 2012, 10:17:58 AM »

@Jetsumodumo,

Did you look at the opening post of this thread? I advise anyone looking for content updates and progress on the game to look at the opening post of this thread. Because it does indeed list numerous progresses; by date even. Since the version you've obtained in september, there's been a list of developments listed on the 12th of September, 21st of September, the 13th of October, 23rd of October, the 15th of November and the 19th of November. Hardly vague when you get all these detailed listings of what has been done and what is being worked on.

Somehow, you don't strike me as a devoted customer. As you haven't checked the changelogs in weeks, apparently. The mods are not officially released or supported by Fractal Softworks, so I don't see how that is relevant to your complaint. But thanks for your kinds words.

On a side note: Alex! So excited! :D

The mod support you're adding along with the expansion and improvement of game content is just amazing!
« Last Edit: November 23, 2012, 10:20:59 AM by Erick Doe »
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xenoargh

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #531 on: November 23, 2012, 10:25:15 AM »

Quote
Hmm. A onHit() script per-projectile sounds like a good idea, but it won't make it into this release. For now, you'd have to, each frame, see which projectiles went from didDamage() = false to didDamage() = true, and work from that. That's not as computationally expensive as it sounds.
Yeah, that was what I was hoping for, that or a callback.  Anyhow, really looking forward to playing with this, it'll make a lot of interesting things possible :)
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #532 on: November 23, 2012, 12:17:16 PM »

... and, it's out. Go get it!

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arcibalde

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #533 on: November 23, 2012, 12:18:11 PM »

YAY!!!!!!!!!!!!!
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mendonca

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #534 on: November 23, 2012, 12:19:01 PM »

Oh man oh man oh man ...
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arcibalde

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #535 on: November 23, 2012, 12:25:01 PM »

Oh man oh man oh man ...
Dude it's just game don't get over excited  :P
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The Soldier

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #536 on: November 23, 2012, 12:26:39 PM »

HUZZA!!!
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Erick Doe

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #537 on: November 23, 2012, 12:27:15 PM »

The excitement!  :D

Don't expect to hear from me soon.  ;D
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Hyph_K31

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #538 on: November 23, 2012, 12:29:22 PM »

Th- tabuh- whaa- t- t- t- wer...

YAY!
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xenoargh

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #539 on: November 23, 2012, 12:32:07 PM »

<screams like a little girl> and on my day off, too!  Thanks Alex, this is definitely the best $10 I've spent on a game in years :)
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