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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553302 times)

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #465 on: July 17, 2013, 03:38:48 PM »

Hear hear!
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Trylobot

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #466 on: July 17, 2013, 04:16:05 PM »

silly question: why aren't patches tinier and released more often/regularly?

This particular release cycle is unusually long, an outlier. Alex is cooking up something big this time around. I wouldn't characterize the development to have been this way up 'til this one.
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Silver Silence

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #467 on: July 17, 2013, 07:17:02 PM »

Indeed, this 0.6 patch has been the longest in the making, to my experience anyway (circa 0.51).
Lots of new stuff being introduced, lots of stuff to make the modders giddy.

As I said some pages ago, this is all the patchnotes look like to me,

Changes as of July 11, 2013
  • Tossed multiple systems in the mix *evil cackle*
Changes as of May 24, 2013
  • Added some modding doohickeys
Changes as of March 23, 2013
  • More dastardly reinventions
Changes as of March 13, 2013
  • Reinvented Starsector
  • That is all
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bills6693

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #468 on: July 17, 2013, 07:46:12 PM »

Yeah, this particular release cycle is long. I've been around for a while (not sure what version, I think a .4something), although not on the forums much.

I guess before, patches were like 'added new weapon and ship' or 'changed how this ship works' or 'changed some stats', or 'made minor change to battle screen, added skill tree'.

This patch is 'took everything I'd done so far, opened up the hood, nuked the old mechanics from orbit (its the only way to be sure), then rebuild it from scratch'. Basically, he added a new thing that changed up literally everything that had gone before mechanics-wise, it seems. Before it was just tweaks - this time its just replacing the whole thing.

While I imagine that these new mechanics will be pretty awesome, I hope the game doesn't need another major overhaul like this - it slows the whole thing down while being redone instead of just tweaked. But it is still in alpha, so understandable. I think a more regular release schedule can be expected once we get into beta. Some time in the future :P
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Silver Silence

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #469 on: July 17, 2013, 08:02:29 PM »

Once the game settles into the beta stage, I don't expect it to undergo any more massive overhauls. Alphas are often feature-incomplete and can go with redesigns several times before settling. By beta, most if not all features are in and it's then just adding several layers of polish.


(its the only way to be sure)


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vivoune

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #470 on: July 18, 2013, 12:56:41 AM »

Alrighty, thanks everyone! It's good to hear that this long update-free period is sort of an exception. Looking forward to all these changes and new mechanics, sometime. ^^
« Last Edit: July 18, 2013, 01:00:51 AM by vivoune »
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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #471 on: July 19, 2013, 02:34:42 PM »

Looking over the list atm... I, er, missed custom Dialogs... wow!

So... are we going to have a method to call up docking, trade, etc. via the available functions?  Can custom buttons run custom functions?

I.E., if we want to, say, not allow docking with un-friendly locations, can that be implemented?  Can we build things like a trigger, so that IF un-friendly, show "assault this base"; if "assault this base" clicked, THEN run (custom battle Mission) and IF during (custom battle Mission) something happens THEN set (some persistent state in Campaign)?

If it goes that far... wow, the framework's practically built, and it's down to deciding on how to get the last stages of content generation in place!  I literally cannot wait to build multiple Systems, make it possible to talk to the AI Factions, etc.- this is incredibly exciting stuff, and the game and mods that will come from this should be amazing!
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #472 on: July 19, 2013, 07:08:19 PM »

So... are we going to have a method to call up docking, trade, etc. via the available functions?
...
I.E., if we want to, say, not allow docking with un-friendly locations, can that be implemented? 

Haven't re-implemented the orbital station dialog via plugin yet, but it's on my list; hopefully won't run into any issues there.

Can custom buttons run custom functions?

The dialog plugin can configure what options are available and gets a callback whenever an option is selected. If you wanted to delve much deeper, you could also implement custom buttons (via a custom UI panel) but there are no niceties there. The API lets you bind/render loaded textures and that's about it; you'd have to process the input yourself, write your own OpenGL code for anything fancy, etc. I'd like to eventually provide support for font rendering, since that's such a pain to do otherwise, if I can get to it.


Can we build things like a trigger, so that IF un-friendly, show "assault this base"; if "assault this base" clicked, THEN run (custom battle Mission) and IF during (custom battle Mission) something happens THEN set (some persistent state in Campaign)?

Yeah, absolutely. One way you might do that is havimg your CampaignPlugin implementation coordinate things so that it returns a different BattleCreationPlugin if the hypothetical "assault" option is selected in your InteractionDialogPlugin implementation. When the battle is over and the game returns to the dialog, the plugin gets a callback with the results.

As I may have mentioned elsewhere, the new battle system (post combat options, escape vs normal battle scenarios, etc) is implemented as a plugin.
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #473 on: July 22, 2013, 07:51:24 AM »

I wonder how many extra dimensions the Starsector universe has. One day it would be fun to make a 2d spacegame, like literally 2d, flatland style, where the hyperspace travel simply yanks you into 3d space. :D
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miro

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #474 on: July 25, 2013, 09:38:08 PM »

;-;

I saw this post, and thought the update had dropped. I'm sad now.
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #475 on: July 26, 2013, 12:50:55 AM »

That's my cue to close the thread until the next patch note cometh.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #476 on: July 27, 2013, 12:24:23 PM »

Updated.

Mostly modding-related stuff (not done with adding modding things, either, just thought I'd post what's already added.)
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FloW

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #477 on: July 27, 2013, 12:48:57 PM »

I didn't think I would really know what to expect from the game after the patch.

Looking at the new modding stuff, I don't think I know what to expect from all the mods. Holy <randomDeity/randomProfanity>.
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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #478 on: July 27, 2013, 12:50:26 PM »

IDK what to say, other than this looks EPIC.  It's really great to see the light at the end of the tunnel.

Can we see any examples of dialog UI implementations yet, even if it's still rough?  I think that one of the biggies that people are going to want to try hacking out ASAP is Stuff To Do With Planets and Stations.

The Autofire AI / Ship AI stuff is huge; can't wait to try that stuff out :)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #479 on: July 27, 2013, 12:58:45 PM »

I didn't think I would really know what to expect from the game after the patch.

Looking at the new modding stuff, I don't think I know what to expect from all the mods. Holy <randomDeity/randomProfanity>.

:D

Can we see any examples of dialog UI implementations yet, even if it's still rough?  I think that one of the biggies that people are going to want to try hacking out ASAP is Stuff To Do With Planets and Stations.

Sure - here's the one for planet interactions, that doesn't do anything other than show the planet in the visual pane and lets you leave.

(The layout is: text panel on the left, visual panel on the right, options below. Somewhat adjustable.)

Spoiler

package com.fs.starfarer.api.impl.campaign;

import java.awt.Color;
import java.util.HashMap;
import java.util.Map;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.InteractionDialogAPI;
import com.fs.starfarer.api.campaign.InteractionDialogPlugin;
import com.fs.starfarer.api.campaign.OptionPanelAPI;
import com.fs.starfarer.api.campaign.PlanetAPI;
import com.fs.starfarer.api.campaign.TextPanelAPI;
import com.fs.starfarer.api.campaign.VisualPanelAPI;
import com.fs.starfarer.api.campaign.JumpPointAPI.JumpDestination;
import com.fs.starfarer.api.combat.EngagementResultAPI;

public class PlanetInteractionDialogPluginImpl implements InteractionDialogPlugin {

   private static enum OptionId {
      INIT,
      LEAVE,
   }
   
   private InteractionDialogAPI dialog;
   private TextPanelAPI textPanel;
   private OptionPanelAPI options;
   private VisualPanelAPI visual;
   
   private CampaignFleetAPI playerFleet;
   private PlanetAPI planet;
   
   private static final Color HIGHLIGHT_COLOR = Global.getSettings().getColor("buttonShortcut");
   
   public void init(InteractionDialogAPI dialog) {
      this.dialog = dialog;
      textPanel = dialog.getTextPanel();
      options = dialog.getOptionPanel();
      visual = dialog.getVisualPanel();

      playerFleet = Global.getSector().getPlayerFleet();
      planet = (PlanetAPI) dialog.getInteractionTarget();
      
      visual.setVisualFade(0.25f, 0.25f);
      visual.showPlanetInfo(planet);
   
      dialog.setOptionOnEscape("Leave", OptionId.LEAVE);
      
      optionSelected(null, OptionId.INIT);
   }
   
   private EngagementResultAPI lastResult = null;
   public void backFromEngagement(EngagementResultAPI result) {
      // no combat here, so this won't get called
   }
   
   public void optionSelected(String text, Object optionData) {
      if (optionData == null) return;
      
      OptionId option = (OptionId) optionData;
      
      if (text != null) {
         textPanel.addParagraph(text, Global.getSettings().getColor("buttonText"));
      }
      
      switch (option) {
      case INIT:
         addText(getString("approach"));
         createInitialOptions();
         break;
      case LEAVE:
         Global.getSector().setPaused(false);
         dialog.dismiss();
         break;
      }
   }
   
   private Map<OptionId, JumpDestination> destinationMap = new HashMap<OptionId, JumpDestination>();
   private void createInitialOptions() {
      options.clearOptions();
      options.addOption("Leave", OptionId.LEAVE, null);
   }
   
   
   private OptionId lastOptionMousedOver = null;
   public void optionMousedOver(String optionText, Object optionData) {

   }
   
   public void advance(float amount) {
      
   }
   
   private void addText(String text) {
      textPanel.addParagraph(text);
   }
   
   private void appendText(String text) {
      textPanel.appendToLastParagraph(" " + text);
   }
   
   private String getString(String id) {
      String str = Global.getSettings().getString("planetInteractionDialog", id);

      String fleetOrShip = "fleet";
      if (playerFleet.getFleetData().getMembersListCopy().size() == 1) {
         fleetOrShip = "ship";
         if (playerFleet.getFleetData().getMembersListCopy().get(0).isFighterWing()) {
            fleetOrShip = "fighter wing";
         }
      }
      str = str.replaceAll("\\$fleetOrShip", fleetOrShip);
      str = str.replaceAll("\\$planetName", planet.getFullName());
      
      return str;
   }
   

   public Object getContext() {
      return null;
   }
}
[close]


The Autofire AI / Ship AI stuff is huge; can't wait to try that stuff out :)

I'm looking forward to seeing what kind of craziness ensues.
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