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RC1

Posted: Sun Oct 25, 2009 12:26 am
by george moromisato
Transcendence 1.0 is almost ready, but before I release officially, I want to give people here a chance to test out a release candidate to find those pesky last-minute bugs.

Click here to download Release Candidate 1:

http://www.neurohack.com/downloads/Trans10RC1.zip

I don't have any release notes prepared yet, so here are the highlights that you might want to test:

BALANCE
Shields have a shallower damage adjustment curve
Subtle tweaks to shield and armor hp
Tweaks to various enemies (Kobols, Ventari, Ferians)
Jumpdrive takes longer to recharge
High level armors are immune to radiation and other things

ARENA
There's a new Battle Arena with a bunch of new ships and features. Please try it out and let me know what you think

ST KATHARINE'S STAR
A (mostly) new level with some neat features.

HERETIC
The Heretic system is completely new and includes a bunch of missions. I am definitely interested in hearing feedback (positive and negative).

EXTENSIONS
Overlays: look at vtPteravoreSporeLauncher in EncountersVol01.xml to see how they work.

Resurrect: Look at the code for stInsuranceCompany to see how any object can implement their own resurrection in script.

Wingmen: Look at Jenna, Rama, and Volkov for some new wingmen techniques [in particular, notice how their ship classes "inherit" from a base ship class that has most of the logic.]

New functions:

abs
lookup
subset

objAddBuyOrder
objAddSellOrder
objCanDetectTarget
objDamage
objFixParalysis
objGetDataField
objIncItemCharges
objRegisterForSystemEvents
objResume
objSetItemCharges
objSetItemData
objSuspend
objUnregisterForSystemEvents
shpSetWingman
sovGetDisposition
staSetShowMapLabel
sysCreateShipwreck
typFind
typFireObjEvent
typGetDataField
unvGetRealDate

EDIT: One more thing. I've tried to make all 0.99c Extensions compatible with 1.0. If your favorite extension does not work with 1.0 (but worked fine with 0.99c) then let me know.

Posted: Sun Oct 25, 2009 12:31 am
by digdug
woah! :shock:
Thanks George. I'm going to test right away ! :D

Posted: Sun Oct 25, 2009 1:09 am
by Atarlost
http://xelerus.de/index.php?s=mod&id=309 does not work.
This is very unfortunate because it's required for
http://xelerus.de/index.php?s=mod&id=310
which is the most useful mod debugging utility available.

Code: Select all

10/24/2009 18:04:31	Start logging session
10/24/2009 18:04:31	Transcendence 1.0 RC1
10/24/2009 18:04:34	Loading extension: Extensions\DockScreenFramework
10/24/2009 18:04:34	Loading extension: Extensions\DSFScreenHook_ShipInterior
10/24/2009 18:04:34	Loading extension: Extensions\G.O.D.Mod
10/24/2009 18:04:34	Loading extension: Extensions\hashFunctions
10/24/2009 18:04:37	Invalid painter creator: 
10/24/2009 18:04:37	Invalid painter creator: 
10/24/2009 18:04:37	Invalid painter creator: 
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10/24/2009 18:04:37	Invalid painter creator: 
10/24/2009 18:04:37	Invalid painter creator: 
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10/24/2009 18:04:38	Invalid painter creator: 
10/24/2009 18:04:38	Invalid painter creator: 
10/24/2009 18:04:40	scrShowScreen: Cannot find screen: CustomPicker ### (scrShowScreen gScreen (dsf_GetScreenData "screenType") (dsf_GetScreenData "paneType")) ###
10/24/2009 18:04:43	scrShowScreen: Cannot find screen: CustomPicker ### (scrShowScreen gScreen (dsf_GetScreenData "screenType") (dsf_GetScreenData "paneType")) ###
10/24/2009 18:04:54	End logging session

Posted: Sun Oct 25, 2009 1:19 am
by Atarlost
Should RC1 bugs go here or on the tracker? I've got a doozy.

Switching weapons quickly after firing causes the first weapon to continue firing. The second weapon can then be used while the first weapon continues to fire. To stop the first weapon switch back and hit fire. This is repeatable for me.

edit: Works with more than two weapons.

Posted: Sun Oct 25, 2009 1:44 am
by SparcMan
Great news George! I'll check it out this week probably. Yeah, I haven't been around much, but I've been lurking.

Posted: Sun Oct 25, 2009 3:12 am
by Aury
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
*wolfslopsion*!

:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
YAYS! ^^

I'll probably have time to test this out later next weekend or the weekend after that...

Posted: Sun Oct 25, 2009 4:07 am
by Stormhawk
I got the same error Atarlost, you didn't by chance install the unknown device? 'Cause I did.

Posted: Sun Oct 25, 2009 4:22 am
by Wurmish
The only thing I can say right now that is majorly noticeable is the entire load time when continuing/changing systems. I don't remember it being quite like that...
Maybe want to make the Korolov freighters more likely to spawn appropriate to your level in Korolov? I've been trapped and unable to escort anything since nothing low enough is around. At least when I've tried autopilot and waiting for awhile...
And I've looked around, is there a visual guide for the damages? Since a new person might get confused with all the pictures and no labels for shield HP vs a weapon type.

Posted: Sun Oct 25, 2009 4:34 am
by Curudan
I found a generally minor crash bug.

I was careless and didn't pay enough attention to my shield health. So I was killed by a group of uruk sentinels in the third system. Just as the killing shot hit my armor segment, however, Transcendence crashed with a generic error screen, and there isn't anything in my debug log besides the same "Invalid painter creator:" everyone else is getting.

Posted: Sun Oct 25, 2009 5:38 am
by Aury
:D I love all the new stuff, and most of all, MOAR PLOT! YAYS! :D

Now I have some stuff to really base TX2 off of (best of all, it's pretty much all compatible)

Posted: Sun Oct 25, 2009 1:36 pm
by digdug
George, should we post the bugs here or on the tracker ?

Some of the bugs can be quite spoilerous

Posted: Sun Oct 25, 2009 2:19 pm
by Aury
Intro screen crash bug:

a certain ship (one of the following) appearing after the EI7000 will crash the intro screen. I was tapping 'n' rather fast, but I think it was either the orion (which I have yet to see), empress (which I have yet to see), volkov's wolfen, or kate morgental's cruiser.

Code: Select all

	<!ENTITY scAntaresI					"0x00153002">
	<!ENTITY scAntaresII				"0x00153003">
	<!ENTITY scAntaresV					"0x00153004">
	<!ENTITY scEI200					"0x00153005">
	<!ENTITY scEI7000					"0x00153006">
	<!ENTITY scOrion					"0x00153007">
	<!ENTITY scEmpress					"0x00153008">
	<!ENTITY scWolfenVolkov				"0x00153009">
	<!ENTITY scRoninCharonBuster		"0x0015300A">
	<!ENTITY scKateMorgentalCruiser		"0x0015300B">
//edit

I've been getting a consistent crash bug from the ship after either the default in-game player wolfen or another wolfen that looks just like it...

//edit yet again...

It's these guys:

<!ENTITY scStdWingmanBase "0x00003012">
<!ENTITY scStdAutonBase "0x00003013">

if spawned, they will crash the intro screen (I havn't gotten past the intro screen yet... lol)

-----------------------------------------------------

///moar edit

different bug:
the armor description in the player ship select screen has a semi-colon in front of it

///BTW - I'm putting all these on the tracker too

------------------------------------------------------

////yet another edit

gating between systems seems to take an absurdly long time, especially when compared to older version. (not playing with mods, so I'm not sure why this is)

I almost canceled the program several times because I thought it crashed, even though it hadn't.

BTW- digdug says his weapons extended mod for .99c crashes 1.0RC1.

Posted: Sun Oct 25, 2009 4:12 pm
by george moromisato
A few things:

1. Thanks for testing! This has been very helpful!
2. I've fixed the bug with the "invalid painter creator".
3. Please do post bugs to Trac--I've been using that a lot and you can see when I've fixed something. But if you're too lazy, it's OK to post in Bugs and Brainstorms.
4. Once I get enough critical mass of fixes, I'll put out another RC.
5. Thanks and keep testing!

Posted: Sun Oct 25, 2009 5:30 pm
by Aury
For the damage type icons, are those located within the .exe?
Since I can't find them in the .tbd (if they are there, I need to update the resource pack on xelerus)

Posted: Sun Oct 25, 2009 7:06 pm
by GambitDash
Trac now has 1.0 RC1-RC3 versions (to cover George over the next few months :) ) and can be used for all bugs. If you don't have an account, or your account isn't activated within a day or two, hunt me down on IRC (##transcendence on Freenode) or send me a privmessage and I will get right on it!

Cheers,
--G