.99e/1.0 Wishlist/buglist [add yours!]

These are old bug reports that have been closed.
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Ttech
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digdug wrote:I would like mp3 support functions :) (sndPlay and sndStop)

and access to the bottom layer of the star parallax system to put images there of distand faded galaxies and nice backgrounds... :D

Yea and that... We discussed this didn't we?
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Aury
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Ttech wrote:Sure its already been said but make the Charon like true Pirates.


And perhaps thought slightly pointless, pick your sides



And lastly in game ship change.
1) you mean they attack freighters and all? Yeah! :D

2) I'm sort of doing this, but it's not a 100% thing except in a few cases when dealing with a choise between one of two minor factions

3) that's something for 1.5 (very hard to implement apparently... i think... :?) :lol:
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Betelgeuse
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I would like a dbgCycleLog that makes sure anything that is trying to be written to the log gets written so we can debug infinite loops. Currently if you dbgLog in a infinite loop it doesn't work.
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Sheltem
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I'd like

-revised princing system (limit "overselling"; consumables are consumed)

-cargo-crates (and wrecks) contain systemlevel based items and encounters (3 corsairI one system before Dantalion ? the are like hornet battlepods ~~)

-personalised keyboard layout

-introscreen functions (watch attacker, defender, attacker/defender status)

-old Arco back (let the noobs die, domina will sort them :twisted:)

-extension items work in the main files without being defined in the main file but in the extension

...
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What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
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Aury
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I renamed the thread title since George decided to label the fixed .99b as .99c :lol:

.99c fixes alot of the huge bugs (mostly with save game issues and the AI issue)

you can download it- thread is in commonwealth forum

---
[edit] I renamed it again since .99d is labled as a "minor bug fix version" in the road map. expect .99d by mid-september
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F50
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I am getting close to having a "play as a pirate" mod done (it needs event manager 3, another quest, a quick dockscreen, and I need to sort out a mission bug).
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Aury
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We need a "wait" command for wingmen.
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Betelgeuse
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I think you already know this one but just to put it here I would like <OnDamage> for ships.

That would allow for

custom damage systems

custom enhancement systems

dynamic weapons armor and shields

and a small change would be to be able to tell what item did the firing (but that could be gotten around by using aDamageHP as an ID)
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george moromisato
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Betelgeuse wrote:I think you already know this one but just to put it here I would like <OnDamage> for ships.

That would allow for

custom damage systems

custom enhancement systems

dynamic weapons armor and shields

and a small change would be to be able to tell what item did the firing (but that could be gotten around by using aDamageHP as an ID)
The <OnDamage> event is there for ships as of 0.99b (it is used for Arco's AI logic).

Unfortunately, I don't think it will help you for custom damage systems (since you would have to override all ships).

What you really want is some kind of event on a Weapon that gets called when a shot from that weapon hits a target.
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Betelgeuse
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george moromisato wrote:
Betelgeuse wrote:I think you already know this one but just to put it here I would like <OnDamage> for ships.

That would allow for

custom damage systems

custom enhancement systems

dynamic weapons armor and shields

and a small change would be to be able to tell what item did the firing (but that could be gotten around by using aDamageHP as an ID)
The <OnDamage> event is there for ships as of 0.99b (it is used for Arco's AI logic).

Unfortunately, I don't think it will help you for custom damage systems (since you would have to override all ships).

What you really want is some kind of event on a Weapon that gets called when a shot from that weapon hits a target.
yes that would be easier to do (for me) I was just thinking what that was already done for other things. That would also allow for dynamic weapons while keeping the original weapons in there.
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Betelgeuse
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not to bug you about this George but do you have plans on making a event for weapons like that?
If not we could start making a mod using the onDamage for ships and stations.
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george moromisato
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Betelgeuse wrote:not to bug you about this George but do you have plans on making a event for weapons like that?
If not we could start making a mod using the onDamage for ships and stations.
I don't have plans right now; and there are some subtle difficulties in creating such an event.

But I know that long term I will create some kind of event like that.

What kind of mod are you thinking about?
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Betelgeuse
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me and oddbob wanted to make a mod that changed the damage system to have more than one damage type per weapon.

Where each part of a damage type would be resisted differently.

This would effectively give you millions of separate damage types (depending on how many different damage types where settled on)

we had a thread on this awhile back but I can't find it

another thing I would like to do is make an weapon that changed its damage type as it got resisted

(if this was for armor and shields I would make armor and shields that adapted to the type of damage that was being done to them)
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OddBob
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we had a thread on this awhile back but I can't find it
I believe this is it:

http://www.neurohack.com/transcendence/ ... php?t=1205
george moromisato
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Betelgeuse wrote:me and oddbob wanted to make a mod that changed the damage system to have more than one damage type per weapon./quote]

I think this would be hard to do without essentially re-implementing lots of the core damage code. I don't think this could be done with a simple event. There are many places in the damage routine that process the damage and hand-off the damage to different events (which expect a single damage type).
Betelgeuse wrote:another thing I would like to do is make an weapon that changed its damage type as it got resisted
I think this is a great idea, though it will require more than just <OnDamage> for items. In particular, there is no way today for weapons to dynamically change their damage type. We would also need an event on a weapon that controls the firing of a projectile (essentially, <Invoke> for a weapon).

No promises yet, but I might be able to do both of those for 0.99d (though it might cause me to slip the release a bit...)
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