Rogue System

Rogue System

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Rogue System > General Discussions > Topic Details
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Michael_J  [developer] May 15, 2016 @ 6:41am
Current Change Log
I'll keep this post up-to-date with the change log details for each update as it comes out, as well as what's upcoming. Check back often to see what I'm up to.


====== Current Version: eAccess 0.4.01.3: ======
  • Fixed: CAREER -- Cargo bays would sometimes not save the proper room ID, thus causing unwanted behavior after career load, and a CTD when saving the career later
  • Fixed: CAREER -- Overwriting a career could sometimes cause a CTD
  • Fixed: CAREER -- Overwriting a career could sometimes cause bindings and/or settings to be lost
  • Fixed: CAREER -- The EVAS suit was not being loaded correctly after career reload
  • Fixed: STC -- Pausing the sim could cause some action timer values to freak out
  • Fixed: LSS -- Pausing the sim could cause room pressure values to freak out
  • Fixed: CAREER -- CTD at reload if player was docked to a station other than the career-starting station
  • Fixed: FCS -- core temperatures were not restored properly after career reload
  • Fixed: CAREER -- OPS satellites were not tracking properly after career reload
  • Fixed: CAREER -- ships would sometimes collide during initialization after career reload
  • Fixed: WTC-- sensor display was not picking up any targets after career reload
  • Fixed: LENR -- was not providing proper power after career reload
  • Fixed: FCS -- was not providing proper power after career reload
  • Fixed: MTS -- if burning when career was saved, it would shut down at career reload
  • Fixed: NAV -- the NAV display would would not be scaled properly (in planetary zoom mode) after reloading a saved career
  • Added: CAREER -- corrupted career will no longer cause a CTD. Instead, a message will be displayed asking you to create a new career (temporary until all career corruption bugs are found and fixed)
  • Fixed: CAREER -- functionality requiring proper ship classification (such as STC handling) was not working properly after reloading a saved career
  • Fixed: CAREER -- on repreated reloads, ships would slowly displace from their saved positions
  • Revised: UI -- spaces are now entered as "_" for first and last names, and call signs. These are converted to spaces when the career is saved (avoids UI CTD)
  • Fixed: CAREER -- often, when attempting to save a career more than once per session, the Fleet.ROG save file would be corrupted
  • Fixed: SHIP -- sometimes, the seat would be saved in a position that would prevent sitting in it after reload (temp until RogSys can load the player already seated)
  • Fixed: UI -- sometimes, in career mode, returning to desktop would return to the Main UI instead
  • Fixed: SHIP -- ship systems that were initialized at save were having to re-initialize at reload
  • Fixed: MES -- REV THRUST setting was lost at reload
  • Fixed: MTS -- REV THRUST setting was lost at reload
  • Fixed: ECS -- HV and UTIL buses would lose power input at reload
  • Fixed: MTS -- would lose valid fuel source at reload
  • Fixed: FCS -- would lose valid consumable sources at reload
  • Fixed: LENR -- would lose valid fuel source at reload
  • Revised: UI -- When the Career Create page opens, the "Copy BOTH" option is selected by default (so prior controls and settings are not accidentally lost)
  • Fixed: UI -- blank first name, last name, or call sign COULD cause a crash when creating a new career
  • Added: UI -- checks for invalid characters in career file name in an attempt to catch unintended naming conflicts
  • Prevented: UI -- an odd bug with the UI engine where, if you enter a space as the first character of a text box, the UI engine will crash, thus crashing RogSys. This change is solely meant to prevent a CTD until a proper fix is available
  • Fixed: CAREER -- potential crash bug when trying to resume a saved career immediately after starting that career
  • Fixed: CAREER -- Large galactic cluster size was causing a CTD immediately after creating a new career
  • Revised: CAREER -- adjusted galactic cluster size initialization values
  • Fixed: CAREER -- potential bug with generated career file names
  • Fixed: CAREER -- issue that was causing the selected starting funds to not be properly saved when creating a new career
  • Added: FILE -- new DefinedSystems.ROG file. Allows for custom star systems to be added to the random galaxy generator. Use these systems with scripted single-missions, (campaigns -- NYI), or if a specific player-start location is desired
  • Added: FILE -- new Factions.ROG allows for the definition, and starting conditions, of all the factions that will be active for a specific MOD
  • Added: CAST -- preliminary code that allows a player to create a new avatar (which currently also creates a new save game and all its relevant components)
  • Added: GALAXY -- re-introduced galaxy generator code and updated to work with newer galaxy data storage
  • Revised: GALAXY -- cleaned up celestial body data containers
  • Revised: FILE -- updated PlanetTypes.ROG for use with new galaxy generation code
  • Revised: ECO -- sellable items can now be tagged as "special". These can be linked to specific planetary types so that they can only be produced on certain planets
  • Revised: ECO -- certain RESOURCE-based sellable items can now be linked to gamecode defines
  • Revised: GALAXY -- low-resolution air density and drag code has been updated and refined to work with revised galaxy generation code
  • Added: UI -- career management code (create, switch, delete, and resume)
  • Added: UI -- new "career" gizmos added to front-end UI
  • Added: FILE -- ConfigData.ROG now stores information regarding last-played career
  • Added: FILE -- Components.ROG (career save data) now stores the current states of all stand-alone components (such as batteries)
  • Added: FILE -- Fleet.ROG (career save data) now stores the current states of all ships
  • Added: FILE -- CareerData.ROG (career save data) now stores specific information for each career
  • Added: CAREER -- functional code to create all required elements for a new career
  • Added: CAREER -- functional code to save states for celestial bodies, ships, and ship components
  • Added: CAREER -- functional code to resume (load) a previously saved career
  • Fixed: GALAXY -- initialization code was preventing celestial bodies from loading to their previous locations
  • Fixed: LSS -- errant load data was causing all atmosphere to be dumped immediately after a career was resumed
  • Fixed: COMMS -- errant load data was causing the ship to think its receiver was damaged, thus prevention COMMS reception
  • Fixed: VMS -- errant load data was causing the VMS to not render the celestial display
  • INTEL HD -- possible fix for shader compile issue that was preventing proper rendering with Intel HD
  • Removed: MISSIONS -- "Test Sandbox" single mission no longer required
  • Revised: UI -- slighty increased size of MOTD display
  • Revised: UI -- Updated Credits screen

====== Version: eAccess 0.3.01.3 ECO HOTFIX 3 ======
  • Possible Fix: PHYSICS -- ships and objects other than the player's were getting tossed into a "void" via a physics update conflict. Believe this to be fixed now...
  • Possible Fix: MISSION -- the exterior ship art for the station at planet 2/moon 1 (sandbox mission) was missing. Believe this to be corrected by the fix noted above
  • Revised: CORE -- exterior ship art is now being loaded at 100 meters (test distance), rather than previous 1000
  • Added/Fixed: CORE -- exterior ship art is now being unloaded at 100 meters (test distance). PLEASE: although tested before release, be sure to report any crashes that may result from this

====== Version: eAccess 0.3.01.2 ECO HOTFIX 2 ======
  • Possible Fix: CONTROLS -- "USB Gaming Keyboard Pro" is being detected as a joystick. Using the GameStates.ROG option "ignore_HIDjsticks = 1" I will attempt to skip this as a valid joystick and prevent a crash
  • Fixed: BMS -- batteries were being damaged too aggressively by cold
  • Fixed: STC -- depature event timing was too quick after an STC elapsed time fix

====== Version: eAccess 0.3.01.1 ECO HOTFIX ======
  • Fixed: CAST -- possible crash bug at mission load where a species could be mistaken as a character
  • Fixed: CAST -- possible crash bug due to player's avatar being a passenger on a ship from the previous mission that no longer existed
  • Fixed: TIMING -- it was possible to cause a power surge that would blow the main breaker if the player paused while using time acceleration, and then unpausing
  • Fixed: CORE -- there was a possibility that some elements from a previous mission could persist into the current one
  • Reverted: PHYSICS -- rolled back some recent code that MAY be causing ship translation to "explode" (as reported by a few players)
  • Fixed: MISSIONS -- tutorial 6 was getting stuck on "request departure" step due to a recent STC action addition
  • Fixed: MISSIONS -- tutorial 6 was getting stuck on MFD "zoom selected" step due to recent MFD page additions
  • Fixed: MISSIONS -- tutorial 6 SAN message text was out of date. Now correctly references new MFD "SAN" page

====== Version: eAccess 0.3.01.0 ECO ======
  • Revised: PHYSICS -- changed how ship positions/orientations were updated each frame to better stay synchronized with collision system
  • Revised: PHYSICS -- further work on ship-to-ship collision reactions
  • Fixed: when hauling the target ring back to the station, the sim would sometimes crash when moving in close proximity of the station
  • Added: UI -- the load text now indicates galaxy initialization, and local star system creation
  • Added: UI -- the load text now indicates when headtracking has been activated
  • Added: UI -- the load text now indicates when Post FX's are initialized
  • Fixed: CAST -- instances of rapid flip-flopping when a character was tracked from one room to another
  • Fixed: CAST -- instances of rapid flip-flopping when a character was tracked from an airlock into open space
  • Refined: It's now possible to close the exterior hatch once outside of the ship during EVA
  • Fixed: CAST -- bug that was causing duplicate cast ID's to be stored as part of a room's character list
  • revised: BMS -- all batteries are now unbound from the specific ship they were installed to, meaning they can now be cleanly transferred from one ship to another
  • revised: BMS -- cleaned up battery update code
  • revised: BMS -- substantial re-work to battery damage code, fixing more than a few logic bugs in the process
  • revised: BMS -- re-introduced instrument display glitching via display hardware damage
  • revised: BMS -- re-introduced the possibility of an acid leak. The acid from a leaking battery can damage near-by components. This is core-dependent
  • fixed: after revisions to ship-to-ship collision code, impact damage was not being applied properly
  • revised: BMS -- batteries can now explode when beyond critical temp, possibly causing damage to surrounding components
  • revised: BMS -- batteries can now suffer "memory" problems, which is core-dependent
  • revised: BMS -- batteries can now suffer loss of charge due to cold conditions
  • revised: BMS -- batteries can now suffer a reduced discharge rate due to cold conditions
  • revised: BMS -- removing a battery while it is still enabled can cause damage to it
  • fixed: CORE -- ship acceleration was not always offsetting camera relative to ship orientation
  • fixed: UI -- if the display was set below the default 1920 x 1080 the look-at dot was not tracking with the mouse vertically, thus causing 3D cockpit control collision to appear "off"
  • refined: LSS -- compartment pressurization can now draw power from the critical bus. The critical bus only requires a charged batter, with breaker set, and the ship "unsecured"
  • refined: LSS -- the LSS power change now allows the airlock to be used even if a battery has not been "enabled"
  • added: BMS -- modeled, unwrapped, and surfaced artwork for battery component
  • refined: CORE -- component art has been "unlinked" from ship data, thus allowing components to be moved from ship to ship visually without any hacky data management
  • added: FPS -- items free-floating in space can now be picked up, carried, and released by a player using an EVAS
  • refined: PHYSICS -- ship-to-free floating item collisions now properly handled
  • refined: PHYSICS -- ship-to-item being carried by EVAS now properly handled
  • refined: CORE -- free-floating items' art can continue to be updated as required
  • refined: CORE -- free-floating item's functionality can continue to be updated as required
  • fixed: PHYSICS -- sometimes a collision with an undocked ship would sometimes cause the station it WAS docked with to react as if still connected
  • added: STC -- preliminary refuel docking service has been added. Tanks to be refuelled need to be depressurized, and REFUEL ALLOW should be enabled for each tank
  • added: STC -- refuelling can be cancelled directly while in progress
  • added: STC -- all docked services can be cancelled at once
  • added: STC -- departure requests can now be cancelled
  • fixed: STC -- the STC should no longer complain if the player docks and then undocks without shutting down the LENR
  • fixed: STC -- should no longer be able to get the COMMS menu "stuck" by attempting NYI service items
  • added: MISSIONS -- new "startup" mission goal. Currently trigger when a ship is cold-started up to the point the MTS is ignited
  • added: MISSIONS -- new 'rendezvous" mission goal. Triggered when the ship comes within a defined range of another ship (other objects NYI)
  • added: COMMS -- several new COMMS messages have been added in support of new STC "docked services" items
  • refined: COMMS -- made it easier to tell when a COMMS message is sent TO or FROM the player's ship
  • refined: ECS -- a ship can enter start-up mode with only external power. An enabled battery is no longer required
  • refined: BMS -- a battery can now be recharged via an external power connection
  • fixed: UI -- on one control button there was a typo of the word ACTIVE
  • added: ECO -- introduced new, initial economy code. Both planet-based colonies and orbital production platforms (NYI) affect local and (eventually) interstellar supply and demand.
  • added: ECO -- colony and station personnel require critical items in order to survive.
  • added: ECO -- a colony/station will try to create refined items (if their production supports it) from raw materials in stock.
  • added: ECO -- a colony/station will try to remplenish raw items locally, if possible.
  • added: ECO -- colonies/stations' economies are updated once per hour in the player's local system, and once per day in "distant" systems (WIP)
  • added: ECO -- current buy/sell prices are calculated each update based on item availability and critical need.
  • added: ECO -- job requests are made for critical items when stocks are low (an ability to access these jobs is NYI)
  • added: ECO -- job requests are made for items required to manufacture others (if the production allows creation of them) when stocks are low (an ability to access these jobs is NYI)
  • revised: ECO -- Species.ROG has been revised in support of the new economy system.
  • revised: ECO -- sellableItems.ROG has been updated in support of the new economy system.
  • revised: ECO -- the default galaxy file has been updated in support of the new economy system (NOTE: for the next update or two, the saved galaxy file in the player's save folder will be auto-updated at start up)
  • revised: LSS -- initial tank contents now relate to critical gases as defined by a species needs, which relates to items defined in sellableItems.ROG
  • added: CAST -- a Captain's available funds is now used to purchase cargo
  • added: SHIP -- a room can now be tagged as a "cargo bay" along with the available storage capacity in cubic meters
  • refined: SHIP -- a room can now be set to be pressurized or not. A ship MUST have at least one pressurized "cockpit" room (should be room 1), and this is forced during load
  • added: UI -- the pilot's MFD now has a "CARGO" page where cargo can be bought/sold. This was a very quick design and implementation, so only the bare minimum functionality is included
  • refined: UI -- MFD CARGO page now includes a list of the sellable items, and the colony's stock of each. The items can be filtered by class
  • refined: UI -- MFD CARGO page now includes an inventory of all items in a ship's cargo bay(s). Items can be filtered by class
  • refined: UI -- MFD CARGO page shows the total mass of ship's cargo, available volume (in cubic meters) remaining in bay, and available funds
  • refined: UI -- MFD CARGO page shows the requirements for a purchase (volume, cost), as well as the mass that will be added
  • revised: PHYSICS -- a ship's cargo mass is taken into account as part of a ship's total mass
  • revised: MISSION -- the "Test Sandbox" mission has been updated so that there is at least one orbital platform (current training platform used as placeholder) in orbit around any planet/moon with a colony (current these are the moon of planet 2, and the third planet and all of its moons)
  • added: MISSION -- a new "Test Ship Repair" mission was added to develop and continue refining the code to uninstall, carry and reinstall ship parts while using an EVA suit
  • added: UI -- the pilot's MFD now includes a SAN page, which offers more wake options for the current SAN implementation
  • refined: SAN -- now supports wake events for NAS trip warnings, time-based, and next periapsis/apoapsis event. Support was also added for specific NAS trip warnings, but had to be hidded due to last-minute bug testing...
  • refined: SAN -- better control over update interations over the course of a time value. Currently testing at to 60 updates per minute
  • fixed: TIMING -- a long-time bug was finally squashed which would cause unexpected "hiccups" that could cause system values to go out-of-range
  • added: UI -- an initial, VERY bare-bones VMS HUD has been added to the EVAS visor. Shows: center-point, available O2, available propellant, suit pressure, and exterior flood light status

====== Current Version: eAccess 0.3.00.2 EVAS HOTFIX ======
  • Fixed: CORE -- If the player initiated a disconnect from the platform, and then did an EVA, the player's ship would disappear
  • Fixed: AUDIO -- Umbilical loop would continue to play if player left ship via EVAS while it was launching
  • Fixed: AUDIO -- Under some situations, global audio (STC Music, proximity warning, etc) was not restarting after player returned from EVA
  • Fixed: MISSIONS -- Mission briefing text for target ring rescue
  • Removed: EVAS -- Temporary restriction that would not allow an EVA while in the process of departing

====== Version: eAccess Version 0.3.00.1 EVAS ======
  • Refined: The exterior door can not be opened (nor will the airlock depress) while the ship is under acceleration via MES, MTS, etc.
  • Refined: The exterior door can not be opened (nor will the airlock depress) while the ship is undocking, docking, etc. You must be either docked, or in free-flight.
  • Added: EVAS--simple exterior flood light
  • Added: CONTROL--new command binding for EVAS exterior flood light
  • Fixed: Improper collision penetration handling
  • Fixed: All global sounds (CAW audio, COMMS audio) were not being updated to reflect the "ship" change when the player's EVAS entered free-flight mode

====== Version: eAccess 0.3.00.0 EVAS ======
  • Art: Refined models for interior of Flying Fox airlock
  • Art: Introduced new surface methods for interior/exterior ship art (demo'd with FF airlock)
  • Art: Created new shaders to support above-mentioned surface methods
  • Art: Modeled, unwrapped and textured STOWED version of new EVA suit
  • Art: Modeled, unwrapped and textured helmet interior of new EVA suit
  • Added: CORE--Introduced the concept of separate interior "rooms"
  • Added: CORE--Ship "rooms" can be independently pressurized
  • Refined: CSSM--interior ship hatches are now assigned to their adjoining rooms
  • Added: New airlock-type room
  • Added: AIRLOCK--currently, pressurization is handled automatically depending on door state. When exterior door is commanded opened, all interior doors will close so the room can depressurize.
  • Refined: AVATAR--characters now use the atmosphere of whatever room they are located in
  • Refined: AVATAR--when within a sealed EVAS, a character properly uses the suit's life support system
  • Added: EVAS--system manager code
  • Added: EVAS--ability for player to select a suit body to put on
  • Added: EVAS--player can not put on a helmet until the suit has been put on
  • Added: EVAS--when the exterior of an airlock opens, all worn EVA suits switch to in-flight mode
  • Added: EVAS--RCS functionality using cold gas thrusters
  • Added: EVAS--cold gas thrusters use propellant as expected
  • Added: Ability to interact with exterior-mounted elements such as handles, buttons, etc. Currently limited to what the EVA suit is oriented at
  • Refined: AUDIO--initial, rough management of interior audio dependent on pressurization level
  • Refined: PREDEFS--EVA suits can now be installed to EVAS stations if a ship has any stations available
  • Added: MISSION--EVA suits are now loaded to their proper locations at mission start. Currently, they can only be loaded in there stowed state
  • Added: LSS--created prototype EVAS system file and added system load code
  • Added: CONTROLS--new EVAS control group
  • Refined: CONTROLS--code to handle binding files that have not yet been saved with new EVAS control group. This prevents older binding files from being invalidated
  • Added: UI--new "Extra-Vehicular Activity Suit" sub-display, located as part of the "Ship System" control category
  • Added: CONTROLS--RCS thruster control bindings for EVAS (translation and orientation).
  • Added: COLLISION--interior "room" collision trigger regions, which track characters as they move from one room to another
  • Added: COLLISION--exterior "airlock" collision trigger regions, which track when an EVAS enters/exits a ship's airlock
  • Refined: CORE--while techinically ships, EVAS required unique code to manage initial setup
  • Fixed: AUDIO--once inside a sealed EVAS, audio from "host" ship would no longer be heard.
  • Added: CORE--ability for an EVAS to "undock" from its host ship, including updating camera and ship-of-focus elements when the player is inside the departing EVAS
  • Refined: LSS--now manages and monitors the pressure/mixture of each room, rather than the entire interior as a whole
  • Refined: UI--HUD elements can now be displayed on an EVAS visor (visuals not yet implemented for prototype EVAS)
  • Refined: COLLISION--ship to ship collision reactions are slightly improved; but still require more work
  • Refined: COMMS--EVAS now use the kHz range 500-599 for their "private" frequencies. All EVAS belonging to the same ship share the same private frequency
  • Fixed: AVATAR--character breathing was causing erratic fluctuations on overall room pressure
  • Fixed: CORE--collision setting error that was sometimes skipping collisions under certain conditions
  • Fixed: CORE--Found errors that were causing only partial reaction forces to be applied in some cases, while too much reaction force applied in others. Not yet perfect, but ship-to-ship collisions are GREATLY improved.
  • Revised: CORE--art can now be hidden when associated room is sealed from player's view
  • Fixed: LSS--math error was causing pressure to fail below 0.0 when room was depressurized, which caused further errors when repressurized
  • Fixed: EVAS--transition error when "undocking" from a ship that was docked to another
  • Fixed: EVAS--transition error when "docking" with a ship
  • Fixed: MISSION--recording error that was causing hatches to be linked multiple times to their associated rooms
  • Fixed: EVAS--suit body was not re-appearing after being stowed
  • Fixed: EVAS--suit body was not lighting correctly after being stowed
  • Fixed: EVAS--helmet was not lighting correctly after being stowed
  • Fixed: EVAS--stowed suit and helmet were not stowing to the proper port location after being worn and then stowed

====== Version: eAccess 0.2.01.09a CONTROL ======
  • Fixed: CONTROL--user-defined joystick button modifier was not working

======eAccess Version 0.2.01.09 CONTROL ======
  • Refined: CONTROL--Optimized key binding processing
  • Added: CONTROL--It's now possible to use keyboard modifiers (SHIFT, CTRL, ALT) in combinations. (such as SHIFT + CTRL + W)
  • Added: CONTROL--It's now possible to use keyboard modifiers in conjunction with mouse buttons/wheel
  • Added: CONTROL--It's now possible to bind to the mouse wheel (up/down)
  • Refined: CONTROL--It's now possible to bind a command to more than one key assignment
  • Refined: CONTROL--It's now possible to bind a key to more than one command (if the commands are in different command groups)
  • Added: CONTROL--Command Groups (Global, FPS only[unseated], ship control only[seated])
  • Refined: CONTROL--New control binding file format (this will invalidate all currently saved control assignments)
  • Refined: CONTROL--It is now possible to bind to half axis
  • Refined: CONTROL--Axes can now be modified using both keyboard and user-defined joystick modifier
  • Refined: CONTROL--Axes can now have both upper and lower deadbands per assignment
  • Refined: CONTROL--Joystick axes and buttons are only processed if a command is bound
  • Refined: UI--Control Setup UI code has been updated to work with new command binding format
  • Added: UI--On binding input, player can now decide to use the same input combinations on multiple command bindings
  • Refined: CONTROL--current states are now recorded for ALL input types; and only a change in state will trigger a binding input attempt. This should fix the issue of toggle-like switches causing false bind attempts
  • Refined: File Management--when saving bindings, the file manager now creates a Bindings.ROG file (using new binding format) in the current save game folder. The Controls.ROG file is no longer used
  • Added: UI--When binding to an axis, you will now get a message asking if you want to use the full axis throw, split axis (assigns to the direct you moved the control in), or user-defined
  • Fixed: UI--When trying to assign the a control to a command it is already bound to, you will no longer get a multiple binding warning, nor will the same control get bound twice to the same command
  • Refined: CONTROL--Keyboard modifer combinations now allowed for FPS-type commands
  • Fixed: UI--Clicking "CLEAR" to remove all bindings to a command will now keep the cleared command selected
  • Fixed: Assigning a user-defined axis range no longer causes a CTD
  • Refined: UI--Added a "Retry" option, rather than just cancel, to allow an immediate try when a multiple-binding warning is received
  • Added: CONTROL--functional support for toggle/rocker switches (note: not all current commands will support these)
  • Refined: MES--mes throttle control updated to support new control functionality
  • Fixed: CONTROL--bug that was causing duplicate bindings to be created when control scheme was loaded
  • Refined: UI--both the tutorial and COMMS subtitle message boxes scale vertically to match the displayed text. This removes the two-line restriction, which should greatly aid localization efforts
  • Fixed: COMMS--menu selection did not work after control binding refinements
  • Refined: COMMS--menu item selection keys (0-9) are now bindable, rather than hard-coded
  • Added: CAMERA--Incremental zoom in/zoom out commands. The zoom level can be reset by a press/release on the typical zoom in and zoom in (toggled) commands....
  • Added: CONTROL--now monitor controllers with bound assignments for disconnect/reconnect states. This may also correct the XBOX 360 wireless "wake-up" bug
  • Fixed: MFD--both rotary up/rotary back commands now can be used to select an item on any MFD; and the can be bound to any button/key
  • Refined: AVATAR--increased the look-at pick range to 1.25 meters
  • Refined: CONTROL--removed several outdated commands (still more to go)
  • Refined: MISSIONS--external docking tutorial, corrected text referencing old "trace bracket"
  • Refined: MISSIONS--transfer tutorial, minor text change

====== eAccess Version 0.2.01.08p2 FELIX ======
  • Refined: Main, System and Utility bus breaker object management
  • Added: Equipment Bay VMS (currently slaved to pilot's VMS)
  • Added: Avatar roll control while drifting (initial--keyboard/button bindings ONLY)
  • Refined: Emergency lighting will auto-disable when internal flood lights are enabled and working normally
  • Added: Point light for emergency lighting so normal maps react as expected
  • Added: Interior and exterior light color can now be defined in ship data file light entries
  • Added: Functionality to allow isolation valves to be reset (currently RCM tanks only--will expand)
  • Added: Code for visual representation of iso-valve reset state
  • Added: Ability for carryable objects to be looked at
  • Added: Looked-at, carryable objects can now be "grabbed" using default left-click
  • Added: Basic joint connection so that "grabbed" objects move with the player-avatar
  • Added: Carried items can now be released
  • Fixed: Carried items would sometimes start to wobble in the avatar's "hand"
  • Added: Command binding to release/throw a carried item
  • Added: Functionality to allow interior system component art to load to their installed position, if currently installed
  • Asset: Created model and normal map for MTS Computer Controller art
  • Asset: Created texture/AO maps for MTS Computer Controller art
  • Added: Installed interior components can now be un-installed (if allowed).
  • Added: It's now possible to install components after they've been uninstalled
  • Added: LSS AG scrubber system now uses the saturation level of the currently installed AGS (allows for replacement of spent scrubbers with spares)
  • Refined: AGS instrumentation now reflects the state of the currently installed scrubber. If no scrubber is installed, then the saturation levels will be maxed out (representing that no AG scrubbing is occuring).
  • Added: Ability to click on component "ports" IF no component is installed. If the proper component is being carried it will be installed.
  • Fixed: LSS AG scrubbing was not being re-enabled once a missing scrubber was replaced
  • Added: Ability to load MTS comptroller to installed/spare ports
  • Added: Ability for MTS system to make use of spare comptrollers
  • Added: Specific, clickable MTS comptroller port
  • Added: system comptrollers now support locking handles. A unit can not be uninstalled when locked in place, and can not be installed unless in the unlocked state
  • Fixed: Translation bug when ship parts are being installed/uninstalled
  • Added: Missing equipment bay doors
  • Added: New UI page to handle all current door control panels
  • Refined: Door control panels now use door display UI
  • Added: control nodes to door panels for each flood light/door switch (ONLY where doors lead to a "finished" area)
  • Added: UI--code to manage door switch states (opened, closed and in-motion)
  • Refined: Added ability to use predefined Leadwerks materials to expand on current create-at-load material setup
  • Fixed: Several minor bugs resulting from Leadwerks material usage and instancing
  • Refined: Rigid object scaling now allowed (at load)
  • Added: UI--AGS saturation displays next to scrubber ports

====== Public: eAccess Version 0.2.01.08p1 EBART ======
  • Asset: Re-modeled the original space for the Flying Fox's equipment bay to be more complimentary to a zero-g environment
  • Asset: Created Equipment bay high-detail geometry for normal mapping
  • Asset: UV mapped and textured new equipment bay area geometry
  • Asset: Initial AO and direct light map passes
  • Asset: Created lighting VFX maps for all equipment bay textures
  • Added: SV46 equipment bay now ingame (export of assets and data file additions)
  • Refined: Adjusted collision for player character controller
  • Refined: Flying Fox flight deck collision


====== eAccess Version 0.2.01.07a RAD SOLAR OPS ======
  • Reverted: SDL2--rolled back to previous version of SDL in an attempt to solve an x-box controller drift issue
  • Fixed: COMM--added a small filter to stabilize OPS data reception at range
  • Fixed: MISSIONS--tutorial 6 referenced incorrect buttons for cargo bays and radiators
  • Fixed: STC--station would incorrectly tell you your ship was too big to dock with it
  • Fixed: CORE--disabling head-tracking in the options menu would not necessarily disable the TrackIR dll check. Now, if set disabled head-tracking will be completely circumvented, as expected.
  • Updated: SDL2--Updated SDL to current stable version (2.0.4)
  • Fixed: OPTIONS--Control bindings mistakenly used "KB" as an abbreviation for the Numeric Pad. This has been changed to "NUMPAD"
  • Refined: Missions--In two of the temporary tutorial missions, the text has been changed from "cycle MTS Boost Throttles..." to "slightly advance the MTS Boost Throttles..."
  • Added: ART--modeling, unwrapping, and texturing (70% of final) complete for new OPS satellite
  • Fixed: COMMS--transmitters and receivers were always being loaded into the same equipment bay
  • Added: Prelimanry data file for VoidComm OPS-4 "Overwatch" satellite
  • Refined: It is now possible for a ship to operate without a life support system (satellite, drone, etc.)
  • Fixed: RogSys would sometimes CTD when loading a ship with no crew/passenger count (satellite, drone, etc)
  • Added: Preliminary pre-defined ship file for VoidComm OPS-4 (BASIC variant)
  • Fixed: COMMS--receiver damage now properly degrades signal reception
  • Added: COMMS--Vehivle Identification Sub-System (VISS) added to COMMS (preliminary)
  • Added: COMMS--OPS registration (within 10,000 KM of orbiting body)
  • Added: COMMS--OPS signal reception
  • Fixed: COMMS--some outgoing signals were incorrectly influenced by ship's receiver damage
  • Added: MISSIONS--"OPSSAT" flight task to trigger an OPS satellite to be added to the relevant body's OPS sat list
  • Refined: OPS--Satellites will not register with the local OPS system
  • Refined: SENSORS--Reordered sensor target lock management to allow for OPS targeting even if target is physically occluded by the celectial body
  • Added: MFD: "OPS D-LINK" function added to MFD SENSORS page. Only available when valid OPS data is being received
  • Refined: COMMS--By default, COMMS will use the closest OPS SAT with LOS
  • Added: ART--Surface tagging method to allow per polygon system functionality (solar panel surfaces, radiator surfaces, armor plates, etc)
  • Added: ECS--ability for solar panels to feed power to both System and Reserve buses
  • Added: ECS/ART--Solar panel surfaces now generate power based on cell count, max output per cell, and relative orientation to local star
  • Added: ECS/ART--Solar panel surfaces will not generate power if occluded by a celestial body
  • Refined: BMS--Preliminary battery system power requirements reduced (was excessively high)
  • Refined: COMMS--Both Preliminary communcation systems power requirement reduced (where excessively high)
  • Added: ART--Solar panel deployment motion trigger
  • Refined: CORE--Fleet management code reworked to be more efficient
  • Refined: CORE--ship to player update ranges modified
  • Added: ECS--ability to use solar panel output approximation when ship is out of player's "sphere of influence". Still can suffer from celestial occlusion
  • Added: SYSTEMS/ART--Per polygon functional surfaces CAN be damaged (damage application NYI)
  • Refined: ART--VoidComm OPS-4 art updated to make use of new functional surface tagging (defined solar panel locations on both the equipment bay and deployable solar panels)
  • Fixed: COMMS--sometimes a ship would not register with OPS when it should
  • Fixed: COMMS--previous OPS data was sometimes not released, causing a crash when starting a new mission
  • Added: TMS/ART--Ability to tag polygons as radiator surfaces
  • Refined: TMS--now uses tagged radiator surfaces to calculate radiation in the visible light spectrum, based on relative angle to the local star
  • Refined: TMS--RBLC cooling efficiency greatly reduced
  • Added: MFD--SENSOR display now includes OPS INFO function. If a selected trace or locked target are registered with OPS, info will be displayed for vessel specifications, owner/operator/registration data, and orbital data (preliminary implementation)
  • Added: TMS/ART--Added surface-tagged radiators to OPS satellite
  • Refined: TMS--early version of radiator decloration retained and refined. Will allow modders to assign generalized radiators to ships without having to use surface tagging
  • Added: MISSIONS--added OPS sats to the External Docking tutorial
  • Added: MISSIONS--added OPS sats to the starting moon and destination planet (MES Transfer tutorial)
  • Added: MISSIONS--added OPS sats around 3 different bodies (Test Sandbox mission)
  • Added: MISSIONS--added one extra station to the destination planet (MES Transfer Tutorial)
  • Fixed: TMS--sometimes AI-driven ships would not deploy radiators when they should

====== eAccess Version 0.2.01.06 ======
  • Refined: VMS--All indicators are now relative to the selected exterior camera, making the current display much more intuitive
  • Added: VMS--Preliminary Trajectory Corridor Markers show projected trajectory relative to the current strongest gravity well
  • Added: VMS--basic trajectory corridor color coding (between gWell and ship, beyond gWell, and escape/impact on last marker)
  • Added: VMS--Preliminary Velocity Marker (currently relative to strongest gWell)
  • Fixed: ART--Flying Fox ship exterior should now properly cast shadows

====== eAccess Version 0.2.01.05a APS ======
  • Fixed: NAS--APS (AutoPilot Steering) should be much more stable when time acceleration is used during low FPS conditions
  • Fixed: NAS--APS would often not accurately aim the ship at the various aim-at indicators
  • Fixed: NAS--APS should no longer cause opposing MTS thrusters to fire, thus causing a fight that would overload the MTS core
  • Refined: NAS--APS should resolve steering solutions more quickly and reliably (still not perfect yet though)
  • Refined: NAS--"CANCEL"ing a transfer during the burn now disables AP steering
  • Fixed: UI--removed "NYI" text from XFER Panel prograde/retrograde inject types
  • Refined: NAS--If no inject mode specified when a transfer is initiated, APS will default to Orbit Inject Prograde
  • Fixed: NAS--APS should no longer freak out if destination intercept mode initiated with no destination selected
  • Fixed: NAS--Deselecting a destination during a transfer will cancel the transfer
  • Fixed: NAS--APS was sometimes referencing wrong gravity well destination during certain parts of a transfer
  • Refined: NAS--Further tweaks to AP steering
  • Fixed: NAS--removed a smooth that could sometimes upset an intercept solution

====== eAccess Version 0.2.01.04 CAW ======
  • Added: CSSM--Caution and Warning (CAW) display framework that uses the externalized ship UI system has been created
  • Removed: CSSM--Old CAW display system has been removed.
  • Added: CSSM--new Noesis UI xaml file created for "default" CAW display
  • Added: CSSM--externalized controller file for "default" CAW display
  • Revised: STC--a docked ship will be removed from STC Approach control (handles cases where a ship docks with another while being managed by a third's STC)
  • Revised: STC--added a wait timer to the "invalid data" approach notice. Now, the invalid condition must be met for two seconds before a warning is thrown (handles brief moments of signal loss)
  • Fixed: MISSION--Corrected the description of the LENR in tutorial 3
  • Revised: SHIP UI--implemented an alternate update method that will more evenly distribute UI workload
  • Removed: SHIP UI--all old prototype ship ui files have been removed from build repository
  • Fixed: SHIP UI--corrected LENR bar color-coding logic
  • Fixed: SHIP UI--corrected RCM bar color-coding logic
  • Fixed: SHIP UI--corrected MTS bar color-coding logic
  • Fixed: MTS--Boost deflector would sometimes not toggle when trying to change modes
  • Fixed: MTS--Boost VFX should no longer get stuck "on" when toggling deflection modes
  • Fixed: MES--Reverse thrust would sometimes not toggle when trying to change modes
  • Added: MTS--Possibility of boost deflector faults (will get stuck in last set mode)
  • Added: MTS--Possibility of auto-idle fault (if faulted, will not idle the boosters when changing deflector modes
  • Added: COMMS--Impact damage now possible (transmitter, receiver, decoder, beacon, as well as "normal" system damage)
  • Added: COMMS--Caution and Warning fault checks
  • Added: LSS--Caution and Warning fault checks
  • Refined: VMS--Selected COMMS frequency indicator available in all display modes
  • Refined: VMS--Selected trace indicator available in all display modes
  • Refined: VMS--Targeted track indicator available in all display modes

====== eAccess Version 0.2.01.03 STC ======
  • Fixed: STEAM--"One Small Step" trigger logic has been fixed, and will fire when you cross your next hour of flight time (sorry for the error on this one)
  • Fixed: MISSIONS--during the launch tutorial, it was skipping the step to enable the coolant pumps and bringing them up to NORM setting
  • Fixed: MISSIONS--tutorial mission had some errant text concerning coolant pump speed settings
  • Fixed: STC--STC would not follow proper approach procedure if player docked, and then released, with an emergency clamp
  • Added: UI--Invert Mouse option added to GAMEPLAY options
  • Revised: CORE--RogSys.LOG file now saved in user's appdata/local/RogueSystemSim folder
  • Revised: STC--You can now check in directly with Approach STC if frequency is already know
  • Fixed: Bug that may have prevented STC Approach logic progression
  • Fixed: STC approach was not assigning docking ports properly. This resulted in all ports being marked as in_RECOVERY after a ship departed.
  • Fixed: STC would only check available ports once. This caused inbound ships to be put in permanent wait mode
  • Added: STC Approach will notify you at 800 meters out if your docking data is invalid (no localizer set, no docking port selected as docking target, etc)
  • Fixed: STC--logic error that might not allow a ship to request docking after having docked, and then undocked, under STC guidance
  • Refined: STC--adjusted ranges at which STC notifies the player of docking approach events
  • Update: MISSION--docking tutorial mission updated to reflect new STC docking approach events
  • Fixed: STC--external power should now be available after docking AS LONG AS docking was performed under STC guidance.

====== eAccess Version 0.2.01.02a SENSOR ======
  • Fixed: COMMS-running a scan on a channel that was set as a localizer source would eventually cause a CTD
  • Added: MFD--SENSOR page re-implemented using new externalized ship UI system
  • Refined: MFD--sensor display is now 3D isometric, rather than 2D Overhead/Nose
  • Added: MFD--"trace" (or "bogey", if you'd prefer) elevation lines relative to player's ship (ON-color when above, WARN-color when below)
  • Refined: WTC--introduced independent scanning/tracking functionality to laser-type scanners. It is now possible to track one target while scanning for others.
  • Fixed: Mission--possible progression bug in tutorial 6
  • Fixed: Mission--minor grammar bugs in tutorial 6
  • Refined: MFD--added range data to all traces on sensor display (more info to come)
  • Refined: MFD--added closure data to selected target on sensor display
  • Updated: VMS--moved old trace/target brackets to new externalized ship UI system
  • Fixed: VMS--Self-To-Target vector indicators now work correctly when towing another ship
  • Possible Fix: sometimes when trying to dock with a rotating body (in this case, the troubled targeting ring) the ships would fly apart when docking contact made. I believe this was caused by a negative force pushing the two ships together and collision reacting "violently" to it. Had two successful dockings after the fix was made. PLEASE REPORT IF THIS HAPPENS AGAIN AFTER UPDATING.
  • Refined: COMMS--entered frequencies are now confirmed as "valid" when they are entered (rather than when they were set as an audio or localizer source)
  • Refined: COMMS--when scanning, you should see the frequency update as the scanner moves through the frequency spectrum
  • Added: VMS--when set to TRACKING display mode, the location of any valid frequency entered into COMMS will be displayed
  • Added: VMS--frequency indicators will denote selected channel, selected localizer and selected audio
  • Added: NAS--VERY preliminary version of a medium range (20 km to 1000 km) target intercept steering mode. Pilot is responsible for throttle control currently!
  • Fixed: Collision pass-thru with the target ring equipment bays should no longer occur
  • Fixed: Found and fixed two potential crash bugs
  • Fixed: Potential UI memory leak
Last edited by Michael_J; Apr 19 @ 1:40pm
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Michael_J  [developer] Nov 26, 2017 @ 12:42am 
Updated with fixes for 0.3.01.1 ECO HOTFIX
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