Homeworld Remastered Collection

Homeworld Remastered Collection

[HWRM] Test Mission Grid 0.15.3
Mikali  [developer] Jul 20, 2017 @ 1:00am
Change log (version 0.15.3)
CHANGE LOG

0.15.3 - 2020/07/29
• Moved the game files to a sub-directory of the GitHub repo. Nothing else was
changed.

0.15.2 - 2018/03/12
• Fixed a bug with squadron lists that occurred after building the
"hgn_shipyard_spg".

0.15.1 - 2017/10/07
• Somehow I reverted to an older verstion of "data\defprofile\playercfg.lua".
It should be fixed now.

0.15.0 - 2017/09/25
• Merged the "testmissiongrid" sub-table into the "campaignTable" parent table,
since there's likely only going to be one campaign per mod.
• Renamed "TestMissionGrid_sectormapproto.lua" to
"TestMissionGrid_sectormap_proto.lua".
• Enemy and ally pips are now shown on the sector map, even if the ships are in
hyperspace.
• Created the "CheckForInterceptions" function so that interceptions can be
checked from within both the deploy and travel tasks.
• Removed the shipyard from the starting fleet.
• Enemy squadrons are now spawned at the bottom of the map every 24 hours, and
will wander randomly around the map until they come into contact with the
player's fleet.
• Probes now cost 0 RUs to build.
• Fixed a bug in "TestMissionGrid_squadmenu.lua" that was preventing ships from
getting being properly removed from their old squad when being added to a new
squad.
• Fixed the bug where the "Ready to Jump" button in the minor gametype scope
was still being displayed despite there being no valid squads in the sector.
• Fixed the bug where the game would not always exit the minor gametype scope
and enter the major gametype scope when all squads in the sector died or were
already gone from the sector.
• Moved the "Refresh" button in the minor scope squad menu from the loose ships
section to the main button section, and broadened its scope to include squad
ships as well. Ultimately, this button should be replaced with a script that
checks for alive and dead ships every second or so.

0.14.2 - 2017/09/20
• Recreated the large arrow and circle graphics on the sector map in SVG. Made
the circle graphics a bit larger.
• The mod no longer checks for incomplete missions or local ships when deciding
whether to allow you to travel through a sector in hyperspace without being
stopped. This can be easily reverted in the code.
• Fixed the bug where the large arrows were pointing down when they should have
been pointing up, and vise versa. Need to make sure from now on in XnView
that TGA images are saved without compression, and with the "bottom up" flag
enabled.
• Fixed the bug in the major sector map, where the "Enter Sector" button would
become enabled after selecting a movement destination, regardless of whether
it made sense to do so or not.
• Replaced the "lastPathNode" global variable with the "lastpathnode" squad
table parameter. Before, things could get screwed up if you selected multiple
squads and then pressed the "Stop" button to return to the last-visited
sector.
• Split the "AreEnemiesClear" function into "AreSquadEnemiesClear" and
"AreLocalEnemiesClear".
• Fixed the bug where pressing the "Stop" button in the major sector map would
cause the game to crash if the squad was moving and more than one sector away
from its departure point.
• Created the "Queue_DeleteTask" function.
• Fixed the bug where the "List" buttons in the major squad menu were not
functioning.

0.14.1 - 2017/09/13
• Made it so that the player has to complete objectives and kill all enemies in
a sector before he or she can leave the sector using the sector map. The
player can of course still exit using the exit grids.
• Small tweaks to screens' appearances and how some screens detect whether they
are active or not.
• Fixed a bug where setting the destination of a path the same as the origin
led to weird paths.
• The mod now shows a warning and automatically enters a sector when there is a
mission objective or enemy in that sector.
• Fixed the bug where you could hopscotch around the galaxy map without
consuming any time simply by pressing the "Move To" button multiple times.
• Fully implemented the "Stop" button on the major sector map. Now you can
order squads in transit to reverse direction and go back to the last-visited
sector.
• All sector map buttons are now disabled during the time between you land in a
hostile sector, and the time that you are automatically sent into the hostile
sector to fight (or to complete a mission). This currently takes 4 seconds.
• Added the "departuretime" and "arrivaltime" parameters to squads.

0.14.0 - 2017/09/10
• Moved squad menu screen generation code from "TestMissionGrid_sectormap.lua"
to "TestMissionGrid_sectormapproto.lua". Moved sector map manipulation code
from "TestMissionGrid_gametypemajor.lua" to "TestMissionGrid_sectormap.lua".
• Fixed several bugs in the "SetUpCamera" function that were causing the mod to
fail.
• Fixed part of the timer text not updating consistently.
• Created the file "TestMissionGrid_globaltimequeue.lua" and moved all time-
related code to there.
• Renamed the file "TestMissionGrid_dialoguescripts.lua" to
"TestMissionGrid_dialoguedata.lua" since the contents are more or less static.
• Recreated the file "TestMissionGrid_dialoguescripts.lua" and moved the
dialogue-related gametype code to there.
• Fixed a few mission scripts that were still trying to look for the old
"FlagsShips" sobgroup, which no longer exists.
• The "sectorsExplored" table is now written to
"TestMissionGrid_tempsectormap.lua" as well as to the regular save game file.
• You can now move across the galaxy by using the "Move To" buttons on the
major scope sector map! Not all sector missions have been re-tested yet, and
not all features have been implemented, so you can expect lots of bugs! Yay!
Regardless, this still represents a major milestone in the mod's history.

0.13.0 alpha 11 - 2017/09/09
• Tweaked "missionselect.lua" to make the mouse selections not visible.
• Changed the background image of the sector map.
• Made a few other cosmetic tweaks to the sector map.
• Added "data\defprofile\playercfg.lua" since you apparently can't start the
campaign using a new player profile without it! Sorry!!
• Reloading the game by pressing CTRL+F8 now spawns a confirmation dialog and
clears the temp files. This addresses a potential issue where old data (such
as the selected map square) could affect the game even after a reload. Tried
to do the same for ALT+F4 with no success.
• Added an x-shaped pip for frigates and destroyers, and a forward slash-shaped
pip for fighters and corvettes, to the sector map.
• Fixed (hopefully) some issues where ships were not being added to or removed
from a squad, or were appearing in the wrong squad, in the squad menus.
• Deleted the "exitLocations" table, and started calculating entry and exit
points on-the-fly based on the "exitRotations" table instead.
• Added some random perturbations to the entry points.
• Modified the camera placement script to better handle different starting
conditions.
• Added a "Refresh" button to the minor scope squad menu since the script does
not scan for newly-created or recently-destroyed ships automatically, anyway.
• Temp files are now deleted when leaving a sector in addition to when entering
a sector. (Just to be safe.)

0.13.0 alpha 10 - 2017/09/06
• Merged the "Rule_ProcessTimeQueue" rule into the "Rule_IncrementTimer" rule
since they were operating at the same time intervals anyway.
• Added the "Rule_SectorEmptied" rule to force the game to leave a sector if
there are no player squads in it any more.
• Updated the "Rule_SectorCleared" rule so that it can be toggled on/off
depending on whether new ships (e.g. reinforcements) arrive in a sector
before the player has a chance to leave it manually.
• Fixed backslash key not working in major scope screens.
• Fixed the bug where duplicate members of a squad were being created when
escaping between sectors using the exit grids.
• Removed the "selectedSectorRow" and "selectedSectorCol" parameters since they
were just confusing things.
• Fixed the bug where a sector map square could become stuck in the "selected"
or "pressed" state.
• The camera once again focuses on your ships when starting a mission.
• The game now kicks you back out to the galaxy map when you leave a sector and
the sector is empty of player-owned ships.
• Added code to the start of each mission that improves support for the default
save game system in HWRM.
• Added the screen "saveprogress.lua" as well as "Save Game" and "Reload Game"
buttons to the minor and major sector map screens.

0.13.0 alpha 9 - 2017/09/05
• Grouped similar squad properties together into sub-tables of the "squadShips"
table. For example "travel" and "tasks".
• Removed the quoted functions from the "globalTimeQueue" table. Now the table
just tells you which squad has a task that needs to be completed, the time
the task needs to be completed by, and the string name representing the task.
• The sector map no longer reloads entirely each time you click on a sector
square. Instead, the screen is updated dynamically and in real time.
• Tweaked the screen toggle functions and moved them from
"TestMissionGrid_gametypeminor.lua" and "TestMissionGrid_gametypemajor.lua"
to "TestMissionGrid_gametypeshared.lua".
• The squad manager and sector map screens are now reloaded automatically when
you switch between them.
• Switching between the squad manager and sector map using the buttons on those
screens now toggles the repsective buttons at the top of "newtaskbar.lua" as
well.
• The global time queue seems to be functioning properly. It is now possible to
add and remove tasks from it, and then perform those tasks. You can also once
again travel between sectors by moving onto exit grids. Selecting travel
destinations using the sector map should be possible in the next version.

0.13.0 alpha 8 - 2017/09/02
• Edited "testmissiongrid.campaign" to make it easier to switch back and forth
between my test level and the normal levels.
• Converted and merged most code from "TestMissionGrid_levelscripts.lua" into
"TestMissionGrid_gametypeminor.lua". This means I can spawn a squad at any
time during a mission, not just when the level is first loaded.
• Deleted "TestMissionGrid_levelscripts.lua".
• Disabled global time queue temporarily.

0.13.0 alpha 7 - 2017/08/31
• Game timer now runs in 5, 30 and 60 minute intervals in the major sector map,
instead of 1 second, 1 minute and 60 minute intervals.
• Game timer no longer shows the number of seconds.
• Renamed "TestMissionGrid_squadmanagement.lua" to
"TestMissionGrid_squadmanager.lua".
• Changed the way ships are spawned at the beginning of a mission, depending on
whether they are hyperspacing in, are recent arrivals, or are loose squadrons.
• Renamed several functions in "TestMissionGrid_gametypeminor.lua" to reflect
the above changes.
• Added the "Rule_ProcessTimeQueue" rule and "globalTimeQueue" table to track
when actions should occur. These are just the very first steps, though.

0.13.0 alpha 6 - 2017/08/28
• More cosmetic/useability changes to the sector map.
• You can once again click outside the sector map screen in the minor gametype
scope.
• Replaced the "direction", "location_row", "location_col", "destination_row",
"destination_col", "origin_row" and "origin_col" variables with a single
array of map coordinates.
• Fixed bug in level scripts that was preventing local ships from being created
due to a missing deprecated "inhyperspace" parameter.
• The yellow double arrows on the sector map now point inward and reflect where
a squad is coming *from* instead of where it is going *to*.
• Adjusted the path array so that the third variable in each node reflects what
direction the squad is coming *from* instead of where it is going *to*.
• Tested the mod and fixed some bugs so things should work properly once again
using a completely new player profile and starting from the very beginning.
• Setting the camera position now takes non-squad ships into account, too;
though in practice this should never happen since you can't load sectors with
no squads in them.
• You now start the game in the major scope sector screen instead of a battle.
• Removed the "named" player characters, as they are not needed any more. Any
hyperspace capable ship can now serve as a squad captain.

0.13.0 alpha 5 - 2017/08/27
• More tweaks to the sector map appearance. The movement arrows and lines texts
now hover above many of the other GUI elements.
• Fixed a bug in the sector map where ship pips were not being counted properly
when squads were spread unevenly across the table.
• Added a few extra graphics for the movement lines in the major sector map.
• The movement lines in the major sector map now only appear when you press the
"Move" button next to a squad. Also, all other buttons are disabled when you
press the "Move" button.
• Fixed the issue where the timer in the major sector map reverted to an older
value briefly after clicking on a sector.
• Added "Main Menu" and "Save Game" buttons on the major sector map.
• On the sector map, yellow and blue are no longer used to indicate whether you
have visited a sector previously any more. Instead, these colors are now used
to indicate a sector populated with player-owned squads.
• Map pips for capital ships and frigates are now hollow in the middle.
• Escaping out of a sector using an exit grid should be working properly again.
• Added a "writtenGameTime" parameter so I can read the game time in save games.
• Created the "IsSquadValid" function to make sure only squads in the current
sector are modified by the minor gametype code.

0.13.0 alpha 4 - 2017/08/24
• Cosmetic tweaks to "missionselect.lua".
• Implemented a path-finding algorithm for the sector map. You can now point to
a destination and a path marker will appear. In the future, this behavior
will only happen when a button is pressed.
• Disabled the Pause key in the major sector map. You now can pause and unpause
time solely using the custom game timer.
• Added buttons to switch between the squad manager and sector map in the minor
scope.
• Fixed a bug in the "UpdateSquadShips" function that caused the function to
fail when squads were spread unevenly across all twelve slots.
• Added the ship race to the ship names in "TestMissionGrid_objectdata.lua".
• Split "TestMissionGrid_gametypescripts.lua" into three files:
"TestMissionGrid_gametypemajor.lua", "TestMissionGrid_gametypeminor.lua" and
"TestMissionGrid_squadmanagement.lua". Moved a lot of code from
"TestMissionGrid_interfacescripts.lua" into these new files as well.

0.13.0 alpha 3 - 2017/08/22
• Game timer is now working. You can now speed up, slow down or pause game time.
• Added the "minhyperspeed" parameter to each squad, and the "hyperspeed"
parameter to all ships in "TestMissionGrid_objectdata.lua". These are used to
determine how long it takes to travel between sectors.
• Fixed a bug in "SubtractFromSquad" that prevented the function from properly
clearing empty squads.
• Added the "departure_time" and "arrival_time" parameters to each squad.
• Added the "CalcMinHyperSpeed" and "CalcArrivalTime" functions, as well as the
"baseSectorTravelTime" and "baseSectorTravelSpeed" global variables, to help
determine how long it takes to travel between sectors. A squad can only move
as fast as its slowest member. A ship with a "hyper speed" of 100 will take
exactly 24 hours to travel from one sector to the next. The "hyper speed" is
currently set to equal "thrusterMaxSpeed" in the .ship files.
• Added "Stop" buttons to "sectormapscreenmajor.lua". This will tell a squad to
stop moving forward and instead return to the most previous sector.

0.13.0 alpha 2 - 2017/08/20
• Updated the "GetReadyAndLeaveSector" function.
• Created the "UpdateLocalShips" and "UpdateSquadShips" functions.
• Fixed the bug in "InstaDockSquadShipsAndGiveSubs_Sub" where resting squads
were being despawned even though they were not supposed to be in hyperspace.
• Save games are working once again.
• You can now exit and enter the first sector. You still cannot yet move
between sectors, however.
• The sector map and dialogue screens no longer pause the game automatically. I
may reverse this change again in the future.
• Local ship pips and squad ship pips are now stored in separate tables. Only
squad ships determine whether you can enter or leave a sector.
• Moved several interface-related functions from
"TestMissionGrid_gametypescripts.lua" to
"TestMissionGrid_interfacescripts.lua".
• Moved custom icons from "data\ui\newui\shared" to "data\ui\newui\ingameicons".
• Renamed "sectormapscreen.lua" and "squadmenuscreen.lua" to
"sectormapscreenminor.lua" and "squadmenuscreenminor.lua".
• Created "sectormapscreenmajor.lua" and "squadmenuscreenmajor.lua".
• Many cosmetic changes to the sector map and squad management screens.
• Created "galaxy_map_level" dummy campaign mission.
• Fixed the bug where map exit detection was not working due to not looping
through all 12 squads properly.
• The game now provides hints when jumping from an exit point is not possible.
• The game now checks to make sure fleets have flagships in them before trying
to leave a sector.
• Added the "hyperMods" table to "TestMissionGrid_objectdata.lua" to help track
whether a squad is capable of leaving a sector using hyperspace.

0.13.0 alpha 1 - 2017/08/14
• Major overhaul of most of the gametype scripts. Support for multiple player-
controlled fleets has been added. Note that traveling between sectors is
disabled at the moment, and will be re-implemented later.
• Created "squadmenuscreen.lua" to manage fleets.
• On the sector map screen, the "Jump" button was replaced with a (currently
disabled) "Leave Map" button.
• The floating "Jump" button that appears when you are on an exit grid now
skips the sector map screen and sends the fleet into hyperspace directly.
• Renamed "TestMissionGrid_record.lua" to "TestMissionGrid_savegame.lua"
• Renamed "TestMissionGrid_playerfleets.lua" to
"TestMissionGrid_initialfleets.lua".
• Renamed "TestMissionGrid_tempplayerfleet.lua" to
"TestMissionGrid_tempfleet.lua".
• Renamed "TestMissionGrid_missionscripts.lua" to
"TestMissionGrid_gametypescripts.lua".
• Renamed "sector_00" to "sector_hub_level".
• There are now two kinds of ship pips in the sector map: small and large. The
small ones are for strikecraft. The large ones are for frigates and capital
ships. I may add a third size just for frigates in the future.
• The sector map now reflects that you have visited a sector when you have
arrived in the sector. Before it only reflected this after you *left* the
sector.
• The game no longer complains about overwriting functions in "utilfunc.lua".
It is no longer being loaded multiple times in the same scope.
• Arrows in sector map screen are centered a bit lower than they were before.
• On the sector map, numbers now indicate how many fleets are in a sector or
traveling between sectors.
• Fixed the bug where jumping was possible from sections of the level with no
exit grid on them.

0.12.4 - 2017/08/08
• Removed some stuff I had intended for the next major release since I will be
developing the next version separately from this one.

0.12.3 - 2017/08/07
• The "Speech Logic", "Objectives List" and "Sector Map" screens now toggle
each other on and off. The Escape key still does not work with the "Sector
Map" screen, sadly.
• The save game file now contains a variable called "modVersion" that should
(if I am diligent about updating it) make it clear which version of the mod a
save game was created by.
• Fixed some capitalization issues in "missionselect.lua".
• Renamed "ingamesectorMap.lua" to "sectormapscreen.lua". Renamed a lot of
functions and variables to match.
• Fixed the bug where player ship pips were overlapping sector ship pips in the
sector map.
• Fixed the bug where pips were not being created for docked ships in the
sector map.
• Added support for multiple rows of pips in the sector map.
• Fixed a bug with the "squadronsize" parameter in the level scripts that was
preventing sector based ships from spawning.
• Some (but not all) comments are printed to the save game file now, explaining
what a few of the parameters mean.
• Pressing the "Jump" button in the sector map screen more than once no longer
causes an error.
• Added sob descriptions for the "character" ships.
• Added icons for the "character" ships.
• The dialogue screen now pauses the game and prevents mouse clicks outside of
the window while it is open.
• Fixed the issue where sometimes in the dialogue screen it would take several
clicks for the button event to fire, even though you could see the button
change color and hear the sound effect.
• Dialogue text can now contain quotation marks. I used this to distinguish
between words that are meant to be spoken aloud and words that are meant to
be descriptive.
• Added descriptive flavor text to the dialogues.
• The game now stores past dialogues in a variable. I haven't figured out how I
want to display this "history" to the player.
• Added partial support for displaying a history of past dialogues. There
remain a number of unresolved issues, however, such as how to scroll a GUI
frame, or make the contents of the frame hug the bottom. As a result, this
feature is currently mostly disabled.
• Renamed several dialogue-related global variables and functions.

0.12.2 - 2017/08/05
• Enabled "StyleSheetTestScreen" via the main menu.
• Renamed the mod folder from "DataTestMissionGridHWRM" to just
"DataTestMissionGrid". You will need to update your desktop shortcuts!
• The starting ships are now "characters" named "Commander Athshe", "Commander
Gethen" and "Karan S'jet".
• Removed the "squadronsize" and "canhyperspace" parameters from the
"playerShips" and "sectorShips" tables. A better place for these parameters
is in the "objectdata" table in "TestMissionGrid_objectdata.lua".
• The "Jump" buttons are now disabled (but are still visible) if your selection
contains ships that cannot hyperspace or are not within range.
• Bound the sector map screen and button to the backslash key.
• Fixed a bug in the "SobGroup_IsSobGroupOnExitTile" function that was causing
the game to detect exiting ships improperly.
• The in-game sector map now pauses the game and fills the entire screen in
order to block clicks and prevent the player from inadvertently changing his
or her selection. This works with ship groups as well.
• Changed the enemy ship in Sector A4 from "vgr_battlecruiser" to "kpr_sajuuk".

0.12.1 - 2017/08/03
• Reverted the sector map arrows back to 1/3 the size of a cell instead of 1/4.
• Added sound effects when opening and closing the sector map and dialogue
screens.
• Moved some shared GUI behaviors to a new file called
"TestMissionGrid_interfacescripts.lua".
• The game now tracks/records what larger ships other smaller ships are docked
to. I made some of the code more modular in the process.
• The game now tracks/records the rotational values of ships when leaving a
sector. If you come back to a sector later, the ships in that sector will be
positioned and rotated by the same amounts as when you last visited the
sector.
• The game now tracks/records subsystems on non-player ships as well.

0.12.0 - 2017/08/01
• Fixed the bug where players' shipholds were permanently set to "Auto Launch".
• Hyperspacing between sectors is now disabled completely if the mothership is
unable to hyperspace by itself. In the future, every capship should be able
to lead a small fleet of strikecraft and frigates into a neighboring sector.
• The mod is now more selective about who gets to hyperspace away from a sector
and who does not. For instance, probes and platforms will not follow the
mothership into hyperspace, and fighters and corvettes need to be docked with
a capship first. Further, capships need to be selected using the mouse, and
must be located on top of an exit grid before they are allowed to leave the
sector. Lastly, capships require a hyperspace module, or need to be within
reach of another capship with a hyperspace module in order to travel. (I need
to double-check "data\scripts\scar\singleplayerhyperspace.lua" to see how
Gearbox juggled all the conditions for hyperspacing, though. I think there
are more complications than I am aware of right now.)
• The mission and level scripts now at least try to track whether a ship is in
hyperspace or docked before writing to the save game. Prior to this I was
using the "Player_Ships<n>" sobgroups and the "SobGroup_SplitGroupFromGroup"
function to keep track of my fleet. Now I am using the "SobGroup_Seperate"
function by shadowwinterknig, which is a lot easier.
• Added little pips to the sector map representing ships stationed in each
sector. Red represents the enemy, yellow represents an ally, green represents
your own ships. In the future these will belimited to adjacent sectors, only.

0.11.2 - 2017/07/31
• Fixed a bug in Sector C1 that caused the resource collector to be given to
the wrong player.
• In Sector D1, the captured ship is now automatically transferred to an allied
player, since the captured ship is of the wrong race to be of real use to the
player anyway.
• The exit grids are now semi-circular instead of square. I also had to locate
the exit grid collision mesh farther away from the map center, because it was
causing the mothership to jump out of hyperspace at odd locations.
• Fixed issue with the camera acting weird when it comes into contact with the
coordinate axes model I created. I added a very small collision mesh to re-
place the bounding box that was apparently being used instead by default.
• Changed map center ID to #5 instead of #0 to make some loops through tables
less complicated.
• Objectives now appear as completed in the Objectives screen when entering a
cleared sector.
• Created "extra_test_level" for testing, but it is disabled by default. Edit
"testmissiongrid.campaign" to enable it again.
• Removed the coordinate axes model from Sector A1 and instead put them in
"extra_test_level".
• Fixed an issue with the function that tracks whether you are sitting on an
exit grid or not. The script was unable to handle situations where you moved
from one exit directly to another, with no blank space between.

0.11.1 - 2017/07/28
• Mission scripts now retrieve some mission-related text strings automatically
from "TestMissionGrid_campaigndata.lua".
• Added row and column headers to the map in "missionselect.lua". Fixed a small
issue with the placement of the blue sector headers.
• The game now shows time in days, hours, minutes and seconds. It is shown in
the frontend menu as well, though time does not yet progress there.
• Stretched the galaxy background image to make it more circular instead of
elliptical.
• Split the sector map generation code into "TestMissionGrid_sectormap.lua" and
made the map visible in-game as well. I may make it so that hyperspacing is
triggered from this screen in a later update.
• Pressing the "Jump" button takes you to the sector map screen where a second
"Jump" button triggers the actual jumping.
• On the sector map screen, you can now see a pair of arrows pointing to your
hyperspace destination. For the time being, these arrows are only displayed
when you are sitting on an exit grid, and the map itself remains non-
interactive.
• Removed the "canhyperspace" ship parameter and started replacing the code
that checks this parameter with calls to the "SobGroup_FilterInclude()" and
"SobGroup_FilterExclude()" functions. This makes sorting ships that can and
cannot hyperspace a lot simpler. More work needs to be done when ships are
leaving a sector too.
• Added a "Choose A or B" dialogue option to the Sector D3 dialogue scripts.
• You can now initiate dialogue only if you are within 10k meters of the target
ship. The dialogue window now will also disappear if you exceed that distance.
• Added a "Cancel" dialogue option so that players can close the window without
making a choice.
• Added some fake text to the dialogue screen in a different color that is
meant to represent lines spoken in the past. I'm not sure I want to keep this
feature, however. Right now it's just a mockup.
• The main button in "missionselect.lua" now says "START" if a new campaign is
started, and "CONTINUE" if there is a save game and the player is continuing
a campaign.

0.11.0 - 2017/07/27
• Enemy and allied ships are persistent now, meaning that if you leave a sector
and return later, the alive ships will still be there. I still need to do the
same for player-owned ships that are not accompanying the mothership as it
travels between sectors.
• Created "TestMissionGrid_playerfleets.lua" to store the initial state of the
sector fleets. It contains three tables: "playerShips", "sectorShips" and
"sectorSobgroups". I'm still not quite sure the method I chose for tracking
sobgroups is a good one, but I haven't been able to think of anything better.
• Added a hyperspace animation for when leaving a sector to proceed to the next.
• Deleted some old backup GUI files that are no longer needed.
• Removed some screen elements from the dialogue screen that are no longer
needed.
• Fixed a bug I introduced in Sector D3 when I swapped it with another sector.
Dialogues in Sector D3 should progress properly once again.
• The dialogue button text now wraps properly thanks to shadowwinterknig. I
also made some tweaks to the demo test buttons.
• The save game is now written line-by-line instead of as one giant string. I
changed this because I believe there is a limit on string sizes in Lua, and
the amount of data being saved keeps growing.
• Renamed the script file "TestMissionGrid_printtables.lua" to
"TestMissionGrid_writetables.lua" since nothing is being printed to the log
file.
• Renamed the "currentMissionRow" and "currentMissionCol" global variables to
"currentSectorRow" and "currentSectorCol" since they track the sector you're
in and not the mission you've completed.
• The table "objectdata" no longer sorts ships by race since it is possible to
acquire ships from multiple races. I may need to revert this change and
implement something different in the future.
• Added several new parameters to mission scripts to make organizing mission
description strings easier.
• Added a new mission to Sector A4 that demonstrates the new persistent fleets
by telling the player to avoid the battlecruiser in the center of the map and
proceed to an exit grid. The battlecruiser should remain in that spot if the
player travels to the sector again in the future.

0.10.6 - 2017/07/25
• Bug in missions looking for "MS_StartGroup" which was renamed to "sobg_strt".
• Instead of hyperspacing automatically when the player reaches an exit grid, a
button now appears on the screen prompting the player to do so his or herself.
• Renamed "sectorText" variable to "sectorCode" since it consists of a two-
digit code.
• Other minor tweaks to the save game format.
• The dialogue screen now uses "MainUI_ScarEvent()" to signal that a dialogue
response button has been clicked. This is instead of the old rule that polled
the button's status continuously.
• Switched sectors D3 and A4.
• Checked each level to make sure mission-related player ships are spawned in
the level file instead of built via the gametype script.
• Changed ownership of some mission-related ships from the player to the
player's ally.
• Other small tweaks to ship placement in level files.

0.10.5 - 2017/07/23
• Exit grids now are only visible from within sensors manager.
• Moved the functions "SpawnEntryPoints()" and "SpawnExitPoints()" from within
each level file to "TestMissionGrid_levelscripts.lua".
• Ship spawning when entering a map now uses hyperspace effects, but it's still
not perfect.
• Player fleet spawning is done in the level files once again instead of in the
gametype script. I may reverse this again in the future.
• I am using a generic table printing function to write the save game tables to
the save game instead of parsing each table individually.
• The camera position is now set explicitely at the beginning of each mission.
• Added the "canhyperspace" and "squadronsize" parameters to the "playerShips"
and "objectdata" tables. These are needed for the new ship spawning routines.

0.10.4 - 2017/07/22
• Map grid is now the same size and aspect ratio on all display resolutions.
Previously, the map was squished unless the aspect ratio was 16:9. This may
mean the map is too small on 4K or larger monitors, however. If there's a way
too scroll the menu frames in HWRM it might help.
• Incorporated the quest and dialogue systems from my "Dialogue Menu Demo" mod
for HW2C. Added a new mission to demonstrate them. Switched over to this
system for tracking completed missions.
• Switched over to using the questsStatus system for most mission-related stuff.
• Added some extra empty mission to fill out the grid so that it is a square.
• The dialogue button's text is now updated dynamically based on the actor.
• The actor's name now appears in the dialogue window.
• Fixed typos in several level file names.
• Switched places of sectors D3 and D4 on the map.
• Added a third player for allied ships that need to be defended, for instance.
• Sector C1 no longer steals all your RUs before beginning the mission.
• Centered the positions of several ships since the player no longer spawns in
the middle of the map.
• Sector D4 (the "Veil of Fire" mission) should work properly once again.
• Switched to using "sectorName" instead of "sectorCode" where appropriate.
• Several sectors such as Sectors D1 and A2 needed some pings since the player
no longer spawns in the middle of each map.
• All of the mission scripts now briefly describe the mission in comments begin-
ning on line #1.
• Some small adjustments to make the sector map look a little prettier.

0.10.3 - 2017/07/20
• Centered the map grid in "missionselect.lua", and put the buttons on the
right side of the screen instead of the bottom.
• Was sending players to the wrong sectors after landing on the exit grids!
• The player now spawns toward the part of the map in the direction the player
traveled from. In the first sector the player still starts out in the middle
of the map, however. Proper ship rotation is disabled until I find a nicer
way of spawning ships from hyperspace.
• Sector name and other string capitalization fixes.
• The check for whether the player fleet has landed on an exit grid now occurs
more frequently.

0.10.2 - 2017/07/19
• Removed the "PLAYER VS CPU" button from the main menu.
• Added pink semi-circular "exit grid" model. It is supposed to be 50% trans-
parent, but isn't currently. Need to figure this out.
• The game now checks whether you have landed upon a large exit grid when deter-
mining whether to send you on to the next sector. Previously, the game
checked whether you were inside a small sphere.
• Replaced "Mission_01", "Mission_02", etc. with "Sector_A1", "Sector_B1", etc.
• Replaced "Ascension" with "TestMissionGrid" in file and folder names.
• Switched to two-dimensional tables instead of one-dimensional tables to track
sectors visited, etc.
• Mission briefings no longer refer to mission numbers but to sector addresses
instead.

0.10.1 - 2017/07/18
• Fixed bug preventing players from starting a new game!
• Added experimental coordinate axes model.

0.10.0 - 2017/07/14
• Ported the mod from HW2C to HWRM.
• Since I no longer can make use of the "persist" Lua files in the player
profile (due to the HWRM 2.0 patch limiting where you can and cannot write
files to), I had to roll my own. This required a lot of work! Luckily,
Gearbox added a function to check which subsystems are installed on a ship.
Otherwise, this transition would not have been possible.
• The mod now also re-uses the same campaign mission file over and over again,
but still reads the other missions dynamically using `dofilepath`.
• Tweaked the main menu, hiding some buttons, renaming others.
• Converted the galaxy map from ROT to TGA format since HWRM no longer supports
ROT images.
• Moved most configuration files to the same folder and renamed them to be
consistent.

0.9.5 - 2016/05/31
• Replaced the "GetHW2Path" function with a simple relative file path. Thanks
to Dwarfinator for the idea. So simple!
• I made the table in "ascension.campaign" very large using a loop, and
populated each one with a copy of the dummy level.
• As a result of the above two changes, the game no longer switches to desktop
temporarily when searching for the HW2 path, and no longer kicks the player
to the main menu between missions. Yay!

0.9.4 - 2016/05/31
• Each map displays a different background HOD now.
• The "Reset" button in "missionselect.lua" is now disabled since it will lock
up the game if clicked on if left enabled.
• Added "keeper.txt" because, depending on how the mod is loaded, it may be
needed to get the mod to load.
• This is the first version to appear on Steam Workshop.

0.9.3 - 2011/01/21
• Added the galaxy background by DatonKallandor. You can now configure whether
to use thumbnails for each mission, the campaign as a whole, or both. The
default example uses a background for the campaign only.
• The campaign menu background frame was being placed on top of the thumbnails,
causing the thumbnails to appear washed out.

0.9.2 - ????/??/??
• I've switched to using the existing setMissionComplete() function and
persistN.lua files in order to make use of the existing persistent fleet
system. This makes things a whole lot simpler, and means that things like
subsystems are now saved properly. However, unfortunately it also means that
players are now kicked back to the main game menu at the end of each mission,
which is something I haven't found a way to prevent yet.
• Buttons in MissionSelect for sectors other than the current one are now
disabled and do nothing when pressed.
• Removed StyleSheetTestScreen from the main menu, as it serves no purpose
being there.
• Disabled the TUTORIAL button in the main menu.
• Moved "MissionGrid_record.lua" to "Homeworld2\Bin\Profiles\<your profile>\
Campaign\ASCENSION".

0.9.1 - ????/??/??
• Fixed the bug in mission 2 where the exit portals would not appear when
revisiting the sector.
• Fixed the bug in mission 6 where the player wasn't being given sufficient
ships to kill the enemy subsystem.
• Fixed the bug that was causing all missions with enemy AI to crash the game.

0.9.0 - ????/??/??
• Changed things so the mod overrides the Ascension (i.e. singleplayer)
campaign. As a result, the Start Mission button can now be re-used.
• Adapted the zoning and level loading systems from my Non-Linear mod. Now it
is possible to load arbitrary or non-sequential missions using gamerule and
level scripts. However, the existing reference and reactive fleet systems can
no longer be used, nor the existing save functions.
• Updated the MissionSelect screen and the Postmortem campaign to make use of
all the new features. Overall, things are working pretty smoothly now.

0.5.0 - ????/??/??
• Initial release for HW2C.
Last edited by Mikali; Jul 30, 2020 @ 3:10pm