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2.12 released [ all branches]

#1
Here is the full change log (i.e. for those moving from last stable to this release)

Hope you enjoy it!

Wishing you all a fantastic 2018 Smile

[added] Support for pistons (1x1x1 and 1x2x1)

[added] Support for spinners, turrets and pistons on other spinners, turrets or pistons (limited to 25 levels, including the MainConstruct)

[added] it is now possible to set the idle azimuth and elevation for turrets

[added] it is now possible to set the idle azimuth for APS (not CRAM due to some technical problems)

[added] spinblocks and pistons can now be locked via their GUI, so the ACBs won't be able to move them

[added] elevation only turret (1x1x1 version only)

[added] ACBs can now be turned on/off by using their GUI or another ACB (an ACB cannot turn itself on/off automatically)

[change] ACBs can now be placed on SubConstructs

[change] The Aimpoint card can now be configured, the maximum time before targetting another block can be configured, and it can be set to target Mainframes and ammo storage as usual or any random block

[change] Shields can now have their color changed using directly their GUI, no need to use the shield projectors anymore (but they still work)

[improved] it is now possible to choose between local and global field of fire restrictions for weapon and turrets

[improved] It is now possible to manually control the SpinBlocks using their GUI

[improved] copy/paste feature for ACBs, LWCs and AMCCs

[improved] if you look at an airpump with leaks, the leaks will be indicated by small red squares

[improved] ACBs input values now have different decimal places depending on the type of the input

[improved] ACB input for control key stimulus now display the actual key instead of a number

[improved] GP PID altitude test values can now be set between -1000 and +3000

[improved] 'Clear clips' button added to the APS firing piece

[improved] 'Access to intakes' button added to the APS firing piece (exiting that GUI will return to the APS GUI)

[improved] When clicking on the selected ammo controller in the ammo intake GUI, the ammo controller GUI is now displayed (exiting that GUI will return to the intake GUI)

[improved] It is now possible to slow down the rotation speed of the turrets (using a percentage)

[improved] Optimization of the fuel engine power creation when using turbos or exahusts

[improved] a LWC can now control weapons on all the stacked children SubConstructs, including pistons or spinblocks

[improved] the LWCs now aim x40 times per second, which will make targeting a lot more efficient

[improved] the LWC on the MainConstruct are executed before the ones on the first level of SubConstructs, which are executed before the ones on the second level of SubConstructs, which are executed before the ones on the remaining levels of SubConstructs

[improved] the LWC can now control a turret (or stacked turrets) which have no weapons (so, you can place a radar 90 on a turret controlled by a LWC in order to rotate the radar toward the target)

[fix] When a shield projector is placed next to a shield color changer, it now connects the shield color changer automatically

[fix] When loading a blueprint and after having taking hits, the shields are now returning to their specified color

[fix] The external venting of turbos is now displayed correctly in the cylinder's tooltip


[lua] Due to the extensive modification on the SpinBlocks, the functions related to the Spinners and turrets have been largely modified (old functions still there, but shouldn't work for stacked SubConstructs)

[lua] SubConstructs now have a unique Id, such an Id will never be reused in the same blueprint. The turrets, pistons and SpinBlocks are now accessed using that unique Id

[modders] The blocks array have been removed, blocks are now accessible in 'ElementStorage' using the Local Position coordinates

[modders] It is now possible to mod the constructs thanks to the introduction of 'Modules' that are attached to the constructs (most of the existing modules can be replaced)

[modders] It is now possible to add new audio assets (they will now be loaded correctly even if not in the FtD directory)

[modders] it is now possible to add new types of turrets by naming its parts '<custom name> Turret' and 'Turret Block <custom name>' (case and spaces are mandatory)
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#2
Looks Good! I'll be sure to check it out soon.
WHAT! But.... that worked perfectly in my imagination!
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#3
Noice.
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006
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#4
Omg yes starting 2018 off strong thanks Nick!
Please check out my creations. I need tips.
Mediocre builder.
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#5
nice! good work!
primum non nocere
___________________________________
my tournaments:
★★★ Sea Encounters - Battleships! ★★★
★★★ Sea Encounters - Light Cruisers ★★★
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#6
Ummm is anyone else having the issue of simple cannons are now not firing with the local weapon controller?
"Dem Inquisishun humies can't be trusted any further dan day can be thrown, which in dat one's case might be a bad example."
[Image: thumb-350-48007.jpg]
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#7
If you wish to use 2.03 for mod compatibility reasons I have added a 2.03 branch to the "steam beta branches" which has no password... I think it should work...
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
Reply

#8
YES YES YES YES YES YES

I LOVE YOU NICK PLEASE MAKE LOVE TO ME AND GIVE ME YOUR CHILDREN

..wait sorry.. too far..
"It is dangerous to be right in matters on which the established authorities are wrong" -Voltaire
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#9
Hang on a sec, started up my game and my floating raft (that I had to recreate faithfully) is now.. broken. It doesn't seem to be effected by gravity and floats downwards when I land on it. It also has no textures.

https://steamuserimages-a.akamaihd.net/u...8DA59B88B/


Oh, and turning build move hover on can't be turned back off anymore, and my ship etenerally glides upwards.

https://steamuserimages-a.akamaihd.net/u...93908CAC1/
"It is dangerous to be right in matters on which the established authorities are wrong" -Voltaire
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#10
Also the menu fight is broken, as seen here:

Vehicles mostly spawn in their low resolution state and do not move, and are not effected by physics.

https://steamuserimages-a.akamaihd.net/u...D01FD0AB0/

(none of the ships here are moving)

Though there was a helicopter which was moving around quite well, but wasn't attacking, so..


EDIT:

Another case of menu paralyzation;

https://steamuserimages-a.akamaihd.net/u...98FB3139F/

The ships just stay there. They are trying to move, but physics has just seemingly been disabled for no reason.
"It is dangerous to be right in matters on which the established authorities are wrong" -Voltaire
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