Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 127.1
edited by Klaus Meyer
on 2025/06/03 16:37
on 2025/06/03 16:37
Change comment:
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To version 124.7
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
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... ... @@ -20,21 +20,11 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 -=== Version 8.00 === 24 - 25 -(% class="table-striped" %) 26 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="2" style="width:1625px" %)Removed MD action **<populate_platforms>** 27 -|(% colspan="4" style="width:117px" %)((( 28 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 29 -))) 30 - 31 31 === Version 7.50 === 32 32 33 33 (% class="table-striped" %) 34 -|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 35 -|(% colspan="4" style="width:117px" %)((( 36 -The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 37 -))) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 38 38 |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 39 39 |(% colspan="7" style="width:117px" %)((( 40 40 This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. ... ... @@ -45,20 +45,20 @@ 45 45 46 46 (% class="table-striped" %) 47 47 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 48 -|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 49 49 |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 50 50 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 51 51 |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 52 52 |(% colspan="4" style="width:117px" %)((( 53 -The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 54 54 ))) 55 55 |(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 56 56 |(% colspan="4" style="width:117px" %)((( 57 -The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 58 58 ))) 59 59 |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 60 60 |(% colspan="4" style="width:117px" %)((( 61 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 62 62 ))) 63 63 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 64 64 ((( ... ... @@ -70,7 +70,7 @@ 70 70 ))) 71 71 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 72 72 ((( 73 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 74 74 ))) 75 75 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 76 76 ((( ... ... @@ -82,7 +82,7 @@ 82 82 ))) 83 83 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 84 84 ((( 85 - The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 75 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.// 86 86 ))) 87 87 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 88 88 ((( ... ... @@ -109,9 +109,9 @@ 109 109 ))) 110 110 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 111 111 ((( 112 -Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 102 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.// 113 113 114 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 115 115 ))) 116 116 |(% colspan="1" %)(% colspan="1" %) 117 117 ((( ... ... @@ -125,9 +125,9 @@ 125 125 ))) 126 126 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 127 127 ((( 128 -The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 118 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 129 129 130 -Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 120 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.// 131 131 ))) 132 132 |(% colspan="1" %)(% colspan="1" %) 133 133 ((( ... ... @@ -141,11 +141,11 @@ 141 141 ))) 142 142 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 143 143 ((( 144 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 145 145 146 -Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 136 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.// 147 147 148 -The action itself has been improved to increase the chance of finding suitable surface positions. 138 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 149 149 ))) 150 150 |(% colspan="1" %)(% colspan="1" %) 151 151 ((( ... ... @@ -159,8 +159,8 @@ 159 159 ))) 160 160 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 161 161 ((( 162 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 163 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.// 164 164 ))) 165 165 |(% colspan="1" %)(% colspan="1" %) 166 166 ((( ... ... @@ -174,7 +174,7 @@ 174 174 ))) 175 175 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 176 176 ((( 177 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 178 178 ))) 179 179 |((( 180 180 Assets ... ... @@ -185,8 +185,8 @@ 185 185 ))) 186 186 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 187 187 ((( 188 -Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 189 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 178 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.// 190 190 ))) 191 191 |(% colspan="1" %)(% colspan="1" %) 192 192 ((( ... ... @@ -200,7 +200,7 @@ 200 200 ))) 201 201 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 202 202 ((( 203 -When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 193 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.// 204 204 ))) 205 205 |((( 206 206 Scripts ... ... @@ -211,7 +211,7 @@ 211 211 ))) 212 212 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 213 213 ((( 214 -The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.// 215 215 ))) 216 216 |((( 217 217 Cutscenes ... ... @@ -222,7 +222,7 @@ 222 222 ))) 223 223 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 224 224 ((( 225 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 226 226 ))) 227 227 228 228 ---- ... ... @@ -239,7 +239,7 @@ 239 239 ))) 240 240 |(% colspan="7" %)(% colspan="3" %) 241 241 ((( 242 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 243 243 ))) 244 244 245 245 ---- ... ... @@ -259,7 +259,7 @@ 259 259 ))) 260 260 |(% colspan="4" %)(% colspan="3" %) 261 261 ((( 262 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 263 263 ))) 264 264 |(% colspan="1" %)(% colspan="1" %) 265 265 ((( ... ... @@ -273,7 +273,7 @@ 273 273 ))) 274 274 |(% colspan="4" %)(% colspan="3" %) 275 275 ((( 276 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 277 277 ))) 278 278 |(% colspan="1" %)(% colspan="1" %) 279 279 ((( ... ... @@ -287,7 +287,7 @@ 287 287 ))) 288 288 |(% colspan="4" %)(% colspan="3" %) 289 289 ((( 290 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 291 291 ))) 292 292 |(% colspan="1" %)(% colspan="1" %) 293 293 ((( ... ... @@ -301,7 +301,7 @@ 301 301 ))) 302 302 |(% colspan="4" %)(% colspan="3" %) 303 303 ((( 304 -The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.// 305 305 ))) 306 306 |((( 307 307 UI extensions ... ... @@ -312,7 +312,7 @@ 312 312 ))) 313 313 |(% colspan="4" %)(% colspan="3" %) 314 314 ((( 315 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 316 316 ))) 317 317 |((( 318 318 Scripts ... ... @@ -323,7 +323,7 @@ 323 323 ))) 324 324 |(% colspan="4" %)(% colspan="3" %) 325 325 ((( 326 -The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.// 327 327 ))) 328 328 |(% colspan="1" %)(% colspan="1" %) 329 329 ((( ... ... @@ -337,7 +337,7 @@ 337 337 ))) 338 338 |(% colspan="4" %)(% colspan="3" %) 339 339 ((( 340 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 341 341 ))) 342 342 |((( 343 343 Scripts ... ... @@ -348,7 +348,7 @@ 348 348 ))) 349 349 |(% colspan="4" %)(% colspan="3" %) 350 350 ((( 351 -The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.// 352 352 ))) 353 353 354 354 ---- ... ... @@ -368,8 +368,8 @@ 368 368 ))) 369 369 |(% colspan="4" %)(% colspan="3" %) 370 370 ((( 371 -Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 372 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.// 373 373 ))) 374 374 |((( 375 375 Scripts ... ... @@ -380,9 +380,9 @@ 380 380 ))) 381 381 |(% colspan="4" %)(% colspan="3" %) 382 382 ((( 383 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 384 384 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 385 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency// 386 386 ))) 387 387 |(% colspan="1" %)(% colspan="1" %) 388 388 ((( ... ... @@ -396,10 +396,10 @@ 396 396 ))) 397 397 |(% colspan="4" %)(% colspan="3" %) 398 398 ((( 399 -In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 400 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).// 401 401 402 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 403 403 ))) 404 404 |(% colspan="1" %)(% colspan="1" %) 405 405 ((( ... ... @@ -413,9 +413,9 @@ 413 413 ))) 414 414 |(% colspan="4" %)(% colspan="3" %) 415 415 ((( 416 -4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 417 417 418 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 419 419 ))) 420 420 |((( 421 421 Parameters ... ... @@ -426,7 +426,7 @@ 426 426 ))) 427 427 |(% colspan="4" %)(% colspan="3" %) 428 428 ((( 429 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 430 430 ))) 431 431 |((( 432 432 Scripts ... ... @@ -437,7 +437,7 @@ 437 437 ))) 438 438 |(% colspan="4" %)(% colspan="3" %) 439 439 ((( 440 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 441 441 ))) 442 442 443 443 ---- ... ... @@ -454,7 +454,7 @@ 454 454 ))) 455 455 |(% colspan="7" %)(% colspan="3" %) 456 456 ((( 457 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 458 458 ))) 459 459 460 460 ---- ... ... @@ -471,9 +471,9 @@ 471 471 ))) 472 472 |(% colspan="4" %)(% colspan="3" %) 473 473 ((( 474 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 475 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 476 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 477 477 ))) 478 478 |(% colspan="1" %)(% colspan="1" %) 479 479 ((( ... ... @@ -487,7 +487,7 @@ 487 487 ))) 488 488 |(% colspan="4" %)(% colspan="3" %) 489 489 ((( 490 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 491 491 ))) 492 492 |((( 493 493 UI extensions ... ... @@ -498,7 +498,7 @@ 498 498 ))) 499 499 |(% colspan="4" %)(% colspan="3" %) 500 500 ((( 501 -With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement. 491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 502 502 ))) 503 503 504 504 ---- ... ... @@ -518,7 +518,7 @@ 518 518 ))) 519 519 |(% colspan="7" %)(% colspan="3" %) 520 520 ((( 521 -Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions. 511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 522 522 ))) 523 523 524 524 ---- ... ... @@ -538,7 +538,7 @@ 538 538 ))) 539 539 |(% colspan="4" %)(% colspan="3" %) 540 540 ((( 541 -<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before. 531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 542 542 ))) 543 543 |(% colspan="1" %)(% colspan="1" %) 544 544 ((( ... ... @@ -552,7 +552,7 @@ 552 552 ))) 553 553 |(% colspan="4" %)(% colspan="3" %) 554 554 ((( 555 -<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added. 545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 556 556 ))) 557 557 |(% colspan="1" %)(% colspan="1" %) 558 558 ((( ... ... @@ -566,9 +566,9 @@ 566 566 ))) 567 567 |(% colspan="4" %)(% colspan="3" %) 568 568 ((( 569 -All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 570 570 571 -Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).// 572 572 ))) 573 573 |(% colspan="1" %)(% colspan="1" %) 574 574 ((( ... ... @@ -582,7 +582,7 @@ 582 582 ))) 583 583 |(% colspan="4" %)(% colspan="3" %) 584 584 ((( 585 -Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning. 575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 586 586 ))) 587 587 |(% colspan="1" %)(% colspan="1" %) 588 588 ((( ... ... @@ -596,8 +596,8 @@ 596 596 ))) 597 597 |(% colspan="4" %)(% colspan="3" %) 598 598 ((( 599 -Before the change, positions are relative to $dockingbay.parent. 600 -After the change, positions are relative to $dockingbay as specified in the documentation. 589 +//Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation.// 601 601 ))) 602 602 |(% colspan="1" %)(% colspan="1" %) 603 603 ((( ... ... @@ -611,7 +611,7 @@ 611 611 ))) 612 612 |(% colspan="4" %)(% colspan="3" %) 613 613 ((( 614 -Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData(). 604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 615 615 ))) 616 616 |((( 617 617 Scripts ... ... @@ -622,7 +622,7 @@ 622 622 ))) 623 623 |(% colspan="4" %)(% colspan="3" %) 624 624 ((( 625 -Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 626 626 3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 627 627 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 628 628 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -639,7 +639,7 @@ 639 639 ))) 640 640 |(% colspan="4" %)(% colspan="3" %) 641 641 ((( 642 -MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function. 632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 643 643 ))) 644 644 |((( 645 645 Job/God ... ... @@ -650,7 +650,7 @@ 650 650 ))) 651 651 |(% colspan="4" %)(% colspan="3" %) 652 652 ((( 653 -To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria. 643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 654 654 ))) 655 655 |(% colspan="1" %)(% colspan="1" %) 656 656 (((