Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.owen - Content
-
... ... @@ -25,8 +25,254 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.10 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +Scripts 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.10 Beta 1 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Removed script action <add_build/> 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +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. 45 +))) 46 +|(% colspan="3" %)(% colspan="3" %) 47 +((( 48 +== 3.00 == 49 +))) 50 +|(% colspan="1" %)(% colspan="1" %) 51 +((( 52 +Scripts 53 +)))|(% colspan="1" %)(% colspan="1" %) 54 +((( 55 +3.0 Beta 6 56 +)))|(% colspan="1" %)(% colspan="1" %) 57 +((( 58 +Changed behaviour of script action <get_suitable_job/> 59 +))) 60 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 61 +((( 62 +<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. 63 +))) 64 +|(% colspan="1" %)(% colspan="1" %) 65 +((( 66 +Scripts 67 +)))|(% colspan="1" %)(% colspan="1" %) 68 +((( 69 +3.0 Beta 6 70 +)))|(% colspan="1" %)(% colspan="1" %) 71 +((( 72 +Changed behaviour of script action <get_ware_definition/> 73 +))) 74 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 75 +((( 76 +//<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.// 77 +))) 78 +|(% colspan="1" %)(% colspan="1" %) 79 +((( 80 +Global 81 +)))|(% colspan="1" %)(% colspan="1" %) 82 +((( 83 +3.0 Beta 5 84 +)))|(% colspan="1" %)(% colspan="1" %) 85 +((( 86 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 87 +))) 88 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 89 +((( 90 +//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.)\\ 91 + 92 +//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).// 93 +))) 94 +|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 +Scripts 97 +)))|(% colspan="1" %)(% colspan="1" %) 98 +((( 99 +3.0 Beta 5 100 +)))|(% colspan="1" %)(% colspan="1" %) 101 +((( 102 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 103 +))) 104 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 105 +((( 106 +//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.// 107 +))) 108 +|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +Scripts 111 +)))|(% colspan="1" %)(% colspan="1" %) 112 +((( 113 +3.0 Beta 5 114 +)))|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 117 +))) 118 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 119 +((( 120 +//Before the change, positions are relative to $dockingbay.parent. 121 +After the change, positions are relative to $dockingbay as specified in the documentation.// 122 +))) 123 +|(% colspan="1" %)(% colspan="1" %) 124 +((( 125 +Global 126 +)))|(% colspan="1" %)(% colspan="1" %) 127 +((( 128 +3.0 Beta 2 129 +)))|(% colspan="1" %)(% colspan="1" %) 130 +((( 131 +Support for entity flag "**skillsvisible**" dropped 132 +))) 133 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 134 +((( 135 +//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().// 136 +))) 137 +|((( 138 +Scripts 139 +)))|((( 140 +3.0 Beta 2 141 +)))|((( 142 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 143 +))) 144 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 145 +((( 146 +//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. 147 +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. 148 +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. 149 +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). 150 +))) 151 +|(% colspan="1" %)(% colspan="1" %) 152 +((( 153 +Global 154 +)))|(% colspan="1" %)(% colspan="1" %) 155 +((( 156 +3.0 Beta 1 157 +)))|(% colspan="1" %)(% colspan="1" %) 158 +((( 159 +**MissionBoard** support dropped 160 +))) 161 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 162 +((( 163 +//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.// 164 +))) 165 +|((( 166 +Job/God 167 +)))|((( 168 +3.0 Beta 1 169 +)))|((( 170 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 171 +))) 172 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 173 +((( 174 +//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.// 175 +))) 176 +|(% colspan="1" %)(% colspan="1" %) 177 +((( 178 +Scripts 179 +)))|(% colspan="1" %)(% colspan="1" %) 180 +((( 181 +3.0 Beta 1 182 +)))|(% colspan="1" %)(% colspan="1" %) 183 +((( 184 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 185 +))) 186 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 187 +((( 188 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 189 +))) 190 +|(% colspan="1" %)(% colspan="1" %) 191 +((( 192 +Scripts 193 +)))|(% colspan="1" %)(% colspan="1" %) 194 +((( 195 +3.0 Beta 1 196 +)))|(% colspan="1" %)(% colspan="1" %) 197 +((( 198 +Script action **<set_doors_locked/>** attribute **'group'** changed 199 +))) 200 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 201 +((( 202 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 203 +))) 204 +|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 +Scripts 207 +)))|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +3.0 Beta 1 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 213 +))) 214 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 215 +((( 216 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 217 +))) 218 +|(% colspan="1" %)(% colspan="1" %) 219 +((( 220 +Scripts 221 +)))|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 +3.0 Beta 1 224 +)))|(% colspan="1" %)(% colspan="1" %) 225 +((( 226 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 227 +))) 228 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 229 +((( 230 +//These actions had no effect and were removed.// 231 +))) 232 +|(% colspan="1" %)(% colspan="1" %) 233 +((( 234 +Scripts 235 +)))|(% colspan="1" %)(% colspan="1" %) 236 +((( 237 +3.0 Beta 1 238 +)))|(% colspan="1" %)(% colspan="1" %) 239 +((( 240 +**<setup_conversation_minigame/>** script action removed 241 +))) 242 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 243 +((( 244 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 245 +))) 246 +|(% colspan="1" %)(% colspan="1" %) 247 +((( 248 +Scripts 249 +)))|(% colspan="1" %)(% colspan="1" %) 250 +((( 251 +3.0 Beta 1 252 +)))|(% colspan="1" %)(% colspan="1" %) 253 +((( 254 +<add_player_choice_*> **confidence** attribute removed 255 +))) 256 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 257 +((( 258 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 259 +))) 260 +|(% colspan="1" %)(% colspan="1" %) 261 +((( 262 +Scripts 263 +)))|(% colspan="1" %)(% colspan="1" %) 264 +((( 265 +3.0 Beta 1 266 +)))|(% colspan="1" %)(% colspan="1" %) 267 +((( 268 +**<hack_via_control_panel/>** script action removed 269 +))) 270 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 271 +((( 272 +//Unused script action <hack_via_control_panel/> was removed.// 273 +))) 274 +|(% colspan="1" %)(% colspan="1" %) 275 +((( 30 30 UI core 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( ... ... @@ -37,22 +37,32 @@ 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 39 ((( 40 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 286 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 41 41 ))) 288 +|((( 289 +UI core 290 +)))|((( 291 +3.0 Beta 1 292 +)))|((( 293 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 294 +))) 295 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 296 +((( 297 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 298 +))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( 44 - Scripts301 +UI extensions 45 45 )))|(% colspan="1" %)(% colspan="1" %) 46 46 ((( 47 47 3.0 Beta 1 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 - $ware.illegalupdated307 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 51 51 ))) 52 52 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 53 53 ((( 54 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 55 -\\It now returns true if $ware is illegal to any faction in the game. 311 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 56 56 ))) 57 57 |(% colspan="1" %)(% colspan="1" %) 58 58 ((( ... ... @@ -62,13 +62,12 @@ 62 62 3.0 Beta 1 63 63 )))|(% colspan="1" %)(% colspan="1" %) 64 64 ((( 65 - 'checkoperational' filter behaviourchanged321 +**$ware.illegal** updated 66 66 ))) 67 67 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 68 68 ((( 69 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 70 - 71 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 325 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 326 +//It now returns true if $ware is illegal to any faction in the game.// 72 72 ))) 73 73 |(% colspan="1" %)(% colspan="1" %) 74 74 ((( ... ... @@ -86,6 +86,77 @@ 86 86 ))) 87 87 |(% colspan="1" %)(% colspan="1" %) 88 88 ((( 344 +Scripts 345 +)))|(% colspan="1" %)(% colspan="1" %) 346 +((( 347 +3.0 Beta 1 348 +)))|(% colspan="1" %)(% colspan="1" %) 349 +((( 350 +parameters of **<event_venture_mission_completed/>** changed 351 +))) 352 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 353 +((( 354 +//old params: param = venture details, param2 = ships involved, param3 = duration// 355 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 356 +))) 357 +|((( 358 +Scripts 359 +)))|((( 360 +3.0 Beta 1 361 +)))|((( 362 +**<set_object_wing_name/>** removed, 363 +**<set_object_fleet_name/>** added 364 +))) 365 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 366 +((( 367 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 368 +))) 369 +|((( 370 +Scripts 371 +)))|((( 372 +3.0 Beta 1 373 +)))|((( 374 +**$controllable.wing.*** removed, 375 +**$controllable.fleet.*** added 376 +))) 377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 +((( 379 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 380 +))) 381 +|(% colspan="3" %)(% colspan="3" %) 382 +((( 383 +== 2.60 == 384 +))) 385 +|((( 386 +Scripts 387 +)))|((( 388 +2.60 Beta 1 389 +)))|((( 390 +'**checkoperational**' filter behaviour changed 391 +))) 392 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 393 +((( 394 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 395 + 396 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 397 +))) 398 +|((( 399 +Scripts 400 +)))|((( 401 +2.60 Beta 1 402 +)))|((( 403 +$container.**supplyresources** behavior changed 404 +))) 405 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 406 +((( 407 +//The script keyword $container.supplyresources now includes reserved wares.// 408 +))) 409 +|(% colspan="3" %)(% colspan="3" %) 410 +((( 411 +== 2.20 == 412 +))) 413 +|(% colspan="1" %)(% colspan="1" %) 414 +((( 89 89 UI core 90 90 )))|(% colspan="1" %)(% colspan="1" %) 91 91 ((( ... ... @@ -116,6 +116,10 @@ 116 116 ((( 117 117 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 118 118 ))) 445 +|(% colspan="3" %)(% colspan="3" %) 446 +((( 447 +== 2.00 == 448 +))) 119 119 |(% colspan="1" %)(% colspan="1" %) 120 120 ((( 121 121 Scripts ... ... @@ -262,6 +262,10 @@ 262 262 ((( 263 263 //Changed return value type to const char* to better identify failure reasons in Lua script.// 264 264 ))) 595 +|(% colspan="3" %)(% colspan="3" %) 596 +((( 597 +== 1.50 == 598 +))) 265 265 |((( 266 266 UI extensions 267 267 )))|((( ... ... @@ -327,6 +327,10 @@ 327 327 ((( 328 328 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 329 329 ))) 664 +|(% colspan="3" %)(% colspan="3" %) 665 +((( 666 +== 1.32 == 667 +))) 330 330 |((( 331 331 UI extensions 332 332 )))|((( ... ... @@ -338,6 +338,10 @@ 338 338 ((( 339 339 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 340 340 ))) 679 +|(% colspan="3" %)(% colspan="3" %) 680 +((( 681 +== 1.20 == 682 +))) 341 341 |((( 342 342 UI extensions 343 343 )))|(((
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 - 834607331 +91947405 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460733/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947405/Breaking Changes