Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 34.1
edited by klaus
on 2019/06/28 12:10
Change comment: Removed script features related to minigame and hacking
To version 55.1
edited by stefan
on 2020/01/17 14:41
Change comment: extended list of lower file name change to cover UI files as well

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.stefan
Content
... ... @@ -25,14 +25,144 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 +|(% colspan="3" %)(% colspan="3" %)
29 +(((
30 +== 3.00 ==
31 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
34 +Global
35 +)))|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +3.0 Beta 5
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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.)\\
45 +
46 +//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).//
47 +)))
48 +|(% colspan="1" %)(% colspan="1" %)
49 +(((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
53 +3.0 Beta 5
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
57 +)))
58 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
59 +(((
60 +//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.//
61 +)))
62 +|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +Scripts
65 +)))|(% colspan="1" %)(% colspan="1" %)
66 +(((
67 +3.0 Beta 5
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
71 +)))
72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 +(((
74 +//Before the change, positions are relative to $dockingbay.parent.
75 +After the change, positions are relative to $dockingbay as specified in the documentation.//
76 +)))
77 +|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +Global
80 +)))|(% colspan="1" %)(% colspan="1" %)
81 +(((
82 +3.0 Beta 2
83 +)))|(% colspan="1" %)(% colspan="1" %)
84 +(((
85 +Support for entity flag "**skillsvisible**" dropped
86 +)))
87 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
88 +(((
89 +//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().//
90 +)))
91 +|(((
92 +Scripts
93 +)))|(((
94 +3.0 Beta 2
95 +)))|(((
96 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
97 +)))
98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 +(((
100 +//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.
101 +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.
102 +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.
103 +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).
104 +)))
105 +|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +Global
108 +)))|(% colspan="1" %)(% colspan="1" %)
109 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
113 +**MissionBoard** support dropped
114 +)))
115 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
116 +(((
117 +//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.//
118 +)))
119 +|(((
120 +Job/God
121 +)))|(((
122 +3.0 Beta 1
123 +)))|(((
124 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
125 +)))
126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 +(((
128 +//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.//
129 +)))
130 +|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Scripts
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +3.0 Beta 1
136 +)))|(% colspan="1" %)(% colspan="1" %)
137 +(((
138 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
139 +)))
140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
141 +(((
142 +//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.//
143 +)))
144 +|(% colspan="1" %)(% colspan="1" %)
145 +(((
146 +Scripts
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +3.0 Beta 1
150 +)))|(% colspan="1" %)(% colspan="1" %)
151 +(((
152 +Script action **<set_doors_locked/>** attribute **'group'** changed
153 +)))
154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
155 +(((
156 +//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.//
157 +)))
158 +|(% colspan="1" %)(% colspan="1" %)
159 +(((
160 +Scripts
161 +)))|(% colspan="1" %)(% colspan="1" %)
162 +(((
163 +3.0 Beta 1
164 +)))|(% colspan="1" %)(% colspan="1" %)
165 +(((
36 36  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
37 37  )))
38 38  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
... ... @@ -109,8 +109,33 @@
109 109  (((
110 110  //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.//
111 111  )))
242 +|(((
243 +UI core
244 +)))|(((
245 +3.0 Beta 1
246 +)))|(((
247 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
248 +)))
249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
250 +(((
251 +//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.//
252 +)))
112 112  |(% colspan="1" %)(% colspan="1" %)
113 113  (((
255 +UI extensions
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +3.0 Beta 1
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
262 +)))
263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 +(((
265 +//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.//
266 +)))
267 +|(% colspan="1" %)(% colspan="1" %)
268 +(((
114 114  Scripts
115 115  )))|(% colspan="1" %)(% colspan="1" %)
116 116  (((
... ... @@ -122,7 +122,7 @@
122 122  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
123 123  (((
124 124  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
125 -\\//It now returns true if $ware is illegal to any faction in the game.//
280 +//It now returns true if $ware is illegal to any faction in the game.//
126 126  )))
127 127  |(% colspan="1" %)(% colspan="1" %)
128 128  (((
... ... @@ -132,13 +132,11 @@
132 132  3.0 Beta 1
133 133  )))|(% colspan="1" %)(% colspan="1" %)
134 134  (((
135 -'**checkoperational**' filter behaviour changed
290 +MD script **RML_Flight_Along_Path** removed
136 136  )))
137 137  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
138 138  (((
139 -//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.//
140 -
141 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
294 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
142 142  )))
143 143  |(% colspan="1" %)(% colspan="1" %)
144 144  (((
... ... @@ -148,12 +148,69 @@
148 148  3.0 Beta 1
149 149  )))|(% colspan="1" %)(% colspan="1" %)
150 150  (((
151 -MD script **RML_Flight_Along_Path** removed
304 +parameters of **<event_venture_mission_completed/>** changed
152 152  )))
153 153  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 154  (((
155 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
308 +//old params: param = venture details, param2 = ships involved, param3 = duration//
309 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
156 156  )))
311 +|(((
312 +Scripts
313 +)))|(((
314 +3.0 Beta 1
315 +)))|(((
316 +**<set_object_wing_name/>** removed,
317 +**<set_object_fleet_name/>** added
318 +)))
319 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
320 +(((
321 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
322 +)))
323 +|(((
324 +Scripts
325 +)))|(((
326 +3.0 Beta 1
327 +)))|(((
328 +**$controllable.wing.*** removed,
329 +**$controllable.fleet.*** added
330 +)))
331 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
332 +(((
333 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
334 +)))
335 +|(% colspan="3" %)(% colspan="3" %)
336 +(((
337 +== 2.60 ==
338 +)))
339 +|(((
340 +Scripts
341 +)))|(((
342 +2.60 Beta 1
343 +)))|(((
344 +'**checkoperational**' filter behaviour changed
345 +)))
346 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
347 +(((
348 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
349 +
350 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
351 +)))
352 +|(((
353 +Scripts
354 +)))|(((
355 +2.60 Beta 1
356 +)))|(((
357 +$container.**supplyresources** behavior changed
358 +)))
359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
360 +(((
361 +//The script keyword $container.supplyresources now includes reserved wares.//
362 +)))
363 +|(% colspan="3" %)(% colspan="3" %)
364 +(((
365 +== 2.20 ==
366 +)))
157 157  |(% colspan="1" %)(% colspan="1" %)
158 158  (((
159 159  UI core
... ... @@ -186,6 +186,10 @@
186 186  (((
187 187  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
188 188  )))
399 +|(% colspan="3" %)(% colspan="3" %)
400 +(((
401 +== 2.00 ==
402 +)))
189 189  |(% colspan="1" %)(% colspan="1" %)
190 190  (((
191 191  Scripts
... ... @@ -332,6 +332,10 @@
332 332  (((
333 333  //Changed return value type to const char* to better identify failure reasons in Lua script.//
334 334  )))
549 +|(% colspan="3" %)(% colspan="3" %)
550 +(((
551 +== 1.50 ==
552 +)))
335 335  |(((
336 336  UI extensions
337 337  )))|(((
... ... @@ -397,6 +397,10 @@
397 397  (((
398 398  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
399 399  )))
618 +|(% colspan="3" %)(% colspan="3" %)
619 +(((
620 +== 1.32 ==
621 +)))
400 400  |(((
401 401  UI extensions
402 402  )))|(((
... ... @@ -408,6 +408,10 @@
408 408  (((
409 409  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
410 410  )))
633 +|(% colspan="3" %)(% colspan="3" %)
634 +(((
635 +== 1.20 ==
636 +)))
411 411  |(((
412 412  UI extensions
413 413  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131350
1 +89825104
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131350/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89825104/Breaking Changes