Difference between revisions of "Jaguar Company/Version History"
From Elite Wiki
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(Updated to v1.8) |
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+ | '''v1.8 (2012-08-09)''' |
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+ | * Use performFlyToRangeFromDestination rather than performFlee in the MOVE_AWAY state of patrol AI. |
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+ | * Patrol ships launch from base on startup. |
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+ | * Patrol ships dock after returning to base. |
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+ | * New AI and script for the base. |
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+ | * Added turrets to the base. |
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+ | * Stopped the rotation of the base. |
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+ | ** Found out stations stop rotating when attacking and don't start rotating after. |
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+ | * Commodity pricing. |
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+ | * withinStationAegis uniform binding is actually a boolean, not a float as the wiki stated. |
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+ | ** gave this 'OpenGL error: "invalid operation" (0x502) ...' in the test log. |
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'''v1.7 (2010-07-21)''' |
'''v1.7 (2010-07-21)''' |
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* Simplified the intercept AI. |
* Simplified the intercept AI. |
Revision as of 01:11, 9 August 2012
v1.8 (2012-08-09)
- Use performFlyToRangeFromDestination rather than performFlee in the MOVE_AWAY state of patrol AI.
- Patrol ships launch from base on startup.
- Patrol ships dock after returning to base.
- New AI and script for the base.
- Added turrets to the base.
- Stopped the rotation of the base.
- Found out stations stop rotating when attacking and don't start rotating after.
- Commodity pricing.
- withinStationAegis uniform binding is actually a boolean, not a float as the wiki stated.
- gave this 'OpenGL error: "invalid operation" (0x502) ...' in the test log.
v1.7 (2010-07-21)
- Simplified the intercept AI.
- Heavily commented the scripts and AIs.
- Stray comma in pirate-victim-roles.plist removed.
- Used Obj2DatTexNorm.py on the models and preserved the material names.
- Modified the shipdata to use the material names.
- Relaxed distance code to cope with battalion sized groups. (64 ships tested)
v1.6.2 (2012-07-14)
- Bug fix for the ship script.
- Bug fix to the waypoint AI. Never exited the stock AI.
- Cascade Weapon detection actually works for pre v1.77
- Took the opportunity to clean up some files and re-do the textures.
v1.6 (2012-07-12)
- There is now no concept of leaders and wingmen. All ships keep in a group.
- Complete rewrite of the AI to reflect the above.
v1.5 (2012-07-08)
- Vertex and fragment shaders for the base.
- Docking bay looks like a rippling pool.
v1.4 (2012-07-04)
- Flee for Q-Bombs.
- Be more mercenary when in intercept mode.
- Get back into formation after fighting.
- Port and starboard flashers.
- Moved the naming scheme into the ship script.
- New proto base. Doesn't spawn yet.
v1.3.1 (2012-06-21)
- Simplified the AI for the leader.
- Reduced accuracy to 7.5
- Added in "randomshipnames" = no, into script_info of ship data.
- Uses OXPConfig to change logging levels. Set 'displayAll' in OXPConfig to show this OXP.
v1.3 (2012-06-18)
- Fixed the decal rotation.
- Added lots of new ship names. Altered one for profanity reasons.
- Tweaked all the AI's.
v1.2 (2012-06-13)
- Cleaned up the scripts with JSLint.
- navyPresent variable in jaguar_company.js fixed.
- Tightened up the escort formation distances.
v1.1 (2012-06-10)
- Tweaks to the AI.
- Added in pirate-victim-roles.plist
- Added some random ship names for variety.
v1.0 (2012-06-07)
- Initial WIP release.