-
Notifications
You must be signed in to change notification settings - Fork 0
/
TODO.Txt
144 lines (132 loc) · 6.54 KB
/
TODO.Txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
1.60
New from 1.50
- ships: display bug corrected (mask)
- projectiles: now show corresponding weapon(s)
- factions: added lifepod id
1.70
- missing probes datas added.
- projectiles: added matching probes
1.80
- bug: shield values
- globals (drop-down list display index in decimal / hex)
- "clear Pre" and "clear Def" (warning : "instant" apply, no undo)
- Ships:
default loadout is now a multi-select list box with 2 states ("edit" check-box)
When edit is on : select/deselect the items
When edit is off : only show the selected items
Only parts that are not upgrades of other parts are shown (ie mk1 parts)
Use the ship save button to apply changes
1.85
- Armor damage modifiers have now their own interface ("globals" entry, top of objects tree).
I assume there is 20 sets of damage modifiers (DM00 to DM19).
Missiles & projectiles now use a dropdown list for their DM.
Each DM have 20 Armor classes modifiers.
So i assume there is 20 Armor classes (AC), named according to spunky's post.
Ships & Stations now use a dropdown list for their AC (2 for stations).
That gives 400 (20 DM x 20 AC) globals.
There are 1 unfound DM (DM06) and 3 unusued DM (DM00,DM14,DM19).
May be the unfound DM is for mines/caltrop.
According to the values, there are 1 unfound AC (AC11) and 6 unusued AC (AC15 to AC19).
According to agc.dll, every 'concrete' object in the game have an armor class so may
be the unfound AC is for missiles and probes.
Otherwise these DM/AC look free to be used for our changes/adds.
The first undecoded 40 globals remain in the lower part of the interface.
1.86
- Fix stupid bugs in probes (on save SS4 & proj are messed up and
negative entries couldnt be entered).
1.90
- your inputs: nothing added yet, can u post a final status on recent probe values discoveries.
- "refresh" button now reselect the object in the main left tree.
- stations are no longer regrouped by faction (this regroupment was based on UIDs values
and worked because of the values used (no longer valid for new bases)). NB: AGM still
use this regroupment (so AGM might not handle correctly new bases (they will display under gigacorp ).
- ADDING (1st shoot, DELETE NOT IMPLEMENTED (:)):
Adding new object works by duplicating an existing one.
Use the "duplicate" button. The current object is copied and the left tree is reloaded
and expanded to the new copy. The new object is an exact copy except for its UID
which is generated to be unique, so its recommended to rename the new copy immediatly.
(Except for a projectile since its name is based on its UID).
To duplicate a missile,mine,probe or counter: duplicate its "proxy part" (ie invmiss,invmine,..).
ICE will duplicate both the proxy and the real part and link the two new copies together.
1.95
- your inputs on factions and probes
- mines SS1/SS2 exposed
- known sound entries
- removed some bmp preview buttons
- added model pre-preview (ships only/not functionnal yet)
This will be moved to AMT (Allegiance Modeling Tool) when available.
- all globals moved to 'globals' dialog.
Global can be named (use a config file 'ice.ini')
Use the 'set' button to change the value and/or the name of the selected global.
Use the inner 'save' button to update the 'ice.ini' with the new names.
- Tech tree interface reworked.
Type a value in the little box,use + or - to inc/dec this value.
When editing the litte box, the right most window shows infos on that value.
Use Toggle Pre/Def to add/remove this value from the Pre/Def set
Clear All Pre and Clear All Def as before
1.96
- Changed: renaming an entry now refresh the main list(minor bug: the tech tree is clear, so reselect the entry)
- Added: 2 bookmarks (top of window), use leading '>' to store and trailing '>' to recall.
- Added: devel path entry allowing to move a devel from a path to another
- Aded: window can now be minimized
1.98
* devel icon can now be changed.
* some images name have a leading letter that indicates that the used bmp.mdl file is prefixed with this letter, (example in devel icon: acs48 -> iacs48bmp.mdl) (once saved, click on the image to refresh it)
* station SS0 = drone UID
station SH2/SH3 as bits
* shields, todo, last 2 words = sounds
* cloak, SS1 and SS2 = sounds
* some cleanup (decode boxes removed)
* replacement problem fixed (entries sorted before saved).
2.1
* your inputs on missile
* 'cargo playload' on mines,probes and missiles = cargo space the object occupies per slot
* proxy parts :1 bug fix upon saving + swarm in type
2.2
* shields: "B1" is now "Armor Class" with a dropdown list
* stations: SH2 & SH3 input values replaced by bit fields (see partial decode below)
* stations: "caps can dock" rename "caps can launch + Def 247"
* ships: "capital?" bug fixed, 'isdock' renamed 'carrier', 'figther?' renamed 'small ship'
TO DECODE:
ships: 'captital?' (RLI) and 'F2048'(has Relayed Lead Indicator) flags
SH2
b3=ripcord
b0=miners can offload here
SH3=
b5=heavy tele or special mines
b4=cap can dock
b3=ref
b2=for "platform" only
b1=major base
b0=dockable base
2.3
* added sorting option (for stations & devels only):
when 'sort' is clicked: entries are displayed alphabetically
when 'sort' in unclicked: entries are in the order they'll appear in game.
and u can use "move up" & "move down" buttons.
* ships: relay lead indicator (was "capital?") & has lead indicator (was F2048)
2.4
* "loadout bmp" renamed "inactive model - loadout"
* you inputs on missiles and global #32
* drones:
+ ss1 = AI script ( miner=0,wingman=2,layer=5,con=6,carrier=9 )
+ added part uid for drones. Set mine/probe uid for AI script #5 (layer),
-1 for other scripts.
WARNING: if set to a probe uid, the probe object MUST have a projectile
or the server will crash (when "build on aleph" is ordered).
* Mines & Probes can now be duplicated directly (ie without duplicating a linked
proxy part). Mines & Probes duplicated that way can only be used by layers
(drone).
* delete implemented (at last !).
2.5
* sig% for parts exposed
* ss2/ss4 for weapons = sounds
* probes features bits (was SS3)
* "description" exposed for stations (oops :), funny no one noticed it was missing)
* compiled with VS.Net Release
2.6
* TreasureSet !
* lotta new values exposed
* group for ships (0 or 4 for ships, -1 for miners/drones/cons (ie to hide it in F4 screen))
* Local techtree is station exposed
* station type renamed class