Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kiloku on April 21, 2013, 09:15:35 pm
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Can we get a big changelog with only the important/major changes since 3.6.0?
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Can we get a big changelog with only the important/major changes since 3.6.0?
:shaking:
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Can we get a big changelog with only the important/major changes since 3.6.0?
(http://fi.somethingawful.com/safs/smilies/2/4/catstare.001.gif)
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Can we get a big changelog with only the important/major changes since 3.6.0?
3.6.16: Soft particles
3.6.18: Geomod
There you go.
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3.6.18: Geomod
(http://i.minus.com/ibmGGUQGltRF3P.gif)
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Can we get a big changelog with only the important/major changes since 3.6.0?
Hmm, that would be interesting to see. Off the top of my head - correct me if I'm wrong:
- 3.6.10: normal maps
- 3.6.12: skyboxes
- 3.6.14: postprocessing, customizable HUD, Taylor's (?) speed improvements
- 3.6.16: less bugs, Swifty's (?) speed improvements, soft particles
- 3.6.18: even less bugs
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Going all the way back to 3.6.0, which was well before my time here, you might as well answer that question with "everything."
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inferno builds becoming standard. when were inf builds started?
also a mass of table entries, modular table files, several new table types.
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- 3.6.9: Scripting
- 3.6.10: normal maps Shaders
- 3.6.12: skyboxes PNG support, loads and loads of bugfixes, postprocessing version 1, fixed longstanding AI bugs
- 3.6.14: postprocessing, customizable HUD, Taylor's (?) speed improvements and FXAA antialiasing support. Also bugfixes.
- 3.6.16: less bugs, Swifty's (?) speed improvements, soft particles
- 3.6.18: even less bugs
FTFY
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I know somewhere between 3.6.5 and 3.6.9 or so, the engine transformed from "buggy, barely-stable crash-fest" to "pretty darn solid as a whole," and that's only become more true as time has gone on.
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You guys are awesome. Thank you :)
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There's a lot more stuff that should be on that list.
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Yeah, I'd mention my two favories: the if-then-else SEXPs introduced in 3.6.14, but most importantly the goddamn dynamic waypoints introduced in 3.6.16. Seriously, I can't overstate how awesome waypoint magic is.
The event.log can also be pretty darn useful.
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AI classes working instead of being randomly reset to table defaults is pretty huge as well.
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Modular mainhall.tbl & sounds.tbl
More efficient EFF handling when in menus
New HUD_Gauges.tbl with loads of options
Lightshafts
Animated 3D ship/weapon select for both FS1 and FS2 styles
to name a few more.
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
Oh man.. that's one of my favorite additions... features?... fixes?
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The events editor also has enhanced not-crashing capabilities
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hmmmmmm!
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).
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You all forgot the most important FSO feature that's been added to date!
Full Screen God Damn Window Mode.
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).
oic, I did not know.
You all forgot the most important FSO feature that's been added to date!
Full Screen God Damn Window Mode.
Good one.
I ghaskjdhqwikeyhh'd when playing WCS and it didn't have this.
I also really like $Substitute. Especially since Valathil went ahead and fixed its half assed lazy implementation so now we can actually use it on turrets and substituted weapons have their proper sounds playing etc. It opens up so many amazing options.
And Valathil's adding of flyby sounds for primaries. No longer do ballistics needs to make a BZZT sound as they pass by.
Swifty's multilock is also amazing (but that doesnt count yet as its not in trunk etc etc)
There's a long list of things we could talk about here.
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Oh, I got one that went by almost unnoticed: Speeding up the sexp system by not using so many goddamn strcmps (Which I believe was kara's doing back before 3.6.12)
Closing the event window suddenly no longer took 10 minutes :p
That was much later though. The change I am referring to was years earlier, and went by largely unnoticed (because the sexp system is rather fast to begin with).
It's kinda surprising that one was unnoticed. I detected an increase of around 5-10 FPS from it. The game was spending somewhere around 10% of the CPU time on that bug.
In the same vein though, Swifty's and Taylor's go faster stuff were very important too.
Closing the event window suddenly no longer took 10 minutes :p
Oh man.. that's one of my favorite additions... features?... fixes?
Funny thing about that one is that I never actually set out to fix it. I had built profiling builds for another reason and since I happened to have a FRED build I figured I might as well see what was causing that delay.
Even the way I solved it was pretty slapdash, I just opened a mission, closed the editor and hit the pause execution button. When I noticed that I was always in the same function, the problem was pretty clear. :)
EDIT : I split the threads. While I like the idea of a "What do you think the important changes are?" thread, I don't think it should be gumming up the 3.7 RC thread.
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The features I contributed to 3.7
- TrackIR support
- Target padlock view
- Additional fireball.tbl entries that can be used for ship class-specific explosions
- Fully customizable HUD
- EFF-support for HUD gauges
- Render to cockpit HUD gauges
- Soft particles
- Fixed font distortion issues on large resolutions
- go_even_faster: Improved rendering performance of particles
- go_even_faster: Rewrote collision detection broadphase and narrowphase tests to be more efficient and cache friendly
- go_even_faster: Improved OpenGL state handling
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My Epeen's not as long as Swifties but if i remember correctly I did:
- EFF Streaming + Full Color Talking Heads
- Lightshafts
- FS1 and 2 style 3D Weapon/Ship Select
- Beam lighting (Tube lights)
- Cloaking
- Thruster Distortions
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Just want to add that I really appreciate all you guys did for this game:) Almost 8 years after I first got my hands on it and I'm still playing it from time to time thanks to you. Soo.
THANK YOU!
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- EFF Streaming + Full Color Talking Heads
- Lightshafts
- FS1 and 2 style 3D Weapon/Ship Select
- Beam lighting (Tube lights)
- Cloaking
- Thruster Distortions
Deferred lighting has been pushed back from 3.7.0? (honest question)
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Yes. It'll hopefully be in the next major release.
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Nice. I was just thinking of making a thread like this, possibly called "A Celebration of SCP" sort of like that screenshots thread :)
I'm going to list things off the top of my head, and am mostly not going to list specific bugfixes even though on the whole everyone involved deserves some huge kudos for getting the engine to as stable as it is today. It's so easy to get used to not crashing, we forget how good we have it (and how bad it was once upon a time)!
- Widescreen support! Any non 4:3 resolution used to be totally messed up, and I don't mean the hud was just stretched, I mean weird things that made it just about unplayable. Stuff like suns and explosions and targeting brackets would move around the screen at different speeds (as you turned) than models and gunfire. I think it was taylor that fixed a lot of this, but there was also a few contributions by some amazing drive-by coders, people who would just pop up out of nowhere and post something awesome and then we wouldn't see them again. :(
- Gliding! There was some primiting gliding support that I tweaked (and added a Glide When Pressed control), Wanderer improved, and Sushi updated and extended it a whole lot. Whether you wanted a Prophecy/Tachyon style fixed cap that let you glide at the max speed of your afterburners, or a more 'fair' dynamic cap, multiple styles became possible. You could also use thrusters to change the glide direction, whereas before it was a fixed direction until you toggled glide back off.
- Sushi also gave the AI the ability to use gliding, which is amazing and a bit frightening. Most people stay far away from the AI code for good reason. :shaking:
- Come to think of it, Sushi, Wanderer, and Fury did all the stuff that led to Fury AI!
- Gun convergence / autoaim was started by KeldorKatarn (iirc) and extended by Wanderer.
- Wanderer added 'use additive weapon velocity', which I particularly liked because it fit right in with all the game physics experiments I was doing at the time.
- I added 'use newtonian damping', and Sushi extended it to be optionally ship-specific instead of just ai_profiles, for which I am thankful! I'm still doubting I picked the right name, because it's a fix that more people should use, not just people interested in more realistic faux-newtonian style.
- The fully customizable HUD has already been mentioned but it's HUGE. Big kudos to Swifty -- I tried doing it myself before he did and just didn't have the skills, haha!
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Don't let's forget about my personal favourite SCP feature:
(http://ken-jennings.com/blog/wp-content/uploads/2013/03/leeloo.jpg)
Multidock!
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Ah yes, that does qualify for this thread, doesn't it. :) The first official multidock release build was 3.6.7.
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so why did you stick with 3.6 for so long as a version number
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Cause we decided we'd bump the number when the pilot code went in, we just never realised it would take this long.
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Cause we decided we'd bump the number when the pilot code went in, we just never realised it would take this long.
3.7 isn't final just yet.. :)
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Weren't 3d shockwaves also a feature?