Jaguar Company/Version History

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Revision as of 22:20, 21 July 2012 by Tricky (talk | contribs) (Initial stub)
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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)

v1.0 (2012-06-07)

  • Initial WIP release.