Jaguar Company/Version History
From Elite Wiki
v2.2 (2012-12-02)
- Wrong variable in the buoy script.
- Corrected a logic check in the asteroid script.
- Optimized the cleanup code in jaguar_company_attackers.js
- Fewer boulders.
v2.1 (2012-12-02)
- Thargoids and tharglets always returns true in $isHostile check.
- There is a safe zone of 30km around the base.
- NB: The safe zone does not extend to known attackers.
- Took out some ship script event handlers and AI sendScriptMessage functions from the base, buoy, miner and tug ship scripts that is inserted by $addFriendly.
- Fixed colour bug with the tracker. Didn't start off red if the target was behind the player.
- Fixed name error for $performJaguarCompanyAttackTarget in $addFriendly.
- Fixed sun check error if no sun exists.
v2.0 (2012-11-30)
- First release out of WIP.
- Moved route code fully into the main worldscript.
- New worldscript for attackers code. Remember attackers. Even players who jump system.
- Friend or Foe checks all ships in scanner range.
- The first few shots are ignored as "friendly fire". Reputation can be lost!
- You can remove the hostile mark by going to a new galaxy. This will also remove your reputation.
- Welcome screen on docking.
- Check for player helping. Thanks to Wildeblood for pointing out the then invisible world script event 'shipAttackedOther'.
- There's a 10% chance of being seen in the heat of battle. A kill is always seen and rewarded highly.
- If the player has enough reputation in combat then the communications buoy will transmit a beacon code of 'J' for the player to follow on the ASC. Wait a couple of minutes before checking, the tug pushing the communications buoy out has to reach the drop off point before the beacon activates.
- The market for the base will change if the player has enough reputation.
- The communications buoy will slowly rotate to point towards the patrol ships on release from the tug.
- Black Box Tracker points to the nearest patrol ship.
- Uses new visual effects code for Oolite v1.77 and newer, otherwise a simple invisible object hanging above the closest patrol ship that can be tracked with the Advanced Space Compass.
- Tracker deactivates if the player is close to the patrol ships.
- If Jaguar Company is forced out of interstellar space, they will all use 1 witchpoint exit even though they are all independent entities and not escorts or part of a group.
- Position and name of the base is now fixed. Uses 'system.scrambledPseudoRandomNumber(salt)'.
- Conjunction of the witchpoint, planet and sun is checked for so the base doesn't end up in the middle of the planet.
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.