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Author Topic:  2.1  (Read 29097 times)

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Craig

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Re: 2.04 - Sound Overhaul
« Reply #10 on: July 10, 2014, 03:21:17 AM »
Updated script command list: (Items in Orange are new)
I will update this list as it changes, rather than make a new post.

AddBlock [x,y,z] [block] [aux]
AddPickup [x,y,z] [item] [qty]
CaveIn [x,y,z] [seed]
CCTV [x,y,z] [n|s|e|w] [millisecs] [admin]

ClearBlock [x,y,z]
ClearRegion [x,y,z] [x,y,z] [percent]
Commit
CopyBlock [x,y,z] [x,y,z]
CopyRegion [x,y,z] [x,y,z] [x,y,z]
FillRegion [x,y,z] [x,y,z] [block]
Fog [x,z] [radius] [duration] [intensity] [r,g,b] [visibility]
Hail [x,z] [radius] [duration] [intensity] [r,g,b] [minsize,maxsize]
History [name] [delete] [player]
Inventory [player|x,y,z] [add|take|clear] [item] [qty]
Inventory [x,y,z] [player] [*move] [item] [qty]
Inventory [player] [x,y,z] [*move] [item] [qty]
Inventory [x,y,z] [x,y,z] [add|take|clear|copy|*move] [item] [qty]
Inventory [x,y,z] [x,y,z] [x,y,z] [copy|*move]
Marker [name] [delete|x,z] [admin]

MoveBlock [x,y,z] [x,y,z]
MoveRegion [x,y,z] [x,y,z] [x,y,z]
Notify [message[gamertag]] [local|global]
Paste [pack:component] [x,y,z] [facing] [copytype]
Permission [permission] [on|off]
ReplaceRegion [x,y,z] [x,y,z] [block1] [block2]
Rain [x,z] [radius] [duration] [intensity] [r,g,b]
Script [name]
SetPower [x,y,z] [on|off]
SetSwitch [x,y,z] [on|off|toggle]
SpawnMob [x,y,z] [mobtype]
Teleport [x,y,z] [x,y,z] [x,y,z] [absolute|relative]
Teleport [player] [x,y,z]
Text [x,y,z] [text[gamertag]] [page|name]

Texture [x,y,z] [id]
Wait [millisecs]
Waypoint [delete|x,z]
Zone [name] [delete] [x,y,z] [x,y,z] [edit=on|off] [pvp=on|off] [fly=on|off] [mobs=on|off] [script=name]

Conditionals:
If
CanEquip [item] [true|false]
HasAction [item] [action] [true|false]
HasAction [item] [action] [compare] [qty]
HasHistory [name] [player|global] [true|false]
HasHistory [name] [player|global] [compare] [count]
HasInventory [player|x,y,z] [item] [true|false]
HasInventory [player|x,y,z] [item] [compare] [count]
HasMarker [name] [true|false]
HasPermission [permission] [true|false]
HasSkill [skill] [compare] [level]
IsAvatar [avatar] [true|false]
IsBlock [x,y,z] [block] [true|false]
IsCombat [true|false]
IsDistance [x,y,z] [compare] [distance]
IsFiniteResources [true|false]
IsPowered [x,y,z] [true|false]
IsSkills [true|false]
IsRandom [x,y]
IsTime [player] [compare] [seconds]
Then
Elseif
Else
Endif
« Last Edit: July 12, 2014, 01:49:42 AM by Craig »

Craig

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Re: 2.04 - Sound Overhaul
« Reply #11 on: July 10, 2014, 09:52:38 PM »
You can now name NPC's.

When you open an NPC dialogue, adjacent blocks are powered, allowing a script to be executed via an adjacent script block. When the dialogue is closed, the power is stopped, allowing another script to be executed via the script block.

Scripts can both set NPC text and query if a player has viewed the text, allowing dynamic NPC dialogue to be created, rewards to be given, etc.

Craig

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Re: 2.04 - Sound Overhaul
« Reply #12 on: July 11, 2014, 12:46:55 AM »
Blocks that are powered by Switches, Buttons and other blocks, except pressure plates, has changed.

For blocks other than switches and buttons, the blocks powered are:

West, North, East, South, Above, Below.

For switches and buttons, the blocks powered are the 4 blocks on the plane of the switch or button.

e.g.
If the switch is on the ground, the center, west, north, east, south blocks, one block below the switch are powered.
If the switch is on the ceiling, the center, west, north, east, south blocks, one block above the switch are powered.
If the switch is on the west face, the center, north, above, south, below blocks, one block to the east of the switch are powered.
If the switch is on the east face, the center, north, above, south, below blocks, one block to the west of the switch are powered.
If the switch is on the north face, the center, west, above, east, below blocks, one block to the south of the switch are powered.
If the switch is on the south face, the center, west, above, east, below blocks, one block to the north of the switch are powered.

Another way to explain this, whichever block the switch or button is attached to, that block and the 4 blocks adjacent on the plane of the attachment face, are powered.

Blocks diagonally adjacent are no longer powered.

If you foresee these changes causing any problems, please post about them here: http://totalminerforums.net/index.php?board=31.0
« Last Edit: July 11, 2014, 02:43:06 AM by Craig »

Craig

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Re: 2.04 - Sound Overhaul
« Reply #13 on: July 29, 2014, 06:52:08 AM »
A screen has been added to the unlockable avatars screen which shows exactly what you still have left to do to unlock each avatar.

And all bugged avatars are now fixed as far as I know.

Craig

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Re: 2.04 - Sound Overhaul
« Reply #14 on: August 06, 2014, 09:30:24 AM »
In the last two days I have replaced the audio engine in Total Miner to use XACT rather than the XNA audio types. http://msdn.microsoft.com/en-us/library/ff827590.aspx

This has the following benefits:

* No more pauses/freezes/lock ups/frame rate glitches when sounds or songs are loaded and played. XACT does not hold up the main thread when a track is played (like the XNA audio types do), so all these hiccups are gone.

* XACT supports playing large audio files via streaming, so we can now play entire songs in the game and it use less RAM than the game currently uses when playing severly cut down versions of songs. It really is nice being able to listen to a song for a few minutes rather than a few seconds.

* XACT supports true 3D sound. So when that mob is walking around behind you, it actually sounds like it's behind you.

* RAM usage. Using XACT has allowed me to cut down the sound effect RAM footprint from 26Mb to 9Mb and the song RAM footprint from 5Mb to 0.5Mb. Thats a 21.5Mb win that the game can use for other things (also equals less out of memory errors).

* XACT significantly cuts down the complexity of the audio management code in the game.



Craig

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Re: 2.04 - Sound Overhaul
« Reply #15 on: August 12, 2014, 03:09:10 AM »
Added a Spectate permission. This permission now controls whether or not a player can spectate (ghost) other players. Previously this action was under the Admin permission.
« Last Edit: August 12, 2014, 03:14:20 AM by Craig »

Craig

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Re: 2.04 - Sound Overhaul
« Reply #16 on: September 03, 2014, 08:13:47 AM »
Animated liquid physics is now complete, except for some tweaks to the texture packs to improve the animation.

There are only a handful of tasks left on the To Do list for this update.

So we will start final testing soon. Most of the testing left to do is making sure everything works properly in multiplayer.

I'll have a better idea of how much is left to fix/tweak/polish once we've tested most of the game. At that time I can give some time frames.

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Re: 2.XX - Next Update
« Reply #17 on: September 03, 2014, 08:33:58 AM »
Bumping for internal systems management control.

Craig

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Re: 2.XX - Next Update
« Reply #18 on: September 12, 2014, 12:18:44 AM »
General bug fixing and final polishing should be complete in a few days.

Then we will begin final testing, fix anything found, and release to peer review.

Final testing / fixing usually takes between 2 - 4 weeks.


Craig

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Re: 2.XX - Next Update
« Reply #19 on: September 15, 2014, 05:18:13 AM »
General bug fixing and final polishing should be complete in a few days.

This has been completed. The formal To Do list is empty.

Final testing begins.