Author Topic: Prospector has returned! (now at R207)  (Read 28274 times)

getter77

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Re: Prospector has returned! (now at R184)
« Reply #15 on: May 06, 2014, 12:10:29 PM »
Not sure as the changelogs didn't explicitly say otherwise like with R 181.
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getter77

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Re: Prospector has returned! (now at R185)
« Reply #16 on: June 02, 2014, 11:52:02 PM »
R 185
Quote
Hi folks!
The last few weeks at work where quite hectic (I got promoted of sorts), and I didn't have as much time to work on prospector as I would have liked.

So all in all a lot less happened than I would have liked, but here it is:
R185
+ New Item: Spacesuit repair kit (Usable by hitting either the (h)eal or (i)nspect key)
+ Removed another trigger for planetside menu that wasn't supposed to be there.
+ used ships and custom ships work now
+ No more looping maps that shouldn't loop
+ polish: Switched no spacsuit question so you now have to confirm if you want to land without spacesuits.
+ Some crash bugs fixed (Firing grenades towards map border, spacecombat sound version)

Also, this post further down in the release topic by another member over there would seem....good?

Quote
Good timing.

Its a new month and I've updated my repo with a month's worth of changes to prospector's fundamentals. there are no game play changes and you'll need to be at least as smart and handsome as m to be able to compile the new branch into a working game. but everything is there. flickerfree full screen mechanics. menus (shops etc are all menu) that work, remember and scroll properly, tons and tons of unrecognized defects were made right, dependencies were eliminated to the degree that one can almost build just the bits that one's working on; the sources were refactored and named so that people new to the code can track what's happening. all global vars/types/consts/enums were eliminated and put into their proper places .. and on and on and on.

the new branch's history is quite a mess due to all the changes and renames but with a decent editor and diff tool it should not take much to merge the deltas now that the heavy lifting has been done.

i was going to do a few more things and call the branch 'edible' since the code is so much more consumable now - check the github stats just to see how much work that actually took! but that's all for now.

pm me here if you have gotten the everything to compile and have questions on how to make it all work together. the link to the repo is in my profile.
Brian Emre Jeffears
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getter77

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Re: Prospector has returned! (now at R187)
« Reply #17 on: July 09, 2014, 12:44:18 PM »
R 187

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Hello again. A new version is availiable.

R187
+ Changed file layout

R186
+ More types of shops possible in small space stations
+ Ordering Items in shops works now
+ Damage for teams with mixed spacesuit-status works now
+ Fixed a bug causing you to attack creatures after putting them in cages
+ Fixed exit crash
+ Spacecombat sound crash & heal disease crash fixed
+ lamps now do something and space is darker
+ some more polishing

Have fun!

In other news I am at the start of a 2 week vacation, and hope to get a lot of work done on prospector, and be a bit more active on the forum again.


Let's cross our collective fingers for a massive flurry of progress to indeed take place in these next 2 weeks!   8)
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getter77

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Re: Prospector has returned! (now at R189)
« Reply #18 on: July 21, 2014, 05:14:24 PM »
R 189

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So, here we are, at the end of my vacation.
Didn't get as much done as I would have hoped, But some things happened none the less. Enjoy

R189
+ Ship inspections now may fix structural damage
+ Monsters on high grav worlds have more hps and are slower.
+ Mining stations now have mines again
+ No more unlimited supplies in shops
+ Space is still as dark, but suns are a bit brighter
+ Slight changes in retiring crewmembers
+ Added a list of star trek shipnames with 268 names (and found another B5 name: Ares)
+ minor bugs and continued polishing
+ Savegame versioning

R188
+ Refracturing
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Samildanach

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Re: Prospector has returned! (now at R189)
« Reply #19 on: August 19, 2014, 11:45:02 PM »
I'm not sure why I didn't really play Prospector before but I've started on it this week and I'm enjoying it so far.

getter77

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Re: Prospector has returned! (now at R190)
« Reply #20 on: October 22, 2014, 03:15:40 PM »
R190

Quote
New version here, this time without debugging flag on, and some neat new stuff:
R190
+ All Shops now have their own inventory
+ New items: Nonlethal weapons
+ New items: Stims
+ teleporters now have different ranges
+ teleporting monsters
+ Drugs now have names
+ UI improvement: Fire on planet and in spacecombat now use the same interface
+ Trees no longer have bios
+ found and fixed an inventory bug
+ more minor bughunting and polishing
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Re: Prospector has returned! (now at R190)
« Reply #21 on: October 22, 2014, 06:20:17 PM »
Any idea if the money's been fixed? That was the big issue with R189. (I'll try it later.)

getter77

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Re: Prospector has returned! (now at R192)
« Reply #22 on: October 26, 2014, 05:41:50 PM »
R192

Quote
Another small one, just what I got done over the weekend. Hopefully next week will be as productive as this one was (Though I doubt it)

R192
!Savegames are not compatible!
+ new type of shop
+ Some planetside shops where missing inventory
+ Ordering items works again
+ Fixed another bar-crash bug
+ Creatures in space no longer prevent you from taking over a ship
+ Stations no longer pay for towed ships, but Used Ship Shop does
+ UI improvement: (I)nspecting in space does the same as scanning
+ UI improvement: You can now use arrow keys to choose your landing pad

R191
!Savegames are not compatible!
+ Quick Bugfix for planetside fire
+ savegame fixed
+ Fixed a crash bug at the bar
+ Some more minor bugfixes
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getter77

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Re: Prospector has returned! (now at R194)
« Reply #23 on: November 11, 2014, 12:06:56 AM »
R194

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Another weekend of bugsquishing. Found the orbital splash thingy, still no sign concerning empty shops and flooding though.

R194
!savegames not compatible!
+ No more orbital splash damage
+ changed to hit formula (Very interested on feedback for this. Is the game too deadly now? let me know)
+ Beefed up robot invasions
+ AIs are now crew members who don't fight, don't take damage and don't need space or oxygen
+ Customizing piles of items works now
+ Minor bug squishing

R193
+ Robot ships no longer attack each other, stranded robot ships now show the correct tile
+ Fixed stim crashes
+ Hospitals now get a planetside menu entry
+ Suffocating no longer damages your suit
+ New ships were not supposed to start cursed (Used ships were)
+ Minor bug fixes

Known and important issues are
+ Empty shops
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getter77

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Re: Prospector has returned! (now at R195)
« Reply #24 on: November 17, 2014, 07:15:55 PM »
R195
Quote
So yet another weekend of bugsquishing

R195
+ fixed the empty shops
+ fixed a bugged quest
+ Assigning piles of items works now
+ Dividing fire works again
+ Some attempts at balancing
+ Minor bugsquishing

Known issues:
Looks like I actually didn't solve the orbital splashing damage bug. Will have to look into that again
Mysterious flooding still unsolved.
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Samildanach

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Re: Prospector has returned! (now at R195)
« Reply #25 on: November 17, 2014, 07:42:32 PM »
These are rolling in quickly these days!

getter77

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Re: Prospector has returned! (now at R196)
« Reply #26 on: December 14, 2014, 03:25:32 PM »
R196

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So i haven't had much time lately, but managed to get a little bit of stuff done.

R196
+ Orbital splashing finally fixed
+ cage traps didn't empty: fixed
+ Gambling no longer counts as piracy. New mission type: Gambler
+ more attempts at balancing
+ competent talent works differently now (A competent captain gets 1 skill point in a random officer type skill)
+ some more minor bug squishing and quite a bit of polishing

Despite the warning savegames should be compatible.
I don't think I will be able to do much next week, but the week after that should work better.
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getter77

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Re: Prospector has returned! (now at R197)
« Reply #27 on: December 28, 2014, 06:36:43 PM »
R197

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So, here we go again, very propably for the last time this year. Savegames are not compatible.

Here is what I managed to get done:

R197
!Savegames not compatible!
+ you can change map sizes when you start the game. Size will now be saved with the savegame
+ Aliens who can pick up items now also may be able to open doors
+ Balancing: Artifacts and robot ships appear later
+ Certain RNG-extremness in universe creation alleviated
+ Other assorted balancing attempts
+ Planet rotation now accurately maps to day-night cycle
+ Game now knows if it can load a savegame or not
+ minor polishing
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getter77

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Re: Prospector has returned! (now at R200)
« Reply #28 on: April 23, 2017, 09:04:54 PM »
R200  8)

Quote
!Savegames not compatible!
+ 2 artifacts (one inspired by no mans sky, but mine is better :) )
+ new hiring system
+ new shop
+ bugfix: creatures that can shoot shoot again
+ rewrote space combat code
+ beam weapons have reduced damage at longer ranges.
+ missiles are now missilier
+ If you manage to destroy a space station now you get to loot the place
+ Balancing: toned down enemy ship speed
+ Balancing: Patrol quests no longer pay ridiculous amonts of money
+ Balancing: Bonuses toned down
+ Balancing: slightly higher chance for aliens
+ Generally a lot of balancing and turning knobs one way or the other
+ New Tutorial mode
+ Polish: first time starting you get asked where you prefer your system maps (Another hint that they exist for new players)
+ Polish: Optional animated moves
+ Polish: No more false duplicate key warnings

There are still some issues, and I haven't polished and played as much in the last week as I would have wanted to, but I still think it's the best version so far. Linux sound version will be published as soon as I remember how to compile that :) Since next weekend is another 3 day one (at least in my neck of the woods) I hope to bring another minor update soon. In the meantime have fun!
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getter77

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Re: Prospector has returned! (now at R202)
« Reply #29 on: May 25, 2017, 03:20:18 PM »
R202

Quote
+ spawning crash fixed
+ Friendly unfriendlies fixed
+ New shipbuilding options: Aerodynamic and landing gear
+ Halucinations now have percentage chances depending on how many team members are infected, and are generally more confusing
+ Minimap scrolls now for maps bigger than 75x50
+ You can jump now in low gravity environments
+ Bioreport and dimnishing returns on biodata shold work now

+ some mid to late game crashes solved
+ Checking savegame compatibility works now
+ Attempt at stock market balancing
+ Toned down Merc shop academy
+ Some more minor bugs fixed
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