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ChangeLog
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sos-fork 1.0:
Radio simplification
--------------------
With SoS having entirely OOC comms, ECM'd players tended to
just use comsys channels. Rather than present this ergonimical
issue, we've gutted the fancyness out of the radio system. It's
just a flat check based on frequencies with no other considerations.
* Analog radio mode no longer exists. Everything is digital.
* Radio ranges are no taken into account at all.
* ECM no longer scrambles radio.
* Relay, Info, and Scan modes have been removed.
Assorted
--------
* AI now startup immediately (startup override).
* AI sensor changes don't break locks. Sensor switching logic
was causing constant lock breaks.
* @chzone no longer resets flags/powers. While this makes sense for a
game with player building, it's mostly annoying given that SoS has
no player building.
* Complete removal of BT_COMPLEXREPAIRS.
* Improved accuracy of btunitpartslist().
* SearchLights and ATM ammo weights were transposed.
* Added IS.LightMachineGun.
* Added BV2/Cost values for Hyper ACs.
* Added BV2/Cost values for ELRMs.
* Observatoric radios no longer use dark blue, as it's hard to see.
* Added btsetmaphex(), which acts like ADDHEX.
* Newly created non-robot players auto-add macro set 0.
* Added btflushtemplatecache(). We generate template files externally. This
lets us apply those changes without a @restart.
* Added btmechloslist(), which lists all units the given mech has LOS on.
* Movement mode changes reduced to a half turn from a full turn.
btonline-btechmux 0.6:
- Changes
* Replaced the muxevent event queue's with evtimer callbacks.
(Martin Murray)
* Added mech_printf() to replace mech_notify(xxx, tprintf(xxx))
construction. (Martin Murray)
* Replaced @wait command queue system with libevent evtimer
callbacks. (Martin Murray)
* Extended btmapemit() (Martin Murray)
* Extended btsetxy() (Martin Murray)
* Added btmapunits() (Martin Murray)
* Extended btgetrange() (Martin Murray)
* Removed FUNCTION(xx) (Martin Murray)
* Added red-black tree library to MUX. (Martin Murray)
* The AI for the MUX now uses doubly-linked list for storing
commands. This allows bigger and more flexible commands to
be created. (Dany)
* The AI now has a new 'goto' command based on the A* (A-star)
pathfinding algorthim. The old goto has been moved to
'oldgoto' for addcommand and 'ogoto' for radio command. (Dany)
* Re-arranged the files that contained AI code. (Dany)
* Added a doubly linked list library to the MUX 'dllist'. (Dany)
* Replaced the fileslave with a faster, more efficient logcache
system based on libevent. (Martin Murray)
* Added a function proper_parseattributes to replace
silly_parseattributes. (Martin Murray)
* Added builtin strndup and strlen for non GNU OS systems.
(Dany)
* Added MECHPREFS [SETTING [ON|OFF]]. Allowing the pilot
to manually specify ON or OFF for the given preference.
(Dany)
* Removed the CONF_HAND, CONF_AHAND, and CONF_HDECL macros
(Martin Murray)
* Replace FNDELAY on pipe's with O_NONBLOCK. (Martin Murray)
* Added logging for the A* path finding. (Dany)
* Added proper_explodearguments to replace mech_parseattributes.
(Martin Murray)
* Split the single mech_u/sdisembark function into two
seperate functions, instead having the one with all
the #defines. (Dany)
* Added two hcode functions to match behavior with btmapemit
MapLimitedBroadcast2d & MapLimitedBroadcast3d. (Martin Murray)
* Rewrote the AI's radio command system. (Dany)
* New sqlchild system to replace the old sqlslave system.
(Martin Murray)
* Added softcode function colorpairs(). (Dany)
* Added the @fail and @afail stuff to embark as well as
redid the @fail and added @afail to enterbase. (Dany)
* Changed physical attacks to be more in line with FASA
rules. Allowing torso twist for upper body attacks,
and allowing punch/axe/sword to attack the forward arc
as well as their respective side arc. (Dany)
* New autogun code for the AI. AI develops a profile
of its weapons as well as scores targets differently.
Also handles physical attacks better, won't make a physical
attack unless its target is in range or will attack
another target if its main target is beyond a given range.
* Updated the AI follow command to use the A* pathfinding
(Dany)
* Made the AI Chasetarg command use the new follow
command (Dany)
* Added a #define DEBUG_ASTAR which when defined logs
the various things that go on with the astar generate
path function. (Dany)
* Chasetarg goes into sleep when other movement commands
are being used. When those commands are done Chasetarg
comes back online. (Dany)
* Cleaned up muxevent_names array in event.c, was sorely
out of date. Probably still needs more work. This was
being used by the DEBUG object when listing events. (Dany)
* AIs can now pick their own sensors using the
auto_sensor_event. (Dany)
* Added command to AI's interface called 'EVENTSTATS', lists
the various events running on that AI. (Dany)
* Changed the 'btech_engine' config directive to
'btech_explode_reactor'. (Greg Taylor)
* There is now a config directive, 'btech_seismic_see_stopped',
that determines whether seismic picks up stopped units.
Default to off (0). (Power_Shaper)
* Renamed 'phys_use_pskill' to 'btech_use_pskill' to fit in
with the rest of the config directives.
* Removed functions: btgetreftech(), btgetreftech_ref(),
btaddparts(). Use their existing equivalents:
btaddstores(), bttechlist(), bttechlist_ref(). (Greg)
* The addstuff command, btaddstores() are now capped at
at 50,000 parts to add at once. If the value is
exceeded, set the quantity to the max and add it.
This is to prevent exceeding the bounds for the
integer data type. (Greg)
* Removed the EXILE_FUNCS_SUPPORT define. Completely
redundant with our adjusted priorities. (Greg)
* Removed TARGCOMP_MODES define. If people enable/disable
this, it requires a hcode.db rebuild which sucks. If
admins don't want targcomp modes, they can refrain
from setting targcomp to values other than 0 on
units. (Greg)
* Removed EXTENDED_ADVANTAGES define for much the same
reason as the last two. If admins don't want to use
the feature, don't add the advantages to players. (Greg)
* You may now add a one-shot weapon by doing a:
addweap <weap> <loc> <crit> o. Rewrite the addweap
function to be much more expandable and a lot less
hacked. (Greg)
* RocketLaunchers are now completely implemented. (Greg)
* VTOLs with ICE set crash/explosion hex ablaze (Power_Shaper)
* Added btech_vtol_ice_causes_fire for VTOLs with ICE (Power_Shaper)
* Explode reactor/ammo requires weapons/section to not be busy
(Power_Shaper)
* Added STINGER ammotype and related affects. Ammo code is 'T'
(Power_Shaper)
* Formatting cleanup in mech.combat.c (Alex Gowan)
* Glancing Blows code (Alex Gowan)
* New Config Value -- btech_glancing_blows (Alex Gowan)
* Only Friendly Bsuits (mounted) prevent torso mounted weapons
from firing (Power_Shaper)
* COMBAT_SAFE units are no longer SWARM/SWARM1 targets
(Power_Shaper)
* Fixed display of ECM/Protected/Disturbed to be slightly more
accurate (Power_Shaper)
* Going reverse while sprinting is now prohibited (Power_Shaper)
* Hardened Gyros should have the proper crit effect (Power_Shaper)
* @pcreate and @robot now show the dbref of the created player
or robot (Greg)
* @list functions now has built-in and hardcoded functions
separated (Greg)
* Added connrecord() from MUX2 (Greg)
* Added startsecs() from MUX2 (Greg)
* Re-joining channels now sends 'You have joined channel <blah>'
so dark wizzen don't get confused when quietly joining. (Greg)
* You may now 'stand careful' to get a -2 BTH to your piloting
roll while standing. The downside is it requires a full turn
(30 tics) to stand carefully. (Fitz)
* Added '65 style IR sensor heat scale. See the SF page for more
details:
http://sourceforge.net/tracker/index.php?func=detail&aid=1376850&group_id=128056&atid=711029
Added the --bt-scaled-infrared and defaulted to on. (Fitz)
* Staggering is now considered on any damaged mech within 5 tics
of initially being hit. After the roll is made, knock 10 off the
unit's staggerdamage. Old interval was 30, little bit too
delayed. (Fitz)
* CHARGEN, SCEN (and related), CUSTOM XTYPES have been removed. (Greg)
* The 'maxcf' XCODE field on maps has been removed in favor of
'cfmax'. (Greg)
* Massive rewrite/restructure of mech.physical.c. Much improved logic
and readability. (Greg)
* Disallow the direct physical attacking of bsuits as per FASA.
Maxtech has damage absorption rules for attacking the swarmed unit
but hitting the suit, these should be used instead. (Greg)
* Added the mech 'trip' physical as per Maxtech. Same as kicking as
far as BTH and actuators go except no damage is dealt and a failed
roll by the attacker doesn't cause a fall.
* Addign the 'saw' physical. Takes up 7 tons, 7 crits, does a constant
of 7 damage regardless of actuator damage. Requires the sawing arm
to have a working shoulder, +1 BTH to all saw attacks. Taken from
Solaris 7 Mappack. Additionally, saws take the place of an arm's
hand actuator. (Greg)
* Finished implementing the half-done Mace physical as per Solaris.
1 ton and 1 crit per 10 tons unit weight. 1 pt damage for every
4 unit tons. (Greg)
* Added the graball() function, the 'all' version of grab() (Power_Shaper)
* Added FASA Inferno Penalties for heat (Fitz + Power_Shaper)
* Hotloaded LRMs jam on roll of 2 or 3 (Power_Shaper)
* BattletechMUX should now compile just fine on Mac OS X. (Dany/Darrenb)
* Aeros now use AT2 locations. (Greg Taylor)
* Much needed ergonomic improvements to mechrep commands. (Greg
Taylor)
* Improved some arrangement in the 'status' command code, made
working with the heat bar a little more modular. (Greg Taylor)
* Units triggering trigger mines now have their AMINETRIGGER attribute
triggered. This serves to make channel monitoring the MineTriggers
channel obsolete and is much more efficient. (Greg Taylor)
* You only see a warning now when a template you're saving is
overweight. We'll leave it up to the admins to be smart enough to
heed or disregard it. (Greg Taylor)
- Merge
* Added Exile's roll on back walk code. (Tuncay)
* Added Exile's mine trigger stuff which seperates the
Trigger mine and makes it more usable. (Dany)
* Added Exile's emits (to MechDebugInfo) for picking up
and dropping off units. (Dany)
* Added Exile's Waterproof_Tech but it works on all units
except for aeros, vtols and DSes. Basicly negates any
rolls or affects that water has on a unit although
the units will still slow down in water. (Dany)
* Added Coolant Guns. (Dany)
* Added 'vector' command. (Power_Shaper)
* Changed tacheight to tacsize. (Dany)
* Added Exile's head hit stun code. Can be turned on/off using the
mudconf parameter 'btech_exile_stun_code'. (Dany)
* Finished hooking Maneuvering Ace to turnmodes. (Power_Shaper)
* Added Exile's Observer channel code with coloring. (Power_Shaper)
* Added btech_idf_requies_spotter defaulting to 1 for
idf Spotting requirements. (Power_Shaper)
* Ported Exile style orbital dropping. (Greg)
* Ported Exile's heatcutoff code. (Dany)
* Non Mech/Hover/Sub units drown when OOD'ing into water now. (Power_Shaper)
* Suits must recycle weaponary before special attacks. (Power_Shaper)
* btlosm2m() now returns a 2 if there is only partial LOS on
the "victim" unit. (Ronthar DelaRosa)
- Bugfixes
* Fixed mistiming in weapon recycling code. (Martin Murray)
* Can no longer hide while OOD'ing (Greg Taylor)
* Fixed btsetcharvalue() and btgetcharvalue() crashers.
(Martin Murray)
* Some fixes for the mux to compile on Linux/amd64,
still a bunch of 32/64 bit issues. (Martin Murray)
* Changed notify_check to notify_checked, was conflicting
with a builtin function on Mac OS X. (Dany)
* Fixes for embark and udisembark. (Dany)
* Fixes to the configure system. (Dany)
* btsetpartcost() corrected negative cost error check. (George Ponick)
* btdamagemech() total damage limited to 1000 to prevent runaway loop. (George Ponick)
* Fixed bttechlist() to prevent that FUSTAG bug. (Greg Taylor)
* Fix for bug #1321731. Masc code more in line with FASA
now and should destroy all the hips as well as
set the max speed to zero, fixing any weirdness
that was occuring when the unit took another leg crit. (Dany)
* Fix for bug #1324084 - Stealth Armor. Fix so when you
repair the armor on a stealth armor unit, it uses STH_Armor
parts instead of 'Internals' (which is wrong). (Dany)
* Added some rounding for the Trigger mine distance calcs
because of ranges being generated like 1.000072 messing
with it. (Dany)
* Movement mode contact flags now appear as intended. (Power_Shaper)
* Maneuvering ace now gets the proper turning bonus. (John FitzSimons)
* Patch to keep exploding units that aren't on maps
from crashing the MUX. (Dany)
* Patch to keep units set CritProof_Tech from getting crits. (Dany)
* Destroyed defensive weapons now emit proper error when player
attempts to fire them (Power_Shaper)
* deltech now accepts 'all' or any permutation of case. (Greg)
* XL Gyros, Compact Gyros, and Hardened Gyros are now addable
and no longer under the complex repairs ifdef. They need to be
implemented though. As a result, carrier tech will not show
up as xl_gyro tech when complex_repairs is enabled. (Greg)
* It is now possible to compile with --disable-bt-movement-modes.
(Greg)
* Units with movetype NONE no longer fall from the sky when shutdown
while floating above ground level in the air. (Greg)
* Bsuits could fire immediately after swarming/dismounting
(Power_Shaper)
* TargComp wasn't looking at the proper range values.
(Power_Shaper)
* Don't allow using jumpjets while orbital dropping. This was being
used to circumvent the landing roll. (Greg)
* Proning while staggering is now somewhat de-munched. For
every stagger level (stagger damage/20), +1 to prone BTH. This
is cumulative if the unit is running/walking. The drop levels
defaults to 1 but if running and staggering, go with the 2
rather than increment it to 3. (Greg)
* OBSERVATORIC units don't see the 'You notice blah blah' or
'You have lost' LOS messages. These are redundant since they
see all and can't lose LOS. (Greg)
* If a location got flooded, the ammo in it became unfirable
and undumpable, but still exploded if critted or overheated.
Ammo destroyed by flooding is now set to 0 rounds in addition
to disabling the slot. (Fitz)
* The 'stand anyway' command has been fixed to behave as
expected. (Fitz)
* Jumping mechs can no longer see or be seen on seismic
sensors. (Fitz)
* When a unit is in TSM mode it should get correct extra
heat for the speed its currently at.
* Fix for embarking a carrier while towing a unit (wasn't pulling
towed unit inside). (Casy)
* Corrected grammar for a number of messages. (Tetsuo Sormlaeng)
btonline-btechmux 0.4:
- Changes
* Merged with the unstable branch's revision #38 + the patch
for @restart and the rbtree. Includes some updates to the
event code including the need for libevent to be installed
on the system. (Dany)
* Changed btech_tl3_charge to default on. (Dany)
* Added btech_use_tech_bsuit config parameter with default on.
When enabled it uses the Technician-BSuit skill for fixing
BattleSuits, if off uses Technician-Battlemech. (Dany)
* Replaced the select() loop in bsd.c with Niels Provos'
libevent system. Libevent is now necessary. (Martin Murray)
* Renamed the mux event system muxevent to prevent collisions
with libevent functions. (Martin Murray)
* Added HIDDEN flag to status and scan so you can tell if a
unit is hidden. (Dany)
* Changed how AIs do physical attacks. Physical weapon attacks
first, then kicking and finally they try to punch. (Dany)
* Can no longer DFA airborne targets. (Dany)
* Tanks can now charge 'ram' other tanks.
* Added TL3 FASA charge rules. Can be enabled/disabled by
adding btech_tl3_charge 1 or 0 to the MUX config file. (Dany)
* Changed the charge distance recoder to record actual distance
traveled instead of number of hexes entered. Fixed a cheat
were a unit traveling 0/180 could double their charge
distance. (Dany)
* Changes to the SQL Stuff, Cleaning up some of the SQL Code
made it more readable. (Dany)
* Added the ability to specify the port number as well as the
unix socket for the mysql database. (Dany)
* Made a compile time flag NO_SQLSLAVE. If you define this
in config.h and compile with SQL_SUPPORT on, it will
build the sql code directly into the MUX and will not use
the sqlslave program. This was to help us debug sqlslave
as well as giving people other options. This will be added
to the configure system whenever I get a chance. (Dany)
* Added logging to both sqlslave and the sql in the mux.
The files generated are sqlslave.log (for when using
sqlslave) and sql.log (for when using built in sql).
These files get big fast if you do a lot of queries, I
will have to add some way of specifying the logging level
later. (Dany)
- Merge
* Added Exile's AI Roam stuff. (Dany)
* Added Exile's hide tech (CAMO_TECH in this case) so any
unit set with CAMO_TECH can hide. (Dany)
* Added a whole bunch of AI commands from Exile. Check the
AI help for the whole list. (Dany)
* AIs now score their targets like Exile. Using a combo of
BV and BTH. (Dany)
* Added parts of Exile's autogun code. (Dany)
* Added Exile's autosensor code for the AIs. (Dany)
- Bugfixes
* Changed the name of the skill 'Technician-BattleSuit' to
'Technician-BSuit' to fix a bug when setting and getting the xp
of that skill. (Dany)
* Should now see more emits when trying to hide and when you break
your cover. (Dany)
* AIs should now limit their speed if the user specifies a
speed percentage. (Dany)
* Fixed an issue were commands sent over the radio to AIs were
losing pieces and not making it to all the AIs. (Dany)
* Cleaned up and added some more checks to the dfa code. (Dany)
* Cleaned up and added some more checks to the charge code. (Dany)
* Fixed a crash bug with LOS. (Martin Murray)
btonline-btechmux 0.3:
* New version of deltech that supports 'all' or specific
tech to be removed. Shows a list of techs if none or bad
name for one is supplied. (Dany)
* Added the scode function pairs(). Give it the parameter
obj/attr and it will count the # of {[()]} and return a
string like 0 0 0 0 0 0 showing the # of each found.
* Added the scode function btpayload_ref(). Give it the REF
of a unit and it will return the weapons + ammo (no melee
weaps) of the unit in a special format.
<item 1>:<amt>|...|<item n>:<amt> (Dany)
* Broke the fun_btpartname function into two pieces,
fun_btpartname and partname_func. partname_func will accept
a part index value & name type, and it will return the name
of the part as a string. Only for use in the hardcode. (Dany)
* Changed the function btmapterr() so that when it finds a
GRASSLAND hex, instead of returning a space ' ' it returns
a period '.'. Which is whats stored in the .map files
anyways (Dany)
* Rewrote the configure script to allow easy selection of
features. (Dany)
* Made the code more dependent on autoconf.h so no more of
those -D compile time flags in Makefile (Dany)
* Default tactical screen size is now 14 21 (Dany)
* Switched the specialsstatus xcode variable to status2 so
its more like Exile (Dany)
- Merge
* Changed @tacheight to @tacsize so player can specify height
and width for their tactical with a max size of 24 40 and a
min size of 5 5 (Dany)
* Added and changed some of the Monitor channels around. New
Channels are...
MechAttackEmits : if a target has the ATTACKEMIT_MECH flag
set, emit the attack info here
MechAttacks : Any attacks are displayed here
MechAttackXP : Any attack xp is displayed here
MechBTHDebug : If BTH_DEBUG is on at compile time this
outputs useful info
MechFreqs : If people from different teams set the
same freq this emits info
MechPilotXP : Any pilot xp is displayed here
MechTechXP : Any tech xp is displayed here
The MechXP channel is only used for other skills now. (Dany)
* Added the ATTACKEMIT_MECH flag from Exile. When set on a
target it emits info to the MechAttackEmits channel when
the target is attacked. Its part of the status2 xcode
flag as 't'. (Dany)
- Bugfixes
* Fixed the scode function btpartmatch(). It was not returning
part number values if you used either the short or vlong name
for a part. (Dany)
* Fixed the function btpartmatch() so that when the user
puts in a bad partname it returns "#-1 INVALID PARTNAME"
instead of nothing. (Dany)
* Fixed a small bug with src/attrs.h and src/db.c leftover
from when the luck system was removed. (Dany)
btonline-btechmux 0.2:
- Bugfixes
* Fixed ArtemisV's abbreviation to be AV rather than AIV which
is already taken (Greg Taylor)
* Changed the version string to be a little shorter. (Greg Taylor)
* Removed BT_COMPLEXREPAIRS from defines. Most sites won't
want such granular parts, see btconfig.h if you are curious
and want per-tonnage actuators and assorted parts.
* Also removed BT_FREETECHTIME from the default compile
flags. This allows for instant repairs which again, most sites
probably won't use. (Greg Taylor)
btonline-btechmux 0.1:
Extensive revisions/additions. See docs/exilemerge.txt for details.
btechmux 1.4.3:
- New Features
* Rocket Launchers from FM: Periphery (Cord)
* HUDINFO version 0.6 (optional, default on) (Focus)
* Part weight (optional, configure in btconfig.h) (Greg Taylor)
* New connect.txt's for the MUXample DB (Greg Taylor, Focus)
* Variable Recycle Time (optional, configure in btconfig.h) (Cord)
* New Stagger code: stagger only once a turn (Focus)
* add Clan MicroPulseLaser weapon from BMR (Focus)
* Rework 'status short' to show more useful info (NC, Focus)
* Fusion VTOLs no longer need fuel (Cord)
* Add 'None' to argument for 'settype' (Greg Taylor)
* @log and logf() to log to arbitrary files in the 'log'
directory (optional in config.h, default on) (Kevin Stevens)
* Rework hcode.db loading code so XCODE structs are growable,
reducing the need for hcode.db wipes in the future (Focus)
* 'enterbay' command to AUTOPILOTs, in both radio-controlled
and programmed modes. (Focus)
* Use building or dropship hangar's @FAIL attribute as 'failure'
message when trying to enter a base or bay (Focus)
* MechWarrior Companion advantages (Bloodname, Combat_Sense,
Contact, Dropship and EI_Implant) and skills (Drive-Naval,
Piloting-Battlesuit, Riding, Technician-Battlesuit,
Technician-Spacecraft and Zero-G_Operations.)
Piloting-Battlesuit differs from Piloting-BSuit in that it is an
Atheltic skill, rather than a Physical one, and also in that it
isn't used in actual code yet. (Focus)
- Bugfixes
* Rewrite (template) weight calculation code to be more correct for
both 'mechs and tanks. The main impact is on tanks, however, as
the weight calculation for those was very wrong. Also fix many
templates to comply to the new rules. (Focus)
* Rewrite weapon weight calculation so Long Toms and Clan
MachineGuns have their actual weight. (Focus)
* Lots of C3/C3i fixes (Cord)
* Lots of Battlesuit fixes (Cord)
* Report the correct 'mech on MechXP when fixing, removing or
replacing guns (Cord & Focus at the same time)
* Use the correct cargo type when repairing Compact, Light and XXL
Engines (Focus)
* Fix (very old) comparison between pointer and integer that had
potential to crash the MUX when using Extended Range. (Focus)
* Fix weight of IS Ultra AC/2 (was 6, should be 7 tons) (Focus)
* Prevent Death-XP-removal code from handing out XP if the
btech_xploss config setting is too high (Focus)
* Ignore whitespace in config file rather than complaining about
'unknown directives' (Focus)
* Robustify mkindx to deal with long lines (Focus)
* Take Pilot skills into account when doing BV calculations for XP
gain (Cord, bug found by Marcus Hazen@3030)
* Prevent jumping 'mechs from being picked up (Cord)
* Disallow enterbase until unit speed is close to 0 kph,
not 10.75 kph (1MP) (Cord)
* Sanitized weapon-arc handling, giving tanks and 'mechs the
same (FASA) weapon arcs (Focus)
* Fix tank 'ammoboom' critical hits (Cord)
* Fix 'stores' and 'manifest' to show '1k' (or higher) rather than
always 999 for values over 999 (Focus)
* Lots of removal of dead code (Focus)
* Lots of code cleanup (Cord, Focus, NC)
btechmux 1.4.2:
- New features
* Add compile-time setting (DO_PARSE_WIZNEWS) to enable %-parsing of
the 'wiznews' file. (Greg Taylor & Focus, SF patch #500268)
* Allow 'who' and 'last' on channels that you currently do not have
'on', if you are a Wizard or the @admin allow_chanlurking is on
(defaults to off) (Focus)
* Allow 'setteam' to set the team num to any int, rather than up to
and including 26. (Focus)
* Add 'b' (for BattleSuits) as argument to 'settype'
(Greg Taylor, SF patch #500269)
* Add a number of maps from Greg Taylor (SF patch #500071)
* Reworked build mechanism so GDBM is no longer needed. dbconvert is
not built by default now; use regular TinyMUX dbconvert if you
need it. (Focus)
* Add player-customizable tactical/navigate/lrs colors, using
the MAPCOLOR attribute. (Focus)
* Allow 'repairs' and 'damages' commands outside of stalls if
btech_limitedrepairs is false. (Cord)
- Bugfixes
* Fix a longstanding crashing bug in regmatch() (Focus & Null)
* Fix crashing bug in AUTOPILOTs if any are 'active' during
@restart/startup. (Focus)
* Big overhaul on the comsystem, removing numerous crashing bugs
without introducing too many new ones (hopefully) (Focus)
* Fix a few of the checks in configure so crypt() is properly
detected. (Focus)
* Fix buglet in @mechstatus support that caused armor/internal
numbers to always show up in highlighted-black, even if the
section was destroyed. (Focus)
* Fix SF bug #500646: spurious DAMAGED weaponstatus for large
(multi-crit) weapons in vehicles. (Focus)
* Set speed of dropped-off units to 0 (NC)
* Plug buffer-overrun in 'loadnew' command and a few others that
use it. (Focus)
* Fix spurious warnings about empty lines in the MUX .conf file.
(Focus)
* Fix SF bug #502112, the sizes of Aerodyne and Spheroid dropships
for hexlos-tracing were swapped. (Focus & Null)
* Fix bug where a tank driving off a cliff into water wouldn't get
auto-killed (missing water checks.) (Cord)
* Fix weapon destruction for 'damaged' weapons. (Cord)
* Add missing '<item> destroyed!' messages for damaged items;
this could cause CRITICAL HIT!! messages without saying what was
critically hit. (Cord)
* General code cleanup and removal of dead code (NC, Focus)
btechmux 1.4.1:
* Re-package slightly differently, to avoid broken downloads
* Mark the game/data/ files as 'binary' in CVS, as they are
* Add CodingStyle document
* Guard against possible 'out of map' problem in artillery (NC)
* Make @mechstatus (custom 'status' template settable from scode)
working again. (Focus)
* Fix bug in 'status' where ')' in the 'status' template script was
incorrectly handled. (Focus)
* Make the MechPer() (perception modifier) value of a 'mech visible
and changeable from scode. (Focus)
btechmux 1.4.0: baseline release