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  • ...ssue with the Zenith Architrave where they were never loading their custom xml info from DeepInfo, which meant that they would have exceptions when trying * A tidying XML pass for skeletons and wights to make sure the descriptions are mechanicall
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...the type on any table-style field and have it return null. Prior to some xml upgrades it was maybe possible for it to be just set to null by having "" s * Removed some old constants from the external constants xml, and in the case of the audio-alert-related ones, moved those into the sett
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...working framework, which could be swapped out via the "external constants" xml. ...inkage has been completely removed, and there is a new NetworkingFramework xml directory which populates a table that supports any number of networking fr
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...e parameters for the new line types so that they can now be controlled via xml. ** Made it so that the "reload select xml" function that we used to tweak visual effects now controls these as well,
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...It seems that is the case, happily, because we still get 180+ fps in our test case with plenty going on in the UI. ...uarded-thing and all its guards should now be immediately aggro'd. A quick test from Badger indicates that it is a giant improvement. There may still be so
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...should only turn it on if you're having dire performance issues or need to test something. With this setting on, shots are never fired; instead, they inst ...vent the AI from underestimating minefields, but the numbers are nonsense. Test with this.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Added general support for "sort_order" attribute on all xml tables, though the only current use is in the lobby faction custom option d *** After this release's changes, one of the developer test machines (laptop, decent but not special) starts seeing those red percentag
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...before we commit to a new design. That said, we need to be able to easily test having more factions in play at once, so the existing lobby has been update * Fix typo in XML for ai type descriptions.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * There is a new is_upgraded_via_fleet_exp xml tag that is required for a ship type to actually upgrade via the fleet leve ...results), we now are defining it manually via a new exp_to_grant_on_death xml tag:
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...tember 3rd, 2018, RocketAssistedPuffin started helping out directly in the xml with modifications to balance. He had been working on some outguard factio ...into the technical framework, and then it takes the time to implement and test the result.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Fix several crashes and error messages for the Test Chamber. * Tutorial Design: test ships only seed on the human homeworld now in non-tutorials.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * The Balance_TechCosts stuff, xml and otherwise, has been removed. ...was previously specified various ways (am I a command station, etc) in the xml has all been normalized to use the SpecialType now.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • == Version 0.721 Test Branch == ...lref exception that could happen when saving the game, particularly in the test chamber.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...ps://youtu.be/xCzMRmrlzYE Also added LOD1 for it, though that may need in-xml tuning. ...was super heavy of a model, it needed LODs BAD. These will likely need in-xml tuning.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed ** Variants are defined in xml in their own folder, but with the same syntax as an entity.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • *** After reload of the xml and thus also reset of ExternalInfo, the following things would be true: ...orted problems, and may solve some other unrelated problems after doing an xml reload, as well.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...Boost_NotEvaluatedAtShot</code> is a bool that is not actually tied to any xml attribute, and has been removed. ...e; if it's desired to extend this fix to the base game DZ its very easy in XML
    111 KB (17,666 words) - 03:50, 27 April 2024
  • ...ot getting into performance-issues territory anywhere close to our current test cases. * Fixed a couple of issues relating to testing if the player is in the "test chamber" that could cause exceptions if there was difficulty parsing the ma
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ** The 'max planets in the galaxy' tunable is now in the XML ...difficulties, lower for low difficulties). The purchase rate is set in the XML.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * Fixed a bug that was causing all xml mods to throw a "does not have data for the following rows, which were refe ** For purposes of anyone creating achievements in our xml, the rules we're going by are: all caps, no diacritic marks or accents, no
    179 KB (30,218 words) - 23:28, 1 January 2020

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