As always, I’m very pleased to announce Rogue System Update #4 is now available. Again, due to an art-heavy update cycle, the changelog for Update 4 is shorter than some previous updates.
The main goal for this update was originally to get both the interior and exterior art done for the new player-flyable ship–the “Flying Fox”. However, this art needs to be strong enough for videos, and screenshots, not to mention that fact that we’ll be looking at it until the next refinement pass (sometime in late Alpha). So, I decided to spend the update strictly on the exterior, and get it to 70% of completion. Once this was done, I was able to move on to code for the remainder of the update cycle.
Code-wise, I really wanted to get the AI to aim more precisely. Not only is this required for direct targeting, it’s also important for precision maneuvers and piloting in general. After a bit of work the AI aiming is now more accurate. However, they are still slow to get the ship aligned with the aim point. I’ll be working to improve this in the next few weeks. A new addition is the idea that signals can be blocked by celestial bodies, as well as degrade over range. This includes communications and localizer signals. To demo this, a music channel has been added to each training platform. If you dial in the proper frequency, receive a good signal, and press the “CHNL AUDIO” button on the COMMS keypad you will here some placeholder music that Michael has added. An example of a valid music frequency would be 45.2.301
Finally, I cleaned up several other small bugs, including a couple well-hidden crash bugs. In particular, I found a rather nasty bug that was causing ships, which began in orbit around distant bodies, to shoot off into space. Turns out there was a series of bugs working together to trigger this behavior, and they are now squashed. As such, I added a “sandbox” single mission which puts an object in orbit around each body in our test star system.
As always, thank you all for your continued support!
Founder, Digits Crossed Interactive
After you have it, you can either extract the contents of “Rogue_System” into your current “Rogue_System” install folder, or you can extract to a new location. If you create a “new” install, be sure to copy “GameState.ROG” and “Controls.ROG” (located in “SaveGames/TestGame”) from the old install to the new one. Remember: There is no installer yet, the software runs from the folder you extract to.
Your activation information is not stored in the game directory, so will not be affected either way.
Be sure to check the readme.txt for update release notes and known issues.
Here’s the change log for the update:
Fixed: Inverted Aft exterior towing collar on Flying Fox
Added: Ability for stations to transmit audio services (eg. music channels, local information [ATIS-like]), etc.
Added: Test streaming music channel for all stations
Refined: Frequency audio degrades at range, eventually being replaced by signal noise
Refined: Frequency scans will not be able to lock onto a signal if it is too degraded
Added: Audio service channels can be blocked by celestial bodies.
Refined: Frequency scans will ignore a signal source if it is blocked by a celestial body.
Refined: Localizer signals now degrade with distance from source
Refined: Localizer signals can now be blocked by celestial bodies
Refined: As localizer signals become more and more degraded their data becomes corrupted, causing docking alignment data to become “invalid” until proper data is received again
Refined: When a localizer signal is degraded to corruption, the aim-at reticle ceases to track with it
Added: Preliminary sound event for FLUX propulsion. This is meant as SAI-generated feedback for the pilot through the ship’s audio system.
Refined: Flying Fox mapping (diffuse, normal, lighting, lighting FX) complete to 70%
Added: Archelion ship parts for Flying Fox modeled and textured (complete to 70%)
Fixed: Objects parked in orbit around distant bodies would vanish upon player arrival
Fixed: Ship start location was incorrect for mission ships created after the mission was already in progress
Fixed: Now store 64-bit celestial body and ship position data independently for accurate orbital calculations for ships around distant bodies
Fixed: Update sequencing between celestial bodies and ships
Fixed: When snapping out of SLEEP/SAN due to a SAN alarm, the SAN event was not cleaning up correctly, causing a snap in celestial body positions of several kilometers.
Refined: Closure rate for a designated target is much more stable
Added: Single Mission 2–A simple test “sandbox” mission. Player starts docked and shut down, and there is at least one ship in orbit and each planet/moon of the test star system
Fixed: COMMS — Scan Audio causes crash on dead “man-made” frequencies
Added: Option to disable “Look At” tooltips (GameStates.ROG only, no ingame UI yet)
Fixed: Landing Skid control tooltip improperly labeled
Refined: VMS — docking display linear closure rates are now much more stable
Fixed: After switch to 64-bit position storage for ships/celestial bodies, entering a second mission would cause player’s ship to be in the wrong location
Fixed: HMD NAVIGATION — XFER Panel would remain open if switching to another HMD mode
Refined: HMD COMMS — Changed SCAN AUDIO to CHNL AUDIO
Added: CAW Panel (Right) — Added indicator light for Emergency Docking Clamp (on when primed and ready)
Fixed: Predefined ships that allowed weapons, but with none installed, would cause a CTD
Fixed: “Flying Fox” localizer beacons would not xmit with emergency power
Fixed: Predefined ships loaded without an MTS system would cause a CTD
Removed: Old orbital station art
Fixed: Mouse pointer would be shown after resuming from the pause menu
Added: SAI — Generated feedback for weapon firing
Added: SAI — Generated feedback for weapon reloading
Added: SAI — Generated feedback for weapon hit
Refined: Fixed AI aiming, while still slow to align, is more precise