Stormworks: Build and Rescue

Stormworks: Build and Rescue

Improved Conquest Mode
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Update: 4 Mar, 2024 @ 9:13pm

Updated Improved Conquest Mode.

Update: 7 Jan, 2024 @ 3:57pm

Updated Improved Conquest Mode.

Update: 7 Jan, 2024 @ 3:40pm

Updated Improved Conquest Mode.

Update: 25 Mar, 2023 @ 11:54pm

Update 0.3.2 (Bug Fix, Settings and Performance Update)

Overview
Hey Everybody, This update was to fix a few majour issues, notably a softlock, however it has now since become its own small update.

First off, as stated in the title, This update addresses the issue where the game would softlock, which was caused whenever the AI tried to reload from another ammunition container. Thanks to everyone which reported that issue, and sorry for taking awhile to address it.

As well, This update has added alot of new settings, such as Pause when nobody is online, which will be useful for dedicated servers, as otherwise the AI would just advance while everybody is offline. Additionally, A Cargo Frequency setting was added so you can adjust the delay between each convoy, which was committed/added by Justin. We’ve also added a highly requested setting, which is Cargo Vehicle Despawn Timer, which allows you to adjust how long it takes for a cargo vehicle to despawn after they’re killed.

As for the performance changes, theres been a few small changes here and there, but the biggest one has to be the one done to the world setup, specifically for it getting the y level of all of the graph nodes, before it would take about 5.5 seconds, however the optimisations done to it has reduced it to less than 0.5 seconds, which is a performance increase of more than 11x, making it alot faster for when you create a new world.

The jet’s missiles have been fixed, so the hornet and eurofighter will now fire upon the player with their missiles. The eurofighter additionally also had its missile pods fixed so they can fire them. And on the topic of missiles, both the Swatter and the Guardian now work properly again, And the Swatter also has had a slight re-model, to allow for a much more reliable launch system.

Theres also alot more features, fixes, re-balances and optimisations in this update. Please see the changelog below for a complete list of them.

Main
Feature - Added a new setting “Performance Mode”, currently will disable tracebacks by default when enabled (default enabled).
Feature - Added a new setting “Pause When None Online”, which will have the addon pause itself if no players are online, useful for dedicated servers so the AI doesn’t keep advancing when nobody is online (default enabled).
Feature - Added a new setting “Convoy Frequency”, which will allow you to adjust the time cooldown between each convoy (default 38 mins), (Contributed by justin)
Feature - Added a new setting “Cargo Vehicle Despawn Timer”, which will allow you to adjust the time it takes for a cargo vehicle to be despawned after it is killed (Default 60 mins)
Optimisation - Heavily optimised the time it takes for graph_nodes to be setup, its now about 11x faster, before it’d take around 5.5 seconds to be setup, but now only takes less than 0.5 seconds.
Optimisation - g_savedata.playervehicles now saves the mass of the player vehicles, instead of needing to constantly update it.
Optimisation - Replaced a few unused variables with
Error - Fixed error as it was trying to use the SWPlayer in a server.getPlayerPos(), instead of the SWPlayer’s peer_id
Error - Fixed error when all islands were captured by AI, due to not wrapping “attack” in quotes.
Error - Fixed an error that would sometimes occur when the player despawned a vehicle, as the AI would continue to try targeting it.
CTD - Fixed a softlock/freeze whenever the AI tried to reload from another container (Thanks for reporting, bude_2011, polo334, Five Pounds Of Mozzarella Sticks and RNTZH690)

Modified Vehicles
Eurofighter
Rework - Updated missiles to R95N.
Fix - Fixed missiles not firing.
Fix - Fixed missile pods not firing.
Fix - Fixed guns not being aimed properly.
Corvette
Removal - Removed coordinate extrapolation controller as now the gps update rate is every 1 tick.
Fix - Fixed the last 2 VLS missiles not being fired
Swatter
Feature - Missiles now require radar lock to be fired
Rework - Updated Missiles to the R95N
Rework - Slight remodel
Rework - Added a more reliable launch system
Rework - Now uses custom MC for aiming, now has full 360 aiming
Humvee
Rework - Added an additional 150 round capacity to the mg (from 350 to 500)
Pillbox
Fix - Fixed an issue where one of the guns didn’t function due to the gun being named improperly.
Guardian
Feature - Made it very briefly flash a laser when it fires a missile, and sounds a short alarm.
Fix - Fixed some aiming issues
Rook
Fix - Fixed seat A/D axis sensitivity being too low causing a constant overcorrection. (changed to 100%)
Hornet
Feature - Missiles now require radar lock to fire (Thanks Lassi)
Wolf
Rework - Updated the ECU and tank tracks controller, to help fix it being extremely slow.

Player Commands
Feature - Added “?icm cause_error <function_path>” to cause an error whenever the specified function is called. (used for testing tracebacks)
Feature - Added “dbg” as an alias for “debug”.
Fix - Fixed/Updated the debug command help.

Cargo/Logistics
Fix - Fixed issue where the cargo vehicle was not being sent to Cargo.getEscortWeight, which may have resulted in it only ever hitting the minimum number of escorts
Fix - Fixed issue where Cargo.getEscortWeight was still using the now removed speed value, resulting in the wrong escort sometimes being chosen.
Fix - Fixed a typo in Cargo.getBestRoute, resulting in it not properly using the AI’s main base in the route.

AI
Rework - Increased offroad speed for land vehicles (from 50% speed to 75% speed)
Fix - Fixed an issue due to a typo where the land vehicles may have been able to still drive around if the driver was incapacitated, but probably shouldn’t have happened still due to the character being ejected from the seat when they’re incapacitated.

Debug
Feature - Added traceback debug, that prints a stack traceback whenever an error occurs.
Error - Fixed an error when a client had map debug enabled (Thanks for reporting, aSexyTryHard)

Backwards Compatibility
Compatibility Status - Should be backwards compatible with worlds created with versions below 0.3.2.

Update: 7 Jan, 2023 @ 2:23am

Fixed thumbnail having the default template after the previous update

Update: 7 Jan, 2023 @ 1:59am

Update 0.3.1 (Bug Fix and General Optimisation Update)

Overview
This update is just a small update to optimise a few things, and as well the bugs that have been reported since 0.3.0’s release have been patched.

This update is more of a back-end update, however the addon should still perform slightly better.

Some of the bugs that were fixed relate to some of the vehicle’s functions breaking when they were killed, and also about the map debug not working properly in multiplayer.
Main
Optimisation - Removed all matrix.position() calls, and now just references [13], [14] and [15] in the matrix for the x, y and z position respectively
Optimisation - Optimised a function for drawing polygons to the map.
Optimisation - Rewrote the way it calculates the 2d (xz) euclidean distance, to now use the more “normal” way of doing it, instead of needing to make 3 calls to the game.
Rework - Made it so the automatic migration system no longer requires you to save and load the world after every data migration, as the devs fixed g_savedata loading from script_data when doing ?reload_scripts in v1.6.10.
Fix - Fixed issue where killed vehicles would have their sinking detection disabled (Thanks for reporting, santy code ball, Kanclerz Krakozji, Mango and JohnJ44)

Player Commands
Feature - You can now specify “-f” after a command to force the command to be executed, to bypass the add-on being disabled (useful for debug purposes)
Error - Fixed issue where if there were either no turret zones free of a specific vehicle type on an island, and you were trying to spawn a specific, it would cause an error (Thanks for reporting, Lassi)

Pathfinding
Optimisation - Turned some matrix translations into variables if they were used multiple times, instead of needing to translate the same matrix multiple times.
Optimisation - Very, very slightly optimised getting the y level of all graph nodes

Debug
Optimisation - Optimised the way it calculates distance to destination in map debug
Optimisation - General cleaning and optimising in d.print().
Optimisation - Graph nodes in graph_node debug are now only drawn with 3 lines, instead of 5.
Optimisation - All graph nodes in graph_node debug now use the same ui_id, instead of having their own, so its much faster when removing them.
Fix - Fixed issue where vehicles on map debug would be rendered at 0, 0 for clients if the vehicle was unloaded (Thanks for reporting, Mango)
Fix - Fixed issue where map debug for killed vehicles would not function (Thanks for reporting, santy code ball, Just Mob and Kanclerz Krakozji)
Fix - Fixed issue where if a debug required a specific debug and was being sent to a specific player, it would never be able to be sent.

Backwards Compatibility
Compatibility Status - Compatible with at 0.3.0. Automatically will migrate some data (specifically, this includes some graph node debug data, just in the case that graph_node debug was left on when you updated, this will prevent it from being permanently stuck on your map.)

Update: 3 Dec, 2022 @ 3:46pm

Update 0.3.0 (The Logistics and Optimisation Update)

Overview
After over half a year of work into this update, I’m glad to say that 0.3.0 is finally full released!
This update changes alot, and I mean alot of things, in fact, half the script has been completely re-written in the name of performance and maintainability.

With this update, you’ll find the number of vehicles has doubled. With new tanks, turrets, planes and ships!
As well, you’ll now find enemy AI doing convoys to transport cargo such as oil, diesel and jet fuel, which they need to use to create new vehicles, whenever theres a convoy, you’ll see a search area on the map, indicating where the convoy is, you can take out the convoy and steal the resources, or just destroy them!

Theres also been alot of just general changes made to improve the user experience, such as optimisations to vehicles to make them less hard on performance. Also commands have had a rework, making them less strict on the way you write them.

Theres been an extreme number of changes made in this update that would make this overview a full report, so for said full report, Join the Discord server!

Update: 29 Jul, 2022 @ 12:10am

Silent Update (still 0.2.8)

Changed License to Apache 2.0 from GPL 3.0 due to incompatibilities with steamworks SDK (thanks for notifying me SIMPLE MARK)

Update: 28 Jul, 2022 @ 3:58pm

Update 0.2.8 (The Damage Freeze Fix Update)

Overview
This update is a small update which fixes the issue where the game would freeze/stutter whenever a vehicle was damaged, at some point an update to stormworks caused a function I used, s.getVehicleData() to cause these freezes whenever it was called many many times within the same tick. Extremely sorry for the inconvenience this issue caused.

With this update I'd like to make an announcement, 0.3.0 is pretty much ready for a pre-release, on Monday (1 August 2022) is when I plan to have this pre-release out on the workshop (I will make an announcement when its released). The pre release will be a different item on the workshop. The pre-release may not have all of the features of the full release, and expect frequent errors which could range from just a simple error which you can fix by reloading, to errors which causes you to create a new save.

As well, with 0.2.8 I've added the GNU General Public License v3 License, this will not affect you or the gameplay in anyway, The main reason I added this license is so anybody who redistributes the addon, modified or not must disclose the source code. (Basically it just ensures that this open source addon, stays open source)

Main
Optimisation - Optimised onVehicleDamaged(), now it wont try to check if its an AI vehicle if it knows its a player vehicle.
Rework - onVehicleDamaged() when the player is damaged, it will now only check squads which are set to engage for an increased chance to be spawned.
Fix - Fixed freeze/stutter whenever a vehicle was damaged

Health System
Rework - Planes and Helis no longer have to be sunk into the ocean whenever Sinking Mode is enabled.

Other
Other - Added GNU General Public License v3 in the form of vehicle_0.xml (I would make it a LICENSE file, however sw removes any file thats not named with its specific format)
Other - Added "Copyright" (Copyleft more like) notice in the script.lua file
Other - Added nameous' vscode extension credits, as without it, the addon would not be where it is at now.

Backwards Compatability
Compatability Status - Should be directly compatible with 0.2.7, no need to create a new world.

Update: 12 May, 2022 @ 9:58am

Update 0.2.7 (The v1.4.18 Update/Hotfix)

Overview
This update brings some quite big improvements, such as where the boats wont try to take the land ai's paths!

It also fixes some big issues which has came in due to v1.4.18

AI Behaviour
Fix - Fixed issue where the land AI's pathfinding node's positions would be randomised, causing them to be driving horribly (due to a change in v1.4.18) (Thanks for reporting, MarcusTheGamer)
Fix - Fixed issue where the boats would try to take the land AI's paths, and vice versa

Spawning System
Rework - No longer disables the addon if it fails to spawn an addon component

Main
Error - Fixed issue where the addon would assume that the addon_index never changes, when it did, so it would be unable to spawn vehicles for that world (this occured after reloads, including saving/loading save reloads, issue started in v1.4.18) (Thanks for reporting, justin)
Error - Fixed error when squad_index or vehicle_index is nil in killVehicle() (Thanks for reporting, SomeStaples)
Error - Fixed error when the player returns their vehicle to the workbench at the same time the script tries getting the data of the vehicle (Thanks for reporting, Watchful)

Debug
Rework - Changed the debug message for when it fails to spawn the addon component
Rework - Removed no longer used debug from choosing which vehicle to spawn

Backwards Compatibility
Compatibility Status - This should be directly compatible with older versions, and should also fix older worlds where the addon index got messed up!

Additional Note
You may be wondering whats with 0.3.0?
Well, currently I'm working on the convoys themselves, then after that I've just got to add some polish, add things like making sure the cargo gets set after the cargo vehicle loads, ect.
This update is starting to really feel like its almost ready, so there shouldn't be too too long of a wait from now, thanks for your patience.