2015-03-24 - Version 1.11-Beta1:
+ FFED3DAJ now supports translations for the Newspaper/Journal stories from external Unicode text files.
It will insert variables into the translated text, such as names and dates and it will re-format its display to
better fit the selected font size and screen resolution. See the ffed3daj_readme.txt file for more information.
+ Fixed Imperial Herald "Commander Decorated" story in FFE which had a malformed [Sl code and no variable to choose
the type of dealers which had been caught. It always displayed the text "ems".
+ FFE fix to correct thruster values on the escape pod/stowmaster before launching. FFE would leave the values
of the previous ship. This fix can be enabled/disabled via a patch setting and is enabled by default. To disable
the fix, set fixEscapePodThrusters=0 in the .cfg PATCHES section.
+ FFE fix to track the current position within the Military missions list and return to it when closing/accepting
a mission. FFE would always jump back to the top of the list. A new day will still reset the list position to the
top in the same way it does the main BBS message board. This fix can be enabled/disabled via a patch setting and
is enabled by default. To disable the fix, set rememberMilitaryBoardIdx=0 in the .cfg PATCHES section.
+ Passenger & Small Items roster icon will now be displayed on the console when there are only package deliveries in
the list.
+ FFE Fix to the small items/passenger roster list. This screen could only display the first 12 items from the roster
and the information was compromised further due to displaying the rotating ship. This screen has been reworked in
the assembly to add up/down scrolling of the list and the rotating ship has been removed so that the items can use
the full screen width. System co-ordinates have been added after the name of the destination system.
+ FFE Fix to the contracts page to improve layout. The rotating ship is removed so that the full width can be used.
System co-ordinates have been added to texts that omitted them, and up/down scrolling of entries has been added so
that contracts are displayed 4 at a time, without drawing off the bottom of the page.
+ FFE Fix to the crew roster page to improve layout. When using a mod that permits hiring of additional crew members
it will now replace the spinning ship with a 2nd column of crew when required.
Normally this extra column is unneccessary as the largest playable ships in FFE coincidentally only require a total
of 12 crew including the pilot. However, the manual did state that the Panther Clipper required 15 total, and there
was some code to draw a 2nd column, but it used a formatting string that output payment values to a fixed x-position
and so text would overlap! This could be the reason for the crew discrepancy in the manual; rather than fix the
display issue - perhaps it was deemed easier just to reduce the crew value to 12 and avoid needing the 2nd column!
+ Newspaper/Journals, BBS, Stock Market and Equipment/Status pages now have support for mouse wheel to scroll lists
up/down. Galaxy and System maps also support mouse wheel for zoom in/out actions.
+ Model 395 is now cached at start-up for modelPreLoad=2.
+ Some FFED3D packages were found to include a replacement grass-tile model for model 89 which is actually a 2-pad
base. Bases and cities are actually collections of sub-models, so a check has been added to prevent them from being
replaced.
+ New check during player/NPC docking event to test if stations or spaceports have docking bays/pads populated by star
dust or other non-ship objects! These will be tidied up and made available. Scenario typically happens if the player
has used BUFFET to destroy AI ships, but perhaps it can happen without. It has also been noted on open-air starports
that a pad can appear to be empty but does actually have a ship assigned to it - taking over the ship with BUFFET
causes the ship to be rendered on the previously empty pad - unclear at present why the ship is not rendered,
possibly it is below ground level.
+ Missile viewer does not draw the model for the active missile now as previously it blocked the view.
+ Radar scanner, cockpit panel/lights and status messages are drawn again during video playback. Any scanner stalks
appear to 'freeze' as their positions aren't updated during playback, this is the same as in JJFFE. They will also
be preserved when paused and within the Game settings/load/save menus too.
+ Static views will now be redrawn after switching screen modes or when DirectX9 is recovering from a 'lost-device'
event. This fixes the problem where the Game menus text, equipment/status/mission-etc pages, journals and System
information screens didn't redraw themselves and the game would return with a blank screens or areas. New functions
were added into the FFE .asm code to allow these pages to be redrawn on demand.
+ Additional corrections to ShipData.txt files:
+ Renamed the numeric sections to contain the ship/missile names, corrected turret view value names, removed some
unknown and untested value names.
+ Corrected rear view values for Escape Capsule, Interplanetary Shuttle, Thargoid Fighter.
+ Corrected turret view values for Lion Transporter and Panther Clipper.
+ Corrections for displaying ships in the Equipment view/Ship yard which can not normally be flown by the user
but are selectable using tools such as BUFFET. Thanks to George Hooper of
http://ffeartpage.com/ for these fixes.
+ Added an additional .exe build for HellMod v0.15a001 created by Helga, XL and Steel of
www.Elite-Games.ru.
This was an extension of the Anisotropic mod and Nic's later GLFFE mod of it. It further balances ship data,
replaces the Moray with a Cobra Mk IV, tweaks NPC combat and creates populations which are spread throughout the
entire galaxy.
This build includes all enhancements and fixes that I have added into the FFED3DAJ Anisotropic version to date.
Otherwise, it is provided 'as-is' and I won't be attempting to fix any issues that are specific to the mod itself.