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Re: [UPDATE RELEASE] Contractor

Posted: Fri Jul 18, 2014 12:18 pm
by Smivs
v1.5 now available.
Smivs wrote:
v1.4 OXZ is now available.
This version is now fully converted for Oolite v1.80.
Ahem, not quite as I forgot to update the Contractor's custom HUD, which is based on an early version of my CombatHUD.
So v1.5 is now available with a customised version of the current CombatHUD.

N.B. Due to an administrative error the previous version had a sub-optimal identifier (which in English means I screwed up!) which has been corrected for this version. It does however mean that the Expansions Manager will not automatically over-write the old version, so please manually remove v1.4 before installing v1.5.

Re: [UPDATE RELEASE] Contractor

Posted: Fri Jul 18, 2014 12:36 pm
by Diziet Sma
Smivs wrote:
N.B. Due to an administrative error the previous version had a sub-optimal identifier (which in English means I screwed up!) which has been corrected for this version. It does however mean that the Expansions Manager will not automatically over-write the old version, so please manually remove v1.4 before installing v1.5.
In that case, since it will at some point have been installed by someone who doesn't read the BB, I suggest you set it so that it conflicts with the old version, and put a note to that effect in the comment as well..

Re: [UPDATE RELEASE] Contractor

Posted: Fri Jul 18, 2014 12:53 pm
by Smivs
Good plan, that man! Done.

Re: [UPDATE RELEASE] Contractor

Posted: Fri Jul 18, 2014 12:57 pm
by Diziet Sma
Another thought.. if you haven't already done so, change the Status of the 1.4 version to 'Deleted'.

Re: [UPDATE RELEASE] Contractor

Posted: Fri Jul 18, 2014 1:01 pm
by Smivs
I actually did that. :D

Re: [UPDATE RELEASE] Contractor

Posted: Sun Jul 20, 2014 12:57 am
by UK_Eliter
Diziet Sma wrote:
In that case, since it will at some point have been installed by someone who doesn't read the BB, I suggest you set it so that it conflicts with the old version, and put a note to that effect in the comment as well..
I don't know / can't recall how to do that - and I need to do it for some expansion packs of mine. Are we thinking of some check somewhere within a worldscript, or is there some more dedicated / officlal method? Someone enlighen me, please? Thanks.

Re: [UPDATE RELEASE] Contractor

Posted: Sun Jul 20, 2014 6:43 am
by Smivs
Just log in to the Expansion Manager and open the manifest for the OXZ in question. At the bottom of the manifest is the section for dependencies where conflicts can also be detailed.

Re: [UPDATE RELEASE] Contractor

Posted: Sat Mar 07, 2015 9:20 am
by Smivs
Update release - v1.6

A minor update of this OXZ has now been released, and is available via the Expansions Manager, or wiki page (download).

Changelog:-
1) Code/Scripting updated for compliance with Oolite v1.81. Sub-entities now use new-style definitions. Scripts use "use strict". This removes previous log errors.
2) HUD improvements. The alpha (opacity) of the 'Red Alert' dials and graphic have been slightly reduced to improve vision around the crosshairs.
3) Engine sub-entities replaced - these are now the improved ones from 'The Classic Ships' replacing the old 'Smivs'Shipset' versions.

Re: [UPDATE RELEASE] Contractor

Posted: Sat Mar 07, 2015 8:15 pm
by UK_Eliter
Smivs wrote:
Update release - v1.6

A minor update of this OXZ has now been released, and is available via the Expansions Manager, or wiki page (download).

Changelog:-
1) Code/Scripting updated for compliance with Oolite v1.81. Sub-entities now use new-style definitions. Scripts use "use strict". This removes previous log errors.
2) HUD improvements. The alpha (opacity) of the 'Red Alert' dials and graphic have been slightly reduced to improve vision around the crosshairs.
3) Engine sub-entities replaced - these are now the improved ones from 'The Classic Ships' replacing the old 'Smivs'Shipset' versions.
Good stuff.