Commit Graph

401 Commits

Author SHA1 Message Date
Titus Tscharntke 00b1bea1ac CPU-Ultra and Mega attack standing units in attack range first now. Lets see if this is good ... 2012-05-30 20:35:27 +00:00
Mark Vejvoda 8fd436b612 - added new lua method to play video's in scenarios:
playStaticVideo
2012-05-22 06:17:56 +00:00
Mark Vejvoda 0f25276e6f - applied patch from MuwuM 2012-05-21 20:15:37 +00:00
Mark Vejvoda e2844938b7 - updated to not segfault when loading a saved game and tileset is not found 2012-05-11 19:52:34 +00:00
Mark Vejvoda bf3e5a15bf - modders can now override land and air field names using lng specific files for a tileset (follows same principle as techtree lng files). Currently supported translatable strings:
FieldLandName=Land
FieldAirName=Air
2012-05-11 05:49:47 +00:00
Mark Vejvoda 2d6cda1f6f - more pathfinder tweaks to try improve performance 2012-05-09 23:56:14 +00:00
Mark Vejvoda 1b2b1f9821 - improved the new pathfinder using hashmap 2012-05-05 06:23:09 +00:00
Mark Vejvoda f79222defa - more pathfinder in progress changes, nothing to test yet 2012-05-05 04:38:49 +00:00
Mark Vejvoda 3ff0796bec - some in progress pathfinder work 2012-05-04 21:03:52 +00:00
Mark Vejvoda 771ff91c1c - added a new pathfinder to test to see if it performs better than the old one 2012-05-04 14:57:59 +00:00
Mark Vejvoda b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00
Mark Vejvoda dbb116f250 - load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010) 2012-04-20 01:04:05 +00:00
Mark Vejvoda aa831dbb61 - inlined a few more functions 2012-04-17 15:25:31 +00:00
Mark Vejvoda 6e7d4aeec5 - speed up some heavily used functions 2012-04-17 07:51:45 +00:00
Mark Vejvoda c8fdc9269f - fix win32 build
- cleanup a lot of win32 compiler warnings
2012-04-16 20:15:57 +00:00
Mark Vejvoda 8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda 76c3fa1949 - fixed segfault when a unit is selected and they die (this is a long standing bug and not related to savegame) 2012-04-12 15:38:53 +00:00
Mark Vejvoda 22f43f4267 - added new lua method for setting the direct position of a unit (can be used for teleporting):
setUnitPosition(int unitId, Vec2i pos)
2012-04-11 05:41:40 +00:00
Mark Vejvoda d16396db0a - more save / loadgame bugfixes 2012-04-02 15:17:31 +00:00
Mark Vejvoda fce4d55dd5 - better error handling, try to display proper error message and restore state as best as possible 2012-04-02 01:45:13 +00:00
Mark Vejvoda 3d386936dc - updated loading games to translate tutorials and scenario paths 2012-03-31 20:58:33 +00:00
Mark Vejvoda 152e83399d - added a new lua method isUnitAlive(unitId) 2012-03-31 20:17:19 +00:00
Titus Tscharntke 0c16882d0a fix for "The last wave"-problem in amazon(light) scenario 2012-03-31 20:02:49 +00:00
Mark Vejvoda 2f885406e0 - added logic to delay AI player from path finding more than 10 units per frame (we make him think he is blocked and he will retry another frame) 2012-03-31 19:50:45 +00:00
Titus Tscharntke 45ff24dbd7 new switch "count-kill-for-unit-upgrade" if a unit has set this switch to false , killing it does not count up the number of kills of the attacking unit. 2012-03-31 10:14:42 +00:00
Titus Tscharntke d8ba2443cf new switches "count-unit-death-in-stats", "count-unit-production-in-stats" and "count-unit-kill-in-stats" for unit.xml ( allows better "resource" production for example ) 2012-03-30 23:38:05 +00:00
Mark Vejvoda c02c90427b - added some more lua commands:
vector<int> getUnitsForFaction(factionIndex,commandTypeName, field)
int getUnitCurrentField(unitId)
2012-03-30 07:10:14 +00:00
Mark Vejvoda 45b92f4316 - allow for a scenario based faction to be 'neutral' by specifying a team # of 9
- added some new lua methods:
networkShowMessageForFaction(text,header,int factionIndex)
networkShowMessageForTeam(text,header,teamIndex)
2012-03-30 05:53:33 +00:00
Titus Tscharntke 7cdf6eedd3 Map heightFactors above 100 are handled like heightFactor=heightFactor/100. By this you can have an effective heightFactor of 1.5 for a map now if you enter 150 in the map editor. 2012-03-29 20:18:20 +00:00
Mark Vejvoda 433f4e84ce - a few more fixes found using cppcheck 2012-03-28 06:34:34 +00:00
Mark Vejvoda 9286130138 - bugfixes and code cleanup found using cppcheck 2012-03-28 06:25:57 +00:00
Mark Vejvoda bf3fbf5e71 - ensure that new check for ignore resource morph does not result in an invalid command type pointer. 2012-03-27 20:13:08 +00:00
Mark Vejvoda 12fdf262da - bugfix for passing commandtype 2012-03-27 19:53:43 +00:00
Mark Vejvoda c0f3658faa - bugfix for network scenarios to NOT close unconnected network slots before loading, they will turn into AI players (this is required because the scenario code may require those factions)
- added ability to morph and indicate the morph command should ignore resource costs, add this to the command type:
<ignore-resource-requirements value="true" />
2012-03-27 03:23:03 +00:00
Mark Vejvoda 163271203d - tilesets now support animated models:
<model path="models/copter_sit.g3d" anim-speed="190"/>
2012-03-26 23:24:29 +00:00
Mark Vejvoda 4f1bee5aea - attempt to save and load scenario info in saved games 2012-03-26 06:48:58 +00:00
Mark Vejvoda d502e95d9f - bugfix for saving / loading cell info, fixes the resource explored bug 2012-03-20 07:14:50 +00:00
Mark Vejvoda a7e45eb354 - added the ability to record all game command to a replay file. To test saving / loading games from a replay file, add this to glestuser.ini:
SaveCommandsForReplay=true
2012-03-20 04:53:26 +00:00
Mark Vejvoda ecbd2fe06d - fix terrain loading 2012-03-18 06:59:43 +00:00
Mark Vejvoda 62254685d5 - fixed saved / load game to restore terrain 2012-03-17 20:59:03 +00:00
Mark Vejvoda 8860fd0dc8 - fix saved games in headless server mode 2012-03-14 23:25:47 +00:00
Mark Vejvoda 4481151c5b - check if unit is dead when loading game and do NOT set cell map for dead unit 2012-03-13 23:51:39 +00:00
Mark Vejvoda 3926a34ef4 - missed another bad index 2012-03-13 22:28:36 +00:00
Mark Vejvoda a67a3776af - fixed conflicting loop index variable names in map 2012-03-13 22:27:34 +00:00
Mark Vejvoda 9a1b4cf680 - small fix for map state 2012-03-13 22:23:42 +00:00
Mark Vejvoda 917adc8c98 - bugfix for game save and load (string buffer was too small for one item) 2012-03-13 21:58:31 +00:00
Mark Vejvoda 5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +00:00
Mark Vejvoda 82cd1d3e9c - restore timeflow and gamecamera on load game 2012-03-12 23:40:54 +00:00
Mark Vejvoda 9271d7d7f6 - initial loading logic for loading of saved games.
- currently we always save the game during out of synch or on game quit.
- added a new commandline option to load the last saved game, this doesn't do much yet, just creates units in the map locations they were when the game was saved
./megaglest --load-saved-game
2012-03-12 23:08:22 +00:00
Mark Vejvoda c5331b7e8a - initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00