Mark Vejvoda
8a9505e1e8
- added conditional check to only issue a stop command to units if they are not already stopped
...
- memory cleanup on unit errors
- mutex for checksum class
2011-03-23 00:49:21 +00:00
Mark Vejvoda
6c9ba8bea4
- added more error details when some errors are generated
2011-03-22 17:55:11 +00:00
Mark Vejvoda
0379b7284d
- removed requirement to have a newer libcurl, now most platform, should be able to build mg more easily (only require 7.16.4 or newer instead of 7.21.0)
2011-03-20 00:11:00 +00:00
Mark Vejvoda
97017b2f1f
- added a new lua method to add text on the console for Elimnator's scenario.
2011-03-19 12:19:22 +00:00
Mark Vejvoda
d21eeeae07
- lessen pathfinder max nodes to see if this gives better performance
2011-03-19 01:31:49 +00:00
Mark Vejvoda
505abbd1ec
- observers now hear sounds from units of all team units in visible quad
2011-03-18 21:23:34 +00:00
Mark Vejvoda
07f56669b7
- attempt to see if threaded pathfinding will work and if it improves performance
2011-03-18 03:53:06 +00:00
Titus Tscharntke
6b31149754
Revert last change because this is not done now and I accidently checked it in.
2011-03-17 00:43:46 +00:00
Mark Vejvoda
7d38aec84a
- new commandline options to discover and optional delete unused files in techtrees
2011-03-15 15:30:28 +00:00
Titus Tscharntke
c54174061f
particles have more switches: day/night visibility , alternating value , radiusBasedStartenergy ( can be disabled now! )
2011-03-13 23:16:07 +00:00
Mark Vejvoda
39bf1b986e
- added new commandline option to convert folders of g3d models to use specified texture format
...
- added new utility methods and changed code to use them (like adding trailing slash on paths)
2011-03-13 08:23:43 +00:00
Mark Vejvoda
819831a287
- misc logs and screenshots now also go in userdata folder
2011-03-10 17:31:55 +00:00
Titus Tscharntke
4874d31ddd
hopefully fix for tileset particle related crash in windows; particles must be removed from objects before the particle manager is cleared
2011-03-06 22:50:04 +00:00
Titus Tscharntke
273ab4c502
Option to switch on/off tileset particles
2011-03-06 13:11:22 +00:00
Titus Tscharntke
792d0aa665
particles for tilesets ( too much rendered at the moment )
2011-03-01 23:36:33 +00:00
Mark Vejvoda
bced200dd1
- bugfix when bad values are in map file, game would freeze at game start due to endless loop
2011-02-25 22:13:11 +00:00
Mark Vejvoda
c4795eb6cb
- more fixing of map corner position actions causing memory access violations (this will further stabilize the code)
2011-02-25 04:15:22 +00:00
Titus Tscharntke
922df8e025
up to 36 units selectable; maps can set camera heigth now ( be careful with this for performance reasons! )
2011-02-25 00:31:42 +00:00
Mark Vejvoda
4cb2485cdf
- fixed meeting point crash on edge of map
2011-02-24 22:13:40 +00:00
Titus Tscharntke
25204e0084
I just removed an unneeded check
2011-02-24 20:14:12 +00:00
Mark Vejvoda
16c7316887
- initial attempt to enable pathfinder caching (think it might work now). Please test
2011-02-23 07:03:38 +00:00
Mark Vejvoda
53e8d96092
- removed printf
2011-02-23 00:00:44 +00:00
Mark Vejvoda
77fb1b6d15
- bugfix for building units at edges of maps
2011-02-22 23:59:21 +00:00
Mark Vejvoda
8d8ed75990
- bugfix for building units at edges of maps
2011-02-22 22:25:03 +00:00
Mark Vejvoda
bd29260fef
- Does this fix choppy network play? Please test and let me know
2011-02-21 01:34:31 +00:00
Mark Vejvoda
b2ae0f3b7b
- reverted morph to original code to see if this fixes out of synch (from muwums original change)
2011-02-20 00:04:57 +00:00
Mark Vejvoda
92ca6ba75d
- attempt to see if this change corrects out of synch
2011-02-19 22:36:59 +00:00
Mark Vejvoda
7a5de218b7
- chasing down out of synch
2011-02-16 04:43:27 +00:00
Mark Vejvoda
a0cfe3fa08
- a few changes and now seems to compile in VC++ 2010 (still need to checkin project files)
2011-02-15 23:53:48 +00:00
Mark Vejvoda
2357e2cfd1
- Titi, fixed the remove object so its done in the Object destructor (using an interface)
2011-02-15 04:34:19 +00:00
Titus Tscharntke
a214fa87f5
clickable resources with display ; softcoder please look at unit_updater.cpp line 1032
2011-02-13 21:04:30 +00:00
Titus Tscharntke
62a2b7cc94
bugfix for target selection
2011-02-13 16:46:32 +00:00
Mark Vejvoda
91a56e7805
- another segfault bugfix for spawned attacks
2011-02-12 21:47:31 +00:00
Mark Vejvoda
cc973f3427
- bugfixes, some related to things pointed out by valgrind, some from opengl research and some for more stable operation
2011-02-12 07:34:32 +00:00
Mark Vejvoda
34e95f5cd5
- streflop was disabled (likely when we switched to cmake). Turn it on for now but we need to investigate more thoroughly if we really need this?
2011-02-11 19:16:06 +00:00
Mark Vejvoda
b5e4eb53d8
- added numerous guards around spawn code because we had a number of crashes from this code somehow tonight
2011-02-11 07:39:58 +00:00
Mark Vejvoda
2d76d348c7
- bugfix to put priority on attacking units first
2011-02-10 22:54:49 +00:00
Titus Tscharntke
91abdd3ed4
camera max height/ default are calculated based on the max height of a map
2011-02-10 00:14:21 +00:00
Titus Tscharntke
e20162a3c4
cleaned up the cliff coding; hopefully really no more flickering now
2011-02-08 20:59:34 +00:00
Titus Tscharntke
e03b029bea
Cliffs work and some map cleanup; ( !!currently old maps are broken in editor!! )
2011-02-08 03:50:59 +00:00
Titus Tscharntke
e856d5e4f0
MuwuMs changes ( spawn attack and more )
2011-02-06 18:33:49 +00:00
Titus Tscharntke
f2caf186f9
step1 for cliffs; enable manually in map.cpp in Map::smoothSurface(...) ; set minCliffHeightDifference to 3.0f
2011-02-06 01:36:55 +00:00
Titus Tscharntke
d7a65ed18e
fix for updateAttackStopped and command queuing;
...
switching tilesets react with delay like switching maps;
new/updated maps;
reverted egypt mining slave model;
many loading screens for scenarios
2011-01-30 23:01:55 +00:00
Mark Vejvoda
4b085691df
- added new LUA method togglePauseGame
2011-01-29 23:50:21 +00:00
Mark Vejvoda
a5a6cf76d6
- updated some new lua commands
2011-01-29 17:52:53 +00:00
Mark Vejvoda
1a3545f8ab
- cleaned up compiler warnings in g3d viewer
...
- added a bunch of new lua commands for 'da boys' to be documented after being fully tested.
2011-01-29 12:42:18 +00:00
Mark Vejvoda
ab7cf4d22b
- a cup of tea for m0llemeister (bugfix for observers to see attack particles)
2011-01-27 22:10:44 +00:00
Mark Vejvoda
ff3bb353fc
- bugfix for game over and player can see whole map causing out of synch in some cases.
2011-01-26 16:13:08 +00:00
Mark Vejvoda
66261ad662
- updated line endings to unix style characters to fix Bug #3085838
2011-01-20 15:56:30 +00:00
Mark Vejvoda
60b58eb44c
- bugfix for multi-build segfault under special conditions (discovered today)
2011-01-20 07:56:02 +00:00
Mark Vejvoda
c51eb0a3c4
- attempt to cleanup some debug logging to see if it helps restore normal performance
2011-01-17 16:31:25 +00:00
Mark Vejvoda
3dac5df814
- wacky vc++ compile bugfix, code was changed in other header files and now std::max fails!
2011-01-15 00:29:25 +00:00
Mark Vejvoda
b778098d13
- bugfix for multi-build discovered during testing (left a break statement when shouldn't have)
2011-01-11 05:18:53 +00:00
Mark Vejvoda
d301f5873d
- bugfix for multi-build bug found by tomreyn (looks like an infinite loop)
2011-01-10 15:31:40 +00:00
Mark Vejvoda
1c78fca0fb
- Added tileset and map CRC check in the network lobby
...
- numerous bugfixes
2011-01-09 04:49:21 +00:00
Mark Vejvoda
7347dc9545
- bugfix for multi-build queued commands
2011-01-08 21:53:05 +00:00
Mark Vejvoda
a6cd69d9ed
- a few bugfixes pointed out by tomreyn.. thanks
2011-01-07 04:32:41 +00:00
Titus Tscharntke
d09d29f520
new default settings for ultra/easy/mega ; dansk.lng up to date ; code cleanup
2011-01-02 12:18:14 +00:00
Titus Tscharntke
41899507a9
better performance for attack warnings ( old code is just commented, will be removed after testing in multiplayer )
2010-12-29 18:23:54 +00:00
Mark Vejvoda
89a6ae3fe4
- updated win32 vc++ files to compile with new ftp server / client
2010-12-29 16:28:46 +00:00
Mark Vejvoda
33aa51b5b5
- if we cannot put the unit in a cell because it is already occupied do not cancel the existing command
2010-12-28 02:24:54 +00:00
Mark Vejvoda
335749a15e
- updated hp regeneration method to look for negative hp regen values and if health ticks below 0 the unit dies
2010-12-28 02:17:44 +00:00
Mark Vejvoda
81783e3f1b
- bugfix for multi-build, now units look for best cell to build but ALSO that the cell is not occupied by another unit
2010-12-26 04:38:03 +00:00
Mark Vejvoda
bf8be83ccc
- bugfix for fog of war enabling at game end.. now works properly for Winning teams, not just losing teams.
2010-12-25 21:30:54 +00:00
Mark Vejvoda
da1adab808
- bugfixes for fog of war enable at game end
...
- Added more safety guards in threaded sockets in case this causes problems when things get very busy in the game during monster battles
2010-12-25 08:14:35 +00:00
Titus Tscharntke
a3e0ae890b
removed unnecessary alarm checks
2010-12-24 10:03:17 +00:00
Mark Vejvoda
03eaa2c033
numerous important bugfixes:
...
- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now
- better handling of threaded logging
- cleanup of socket thread processing to ensure all network packets get processed properly and in order
2010-12-24 08:43:09 +00:00
Mark Vejvoda
554a03279e
- commented out assert is it should be handled by the map logic
2010-12-23 20:22:40 +00:00
Titus Tscharntke
cfba817280
dansk language; fix for fog of war off; command queuing works a bit better ( especially when attacking );
2010-12-23 10:44:11 +00:00
Titus Tscharntke
df583854c3
only attack warnigs for local players teammates, not for every fight out there! ;-)
2010-12-21 23:15:29 +00:00
Titus Tscharntke
43eb95f1b4
italien translation; Multiattack warnings ( with setting AttackWarnRange )
2010-12-21 15:55:37 +00:00
Titus Tscharntke
45a3601286
you can attack teammates again; fix for attack queuing, units don't walk to dead bodies if next attack command is in queue ;
2010-12-20 20:01:14 +00:00
Titus Tscharntke
fa952efaf9
next try
2010-12-19 23:58:16 +00:00
Titus Tscharntke
39eefa1e67
trying to fix problems with false attack alarms ...
2010-12-19 23:31:11 +00:00
Titus Tscharntke
5ea9cd092a
visual attack alert
2010-12-19 22:33:08 +00:00
Mark Vejvoda
f204d4445c
- added a new bit style gamesetting flag for future new game settings.
...
- added ability to see map resources but still keep fog of war (GAE's shroud of darkness), but not activated by UI yet, tested and works
2010-12-19 08:04:25 +00:00
Mark Vejvoda
1c51b6c21d
- code cleanup
2010-12-19 03:30:17 +00:00
Mark Vejvoda
3e83cb54f7
- used wrong enum value
2010-12-19 02:06:24 +00:00
Mark Vejvoda
5c0ebc04b1
- attempt to fix the following assertion failure:
...
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
2010-12-19 02:04:16 +00:00
Mark Vejvoda
1f52a65679
- attempt to fix the following assertion failure:
...
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
2010-12-19 01:24:37 +00:00
Titus Tscharntke
886bd3b37e
alarmsound when enemy units are seen ( will be improved soon )
2010-12-18 20:17:41 +00:00
Mark Vejvoda
5e410f3066
- bugfix for turning off fog of war on network games when players are dead. Now we DO NOT turn off fog of war until ALL of the players units are dead.
2010-12-13 23:24:03 +00:00
Mark Vejvoda
8918b11320
- added an invlaid value check to the units field
2010-12-12 00:46:13 +00:00
Mark Vejvoda
045c2f95e8
- added new commandline options to tell the game where to look for data, ini's and where to write logs
2010-12-09 20:41:11 +00:00
Mark Vejvoda
15aab7a581
- some intial changes to support cross-compilation under mingw
2010-12-04 23:19:43 +00:00
Mark Vejvoda
8deec8d518
- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
2010-12-01 23:38:03 +00:00
Titus Tscharntke
42ebe42155
new tileset fernland
...
removed annoying debug of resource multiplier
fixed resource multiplier display in connected menu
2010-12-01 21:18:29 +00:00
Mark Vejvoda
b02da7d1e0
- finally found and fixed out of synch related to AI.
...
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
2010-11-30 23:32:39 +00:00
Mark Vejvoda
ca2408073e
- disabled more caching to determine if any of these caches cause out of synch
2010-11-28 03:35:44 +00:00
Mark Vejvoda
ab966d7872
- added map cell checks back but output to error log only (and assert for debug mode)
2010-11-28 03:21:20 +00:00
Mark Vejvoda
ee249b8878
- commented out another possibly bad assert /exception
2010-11-27 08:23:45 +00:00
Mark Vejvoda
4e36b4c30c
- commented out what seems to be a bad assert / exception check
2010-11-27 07:11:54 +00:00
Titus Tscharntke
ede8977aff
switched resourcemultiplier to int (using the index now) and added some debug output for testing.
2010-11-25 22:45:08 +00:00
Titus Tscharntke
c2c9cc0044
endgame stats screen shows multiplier now for CPU players
...
you cannot switch unvisible resource multiplier any more
2010-11-11 21:41:13 +00:00
Mark Vejvoda
cc4f268988
- some additional AI caching for improved performance
2010-11-11 08:02:50 +00:00
Titus Tscharntke
99c70d301a
resource multiplier only for cpu players.
...
new resource multiplier defaults for cpu player
resource multiplier only active in advaced options
scenarios can use a new attribute resource_multiplier to setup games
2010-11-11 01:24:48 +00:00
Titus Tscharntke
c3b96ec722
mega/ultra cpu still used its old multiplier ... fixed
2010-11-09 22:51:19 +00:00
Mark Vejvoda
d89953ee96
- improved performance and bug fixes.
2010-11-09 09:06:52 +00:00
Titus Tscharntke
2440d475b3
beginning of new resource multiplier. Still work in progress but hopefully ready to test some things.
2010-11-08 23:15:50 +00:00
Mark Vejvoda
9d9fa0deeb
- improved performance for when the AI decides which resource is closest.
2010-11-07 03:27:06 +00:00