Commit Graph

378 Commits

Author SHA1 Message Date
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
Mark Vejvoda 9d6607a051 - added new lua method so users can create units without spacing rules:
createUnitNoSpacing
2012-02-21 21:56:20 +00:00
Mark Vejvoda 4ad42518c0 - updated for better handling of streflop on different platforms
- attempt for bugfix on windows when socket send buffer is continuously full
2012-02-10 06:21:06 +00:00
Titus Tscharntke 9f703f2303 faction links, modders can include factions from other techtrees if techtree.xmls are compatible.
( Still problems with CRC-calculation and download in Multiplayer for those linked factions )
2012-01-17 01:34:50 +00:00
Titus Tscharntke e05984d527 - daylight effects for unit particles ( best use with mode "black" )
- meadow has good looking mist in night now
- startdelay for particles
2012-01-07 20:24:54 +00:00
Mark Vejvoda e351def1cb - added new lua function to display playername:
getPlayerName(i)
2012-01-05 00:45:17 +00:00
Mark Vejvoda 6f924b310d - added new lua method to get system macro values:
dofile(getSystemMacroValue("$SCENARIO_PATH") .. "unit.ai.class.lua")
2012-01-05 00:04:55 +00:00
Mark Vejvoda ec2f889a76 - scenario pause command should work in network mode 2011-12-28 07:26:16 +00:00
Mark Vejvoda 61bebd6b86 - numerous fixed for network scenario handling 2011-12-28 04:46:36 +00:00
Mark Vejvoda 0338841689 - initial code to try out network based scenarios (not yet implemented for masterserver) 2011-12-26 06:29:14 +00:00
Mark Vejvoda 9852325da6 - fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
2011-12-14 07:40:48 +00:00
Mark Vejvoda 609bc528d2 - fixed fog of war bug in map preview for connected client
- in headless mode keep three caches in case its related to out of synch
- comment out spurious irc console text
2011-12-03 01:19:54 +00:00
Mark Vejvoda 01ea0787a3 - a few more updates to cut down on RAM use for headless server 2011-12-03 00:39:03 +00:00
Mark Vejvoda 8bdf863636 - cleanup of masterserver global flag
- attempt to cut down on resources required for masterserver mode to minimize RAM
2011-12-02 22:04:02 +00:00
Mark Vejvoda 66f44ff7c4 - more cleanup from cppcheck (using eclipse plugin now) 2011-12-02 17:46:02 +00:00
Mark Vejvoda d33e1174a5 - bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Mark Vejvoda cfe01253b9 fixed ambient sounds when rain is disabled. 2011-11-28 06:38:07 +00:00
Mark Vejvoda 03a7a72ef5 revert network code back to beta1 code 2011-11-27 05:27:50 +00:00
Mark Vejvoda fbb3f0b8e5 - faction threads now use semaphores to signal completion lowering cpu use on main thread 2011-11-26 23:11:33 +00:00
Mark Vejvoda f626ebbe45 - attempt to fix lua code to properly get unit's killer:
lastDeadUnitKillerName
lastDeadUnitKiller
2011-11-18 15:43:05 +00:00
Mark Vejvoda 2d367bd26e - added new lua functions from Muwum:
new events:
    unitAttacked
   unitAttacking
 
   methods:
   lastAttackedUnitName()
   lastAttackedUnit()
   lastAttackingUnitName()
   lastAttackingUnit()
   giveKills(unit,amount)
2011-11-16 21:38:12 +00:00
Mark Vejvoda b2adc16ca6 - added Muwums lua function 2011-11-15 17:39:49 +00:00
Titus Tscharntke cbdde66999 we dont need to be too picky with translations which are mainly meant for logfiles 2011-11-04 01:12:05 +00:00
Mark Vejvoda 30e1f45cc7 - intro is now fully translatable and configurable (see english.lng file at the bottom for intro strings)
- added game loading text strings to language file
- ONLY load the font type we are using
2011-11-02 17:17:28 +00:00