Titus Tscharntke
874b1a5049
In non network games the game is paused automatically if a menu/message is raised. I am not sure if I should do this for scenario messages too?
2012-04-01 18:23:26 +00:00
Mark Vejvoda
3d386936dc
- updated loading games to translate tutorials and scenario paths
2012-03-31 20:58:33 +00:00
Mark Vejvoda
74910ea0b2
- bugfix for loading saved scenario
2012-03-31 20:33:56 +00:00
Mark Vejvoda
152e83399d
- added a new lua method isUnitAlive(unitId)
2012-03-31 20:17:19 +00:00
Mark Vejvoda
030582c1ef
- added a new EnumParser class to convert enum to string and vice versa
...
- factions can now customize some more of the AI behavior
2012-03-31 05:54:24 +00:00
Mark Vejvoda
53d0204cb9
- bugfix network messages
2012-03-31 00:52:43 +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
fa31fed5bd
- updated to add isGameOver
2012-03-30 14:48:54 +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
Mark Vejvoda
f7423608ce
- bugfix for lua strings
2012-03-30 01:48:41 +00:00
Mark Vejvoda
435e06db20
- attempt to bugfix lua save/load games, added a new section for scenario files called:
...
<global>
</global>
Where global vars (but more importantly declared functions) should be declared
- updated amazones scenario to move globals into the global section
2012-03-29 22:30:58 +00:00
Mark Vejvoda
c13e0ef788
- better error handling logic on crashes
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- translate scenario to correct file on players system
2012-03-29 00:43:03 +00:00
Mark Vejvoda
9286130138
- bugfixes and code cleanup found using cppcheck
2012-03-28 06:25:57 +00:00
Mark Vejvoda
8a2b90895d
- auto stop efficient timer event after it is triggered
2012-03-27 19:28:16 +00:00
Mark Vejvoda
d25fc14244
- added some new 'predictable' random number generation for use in lua scripts
2012-03-27 07:05:07 +00:00
Mark Vejvoda
5cc39e7c53
- added a new type of lua script timer for efficient checking of elapsed time
2012-03-27 06:42:55 +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
d356e5f5de
- added new headless server status check:
...
on the SAME box as the headless run:
./megaglest --headless-server-status
2012-03-25 06:55:43 +00:00
Mark Vejvoda
1b8e1af25b
- cleanup of console and button placement in load game menu
2012-03-20 15:01:18 +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
fc6da7f924
- added a status message while replaying commands
2012-03-20 05:58:24 +00:00
Mark Vejvoda
05c35aa9f4
- a little cleanup for command replay
2012-03-20 05:23:32 +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:
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SaveCommandsForReplay=true
2012-03-20 04:53:26 +00:00
Mark Vejvoda
c8df9dba1c
- disable newline in chat mode
2012-03-19 05:51:35 +00:00
Titus Tscharntke
91dce63aac
savegame screenshot has smaller size (configurable)/ screenshots are deleted too
2012-03-17 11:26:39 +00:00
Mark Vejvoda
1ac9aa6d3f
- fixed xml loading via rapidxml for some scenarios that had embeddex xml comments in lua
...
- added automation abilities for automated testing with automated saved games
2012-03-17 08:20:17 +00:00
Mark Vejvoda
617344c97d
- do not take screenshot when saving game on headless server
2012-03-17 04:19:17 +00:00
Mark Vejvoda
5584121aa7
- updated load game screen and added some missing language text
2012-03-17 03:32:20 +00:00
Titus Tscharntke
7f46cf2749
save a screenshot with every game save and show it in load menu ( you must have set screenshot type set to .jpg at the moment)
2012-03-17 01:32:18 +00:00
Mark Vejvoda
01f8f518b3
- saved games now go into saved folder
2012-03-15 22:09:11 +00:00
Mark Vejvoda
3eeb1ddea4
- added option to specify which game to load when loading a saved game.
...
- added a hotkey to save games any time during game play (F11). This saves files with a timestamp
- we now keep track of the last game the user saved and if commandline does not specify a game to load it uses the last saved game
2012-03-15 15:57:21 +00:00
Mark Vejvoda
fc125bec37
- added command groups and unit selection to save / load game info
2012-03-15 07:09:36 +00:00
Mark Vejvoda
d1dd79047e
- no need for xerces anymore? All XML is now done by rapidxml by default (loading and saving)
2012-03-15 05:59:23 +00:00
Mark Vejvoda
7425dc8fdf
- ALL XML loading will default to rapidxml, we now ONLY use xerces for saving the game (until i get time to implement xml save using rapidxml)
2012-03-14 22:48:46 +00:00
Mark Vejvoda
4bd6b53f9d
- added insanely fast rapidxml as a supported xml engine to use. Currently its ONLY used for loading saved game xml and the currently class ONLY handles loading (not saving) xml's.
2012-03-14 21:52:13 +00:00
Mark Vejvoda
8d5de12d42
- added some particles to load game logic
2012-03-14 07:23:41 +00:00
Mark Vejvoda
5f95b08c17
- a ton more load game state now working (including commands)
2012-03-13 15:21:25 +00:00
Titus Tscharntke
edd7f732ea
alpha correction in options menu ( checkin with error included , which needs to be fixed! )
2012-03-13 00:44:55 +00:00
Mark Vejvoda
485b74af8b
- load game restore more game state
2012-03-13 00:00:10 +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
246f4b326f
- attempt to see if threaded client network receive improves performance (ThreadedNetworkClient=true to enable on a client)
2012-03-03 23:59:44 +00:00
Mark Vejvoda
94f3665285
- added nick sound when user mentions another players name in chat (in game lobby and in game)
2012-03-03 08:45:20 +00:00
Mark Vejvoda
8b7e2a7b9e
- when searching for hud, loop until we find a file
2012-03-03 07:48:05 +00:00
Mark Vejvoda
3eba87727c
- bugfixes for headless mode, map selection logic was broken for admin user
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- during in game, if admin user disconnects, server re-assigns a new admin user so paused game can be unpaused by a new administrator
2012-03-03 04:33:39 +00:00
Mark Vejvoda
9d6607a051
- added new lua method so users can create units without spacing rules:
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createUnitNoSpacing
2012-02-21 21:56:20 +00:00
Titus Tscharntke
9870c13a6b
GraphicMessageBox can handle multiple buttons now
2012-02-19 17:37:53 +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