Commit Graph

625 Commits

Author SHA1 Message Date
titiger e4c2683e1d fixed missing food for shared resource games on startup
To claculate limitResourcesToStore() we need to first load all factions. 
Else we get wrong results for  limitResourcesToStore(), and by this sometimes 
no food on startup, depending on the setup.
2015-01-12 01:46:12 +01:00
titiger bceb4286f8 render only resources of selected faction
When playing with shared team units but not with shared resources, only  
the resources of the selected faction is shown now. With shared resources all
resources of the team are shown like before.

Rendering ressources with two lines stays like before showing all resources  in
team mode!
2015-01-10 22:49:31 +01:00
titison 00d367b725 Resource Storage calculated on team basis
fixing a debt-bug with sharedResources:
https://forum.megaglest.org/index.php?topic=9616.0
2015-01-02 02:45:44 +01:00
SoftCoder efa7cb0346 - bugfix for shared team resources
- added some new internal feature code to test auto updates for a future release
2014-12-30 12:16:35 -08:00
SoftCoder 92a113ddfa - missed a few places where we should use total upgrade sight 2014-12-21 20:27:21 -08:00
SoftCoder e65ad1b69c - added more error checking in case segfault reproduced from: https://forum.megaglest.org/index.php?topic=9612.0;topicseen 2014-12-21 17:32:04 -08:00
SoftCoder b0f7b078f6 - apply sight upgrades when units sight is involved in cacls 2014-12-21 17:23:20 -08:00
titiger d34e58ccb6 fix for too often applied boosts 2014-12-19 22:48:07 +01:00
SoftCoder 8210485a42 - a few bugfixes related to coverity scan 2014-12-15 19:44:26 -08:00
titiger 3eb9c05b4a Particlesystems can now be positioned unit height independend
In the faction.xml you can set teh following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles ) 
can be done based of the units centered ground position and 
by this height independend.
2014-11-26 00:38:04 +01:00
titiger 54905c0e5c rename getCurrVector() to getCurrMidHeightVector() 2014-11-25 23:40:47 +01:00
titiger 55a27b4c6b every game initialized with a frame count>1 is a somehwo loaded game
This means the Fow needs to be set like it is inside a match.
2014-11-19 23:34:18 +01:00
titiger 5791f64829 Scenarios that pause the game in the beginning get no more black screen 2014-11-19 23:29:51 +01:00
titiger 25a8f44ee1 This fixes black background for loaded games which are paused 2014-11-19 22:43:45 +01:00
titiger 71bdb1cba7 Player names of Scenarios were displayed in wrong slot.
The player names were set with wrong index and CPU players had wrong names.
2014-11-14 22:25:56 +01:00
titiger 1f5b571c9d bugfix for bad {SCENARIODIR} replacement
Done by softcoder in branch ce-gui, manually merged by me :)
https://forum.megaglest.org/index.php?topic=9553.0
2014-09-24 01:16:28 +02:00
titiger 791f42874a Bugfix for spawn attack. Too many checks were removed with last checkin. 2014-08-02 23:27:45 +02:00
titison 51c1afe4e4 Added the ability for SpawnAttacks to let the units spawn when the projectile arrives at the targetpos.
Unit will always try to attack if it has an attack command.
Unit attacks the target POS and not the target UNIT of the attacker.
2014-07-27 21:41:40 +02:00
titison 6086a33baf Added a bool spawnAtTarget to spawn attack in which you can define whether the unit spawns at the target or at the attacker.
In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
( I think this makes way more sense than giving a move command to the meeting point)
( This also works if the spawned does not have a attack command. It will move to the enemy then)
2014-07-27 12:54:25 +02:00
titiger 082f3472ee Looting 2014-07-22 23:53:45 +02:00
titiger 62b147b2ee Merge remote-tracking branch 'origin/pr/17' into pullrequest17 2014-07-22 21:28:10 +02:00
titiger 7e81728fe8 damagePercent for projectiles
all given damage percents from the projectiles must sum up to exactly 100%
2014-07-20 22:47:07 +02:00
titiger da23e4c048 multi sounds
multiple sounds timed sounds for all skills. 
By this you can now play a sound for shooting every single shot too.
2014-07-20 03:28:03 +02:00
Mike Hoffert b9eb74d916 Percentages were wrong way around 2014-07-19 19:12:34 -06:00
Mike Hoffert f0801b3c33 Converted floats to ints
As discussed with Titi, this may prevent some issues with multiplayer
getting out of sync due to different floating point calculations.
2014-07-19 19:03:33 -06:00
Mike Hoffert 191c353491 Fixing platform inconsistency
It appears that the issue is a Windows problem, with Windows providing
macros for min and max that interfere with using the proper ones defined
in the algorithm header file.
2014-07-19 18:07:24 -06:00
Mike Hoffert 3cae2559c7 No looting if you attack units in same faction 2014-07-19 16:44:11 -06:00
Mike Hoffert 68455a819f Added setting to disable going into negatives
After all, how does one loot what the other faction does not have? Still,
could be useful for some places, by forcing the opponent to go into
"debt".
2014-07-19 16:38:33 -06:00
Mike Hoffert df0d7aaac9 Implemented rest of resource amount/loss attrs 2014-07-19 16:13:09 -06:00
Mike Hoffert 23deb957a7 First, basic looting implementation
Only absolute values are obtained for now, no loss.
2014-07-19 15:37:59 -06:00
titiger 26bab8548c Splash was broken and destructor needs to cleanup more 2014-07-19 20:26:45 +02:00
titiger 762f09ab43 multishot with multi sounds and possible camerashake on projectile impact.
Still work in progress!
2014-07-19 18:50:47 +02:00
titiger b72f4857d7 multi projectiles with different timings and particle systems 2014-07-18 01:04:36 +02:00
titiger c081862070 use a bool instead of a (unused) pointer. 2014-07-11 00:26:16 +02:00
titiger dff810a5b1 multishot with more than one attack particle system 2014-07-10 23:34:39 +02:00
FreshDumbledore a5e8e6df02 testing version of multiple projectiles 2014-07-09 19:59:09 +02:00
SoftCoder b1cafabb01 - added cmake compile warning when users uses clang as clang currently does NOT support some critical GCC settings we require. 2014-02-06 19:14:14 -08:00
titiger 98234228d9 shake it baby ( camera shake effects )
Camera shake effects can be added via xml skill definitions.
2014-02-01 23:15:44 +01:00
SoftCoder 39696b6a65 - added ability to share resources across same teams 2014-01-27 18:55:08 -08:00
SoftCoder 2c788e074a - fix auto loading scenario from commandline 2013-12-30 12:19:10 -08:00
SoftCoder 5b445ad388 - removed stack trace from script manager methods that create known errors to make error message smaller. 2013-12-30 07:57:51 -08:00
SoftCoder 3111b733e2 - bugfix for chrono class calcs causing group camera recall to fail (And numerous other problems)
- added better tracking of mutexes by assigning them location info
2013-12-24 22:27:44 -08:00
SoftCoder 3a24531ba7 - more code cleanup based on cppcheck results and valgrind
- added -h option to build-mg.sh to show parameter usage.
2013-12-22 22:53:26 -08:00
SoftCoder 2d3e04f413 - a few more minor code quality fixes 2013-12-22 21:03:40 -08:00
SoftCoder f8c497f6dc - in progress work to try to get attack boosts loading from a saved game (not working yet and commented out) 2013-12-21 21:53:27 -08:00
SoftCoder a56eb83c91 - moved map path into config class
- proper render performance calc compare
2013-12-16 23:54:33 -08:00
SoftCoder f269273f07 - round #2 of coverity bug fixes 2013-12-14 22:37:15 -08:00
SoftCoder b8ab732b85 - cppcheck code cleanup 2013-12-14 18:07:22 -08:00
SoftCoder b11932b92d - cleanup from cppcheck report 2013-12-14 03:03:19 -08:00
SoftCoder b9d6b38e8f - coverity based bug fixes - round #1 2013-12-13 23:04:12 -08:00