Commit Graph

184 Commits

Author SHA1 Message Date
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
Mark Vejvoda ca9cbc6e75 - removed some debugging that created very large debug files and improved performance a little bit 2010-11-07 02:37:00 +00:00
Mark Vejvoda 9e55d8e46b - added a small cache to improve pathfinding a bit
- added logic to IGNORE the following characters when doing CRC checks in XML files
 (space,tab,CR,LF)
2010-11-07 01:06:14 +00:00
Mark Vejvoda 6312c0ec60 - bigfix for last checkin 2010-11-03 21:53:49 +00:00
Mark Vejvoda d91bd593e8 - added more info related to ultifds error message to see what triggers the issue 2010-11-03 21:43:37 +00:00
Mark Vejvoda 9978cbeff5 - added some initial work to support FBO (frame buffer objects)
- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +00:00
Mark Vejvoda dfedf2259b - numerous bugfixes to building an d repairing units.
- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda 060a9d3fe6 - disallow air units to morph back to land if unwalkable objects or water terrain are below 2010-10-30 04:49:49 +00:00
Mark Vejvoda dec9dfe653 - added new attribute for tileset objects named "height". Air units will try to fly above the height of units and objects now (up to a max of terrain height + 15) 2010-10-30 04:05:48 +00:00
Mark Vejvoda de3a92081d - a bunch of in progress work related to texture compression and more timely texture memory management cleanup. For now to test texture compression use the following ini setting: EnableTextureCompression=true 2010-10-28 00:51:25 +00:00