Commit Graph

503 Commits

Author SHA1 Message Date
Mark Vejvoda
b96eba3829 - a better way to cache fog of war and use much less memory 2013-01-04 18:00:51 +00:00
Mark Vejvoda
1f49886755 - re-enabled fog of war cache to improve performance
- improve xml file loading speed
2013-01-03 17:30:59 +00:00
Mark Vejvoda
838d42599d - attempt to see if this fixes some strange problems for user 'gonse' 2012-11-17 12:07:51 +00:00
Mark Vejvoda
1dbcabf12c - minor feature request added from sourceforge, when command given cannot be executed, sometimes we show the requirements of the command so the user knows why it failed 2012-11-10 19:39:55 +00:00
Mark Vejvoda
ff58a868b3 - attempt to bugfix windows using proper printf syntax for data types 2012-11-10 06:37:23 +00:00
Mark Vejvoda
e0efa229c5 - more updates to support big endian 2012-11-01 06:36:35 +00:00
Mark Vejvoda
81989f5947 - bugfix if user clicks around while game loading
- cleanup from last checkin (corrections)
2012-10-26 04:35:14 +00:00
Mark Vejvoda
28d65e8d55 - cleanup from last checkin (corrections) 2012-10-26 03:08:40 +00:00
Mark Vejvoda
3419127632 - proper way to handle size_t objects (cleanup warning on other platforms) 2012-10-26 02:42:10 +00:00
Mark Vejvoda
2796922914 - a bit more code cleanup from cppcheck
- cleanup of english hints
2012-10-24 06:54:10 +00:00
Mark Vejvoda
64058b17e7 - code cleanup from cppcheck
- added more checks when loading models, maps and textures
2012-10-20 07:15:13 +00:00
Mark Vejvoda
011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda
505206059b - added new lua method for Muwuum:
void giveStopCommand(int unitId)
	bool selectUnit(int unitId)
	void unselectUnit(int unitId)
	void addUnitToGroupSelection(int unitId,int groupIndex)
	void recallGroupSelection(int groupIndex)
	void removeUnitFromGroupSelection(int unitId,int group)
	void setAttackWarningsEnabled(bool enabled)
	bool getAttackWarningsEnabled()
2012-10-17 20:15:50 +00:00
Mark Vejvoda
b65bdee592 - added more info to error message 2012-10-15 00:48:05 +00:00
Mark Vejvoda
e63e634e1e - added a bit more lua and updated capture enemy flag 2012-10-13 07:33:33 +00:00
Mark Vejvoda
0180aa6bba - added new lua functions:
triggeredCellEventUnitId()
showMarker(int flashCount, int factionIndex, string note, string textureFile,Vec2i pos)

1. The first one can be called in a cell trigger event and tell you which unit triggered the event
2. The second flashes a position in the minimap
2012-10-13 05:06:53 +00:00
Mark Vejvoda
87c3a11876 - bugfix for lua setUnitPosition method 2012-10-12 21:50:00 +00:00
Mark Vejvoda
a9d5af5261 - updated unit already in cell error with more detail 2012-10-11 14:23:31 +00:00
Mark Vejvoda
165f281f92 - added a few new lua functions to check if a cell is free 2012-10-09 20:03:09 +00:00
Titus Tscharntke
b05adbc6d5 make sure humans cannot cheat with multipliers 2012-10-06 10:05:34 +00:00
Mark Vejvoda
5e42c6dc03 - loads of code cleanup based on verbose output from the latest git version of cppcheck 2012-10-06 07:06:40 +00:00
Mark Vejvoda
97ba1a27e2 - cleaned up some warnings from VC++ compiler 2012-10-06 02:40:24 +00:00
Mark Vejvoda
a8b8dcf464 - humans may now have a custom resource multiplier 2012-10-05 22:43:00 +00:00
Mark Vejvoda
7c0e10684a - added lua functions to add / remove cell markers:
addCellMarker(0,'test from scenario!','',cellMarker)
param1=factionindex
param2=cell hint
param3=empty string
param4=cellPosition

removeCellMarker(0,{46,13})
param1=factionindex
param2=cellPosition
2012-09-25 07:05:52 +00:00
Mark Vejvoda
3ede912b9a - added support for custom video's on battle end screen:
look for videos in the following order:
1. check faction xml file for the following attributes (depends on win/lose) on the faction tag:
faction-battle-end-win-video="<path to video>"
faction-battle-end-lose-video="<path to video>"

if not defined 2. check the faction folder for the files:
battle_end_win_video.*
battle_end_lose_video.*

if not found check the data/core/menu/videos/ paths for:
battle_end_win.*
battle_end_lose.*
2012-09-25 00:23:25 +00:00
Mark Vejvoda
9e75b9144c - removed cell marker from popup menu and moved to hotkeys (f2 add f3 remove)
- added a new experiemntal feature called 'follow unit'. select 1 unit then press f4 and when the unit moves the camera tries to look from the units perspective. To turn this off select no unit and press f4.
2012-09-24 17:13:27 +00:00
Mark Vejvoda
8e88b36723 - removed pathfinder from GAE and all references 2012-09-22 21:39:13 +00:00
Mark Vejvoda
871b6c4a6e - removed deprecated 'fast' pathfinder that wasn't fast enough and is not going to be used 2012-09-22 21:05:06 +00:00
Mark Vejvoda
1c211e4ce6 - lots of code cleanup from the cppcheck 2012-09-22 20:13:57 +00:00
Titus Tscharntke
5b6ffbd361 again new morphing feature: better way to handle the blocked places for morphing units 2012-09-21 23:45:59 +00:00
Titus Tscharntke
78643ddcfc savegame/loadgame works too now with the new blocking feature. 2012-09-15 23:43:31 +00:00
Titus Tscharntke
ed91a7c59b morph with blocking places works now. I still want to cleanup this after some discussion with softcoder ( some things marked with TT ) 2012-09-13 21:50:07 +00:00
Titus Tscharntke
75032c3287 reserve unit place while morphing. (first try) 2012-09-11 21:16:24 +00:00
Mark Vejvoda
e2fcf9ed94 - bugfix for lighting of tileset objects, when rotated objects had weird lighting causing random light patterns to show on them. 2012-08-13 21:46:27 +00:00
Mark Vejvoda
0b9ad4c457 - added support for throwing known errors and skipping stack traces (For friendlier error messages) 2012-07-20 23:51:10 +00:00
Mark Vejvoda
ed9ae076c5 - attempt to fix pizza's crash
- safer use of random # in unit updater (not backward compatible with other builds)
2012-07-20 23:07:44 +00:00
Mark Vejvoda
c42d44a53a - attempt to fix pizza's crash 2012-07-20 22:18:34 +00:00
Mark Vejvoda
2b0e9e40d3 - added more error checking in scenarios 2012-07-18 00:35:39 +00:00
Mark Vejvoda
e4cec7319e - added more error checking in scenarios 2012-07-18 00:21:39 +00:00
Mark Vejvoda
de2e889a4f - added more error checking in scenarios 2012-07-18 00:15:39 +00:00
Mark Vejvoda
4d97c80561 - added more error checking in scenarios 2012-07-18 00:04:24 +00:00
Mark Vejvoda
9f0546c008 - set correct exit codes (for tomreyn)
- fix loading when too many units on map (do not segfault)
- deprecate ThreadedNetworkClient setting
2012-07-17 23:04:30 +00:00
Titus Tscharntke
e311c439f6 sound is no more switched on when switching factions ( not a 100% fix but I think good enough ) 2012-07-15 19:45:55 +00:00
Mark Vejvoda
d9e2a64bb3 *NOTE: This is not backwards compatible with previous builds
- disable the alpha fog of war cache as it takes too much RAM (not sure if it really improves performance that much)
- inline some common functions for speed
2012-07-03 19:31:52 +00:00
Mark Vejvoda
0f5cb29919 - build silhouette now uses team colour and you see all team players building placement
- improve performance when rending cell markers
2012-06-22 13:30:15 +00:00
Mark Vejvoda
acc2a5f9c9 - show light green with alpha silhouette of building when unit is moving to a location to build another unit 2012-06-22 04:58:44 +00:00
Titus Tscharntke
ca39f8c6b1 new try with changed fighting behaviour of ultra and mega;
fix for "*" in chat
2012-06-04 21:53:20 +00:00
Titus Tscharntke
3f604ae359 I give up on this :( . Softcoder must help me here I don't understand whats going on. We still see out of syncs if this is commented in. 2012-05-31 21:54:00 +00:00
Titus Tscharntke
d6f04c66e0 ctNetworkCpuUltra was the problem ... 2012-05-31 20:59:04 +00:00
Titus Tscharntke
4a70d090a8 commented out all my last changes to hunt down out of sync 2012-05-30 23:17:17 +00:00
Titus Tscharntke
1595eb3043 Skill can be NULL .... 2012-05-30 22:26:55 +00:00
Titus Tscharntke
b8401bf208 Making it a bit random if standing or runnning units are attacked by Ultra/Mega CPUs 2012-05-30 21:53:41 +00:00
Titus Tscharntke
00b1bea1ac CPU-Ultra and Mega attack standing units in attack range first now. Lets see if this is good ... 2012-05-30 20:35:27 +00:00
Mark Vejvoda
8fd436b612 - added new lua method to play video's in scenarios:
playStaticVideo
2012-05-22 06:17:56 +00:00
Mark Vejvoda
0f25276e6f - applied patch from MuwuM 2012-05-21 20:15:37 +00:00
Mark Vejvoda
e2844938b7 - updated to not segfault when loading a saved game and tileset is not found 2012-05-11 19:52:34 +00:00
Mark Vejvoda
bf3e5a15bf - modders can now override land and air field names using lng specific files for a tileset (follows same principle as techtree lng files). Currently supported translatable strings:
FieldLandName=Land
FieldAirName=Air
2012-05-11 05:49:47 +00:00
Mark Vejvoda
2d6cda1f6f - more pathfinder tweaks to try improve performance 2012-05-09 23:56:14 +00:00
Mark Vejvoda
1b2b1f9821 - improved the new pathfinder using hashmap 2012-05-05 06:23:09 +00:00
Mark Vejvoda
f79222defa - more pathfinder in progress changes, nothing to test yet 2012-05-05 04:38:49 +00:00
Mark Vejvoda
3ff0796bec - some in progress pathfinder work 2012-05-04 21:03:52 +00:00
Mark Vejvoda
771ff91c1c - added a new pathfinder to test to see if it performs better than the old one 2012-05-04 14:57:59 +00:00
Mark Vejvoda
b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00
Mark Vejvoda
dbb116f250 - load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010) 2012-04-20 01:04:05 +00:00
Mark Vejvoda
aa831dbb61 - inlined a few more functions 2012-04-17 15:25:31 +00:00
Mark Vejvoda
6e7d4aeec5 - speed up some heavily used functions 2012-04-17 07:51:45 +00:00
Mark Vejvoda
c8fdc9269f - fix win32 build
- cleanup a lot of win32 compiler warnings
2012-04-16 20:15:57 +00:00
Mark Vejvoda
8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda
76c3fa1949 - fixed segfault when a unit is selected and they die (this is a long standing bug and not related to savegame) 2012-04-12 15:38:53 +00:00
Mark Vejvoda
22f43f4267 - added new lua method for setting the direct position of a unit (can be used for teleporting):
setUnitPosition(int unitId, Vec2i pos)
2012-04-11 05:41:40 +00:00
Mark Vejvoda
d16396db0a - more save / loadgame bugfixes 2012-04-02 15:17:31 +00:00
Mark Vejvoda
fce4d55dd5 - better error handling, try to display proper error message and restore state as best as possible 2012-04-02 01:45:13 +00:00
Mark Vejvoda
3d386936dc - updated loading games to translate tutorials and scenario paths 2012-03-31 20:58:33 +00:00
Mark Vejvoda
152e83399d - added a new lua method isUnitAlive(unitId) 2012-03-31 20:17:19 +00:00
Titus Tscharntke
0c16882d0a fix for "The last wave"-problem in amazon(light) scenario 2012-03-31 20:02:49 +00:00
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