Mark Vejvoda
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c68aa74fcf
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- more updates for headless mode (try to avoid using opengl completely), server now runs at around 20 MB RAM at game start.
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2011-09-27 05:29:57 +00:00 |
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Mark Vejvoda
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bb68106912
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- phase 3 of cppcheck verbose fixes
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2011-09-01 18:08:56 +00:00 |
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Mark Vejvoda
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57afc2d715
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- phase 2 of cppcheck verbose fixes
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2011-09-01 01:11:23 +00:00 |
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Mark Vejvoda
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d99a8236ae
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- added the ability to synch unit particles with model animation using start-time and end-time attributes
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2011-08-27 06:52:17 +00:00 |
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Mark Vejvoda
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94e0fca857
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- added unit-type support for attackboost all types (works as second level filter if used)
- try bugfix for titi's verticle rotation
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2011-07-12 01:30:39 +00:00 |
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Mark Vejvoda
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c108663f02
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- bugfix for random animation selection when animation does not use min/max hp
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2011-07-11 22:30:16 +00:00 |
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Titus Tscharntke
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c21f07ec7d
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"anim-hp-bound" is now called "anim-progress-bound" and available for produce/morph/upgrade skills too! Deprecated "anim-hp-bound" will be dropped VERY soon!
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2011-07-07 23:02:46 +00:00 |
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Mark Vejvoda
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1b2d4fddea
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- merged in willvarfar's particle patch
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2011-07-06 22:23:51 +00:00 |
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Titus Tscharntke
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a1ab98d4b9
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new param <anim-hp-bound value="true"/> for BeBuilt skill to have the animation progress bound to the HP. / fixed a nullpointer exception related to particles
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2011-07-02 16:07:04 +00:00 |
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Mark Vejvoda
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850825695e
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- added support for min / max hp associated with damage particles
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2011-07-01 21:47:54 +00:00 |
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Mark Vejvoda
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68e3ad8036
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- better randomizing for model animation selection
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2011-07-01 01:25:10 +00:00 |
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Mark Vejvoda
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f5af03f8d7
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- bugfix for using wrong xml names for min and max hp values for models (now look for names mentioned in forum)
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2011-06-30 18:59:58 +00:00 |
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Mark Vejvoda
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4d6f39d257
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- added support for multipliers in attack-boost
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2011-06-26 07:06:32 +00:00 |
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Mark Vejvoda
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26bf93eeed
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- bugfix again for negative upgrade sums
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2011-06-26 03:59:28 +00:00 |
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Mark Vejvoda
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4013af9447
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- for multiple animations added a new xml node to tell the engine to pick a random animation ONLY x number of times (so death animation is random but not changing when completed animating):
<animation-random-cycle-maxcount value="1" />
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2011-06-25 21:40:27 +00:00 |
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Mark Vejvoda
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1700cbba2d
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- working implementation of particles for new attack-boost xml tag
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2011-06-25 20:44:46 +00:00 |
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Mark Vejvoda
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14b6f195e6
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- for multiple animations, now can specify a 'preferred' animation based on the units hp using:
<animation path="models/archer_standing.g3d" fromHp="0" toHp="10" />
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2011-06-25 15:30:18 +00:00 |
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Mark Vejvoda
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c252402e71
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- initial implementation of attack-boost logic (this is in progress code which is only triggered by new xml entries). Will explain later once tested.
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2011-06-25 08:53:53 +00:00 |
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Mark Vejvoda
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5dda269151
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- bugfix for multiple models per skilltype (let existing model finish animating before allow next random model to be selected)
- started work on a new feature called 'attack-boost' that should prove VERY INTERESTING once fully implemented (shhh its a secret)
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2011-06-25 07:31:01 +00:00 |
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Mark Vejvoda
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e0860309c0
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- added support for multiple animation models for each skill and display a them randomly during game play
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2011-06-25 05:23:41 +00:00 |
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Mark Vejvoda
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449e3f25c8
|
- updates to commondata handling. From now on commondata tag specified the commondata folder under a techtree making it easier to share data and portable since you just need to copy the techtree and its contents, this means no sharing data between techtrees (which is good since we don't want such dependencies)
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2011-05-06 22:12:16 +00:00 |
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Mark Vejvoda
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e34e70a0c8
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- added code to merge duplicate sounds used in a techtree
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2011-05-06 07:47:31 +00:00 |
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Mark Vejvoda
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c258dc0822
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- display which files contain the reference (the parents) to duplicate data in validation report
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2011-05-05 20:18:38 +00:00 |
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Mark Vejvoda
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6492832c35
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- added initial validation code to warn about duplicate data used in factions
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2011-05-05 19:21:50 +00:00 |
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Mark Vejvoda
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c3d1d6fca0
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- add support for models, sounds and images to be able to load from commondata
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2011-05-05 07:15:12 +00:00 |
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Mark Vejvoda
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bda831861a
|
Stuff from pabs (debian games) round #1
- remove +x bit on many files that should not have it
- added gplv3 svg logo for completeness in svn
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2011-05-03 07:58:59 +00:00 |
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Mark Vejvoda
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7d38aec84a
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- new commandline options to discover and optional delete unused files in techtrees
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2011-03-15 15:30:28 +00:00 |
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Mark Vejvoda
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39bf1b986e
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- added new commandline option to convert folders of g3d models to use specified texture format
- added new utility methods and changed code to use them (like adding trailing slash on paths)
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2011-03-13 08:23:43 +00:00 |
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Mark Vejvoda
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b5e4eb53d8
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- added numerous guards around spawn code because we had a number of crashes from this code somehow tonight
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2011-02-11 07:39:58 +00:00 |
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Titus Tscharntke
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e856d5e4f0
|
MuwuMs changes ( spawn attack and more )
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2011-02-06 18:33:49 +00:00 |
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Mark Vejvoda
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66261ad662
|
- updated line endings to unix style characters to fix Bug #3085838
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2011-01-20 15:56:30 +00:00 |
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Mark Vejvoda
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b201cebf3b
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- added a new validation for faction validation report AND game load for attack-var since a negative value will segfault the game
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2011-01-10 05:44:45 +00:00 |
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Mark Vejvoda
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a81286cbba
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- added support for showing projectile particles in the g3d viewer
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2010-06-24 10:52:58 +00:00 |
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Mark Vejvoda
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4b6e017241
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- Added particle support to g3d viewer
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2010-05-25 18:06:42 +00:00 |
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Mark Vejvoda
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43c3f2457e
|
Code Restructuring to make mega-glest more standard
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2010-03-12 05:20:53 +00:00 |
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Mark Vejvoda
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7cb4f99ec4
|
Code Restructuring to make mega-glest more standard
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2010-03-12 05:11:28 +00:00 |
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Titus Tscharntke
|
daa9c94129
|
multiple particle systems for every skill
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2010-02-21 13:56:17 +00:00 |
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Titus Tscharntke
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0550d06faf
|
particles for te skills
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2010-02-16 01:12:48 +00:00 |
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Titus Tscharntke
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0ce9b5fcac
|
initial version ( megaglest 3.2.3-beta3 )
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2010-01-22 01:45:58 +00:00 |
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