Commit Graph

253 Commits

Author SHA1 Message Date
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 98351fedba - bugfix when morphing, do a level check to see if the morphed unit should have its level updated based on current kills 2012-03-25 20:38:05 +00:00
Mark Vejvoda bc3cc07aba - corrected multiple model processing based on hp
- fixed cmake scripts (thanks Andrew Clarke)
- fixed streflop files to ignore softfloats if not used during build
2012-03-24 18:30:49 +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 b481fbcbb5 - proper save and restore for particles 2012-03-19 21:35:54 +00:00
Mark Vejvoda 6571281a48 - proper restore of meeting point 2012-03-17 22:08:04 +00:00
Mark Vejvoda 8d5de12d42 - added some particles to load game logic 2012-03-14 07:23:41 +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 d4ca1c36cb - fixed some particle issues 2012-03-13 23:18:09 +00:00
Mark Vejvoda aa93999dce - fixed map placement when loading untis from file 2012-03-13 22:55:11 +00:00
Mark Vejvoda d1a0eeca2e - check for null for particles 2012-03-13 22:37:47 +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 e3fde99359 - fixed gamma correction so it works now
- added more state when loading saved game
2012-03-13 01:34:14 +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 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
Mark Vejvoda 2dd2afb296 - changed selection code to use color picking, can disable using new ini setting:
EnableColorPicking=false
2011-12-13 01:30:52 +00:00
Mark Vejvoda 01ea0787a3 - a few more updates to cut down on RAM use for headless server 2011-12-03 00:39:03 +00:00
Mark Vejvoda 8bdf863636 - cleanup of masterserver global flag
- attempt to cut down on resources required for masterserver mode to minimize RAM
2011-12-02 22:04:02 +00:00
Mark Vejvoda 66f44ff7c4 - more cleanup from cppcheck (using eclipse plugin now) 2011-12-02 17:46:02 +00:00
Mark Vejvoda d33e1174a5 - bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Titus Tscharntke 1cd6520335 fast commands only for fighting / no regeneration when in "be_build" state 2011-11-29 00:54:38 +00:00
Mark Vejvoda 21d06fd386 - bugfix for hp regeneration (Thanks for pointing this out Ishmaru) 2011-11-28 06:25:20 +00:00
Mark Vejvoda 2d367bd26e - added new lua functions from Muwum:
new events:
    unitAttacked
   unitAttacking
 
   methods:
   lastAttackedUnitName()
   lastAttackedUnit()
   lastAttackingUnitName()
   lastAttackingUnit()
   giveKills(unit,amount)
2011-11-16 21:38:12 +00:00
Mark Vejvoda 0039354c15 - added name to attack-boosts and shared attack boosts per unit type 2011-11-11 04:17:55 +00:00
Mark Vejvoda 0b511efe36 bugfix for particles, proper checking for valid particle states when using particles 2011-11-05 05:45:02 +00:00
Mark Vejvoda 0f6e8ba928 attempt to bugfix attackboost segfault discovered while playing vs Romans 2011-10-30 06:12:40 +00:00
Mark Vejvoda ca45749cd8 see if this fixes command transitions issues outstanding 2011-10-28 22:49:00 +00:00
Mark Vejvoda 64eeba93cb bugfix for command transition not properly resetting status 2011-10-28 04:37:10 +00:00
Mark Vejvoda 4223567f2b attempt to fix weird command transition behavior 2011-10-28 04:17:26 +00:00
Mark Vejvoda 421e38cab4 cleaned up the code a bit for the command transition 2011-10-28 01:22:36 +00:00
Mark Vejvoda b08516e7de fixed command transition choppiness 2011-10-28 01:11:42 +00:00
Mark Vejvoda fdb2b65bf7 make transition to new command less choppy 2011-10-28 00:51:01 +00:00
Mark Vejvoda f2e497f855 bugfix for switching to another command should be immediate and not wait until the current skill in finished 2011-10-28 00:22:03 +00:00
Mark Vejvoda b1ed59959e - bugfix so player who dies and becomes an observer can hear sounds from other players units 2011-10-12 16:03:55 +00:00
Mark Vejvoda e25e925ff0 - bugfix for ep regen being done twice per tick 2011-10-12 02:46:31 +00:00
Mark Vejvoda aed293bba2 - fixed a bunch of memory leaks that will hopefully mean less overall memory requirements. 2011-09-28 06:57:42 +00:00
Mark Vejvoda 21005cc1e7 - in headless mode skip call to set window icon 2011-09-27 17:15:56 +00:00
Mark Vejvoda 2a86cb4f7d - added support for proper quiting and console input/output in headless mode. Type: quit followed by return into the console to properly shutdown in headless mode. 2011-09-27 10:16:09 +00:00
Mark Vejvoda 9caff9dac3 - in headless mode avoid init of sdl's video surface so that we stay in console window (no graphics window shown) 2011-09-27 07:01:08 +00:00
Mark Vejvoda ece2927350 - attempt to fix command grouping 2011-09-25 04:07:59 +00:00
Mark Vejvoda bb68106912 - phase 3 of cppcheck verbose fixes 2011-09-01 18:08:56 +00:00
Mark Vejvoda 57afc2d715 - phase 2 of cppcheck verbose fixes 2011-09-01 01:11:23 +00:00
Mark Vejvoda d99a8236ae - added the ability to synch unit particles with model animation using start-time and end-time attributes 2011-08-27 06:52:17 +00:00
Mark Vejvoda 7bc9394e85 - fixed some bugs around hp regeneration and attack-boost 2011-07-22 20:06:48 +00:00
Mark Vejvoda 82a0f23487 - attempt to add hp regen to upgrades and attack-boost 2011-07-22 07:05:47 +00:00
Titus Tscharntke 6f649daa6b I hope rotated climb works now... ( angle correction is a bit smoother now ) 2011-07-17 21:47:56 +00:00
Titus Tscharntke 6437d79aa4 rotated _climb units which morph into non rotated_climb units have no more problems morphing on steep terrain 2011-07-16 17:33:48 +00:00
Titus Tscharntke acca8c118c smoother anim for anim-progress-bound ( better but not perfect :-/ ) 2011-07-13 20:54:04 +00:00
Mark Vejvoda bc4f33bc9a - added new cmake build option (and fixed bugs from people who added code but did not respect NON streflop define) 2011-07-13 19:57:29 +00:00
Mark Vejvoda 5400126332 - try bugfix for titi's verticle rotation
- added deep copy for child particles
2011-07-12 01:48:14 +00:00
Mark Vejvoda 44c73392ee - bugfix for attackboost, don't try to make particle on affected units if particle not defined in xml 2011-07-12 00:58:09 +00:00
Titus Tscharntke 9bc26f418d rotated_climb. For example tanks are rotated along the x- and z-axis when driving up or down a hill ... 2011-07-11 23:59:16 +00:00
Mark Vejvoda cd0ce1d840 - bugfix for smoke particle 2011-07-08 06:36:36 +00:00
Titus Tscharntke c21f07ec7d "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! 2011-07-07 23:02:46 +00:00
Mark Vejvoda 9a6aca1bdc - remove debug info in gui 2011-07-06 22:45:44 +00:00
Mark Vejvoda b8bd927b7b - finally fixed the unit sorting hang bug, try it tomryen 2011-07-06 06:38:56 +00:00
Mark Vejvoda 15488ddb31 - bugfixes related to attack-boost memory leaks 2011-07-06 05:16:25 +00:00
Mark Vejvoda 1fd179196c - attempt to fix hang issue reported by tomreyn 2011-07-05 18:26:09 +00:00
Mark Vejvoda 1f8d1b68eb - attempt to fix crash issue reported by tomreyn 2011-07-05 15:43:39 +00:00
Mark Vejvoda a8b25cf111 - bugfix for start / stop smoke particles 2011-07-04 15:55:13 +00:00
Mark Vejvoda 14c70966b0 - bugfix for hpanim on bebuilt, to interplotate out the last reset frames 2011-07-02 21:44:29 +00:00
Titus Tscharntke a1ab98d4b9 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 2011-07-02 16:07:04 +00:00
Mark Vejvoda f9ad27f655 - bugfix for stopping damage particles properly 2011-07-02 03:59:46 +00:00
Mark Vejvoda 8b23634332 - fixed a bug found during test related to min / map particle logic 2011-07-02 02:52:30 +00:00
Mark Vejvoda 32950a168c - more bugfixes for attack-boost 2011-07-02 00:20:28 +00:00
Mark Vejvoda 7c996e3296 - added percentage support for min / map hp on damage particles
- bugfixes for png support for pixmap3d (water textures)
2011-07-01 23:13:55 +00:00
Mark Vejvoda 850825695e - added support for min / max hp associated with damage particles 2011-07-01 21:47:54 +00:00
Mark Vejvoda 4d6f39d257 - added support for multipliers in attack-boost 2011-06-26 07:06:32 +00:00
Mark Vejvoda a3cd886b9d - bugfix again for negative upgrade sums 2011-06-26 03:50:42 +00:00
Mark Vejvoda 4013af9447 - 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" />
2011-06-25 21:40:27 +00:00
Mark Vejvoda 1700cbba2d - working implementation of particles for new attack-boost xml tag 2011-06-25 20:44:46 +00:00
Mark Vejvoda 14b6f195e6 - 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" />
2011-06-25 15:30:18 +00:00
Mark Vejvoda 86743e2718 - more bugfixes for attack-boost check (and now in debug mode if unit selected show his attack-boost radius as well as the units affected) 2011-06-25 14:18:53 +00:00
Mark Vejvoda b0f8675a65 - small bugfix for attack-boost check 2011-06-25 09:01:31 +00:00
Mark Vejvoda c252402e71 - initial implementation of attack-boost logic (this is in progress code which is only triggered by new xml entries). Will explain later once tested. 2011-06-25 08:53:53 +00:00
Mark Vejvoda 5dda269151 - 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)
2011-06-25 07:31:01 +00:00
Titus Tscharntke 9ce83ed21b queued commands are displayed in a better way 2011-05-01 20:19:41 +00:00
Mark Vejvoda f71f83d2b8 - bugfix for AI repairing fixes a long standing legacy bug where the AI never repaired units with a cell map starting with a 0 at the first x,y in the cellmap (like magic faction). 2011-05-01 05:36:04 +00:00
Mark Vejvoda 700e768b0f - changed default command display text to be same as 3.4 but with support to override and show queued commands up to a max of: MaxQueuedCommandDisplayCount=x where x is max queued text to show
- added ini support on linux so it by default looks for glest.ini and glestkeys.ini in /usr/share/megaglest and /usr/local/share/megaglest first
2011-05-01 03:12:36 +00:00
Mark Vejvoda 5ef1313296 - only show queued # in text if queued commandcount > 1 2011-05-01 02:31:36 +00:00
Mark Vejvoda d266bbb55c - changed default displayed command queue text to 3 2011-04-29 04:13:31 +00:00
Mark Vejvoda c747a7c037 make queued commandcount configurable 2011-04-28 00:16:26 +00:00
Mark Vejvoda 0abca7fb7a - bugfixes for clicking outside of the map co-ordinates
- show up to 5 descriptions for queued items when producing
2011-04-27 22:35:45 +00:00
Mark Vejvoda dd9b984a82 - in observer mode, show queued work for all factions
- when showing queues, now also show up to a max of 4 details for the first 4 items in the queue
2011-04-27 05:58:08 +00:00
Mark Vejvoda 47ef05ceed - attempt to improve pathfinder performance and lengthen max nodes to 900 2011-04-26 21:51:18 +00:00
Mark Vejvoda 16ea7881ab - no longer allow killing self or team to update your skill levels 2011-04-20 16:46:47 +00:00
Mark Vejvoda 734db6c7d4 - bugfix, units can now heal self if they are capable of healing own unit type 2011-04-17 06:25:08 +00:00
Mark Vejvoda 06fb3decda - added some code for possible future use to improve pathfinder (not for this release) so disabled right now 2011-04-14 02:51:13 +00:00
Titus Tscharntke 5aa6092f1f produce commands are not ALWAYS queued! Behaviour should be like in original glest! 2011-04-08 20:25:03 +00:00
Mark Vejvoda a48406a592 - attempt to fix bailout pathfinding logic to have better performance 2011-04-04 04:32:01 +00:00
Mark Vejvoda 0e9cf65e70 - more code cleanup (removal of dead code that is no longer used)
- fix the icon for wartime mechanic's heal command
2011-03-29 16:27:01 +00:00
Mark Vejvoda c58f338d1b - clear pathfinder precache for units when they die to free memory sooner 2011-03-29 10:01:01 +00:00
Mark Vejvoda 1fc330ace3 - bugfix (And removal) for stop command and animation stopping when upgrading 2011-03-28 23:47:22 +00:00
Mark Vejvoda 56bc84923a - disabled the stopcommand throttling for now to see if performance is still ok 2011-03-28 21:10:49 +00:00
Mark Vejvoda 3b56aa4475 - performance changes... (problem found by titi) most debug calls line are skipped when the debug flag is disabled even BEFORE getting into the handledebug method.
This improves performance VERY MUCH.
2011-03-28 03:54:23 +00:00
Mark Vejvoda 90c12da33e - see if this removes the command delay when issuing commands on idle units 2011-03-25 01:50:35 +00:00
Mark Vejvoda 860777aaec - try to see if this stil lfixes performance without so much delay. 2011-03-25 01:08:34 +00:00
Mark Vejvoda 47a81f8b44 - performance improvements for units using the stop command when units are idle 2011-03-24 21:55:39 +00:00