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
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- 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:
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//#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):
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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:
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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
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- 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)
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- 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:
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<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:
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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
Mark Vejvoda
9271d7d7f6
- initial loading logic for loading of saved games.
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- 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
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(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda
9d6607a051
- added new lua method so users can create units without spacing rules:
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createUnitNoSpacing
2012-02-21 21:56:20 +00:00
Mark Vejvoda
4ad42518c0
- updated for better handling of streflop on different platforms
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- attempt for bugfix on windows when socket send buffer is continuously full
2012-02-10 06:21:06 +00:00
Titus Tscharntke
9f703f2303
faction links, modders can include factions from other techtrees if techtree.xmls are compatible.
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( Still problems with CRC-calculation and download in Multiplayer for those linked factions )
2012-01-17 01:34:50 +00:00
Titus Tscharntke
e05984d527
- daylight effects for unit particles ( best use with mode "black" )
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- meadow has good looking mist in night now
- startdelay for particles
2012-01-07 20:24:54 +00:00
Mark Vejvoda
e351def1cb
- added new lua function to display playername:
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getPlayerName(i)
2012-01-05 00:45:17 +00:00
Mark Vejvoda
6f924b310d
- added new lua method to get system macro values:
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dofile(getSystemMacroValue("$SCENARIO_PATH") .. "unit.ai.class.lua")
2012-01-05 00:04:55 +00:00