Commit Graph

92 Commits

Author SHA1 Message Date
SoftCoder 3b3132ccce - unit particles now support minHp / mapHp tags 2014-11-18 21:38:46 -08:00
titiger e39fb8e8e4 trying to fix windows build 2014-09-29 02:55:15 +02:00
titiger feb31e27d9 tags feature
Tags feature ( manually merged ) from Omegas pullrequest 25
https://github.com/MegaGlest/megaglest-source/pull/25/
see forum discussion:
https://forum.megaglest.org/index.php?topic=9543.0
2014-09-29 02:23:36 +02:00
titiger a084686ce9 fixed a merge conflict 2014-08-10 00:15:23 +02:00
titiger c2dcda0969 Merge pull request #22 from titison/feature/spawnattack_at_enemy
Feature/spawnattack at enemy
2014-07-28 23:20:58 +02:00
titiger f66fd92a64 hitsound was accidently mandatory, but it is not. 2014-07-28 23:18:52 +02:00
titison 6086a33baf Added a bool spawnAtTarget to spawn attack in which you can define whether the unit spawns at the target or at the attacker.
In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
( I think this makes way more sense than giving a move command to the meeting point)
( This also works if the spawned does not have a attack command. It will move to the enemy then)
2014-07-27 12:54:25 +02:00
titison 731597ff4e Fix animationbound-particles 2014-07-23 21:24:43 +02:00
titiger 7e81728fe8 damagePercent for projectiles
all given damage percents from the projectiles must sum up to exactly 100%
2014-07-20 22:47:07 +02:00
titiger da23e4c048 multi sounds
multiple sounds timed sounds for all skills. 
By this you can now play a sound for shooting every single shot too.
2014-07-20 03:28:03 +02:00
titiger 762f09ab43 multishot with multi sounds and possible camerashake on projectile impact.
Still work in progress!
2014-07-19 18:50:47 +02:00
titiger b72f4857d7 multi projectiles with different timings and particle systems 2014-07-18 01:04:36 +02:00
titiger dff810a5b1 multishot with more than one attack particle system 2014-07-10 23:34:39 +02:00
FreshDumbledore a5e8e6df02 testing version of multiple projectiles 2014-07-09 19:59:09 +02:00
titiger 98234228d9 shake it baby ( camera shake effects )
Camera shake effects can be added via xml skill definitions.
2014-02-01 23:15:44 +01:00
SoftCoder 2d3e04f413 - a few more minor code quality fixes 2013-12-22 21:03:40 -08:00
SoftCoder f8c497f6dc - in progress work to try to get attack boosts loading from a saved game (not working yet and commented out) 2013-12-21 21:53:27 -08:00
Will 6afadafa1e Start to abstract model 2013-12-05 16:17:41 +01:00
Mark Vejvoda 9268aaf279 - a few minor bug fixes related to code warnings
- code cleanup based on additional gcc warnings
- enabled additional gcc compiler warnings
2013-11-19 06:14:06 +00:00
Mark Vejvoda 1d3859ff32 - windows x64 updates to get things compiling on vc2012 x64 2013-11-02 11:04:52 +00:00
Mark Vejvoda d2ba7b163b a little refactoring of function names in language class 2013-10-29 06:13:38 +00:00
Mark Vejvoda ada8810666 added support for properly named attack-strength tag (and keep support for old name) 2013-10-03 14:51:26 +00:00
Mark Vejvoda 9e60723296 revert most doubles back to float and truncate at 6 decimals 2013-10-03 00:17:51 +00:00
Mark Vejvoda dc503d6340 - attempt to see if this makes stability better 2013-10-02 20:22:10 +00:00
Mark Vejvoda de8b083329 - attempt to fix additional oos issues 2013-09-30 17:38:26 +00:00
Mark Vejvoda a73cf8470b attempt to fix attack particle calculation for oos issue 2013-09-26 19:36:24 +00:00
Mark Vejvoda 37c2ace11a - rollback last commit 2013-09-26 16:37:32 +00:00
Mark Vejvoda 7349a1f126 - attempt to convert use of more floats to double 2013-09-25 15:40:19 +00:00
Mark Vejvoda 836e61d5d6 loggging fixes for language specific info (use english always) 2013-09-21 20:50:58 +00:00
Mark Vejvoda 0ead6a36dc full support for translated techtrees 2013-06-13 08:55:48 +00:00
Mark Vejvoda 8408526b12 code cleanup based on cppcheck results 2013-05-17 03:59:34 +00:00
Mark Vejvoda 8916a86b8c - bugfixes for load / save game for in progress joining 2013-02-19 06:41:56 +00:00
Mark Vejvoda f87b8b6ee2 - updated code to protect against null pointers and uninitialized values and threading issues 2013-02-04 08:30:43 +00:00
Mark Vejvoda 8dc637527a - tighten up code.. ensure pointers set to null after delete, etc 2013-02-01 17:25:49 +00:00
Mark Vejvoda 4ea22920bf - added a new skill to toggle fog of war for any command. 2013-01-11 18:26:30 +00:00
Mark Vejvoda 7b99501697 - added a new skill to toggle fog of war for any command. 2013-01-11 18:18:58 +00:00
Mark Vejvoda f40447cc96 - make most of the attack boost xml settings optional instead of required as requested 2012-12-26 07:57:10 +00:00
Mark Vejvoda 5c15a0e9f4 - cast to unsigned int for all calls to srand 2012-10-30 17:12:04 +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 4e195e10af - updated random seed generation to be more random 2012-09-27 06:42:57 +00:00
Mark Vejvoda 1c211e4ce6 - lots of code cleanup from the cppcheck 2012-09-22 20:13:57 +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 897346d1f5 - added the beginning work to support translatable techtrees 2012-05-02 20:46:47 +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 0254f8a507 - added ability for 'air' and 'land' to be internationalized in the lng files:
FieldAir=Air
FieldLand=Land
- next step is to make a way for tilesets to have lng files (like scenarios)
2012-04-02 02:07:32 +00:00
Mark Vejvoda 9286130138 - bugfixes and code cleanup found using cppcheck 2012-03-28 06:25:57 +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 5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +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
Titus Tscharntke 9dd8dd4098 Display of the boost effect in the GUI. ( shown in the command description ) 2012-02-19 02:40:13 +00:00