Commit Graph

329 Commits

Author SHA1 Message Date
Mike Hoffert
75eb5c8ddf Lootable resources now checks for dups 2014-07-19 16:52:53 -06:00
Mike Hoffert
68455a819f Added setting to disable going into negatives
After all, how does one loot what the other faction does not have? Still,
could be useful for some places, by forcing the opponent to go into
"debt".
2014-07-19 16:38:33 -06:00
Mike Hoffert
df0d7aaac9 Implemented rest of resource amount/loss attrs 2014-07-19 16:13:09 -06:00
Mike Hoffert
23deb957a7 First, basic looting implementation
Only absolute values are obtained for now, no loss.
2014-07-19 15:37:59 -06:00
titiger
26bab8548c Splash was broken and destructor needs to cleanup more 2014-07-19 20:26:45 +02:00
titiger
666333b4a1 new style projectiles must have a particle system 2014-07-19 19:29:41 +02:00
Mike Hoffert
0a68e3a6a4 Implemented starting value for HP
Same syntax as for EP:

    <max-hp value="1000" regeneration="1" start-percentage="1.0" />

Where `start-percentage` can be replaced by `start-value` to use an
absolute number. Note that unlike EP, HP defaults to the max-hp value
*before* upgrades are applied. This behavior is not changed. To make units
spawn with their fully upgraded HP, set their start-percentage to 1.0.
2014-07-19 10:57:34 -06:00
titiger
762f09ab43 multishot with multi sounds and possible camerashake on projectile impact.
Still work in progress!
2014-07-19 18:50:47 +02:00
Mike Hoffert
94667b9ab9 Error checking now active for start-ep
You can no longer have both start-value and start-percentage.
2014-07-19 10:31:57 -06:00
Mike Hoffert
a65898571d Implemented start percentage for EP
Note that start-value and start-percentage (both are attributes of the
max-ep tag) are mutually exclusive. If they both exist, then
start-percentage is used.
2014-07-19 09:53:38 -06:00
Mike Hoffert
f22c96e503 Start ep now an argument of max-ep
Syntax is `<max-ep value="500" start-value="250" />`
2014-07-19 09:15:53 -06:00
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
FreshDumbledore
202fcd7cad fixed an unimported copy&paste tag :) had no influence afaik but still
better like this
2014-06-18 22:50:07 +02:00
FreshDumbledore
04d2664b06 optional start-ep tag implemented 2014-06-18 22:00:50 +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
338f156a95 - changing version to v3.10.0-dev for new development 2014-01-27 11:21:22 -08:00
SoftCoder
b0fc9597e3 - fixed some bugs reported by coverity 2014-01-17 09:53:19 -08:00
titiger
11eeed59a1 new attribute "render-size" in unit-type 2013-12-30 16:19:08 +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
SoftCoder
f269273f07 - round #2 of coverity bug fixes 2013-12-14 22:37:15 -08:00
SoftCoder
b9d6b38e8f - coverity based bug fixes - round #1 2013-12-13 23:04:12 -08:00
Will
6afadafa1e Start to abstract model 2013-12-05 16:17:41 +01:00
Mark Vejvoda
ceb799a66e - attempt to ensure color picking ALWAYS has unique colors
- better handling of scenario's that are missing techtrees
2013-11-24 04:44:12 +00:00
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
5ab99d2469 cppcheck cleanup 2013-11-05 20:59:28 +00:00
Mark Vejvoda
1134ad399d - added a more graceful way to handle more serious errors during data validation commands in order to offer more detailed error analysis 2013-11-04 07:21:04 +00:00
Titus Tscharntke
7c4c7a142b code cleanup ( too many formatStrings() ...) 2013-11-03 21:55:50 +00:00
Titus Tscharntke
d3d8623a2d default values for faction names and techtrees should be "formatted" to avoid confusion in menus 2013-11-03 21:38:39 +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
ed4444a6da check if this fixes techtree name bug 2013-10-31 20:12:49 +00:00
Mark Vejvoda
5c71ebcf0e check if this fixes techtree name bug 2013-10-31 19:45:03 +00:00
Mark Vejvoda
e008754581 check if this fixes techtree name bug 2013-10-31 18:32:26 +00:00
Mark Vejvoda
b71ec8447e see if this helps titi with tech names 2013-10-31 14:09:27 +00:00
Mark Vejvoda
c04a73017c allow language toggle to switch faction names in menus 2013-10-29 21:13:44 +00:00
Mark Vejvoda
958872cacf bugfix for translations for techtree 2013-10-29 20:24:23 +00:00
Mark Vejvoda
d2ba7b163b a little refactoring of function names in language class 2013-10-29 06:13:38 +00:00
Mark Vejvoda
ad0fb1d6f7 cleaned up code based on feedback from cppcheck 2013-10-25 05:45:54 +00:00
Mark Vejvoda
e31192db9f - added support for morph command type to use:
<replace-storage value="true" />
2013-10-11 02:15:49 +00:00
Mark Vejvoda
42912e0b74 - applied patch to allow tilesets to not force random object placement 2013-10-08 04:36:21 +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
9967df316c - attempt to fix additional oos issues 2013-09-28 05:06:04 +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
3a6544a257 attempt for big cleanup of out of synch issues, please test! 2013-09-23 17:16:34 +00:00
Mark Vejvoda
836e61d5d6 loggging fixes for language specific info (use english always) 2013-09-21 20:50:58 +00:00
Mark Vejvoda
1633a80b69 - additional cleanup of crc logging (remove highlight value)
- add a bit more info to crc related to upgrades
2013-09-21 06:06:48 +00:00
Mark Vejvoda
075293de09 fixed names showing in lobby menu to be properly formatted 2013-06-16 01:14:04 +00:00
Mark Vejvoda
ba1852aa63 a few missed areas of translated techtrees 2013-06-13 20:22:04 +00:00
Mark Vejvoda
0ead6a36dc full support for translated techtrees 2013-06-13 08:55:48 +00:00
Mark Vejvoda
a8662c8b31 updated menus to display translated tech name 2013-06-13 01:37:15 +00:00
Mark Vejvoda
1eb17e3bb2 - added support for translated techtrees. To produce a default techtree lng file in the proper techtree folder run:
megaglest --translate-techtrees=megapack

where megapack is the name of the techtree
2013-06-12 22:49:47 +00:00
Mark Vejvoda
ab437c2590 better formatting for upgrade type data 2013-06-08 17:53:25 +00:00
Mark Vejvoda
8d2e812dc8 remove unused reference to image and image-cancel for upgrade types 2013-06-07 23:33:35 +00:00
Mark Vejvoda
4533da71bd bugfixes for attack boost did not properly rollback boost value sometimes for multiplier style boosts 2013-06-06 04:10:49 +00:00
Mark Vejvoda
72480bc576 added ability to reference sound and videos in lua using variables: {TECHTREEPATH}, {SCENARIOPATH}, {TUTORIALPATH} example:
playStreamingSound('{SCENARIOPATH}/music/myambient.ogg')
2013-05-28 02:54:23 +00:00
Mark Vejvoda
8408526b12 code cleanup based on cppcheck results 2013-05-17 03:59:34 +00:00
Titus Tscharntke
88e2756ac2 new switch for animated tileset objects with only two animation frames: smoothTwoFrameAnim="true".
( std::sin was used with intention, no need for streflops in this case )
2013-04-17 00:12:54 +00:00
Mark Vejvoda
8916a86b8c - bugfixes for load / save game for in progress joining 2013-02-19 06:41:56 +00:00
Mark Vejvoda
589962868b - added ability for units to return harvested resources in an emergency by clicking a store house when a unit has a load 2013-02-12 08:44:12 +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
8cd7aa0e43 - code cleanup from cppcheck 2013-01-25 02:55:28 +00:00
Mark Vejvoda
51a0b50bc2 - applied changes from Muwuum for full translatable game experience 2013-01-16 21:16:59 +00:00
Mark Vejvoda
69a15d4544 - added a new skill to toggle fog of war for any command. 2013-01-11 18:40:47 +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
aea1643ed1 - updated for debian compliance 2012-11-12 04:55:33 +00:00
Mark Vejvoda
8ba5524f35 - updated error handling to be more flexible so we can display better error details (like bad tga file, etc) 2012-11-10 23:19:42 +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
5c15a0e9f4 - cast to unsigned int for all calls to srand 2012-10-30 17:12:04 +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
011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda
9634ba58d4 - fixed faction previews for linked factions 2012-10-16 19:07:50 +00:00
Mark Vejvoda
0c7d089b93 - bugfix for validation (Accidentally removed morph command check) 2012-10-15 06:13:08 +00:00
Mark Vejvoda
6c62d675c3 - validation now checks for spawn attack units so it does not mis-report suck skills
- badly named texture in g3d model now reports which model file has the problem
2012-10-14 23:57:49 +00:00
Mark Vejvoda
4a972c9499 - fix invalid report of missing files of the linked faction xml when using linked factions 2012-10-14 21:59:35 +00:00
Mark Vejvoda
68b1ae54b5 - validation now works on techtree's with linked factions 2012-10-14 21:40:35 +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
eecbed5090 - updated game loading info to show # skills loading 2012-10-04 06:01:47 +00:00
Mark Vejvoda
5e57921fef - some speed optimizations in areas mentioned by perf tool 2012-09-27 15:04:28 +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
366160fee7 - updated error message to be more clear and specify which techtree is involved 2012-07-20 15:31:56 +00:00
Mark Vejvoda
48b3a81cbd - bugfix for validation techtree (resources with particles caused crash on validate) 2012-05-24 07:08:31 +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
3b9f799d26 - it is now possible to explicitly specify which units should count towards victory conditions. In the unit's xml file add:
<?xml version="1.0" standalone="no"?>
<unit>
	<parameters>
               <!-- valid values are true or false for this optional parameter -->
		<count-in-victory-conditions value="false"/>
        </parameters>
</unit>
2012-05-03 20:25:35 +00:00
Mark Vejvoda
b84c69a93b - translatable techtrees, currently supported resource names, unit names and upgrade names. For each techtree created a lang folder in the techtree main folder. Now create language specific files <techtree>_language.lng as we do for scenarios. In the file add:
ResourceTypeName_<name>=My new resource name
UnitTypeName_<name>=<name>=my new unit name
UpgradeTypeName_<name>=my new upgrade name
2012-05-02 21:00:57 +00:00
Mark Vejvoda
897346d1f5 - added the beginning work to support translatable techtrees 2012-05-02 20:46:47 +00:00
Mark Vejvoda
b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00