Commit Graph

329 Commits

Author SHA1 Message Date
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
1b2d4fddea - merged in willvarfar's particle patch 2011-07-06 22:23:51 +00:00
Titus Tscharntke
b8766a9388 somthing was missing in the header .... 2011-07-02 19:02:25 +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
32950a168c - more bugfixes for attack-boost 2011-07-02 00:20:28 +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
68e3ad8036 - better randomizing for model animation selection 2011-07-01 01:25:10 +00:00
Mark Vejvoda
f5af03f8d7 - bugfix for using wrong xml names for min and max hp values for models (now look for names mentioned in forum) 2011-06-30 18:59:58 +00:00
Mark Vejvoda
82ccc21d5e - fixed a bug discovered by Elimnator when units are repairing another unit and the other unit morphs need to check of the repairers can still repair the newly morphed unit and if not stop repair 2011-06-30 04:45:17 +00:00
Mark Vejvoda
4e4825d752 - slight change in loading factiontype (load by folder names not *. to avoid errors when garbage files exist) 2011-06-29 06:42:49 +00:00
Mark Vejvoda
4d6f39d257 - added support for multipliers in attack-boost 2011-06-26 07:06:32 +00:00
Mark Vejvoda
26bf93eeed - bugfix again for negative upgrade sums 2011-06-26 03:59:28 +00:00
Mark Vejvoda
a3cd886b9d - bugfix again for negative upgrade sums 2011-06-26 03:50:42 +00:00
Mark Vejvoda
aa677cfc97 - attempt to NOT convert to utf8 twice 2011-06-26 03:38:28 +00:00
Mark Vejvoda
fd8ed536bb - bugfix for upgrades (don't allow negative sums for each attribute) 2011-06-26 02:58:34 +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
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
Mark Vejvoda
e0860309c0 - added support for multiple animation models for each skill and display a them randomly during game play 2011-06-25 05:23:41 +00:00
Mark Vejvoda
1ea57853c5 - updated win32 project files with newly added files 2011-06-23 22:05:48 +00:00
Titus Tscharntke
3401673918 forgot to checkin 2011-06-23 21:14:00 +00:00
Titus Tscharntke
8b9d4a662a switch for non rotatable objets in tilesets; cleaned up the way the particles were bound to tileset objects 2011-06-22 20:26:39 +00:00
Mark Vejvoda
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) 2011-05-06 22:12:16 +00:00
Mark Vejvoda
e34e70a0c8 - added code to merge duplicate sounds used in a techtree 2011-05-06 07:47:31 +00:00
Mark Vejvoda
c258dc0822 - display which files contain the reference (the parents) to duplicate data in validation report 2011-05-05 20:18:38 +00:00
Mark Vejvoda
6492832c35 - added initial validation code to warn about duplicate data used in factions 2011-05-05 19:21:50 +00:00
Mark Vejvoda
c3d1d6fca0 - add support for models, sounds and images to be able to load from commondata 2011-05-05 07:15:12 +00:00
Mark Vejvoda
102363f151 - added initial folder(s) and code to handle loading common data to save duplicated files space 2011-05-05 06:17:34 +00:00
Mark Vejvoda
e4f0e8bfbf - step #1 towards a working make install via cmake 2011-05-03 18:25:35 +00:00
Mark Vejvoda
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
2011-05-03 07:58:59 +00:00
Mark Vejvoda
9def99c8f5 - bugfix on new cellmap pos, need to check first if unit has a cellmap 2011-05-01 05:40:45 +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
89de9f4c8b - fixed to handle duplicate resources in unit requirement costs without crashing 2011-04-26 22:28:37 +00:00
Mark Vejvoda
5a6418ac60 - removed some debug statements to see if it will improve debug logging performance 2011-04-11 00:11:52 +00:00
Mark Vejvoda
c71480739b - added a new check to faction validator to report on sound files with a bitrate > 200K 2011-04-09 03:14:05 +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
a6ccf539e6 - added more techtree validations to indicate things that may make a problem for the AI and invalid xml configurations (like harvest skill but no move skill) 2011-04-06 18:03:22 +00:00
Mark Vejvoda
d8c337ae7b - bugfix for resource usage checking
- added new techtree validation in validation report to tell if a techtress has resources that are ununsed by the techtree
2011-04-06 17:50:20 +00:00
Mark Vejvoda
3ed636aae2 - fixes for some threading shutdown bugs
- We now display when a screenshot is taken in game showing an ingame console message
- Updated AI to attack closest attackers
- Updated found enemy to be closest attacker
2011-03-28 21:04:47 +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
07f56669b7 - attempt to see if threaded pathfinding will work and if it improves performance 2011-03-18 03:53:06 +00:00
Mark Vejvoda
b81a0ffdb8 - consistent display order for unit and upgrade requirement resources as requested by tomreyn 2011-03-16 05:27:07 +00:00
Mark Vejvoda
7d38aec84a - new commandline options to discover and optional delete unused files in techtrees 2011-03-15 15:30:28 +00:00
Mark Vejvoda
39bf1b986e - 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)
2011-03-13 08:23:43 +00:00
Titus Tscharntke
5e844c39e4 particles for ressouces ... the gold will glow tomorrow :-D 2011-03-09 01:32:27 +00:00
Titus Tscharntke
fefed3e3ce No more flickering! Thanks gonana ! ; Tilesetparticles are only rendered/calculated when visible now 2011-03-05 14:34:36 +00:00
Titus Tscharntke
792d0aa665 particles for tilesets ( too much rendered at the moment ) 2011-03-01 23:36:33 +00:00
Mark Vejvoda
b5e4eb53d8 - added numerous guards around spawn code because we had a number of crashes from this code somehow tonight 2011-02-11 07:39:58 +00:00
Titus Tscharntke
e856d5e4f0 MuwuMs changes ( spawn attack and more ) 2011-02-06 18:33:49 +00:00
Mark Vejvoda
dab57fcb34 - attempt to add "some" VBO rendering for static models (need to test if this improves performance in different environments) 2011-02-04 01:24:26 +00:00
Mark Vejvoda
66261ad662 - updated line endings to unix style characters to fix Bug #3085838 2011-01-20 15:56:30 +00:00
Mark Vejvoda
fdaf9438d8 - added code so Alt-Enter etc. works during game loading phase 2011-01-20 08:19:14 +00:00
Mark Vejvoda
6b0bc35e3c - working VBO code for static objects in game, currently disabled in code but to enabled edit model.h and uncomment #define ENABLE_VBO_CODE 2011-01-18 23:56:30 +00:00
Mark Vejvoda
c54e6dbf5d - a little bit of plumbing for VBO's for static models (currently disabled via # define)
- small small speed improvement when calculating interpolations
2011-01-18 07:52:06 +00:00
Mark Vejvoda
c51eb0a3c4 - attempt to cleanup some debug logging to see if it helps restore normal performance 2011-01-17 16:31:25 +00:00
Mark Vejvoda
a7ca23d18e - speed improvement for anti-hack checking 2011-01-15 04:13:15 +00:00
Mark Vejvoda
2ab82c9271 - added some basic protection against memory hacking tools 2011-01-14 23:51:15 +00:00
Mark Vejvoda
b201cebf3b - added a new validation for faction validation report AND game load for attack-var since a negative value will segfault the game 2011-01-10 05:44:45 +00:00
Titus Tscharntke
6d94548b4f loading progress a bit more detailed 2011-01-09 12:41:08 +00:00
Mark Vejvoda
b5a139033a - added game loading progress bar 2011-01-09 10:03:33 +00:00
Mark Vejvoda
1c78fca0fb - Added tileset and map CRC check in the network lobby
- numerous bugfixes
2011-01-09 04:49:21 +00:00
Titus Tscharntke
2e60d3e0a8 no more error when no upgrade is defined in a faction 2011-01-09 01:02:50 +00:00
Mark Vejvoda
7347dc9545 - bugfix for multi-build queued commands 2011-01-08 21:53:05 +00:00
Titus Tscharntke
cfba817280 dansk language; fix for fog of war off; command queuing works a bit better ( especially when attacking ); 2010-12-23 10:44:11 +00:00
Titus Tscharntke
886bd3b37e alarmsound when enemy units are seen ( will be improved soon ) 2010-12-18 20:17:41 +00:00
Mark Vejvoda
cc4f268988 - some additional AI caching for improved performance 2010-11-11 08:02:50 +00:00
Mark Vejvoda
d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +00:00
Mark Vejvoda
ca9cbc6e75 - removed some debugging that created very large debug files and improved performance a little bit 2010-11-07 02:37:00 +00:00
Mark Vejvoda
dfedf2259b - numerous bugfixes to building an d repairing units.
- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda
dec9dfe653 - added new attribute for tileset objects named "height". Air units will try to fly above the height of units and objects now (up to a max of terrain height + 15) 2010-10-30 04:05:48 +00:00
Mark Vejvoda
de3a92081d - a bunch of in progress work related to texture compression and more timely texture memory management cleanup. For now to test texture compression use the following ini setting: EnableTextureCompression=true 2010-10-28 00:51:25 +00:00
Mark Vejvoda
be979590c1 - more compiler warning cleanup 2010-10-21 17:42:45 +00:00
Mark Vejvoda
cbe6860826 - more compiler warning cleanup 2010-10-21 16:36:26 +00:00
Mark Vejvoda
0d050f62d4 - added code to now output all eerors to console (with option to save in log file)
- added more LUA debug info
2010-10-06 20:22:06 +00:00
Mark Vejvoda
02e0a1302f - more AI fixes.
#1: AI does not try to harvest resources that the unit cannot yet harvest (could be an upgrade required)

#2: AI no longer tries to expand near resources that they are not yet able to harvest. (found using RealtimeFreaks test mod and map). This makes for a more aggresive CPU in scenarios where there are additional resource types since they expand much more quickly.
2010-10-02 01:11:59 +00:00
Mark Vejvoda
958184e018 - more memory cleanup 2010-09-07 21:01:22 +00:00
Mark Vejvoda
ab44c83168 - added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
2010-09-07 05:25:40 +00:00
Mark Vejvoda
e93ac6d756 - changed observer faction to use a special team # and fog of war is auto turned off for this special team #. 2010-09-04 00:32:56 +00:00
Mark Vejvoda
358d61aa38 - first attempt to add a special builtin Observer faction to allow people to observe games 2010-09-03 07:12:40 +00:00
Mark Vejvoda
e32eb9c162 - modified command object to support special states which flow through network play as well. This allows for better handling of multi-unit build and allows for better future expanding of command processing. 2010-08-30 20:45:12 +00:00
Mark Vejvoda
58b23f8b91 - added more validation to the techtree validator (make sure that a unit that can build another unit, the unit to be built must have a be_built_skill 2010-08-26 04:17:09 +00:00
Titus Tscharntke
04ba21f10c needed ressource display fixed 2010-08-23 17:11:07 +00:00
Titus Tscharntke
8e281e2faf new attribute MaxUnitCount in units and yellow select circle for allies 2010-08-22 21:09:35 +00:00
Mark Vejvoda
fe8d3b3130 - numerous bugfixes mostly centered around network lag, but also added more logging and protective code (like buffer overflow checks)
*NOTE: This version is NOT backwards compatible with other builds
2010-08-07 03:26:38 +00:00
Mark Vejvoda
9d94e56886 - added more techtree validation (show upgrade types that cannot be produced) 2010-07-30 18:20:20 +00:00
Mark Vejvoda
ece4686980 - added more techtree validations (ensure at least one other unit can produce each unit) 2010-07-30 16:28:55 +00:00
Mark Vejvoda
1c219618e4 - added more techtree validations 2010-07-30 14:51:17 +00:00
Mark Vejvoda
4336ae3e37 - added new commandline param --validate-techtrees which will be used to check for known problems in the techtrees for an installation 2010-07-30 07:51:39 +00:00
Mark Vejvoda
add0275120 - now show more info when loading factions (which faction is currently being loaded)
- when AllowGameDataSynchCheck=true we now show count of files found in CRC check both to log and screen output
2010-07-17 20:10:16 +00:00
Mark Vejvoda
3b39c7d5b2 - cleanup of some compiler warnings 2010-07-17 06:59:18 +00:00
Mark Vejvoda
633cb9542d - cleanup of some compiler warnings 2010-07-17 06:57:57 +00:00
Mark Vejvoda
e9e1a317e4 - cleanup of some compiler warnings 2010-07-17 06:54:04 +00:00
James McCulloch
bdd4f306f4 * added GAE path finder (SearchEngine and friends)
* some small changes to Unit, UnitType, Vec2<> & Map needed for the new path finder
 * compiles, but not hooked up yet, old PathFinder still in use
2010-07-11 18:31:02 +00:00
Mark Vejvoda
848d953bd7 - fixed TOM's game loading screen mouse click problem 2010-06-25 05:05:52 +00:00
Mark Vejvoda
a81286cbba - added support for showing projectile particles in the g3d viewer 2010-06-24 10:52:58 +00:00
Mark Vejvoda
c7c9e69567 - added initial work to better manage rendering (but not yet enabled)
- added new commandline parameter: --version
- some thread cleanup to try adjusted timings when threads shutdown
2010-06-15 16:27:52 +00:00
Mark Vejvoda
6c28167e5e - added SDL Pump events during game load to avoid hanging appearance when users click madly in startup 2010-06-13 00:59:56 +00:00
Mark Vejvoda
085d4e4bfe - added more debug statements to try to track beta bugs
- added safer customization of ini files
- added ability to customize game keys
- added more error checking for ogg file loading
- added faction loader progress
- added a few more thread protections on custom menu
2010-06-12 18:27:39 +00:00
Mark Vejvoda
4fd75e5d7d - fixed two nasty AI bugs which would cause out of synch and memory corruption problems
- added new glest.ini setting to log commands for each client
2010-06-08 07:40:32 +00:00
Titus Tscharntke
50fe71a651 The worker bug ( found and fixed by silnarm )
http://glest.org/glest_board/index.php?topic=5508.0
2010-05-29 00:14:00 +00:00
Mark Vejvoda
4b6e017241 - Added particle support to g3d viewer 2010-05-25 18:06:42 +00:00
PolitikerNEU
6d4697f2ba Tried to fix the command-queing bug not canceling attack on produce command 2010-05-18 21:18:51 +00:00
Mark Vejvoda
b69d808a0b - added loads of debug potential. We can now output most objects as a string for logging purposes.
- when we get the command type id not found error we now dump the whole world to a textfile
- Pressing the | hotkey at any time during a game dumps the whole world to a textfile
2010-05-18 03:53:57 +00:00
Mark Vejvoda
0f6605fc4a made a few performance improvements for file scanning logic 2010-05-14 07:02:17 +00:00
Mark Vejvoda
1efc2dc0a6 - updates to Chinese font support so Linux will compile
- added more debugging and NULL guards
2010-05-03 06:25:54 +00:00
Mark Vejvoda
7b9036345b streflop updates 2010-05-01 21:07:17 +00:00
Mark Vejvoda
04bb6659ce Added more debugging and option to disable new streflop usage. 2010-05-01 20:14:25 +00:00
Mark Vejvoda
2417f37e21 added more debugging for error conditions 2010-05-01 10:46:56 +00:00
Mark Vejvoda
58386a72e8 Bugfix for cases where command cache was not yet initialized 2010-05-01 09:27:08 +00:00
Mark Vejvoda
5af308125b - Cleanup of logging code to properly manage multiple logs etc
- Cleaned up a bunch of compiler warnings (conversion from int to float and vice versa)
2010-04-27 20:38:34 +00:00
PolitikerNEU
21a1932bbb tried to fix a bug with upgrades 2010-04-20 17:32:09 +00:00
Mark Vejvoda
d412cb5f79 Added a bunch of NULL pointer guards, changed undertake to cleanup dead units more safely and added more debug tracing 2010-04-20 02:19:37 +00:00
PolitikerNEU
e06e964728 Added queing commands with shift 2010-04-18 07:35:48 +00:00
Titus Tscharntke
c1ec8f97df new switch <rotationAllowed value="false" /> for buildings
new switch <relativeDirection value="false" /> for UnitParticleSystems
2010-03-27 03:09:11 +00:00
James McCulloch
00dd0f490d * fix for map names (possible duplicate entries if mgm and gbm with same name) & alphabetically sorted now
* re-implemented building rotation (Note: requires particle systems that should be rotated with the building to be 'relative')
2010-03-25 12:15:10 +00:00
Mark Vejvoda
edd3af5243 Bugfixes so that win32 code will work with latest user data changes 2010-03-20 11:16:07 +00:00
Mark Vejvoda
965a7ac2ba Updated debug logic to use a debug class to better control debug logging and centralize the control of it. 2010-03-19 23:26:00 +00:00
Mark Vejvoda
f838293632 Added code for the following:
a) Complete Unit Rotation for multi-player
b) Added support for user defined data folders
2010-03-18 21:26:40 +00:00
Mark Vejvoda
e9847750c1 Disabled in progress code related to unit rotation feature (will re-enabled after current release) 2010-03-12 07:42:55 +00:00
Mark Vejvoda
43c3f2457e Code Restructuring to make mega-glest more standard 2010-03-12 05:20:53 +00:00
Mark Vejvoda
7cb4f99ec4 Code Restructuring to make mega-glest more standard 2010-03-12 05:11:28 +00:00
Titus Tscharntke
b6b54f1001 damage particlesystem / new glest.ini / ingame option to switch of particles 2010-03-01 00:30:51 +00:00
Titus Tscharntke
daa9c94129 multiple particle systems for every skill 2010-02-21 13:56:17 +00:00
Titus Tscharntke
0550d06faf particles for te skills 2010-02-16 01:12:48 +00:00
Mark Vejvoda
012644273e Bugfixes:
- final network fixes for mega-glest multiplayer performance improvements
- added ability for windows builds to "ignore" hidden files so that glest wont try to read svn files
- bugfix for loading the map editor
2010-02-15 17:07:21 +00:00
Mark Vejvoda
fb5035c230 Updated with initial 3.4.4 codebase includes:
- network fixes for multiplayer defects found
- initial code (disabled currently) for content crc checking and downloading
- code compiles on Win32 using VS2008 express, project files not yet included
2010-02-03 01:09:50 +00:00
Titus Tscharntke
0ce9b5fcac initial version ( megaglest 3.2.3-beta3 ) 2010-01-22 01:45:58 +00:00