diff --git a/ChangeLog.md b/ChangeLog.md
index dd9b73c5d..fd6da850f 100644
--- a/ChangeLog.md
+++ b/ChangeLog.md
@@ -43,7 +43,7 @@ v1.0
- Auto-healing radius changed from 8 to 15 (with the exception of Valhalla)
- Units standing near Valhalla (norse) are auto-healed (radius of 8)
- Supports importing units from other factions, such as by creating a folder named "fakir" in "tech" with a file "fakir.xml" with the following text:
- ``````
+ ``````
- These units can now heal mobile units from their own factions that are in range (radius of 8):
priest (Egypt)
wartime mechanic (Romans)
@@ -250,7 +250,7 @@ v3.6.0
- New ability to enable in game team-switching for defecting to other teams in game
- Ability to toggle languages anywhere in the game using CTRL-L
- Numerous bug fixes as reported in the bugs forum
-- Improved FactionPack including better balanced Romans faction
+- Improved GlestPack including better balanced Romans faction
- New attack boost system (currently used by Romans faction) which allows new types of
in game unit effects.
- New headless server mode allows dedicated servers to host games for network players
@@ -286,7 +286,7 @@ v3.5.2
- Allow servers to temporary block specified network players from the game lobby
- Better Linux distro packaing support (by default glest works in standard linux
paths and make install added)
-- Game data cleanup (duplicate sound files have been merged in factionpack) and non free
+- Game data cleanup (duplicate sound files have been merged in glestpack) and non free
content replaced. (autumn and desert tilesets)
- Displayed up to 15 queued commands (observers can view all players queued commands)
- Allow factions in a techtree to share common data using the special tag in xml files
@@ -345,7 +345,7 @@ v3.5.2
- many new commandline options (try --help to see)
- texture compression for video cards that support it
- improved AI players are much harder to defeat
-- new Romans_beta faction in factionpack
+- new Romans_beta faction in glestpack
- new language translations
- new tilesets, maps and a tutorials
- G3D Viewer enhancements including PNG screenshots with alpha transparency option
diff --git a/WEBSITE_DESIGN.md b/WEBSITE_DESIGN.md
index 7c8ca4d25..df76b23a9 100644
--- a/WEBSITE_DESIGN.md
+++ b/WEBSITE_DESIGN.md
@@ -18,7 +18,7 @@ is run. The script generates the html (which is how you'd preview your
changes).
Part of the template for the site is in the perl script, and another part is in
-[an ini file](https://github.com/Glest/glest.github.io/blob/master/convert_faction_xml2html/factionpack.ini).
+[an ini file](https://github.com/Glest/glest.github.io/blob/master/convert_faction_xml2html/glestpack.ini).
## Primary documentation
diff --git a/man/glest.6 b/man/glest.6
index af0a9e8aa..a5790cd75 100644
--- a/man/glest.6
+++ b/man/glest.6
@@ -170,7 +170,7 @@ the above flags being set.
.IP
example:
.IP
-glest \fB\-\-validate\-techtrees\fR=\fI\,factionpack\/\fR,vbros_pack_5
+glest \fB\-\-validate\-techtrees\fR=\fI\,glestpack\/\fR,vbros_pack_5
.PP
\fB\-\-validate\-factions\fR=\fI\,x=purgeunused=purgeduplicates=hideduplicates\/\fR
.IP
@@ -322,7 +322,7 @@ converted format.
.IP
example:
.IP
-glest \fB\-\-convert\-models\fR=\fI\,techs\/\fR/factionpack/factions/tech/
+glest \fB\-\-convert\-models\fR=\fI\,techs\/\fR/glestpack/factions/tech/
.IP
units/castle/models/castle.g3d=png=keepsmallest
.PP
@@ -350,7 +350,7 @@ example: glest \fB\-\-show\-tileset\-crc\fR=\fI\,forest\/\fR
.IP
Where x is a techtree name.
.IP
-example: glest \fB\-\-show\-techtree\-crc\fR=\fI\,factionpack\/\fR
+example: glest \fB\-\-show\-techtree\-crc\fR=\fI\,glestpack\/\fR
.PP
\fB\-\-show\-scenario\-crc\fR=\fI\,x\/\fR Show the calculated CRC for the scenario named x.
.IP
@@ -364,7 +364,7 @@ located in x using file filter y.
.IP
Where x is a path name and y is file(s) filter.
.IP
-example: glest \fB\-\-show\-path\-crc\fR=\fI\,techs\/\fR/=factionpack.7z
+example: glest \fB\-\-show\-path\-crc\fR=\fI\,techs\/\fR/=glestpack.7z
.PP
\fB\-\-disable\-backtrace\fR Disables stack backtrace on errors.
.PP
diff --git a/man/glest_g3dviewer.6 b/man/glest_g3dviewer.6
index 832fa6215..37a6d227c 100644
--- a/man/glest_g3dviewer.6
+++ b/man/glest_g3dviewer.6
@@ -31,7 +31,7 @@ comma and one or more skill names to try loading.
.IP
example:
.IP
-glest_g3dviewer \fB\-\-load\-unit\fR=\fI\,techs\/\fR/factionpack/factions/
+glest_g3dviewer \fB\-\-load\-unit\fR=\fI\,techs\/\fR/glestpack/factions/
.IP
tech/units/battle_machine,attack_skill,stop_skill
.PP
@@ -41,7 +41,7 @@ Where x is a g3d filename to load.
.IP
example:
.IP
-glest_g3dviewer \fB\-\-load\-model\fR=\fI\,techs\/\fR/factionpack/factions/
+glest_g3dviewer \fB\-\-load\-model\fR=\fI\,techs\/\fR/glestpack/factions/
.IP
tech/units/battle_machine/models/battle_machine_dying.g3d
.PP
@@ -75,7 +75,7 @@ glest_g3dviewer \fB\-\-auto\-screenshot\fR=\fI\,transparent\/\fR,
.IP
disable_grid,saveas\-test.png,resize\-800x600
.IP
-\fB\-\-load\-model\fR=\fI\,techs\/\fR/factionpack/factions/tech/units/
+\fB\-\-load\-model\fR=\fI\,techs\/\fR/glestpack/factions/tech/units/
.IP
battle_machine/models/battle_machine_dying.g3d
.PP
@@ -85,7 +85,7 @@ Where x is a Particle XML filename to load.
.IP
example:
.IP
-glest_g3dviewer \fB\-\-load\-particle\fR=\fI\,techs\/\fR/factionpack/factions/
+glest_g3dviewer \fB\-\-load\-particle\fR=\fI\,techs\/\fR/glestpack/factions/
.IP
persian/units/genie/glow_particles.xml
.PP
@@ -101,7 +101,7 @@ filename to load.
.IP
example:
.IP
-glest_g3dviewer \fB\-\-load\-projectile\-particle\fR=\fI\,techs\/\fR/factionpack/
+glest_g3dviewer \fB\-\-load\-projectile\-particle\fR=\fI\,techs\/\fR/glestpack/
.IP
factions/persian/units/genie/particle_proj.xml
.PP
@@ -117,7 +117,7 @@ filename to load.
.IP
example:
.IP
-glest_g3dviewer \fB\-\-load\-splash\-particle\fR=\fI\,techs\/\fR/factionpack/
+glest_g3dviewer \fB\-\-load\-splash\-particle\fR=\fI\,techs\/\fR/glestpack/
.IP
factions/persian/units/genie/particle_splash.xml
.PP
diff --git a/packaging/Slackbuild/glest/README b/packaging/Slackbuild/glest/README
index c6fe7b2d6..3a540969d 100644
--- a/packaging/Slackbuild/glest/README
+++ b/packaging/Slackbuild/glest/README
@@ -1,5 +1,5 @@
Glest is a network multi-player real-time strategy game engine.
-It's shipped with the FactionPack mod, which includes several factions,
+It's shipped with the GlestPack mod, which includes several factions,
each one consisting of many 3d characters. The factions are loosely
based on historical empires with added elements of fantasy, such as
mummies produced by Egyptian priests, Indian shamans who summon
diff --git a/packaging/Slackbuild/glest/README.Slackware b/packaging/Slackbuild/glest/README.Slackware
index 57e012044..ba8fd6aa0 100644
--- a/packaging/Slackbuild/glest/README.Slackware
+++ b/packaging/Slackbuild/glest/README.Slackware
@@ -7,7 +7,7 @@
a libre software cross platform real-time strategy game.
Glest is a network multi-player real-time strategy game engine.
-It's shipped with the FactionPack mod, which includes several factions,
+It's shipped with the GlestPack mod, which includes several factions,
each one consisting of many 3d characters. The factions are loosely
based on historical empires with added elements of fantasy, such as
mummies produced by Egyptian priests, Indian shamans who summon
diff --git a/packaging/Slackbuild/glest/slack-desc b/packaging/Slackbuild/glest/slack-desc
index ee06fa5ae..4dea71ff1 100644
--- a/packaging/Slackbuild/glest/slack-desc
+++ b/packaging/Slackbuild/glest/slack-desc
@@ -9,7 +9,7 @@
glest: glest (network multi-player real-time strategy game engine)
glest:
glest: Glest is a network multi-player real-time strategy game engine.
-glest: It's shipped with the FactionPack mod, which includes several factions,
+glest: It's shipped with the GlestPack mod, which includes several factions,
glest: each one consisting of many 3d characters. The factions are loosely
glest: based on historical empires with added elements of fantasy, such as
glest: mummies produced by Egyptian priests, Indian shamans who summon
diff --git a/packaging/debian/control b/packaging/debian/control
index 48b5b2f60..7ab7df064 100644
--- a/packaging/debian/control
+++ b/packaging/debian/control
@@ -41,7 +41,7 @@ Depends:
${misc:Depends},
${shlibs:Depends}
Description: network multi-player real-time strategy game engine.
- It's shipped with the FactionPack mod, which includes several factions,
+ It's shipped with the GlestPack mod, which includes several factions,
each one consisting of many 3d characters. The factions are loosely
based on historical empires with added elements of fantasy, such as
mummies produced by Egyptian priests, Indian shamans who summon
diff --git a/source/g3d_viewer/main.cpp b/source/g3d_viewer/main.cpp
index 330bee247..bc3c5da21 100644
--- a/source/g3d_viewer/main.cpp
+++ b/source/g3d_viewer/main.cpp
@@ -191,13 +191,13 @@ namespace Shared {
printf("\n\n \tWhere x is a g3d filename to load separated with a");
printf("\n\n \tcomma and one or more skill names to try loading.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
+ printf("\n\n \t%s %s=techs/glestpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
printf("\n\n \ttech/units/battle_machine,attack_skill,stop_skill");
printf("\n\n%s=x \tAuto load the model specified in path/filename x.", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n\n \tWhere x is a g3d filename to load.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
+ printf("\n\n \t%s %s=techs/glestpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n\n \ttech/units/battle_machine/models/battle_machine_dying.g3d");
printf("\n\n%s=x ", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL_ANIMATION_VALUE]));
@@ -217,14 +217,14 @@ namespace Shared {
printf("\n\n \texample:");
printf("\n\n \t%s %s=transparent,", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_AUTO_SCREENSHOT]));
printf("\n\n \tdisable_grid,saveas-test.png,resize-800x600");
- printf("\n\n \t%s=techs/factionpack/factions/tech/units/", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
+ printf("\n\n \t%s=techs/glestpack/factions/tech/units/", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n\n \tbattle_machine/models/battle_machine_dying.g3d");
// "================================================================================"
printf("\n\n%s=x \tAuto load the particle specified in path/filename x.", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n\n \tWhere x is a Particle XML filename to load.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
+ printf("\n\n \t%s %s=techs/glestpack/factions/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n\n \tpersian/units/genie/glow_particles.xml");
printf("\n\n%s=x ", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
@@ -233,7 +233,7 @@ namespace Shared {
printf("\n\n \tWhere x is a Projectile Particle Definition XML");
printf("\n\n \t filename to load.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
+ printf("\n\n \t%s %s=techs/glestpack/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
printf("\n\n \tfactions/persian/units/genie/particle_proj.xml");
printf("\n\n%s=x ", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
@@ -242,7 +242,7 @@ namespace Shared {
printf("\n\n \tWhere x is a Splash Particle Definition XML");
printf("\n\n \t filename to load.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
+ printf("\n\n \t%s %s=techs/glestpack/", extractFileFromDirectoryPath(argv0).c_str(), (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
printf("\n\n \tfactions/persian/units/genie/particle_splash.xml");
printf("\n\n%s=x ", (const char *) wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_LOOP_VALUE]));
diff --git a/source/game/gui/gui.cpp b/source/game/gui/gui.cpp
index faa188e4a..fe8f3524a 100644
--- a/source/game/gui/gui.cpp
+++ b/source/game/gui/gui.cpp
@@ -1158,10 +1158,10 @@ namespace Game {
if (isKeyDown(vkControl))
selection.unSelect(units);
else if (isKeyDown(vkShift)) {
- int j;
+ size_t j;
Unit* unit;
bool alreadyToggled;
- for (int i = 0; i < units.size(); i++) {
+ for (size_t i = 0; i < units.size(); i++) {
unit = units[i];
alreadyToggled = false;
for (j = 0; j < lastToggledUnits.size(); j++) {
diff --git a/source/game/main/main.cpp b/source/game/main/main.cpp
index 4f1f0c9b2..0f4c08b1f 100644
--- a/source/game/main/main.cpp
+++ b/source/game/main/main.cpp
@@ -7287,7 +7287,7 @@ namespace Game {
gameSettings = &startupGameSettings;
gameSettings->setMap(autoloadMapName);
gameSettings->setTileset(tileset);
- gameSettings->setTech("factionpack");
+ gameSettings->setTech("glestpack");
gameSettings->setDefaultUnits(false);
gameSettings->setDefaultResources(false);
gameSettings->setDefaultVictoryConditions(true);
diff --git a/source/game/menu/menu_state_connected_game.cpp b/source/game/menu/menu_state_connected_game.cpp
index 0c138cc44..2912561d7 100644
--- a/source/game/menu/menu_state_connected_game.cpp
+++ b/source/game/menu/menu_state_connected_game.cpp
@@ -7997,7 +7997,7 @@ namespace Game {
//printf("TECHS i = %d results [%s] scenario [%s]\n",i,results[i].c_str(),scenario.c_str());
results.at(i) = formatString(results.at(i));
- if (config.getString("InitialTechTree", "factionpack") ==
+ if (config.getString("InitialTechTree", "glestpack") ==
results.at(i)) {
initialTechSelection = i;
}
diff --git a/source/game/menu/menu_state_custom_game.cpp b/source/game/menu/menu_state_custom_game.cpp
index ebe75dab2..e6b08f3b6 100644
--- a/source/game/menu/menu_state_custom_game.cpp
+++ b/source/game/menu/menu_state_custom_game.cpp
@@ -6123,7 +6123,7 @@ namespace Game {
//printf("TECHS i = %d results [%s] scenario [%s]\n",i,results[i].c_str(),scenario.c_str());
results.at(i) = formatString(results.at(i));
- if (config.getString("InitialTechTree", "factionpack") ==
+ if (config.getString("InitialTechTree", "glestpack") ==
results.at(i)) {
initialTechSelection = i;
}
diff --git a/source/shared_lib/include/platform/sdl/platform_main.h b/source/shared_lib/include/platform/sdl/platform_main.h
index de058a89b..ae4bcfcb2 100644
--- a/source/shared_lib/include/platform/sdl/platform_main.h
+++ b/source/shared_lib/include/platform/sdl/platform_main.h
@@ -361,7 +361,7 @@ GAME_ARGS[GAME_ARG_MOD]);
*NOTE: This only applies when files are purged due to\n\
the above flags being set.\n\
example:\n\
- %s %s=factionpack,vbros_pack_5",
+ %s %s=glestpack,vbros_pack_5",
GAME_ARGS[GAME_ARG_VALIDATE_TECHTREES],
extractFileFromDirectoryPath(argv0).c_str(),
GAME_ARGS[GAME_ARG_VALIDATE_TECHTREES]);
@@ -453,7 +453,7 @@ GAME_ARGS[GAME_ARG_VALIDATE_TECHTREES]);
printf("\n\n \t the original texture if its filesize is smaller than the");
printf("\n\n \t converted format.");
printf("\n\n \texample:");
- printf("\n\n \t%s %s=techs/factionpack/factions/tech/", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_CONVERT_MODELS]);
+ printf("\n\n \t%s %s=techs/glestpack/factions/tech/", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_CONVERT_MODELS]);
printf("\n\n \tunits/castle/models/castle.g3d=png=keepsmallest");
printf("\n\n%s=x \tForce the language to be the language specified", GAME_ARGS[GAME_ARG_USE_LANGUAGE]);
@@ -471,7 +471,7 @@ GAME_ARGS[GAME_ARG_VALIDATE_TECHTREES]);
printf("\n\n%s=x \tShow the calculated CRC for the techtree named x.", GAME_ARGS[GAME_ARG_SHOW_TECHTREE_CRC]);
printf("\n\n \tWhere x is a techtree name.");
- printf("\n\n \texample: %s %s=factionpack", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_SHOW_TECHTREE_CRC]);
+ printf("\n\n \texample: %s %s=glestpack", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_SHOW_TECHTREE_CRC]);
printf("\n\n%s=x \tShow the calculated CRC for the scenario named x.", GAME_ARGS[GAME_ARG_SHOW_SCENARIO_CRC]);
printf("\n\n \tWhere x is a scenario name.");
@@ -481,7 +481,7 @@ GAME_ARGS[GAME_ARG_VALIDATE_TECHTREES]);
printf("\n\n%s=x=y \tShow the calculated CRC for files in the path", GAME_ARGS[GAME_ARG_SHOW_PATH_CRC]);
printf("\n\n \t located in x using file filter y.");
printf("\n\n \tWhere x is a path name and y is file(s) filter.");
- printf("\n\n \texample: %s %s=techs/=factionpack.7z", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_SHOW_PATH_CRC]);
+ printf("\n\n \texample: %s %s=techs/=glestpack.7z", extractFileFromDirectoryPath(argv0).c_str(), GAME_ARGS[GAME_ARG_SHOW_PATH_CRC]);
printf("\n\n%s \tDisables stack backtrace on errors.", GAME_ARGS[GAME_ARG_DISABLE_BACKTRACE]);
diff --git a/source/shared_lib/sources/platform/common/simple_threads.cpp b/source/shared_lib/sources/platform/common/simple_threads.cpp
index 51f9dde8c..6a195b1c9 100644
--- a/source/shared_lib/sources/platform/common/simple_threads.cpp
+++ b/source/shared_lib/sources/platform/common/simple_threads.cpp
@@ -127,14 +127,14 @@ namespace Shared {
vector techPaths;
findDirs(techDataPaths, techPaths);
if (techPaths.empty() == false) {
- // Always calc factionpack first so its up to date sooner
- const string factionpackTechtreeName = "factionpack";
- vector::iterator iterFindFactionPack = std::find(techPaths.begin(), techPaths.end(), factionpackTechtreeName);
- if (iterFindFactionPack != techPaths.end()) {
- techPaths.erase(iterFindFactionPack);
- techPaths.insert(techPaths.begin(), factionpackTechtreeName);
+ // Always calc glestpack first so its up to date sooner
+ const string glestpackTechtreeName = "glestpack";
+ vector::iterator iterFindGlestPack = std::find(techPaths.begin(), techPaths.end(), glestpackTechtreeName);
+ if (iterFindGlestPack != techPaths.end()) {
+ techPaths.erase(iterFindGlestPack);
+ techPaths.insert(techPaths.begin(), glestpackTechtreeName);
- if (SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] Found factionpack techtree and placing it at the TOP of the list\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__);
+ if (SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] Found glestpack techtree and placing it at the TOP of the list\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__);
}
unsigned int techsPerWorker = ((unsigned int) techPaths.size() / (unsigned int) MAX_FileCRCPreCacheThread_WORKER_THREADS);
if (techPaths.size() % MAX_FileCRCPreCacheThread_WORKER_THREADS != 0) {