Mark Vejvoda
a6cd69d9ed
- a few bugfixes pointed out by tomreyn.. thanks
2011-01-07 04:32:41 +00:00
Titus Tscharntke
d09d29f520
new default settings for ultra/easy/mega ; dansk.lng up to date ; code cleanup
2011-01-02 12:18:14 +00:00
Titus Tscharntke
41899507a9
better performance for attack warnings ( old code is just commented, will be removed after testing in multiplayer )
2010-12-29 18:23:54 +00:00
Mark Vejvoda
89a6ae3fe4
- updated win32 vc++ files to compile with new ftp server / client
2010-12-29 16:28:46 +00:00
Mark Vejvoda
33aa51b5b5
- if we cannot put the unit in a cell because it is already occupied do not cancel the existing command
2010-12-28 02:24:54 +00:00
Mark Vejvoda
335749a15e
- updated hp regeneration method to look for negative hp regen values and if health ticks below 0 the unit dies
2010-12-28 02:17:44 +00:00
Mark Vejvoda
81783e3f1b
- bugfix for multi-build, now units look for best cell to build but ALSO that the cell is not occupied by another unit
2010-12-26 04:38:03 +00:00
Mark Vejvoda
bf8be83ccc
- bugfix for fog of war enabling at game end.. now works properly for Winning teams, not just losing teams.
2010-12-25 21:30:54 +00:00
Mark Vejvoda
da1adab808
- bugfixes for fog of war enable at game end
...
- Added more safety guards in threaded sockets in case this causes problems when things get very busy in the game during monster battles
2010-12-25 08:14:35 +00:00
Titus Tscharntke
a3e0ae890b
removed unnecessary alarm checks
2010-12-24 10:03:17 +00:00
Mark Vejvoda
03eaa2c033
numerous important bugfixes:
...
- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now
- better handling of threaded logging
- cleanup of socket thread processing to ensure all network packets get processed properly and in order
2010-12-24 08:43:09 +00:00
Mark Vejvoda
554a03279e
- commented out assert is it should be handled by the map logic
2010-12-23 20:22:40 +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
df583854c3
only attack warnigs for local players teammates, not for every fight out there! ;-)
2010-12-21 23:15:29 +00:00
Titus Tscharntke
43eb95f1b4
italien translation; Multiattack warnings ( with setting AttackWarnRange )
2010-12-21 15:55:37 +00:00
Titus Tscharntke
45a3601286
you can attack teammates again; fix for attack queuing, units don't walk to dead bodies if next attack command is in queue ;
2010-12-20 20:01:14 +00:00
Titus Tscharntke
fa952efaf9
next try
2010-12-19 23:58:16 +00:00
Titus Tscharntke
39eefa1e67
trying to fix problems with false attack alarms ...
2010-12-19 23:31:11 +00:00
Titus Tscharntke
5ea9cd092a
visual attack alert
2010-12-19 22:33:08 +00:00
Mark Vejvoda
f204d4445c
- added a new bit style gamesetting flag for future new game settings.
...
- added ability to see map resources but still keep fog of war (GAE's shroud of darkness), but not activated by UI yet, tested and works
2010-12-19 08:04:25 +00:00
Mark Vejvoda
1c51b6c21d
- code cleanup
2010-12-19 03:30:17 +00:00
Mark Vejvoda
3e83cb54f7
- used wrong enum value
2010-12-19 02:06:24 +00:00
Mark Vejvoda
5c0ebc04b1
- attempt to fix the following assertion failure:
...
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
2010-12-19 02:04:16 +00:00
Mark Vejvoda
1f52a65679
- attempt to fix the following assertion failure:
...
glest.bin: /home/softcoder/Code/megaglest/trunk/source/glest_game/world/map.cpp:833: void Glest::Game::Map::putUnitCells(Glest::Game::Unit*, const Shared::Graphics::Vec2i&): Assertion `getCell(currPos)->getUnit(unit->getCurrField()) == __null' failed.
2010-12-19 01:24:37 +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
5e410f3066
- bugfix for turning off fog of war on network games when players are dead. Now we DO NOT turn off fog of war until ALL of the players units are dead.
2010-12-13 23:24:03 +00:00
Mark Vejvoda
8918b11320
- added an invlaid value check to the units field
2010-12-12 00:46:13 +00:00
Mark Vejvoda
045c2f95e8
- added new commandline options to tell the game where to look for data, ini's and where to write logs
2010-12-09 20:41:11 +00:00
Mark Vejvoda
15aab7a581
- some intial changes to support cross-compilation under mingw
2010-12-04 23:19:43 +00:00
Mark Vejvoda
8deec8d518
- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
2010-12-01 23:38:03 +00:00
Titus Tscharntke
42ebe42155
new tileset fernland
...
removed annoying debug of resource multiplier
fixed resource multiplier display in connected menu
2010-12-01 21:18:29 +00:00
Mark Vejvoda
b02da7d1e0
- finally found and fixed out of synch related to AI.
...
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
2010-11-30 23:32:39 +00:00
Mark Vejvoda
ca2408073e
- disabled more caching to determine if any of these caches cause out of synch
2010-11-28 03:35:44 +00:00
Mark Vejvoda
ab966d7872
- added map cell checks back but output to error log only (and assert for debug mode)
2010-11-28 03:21:20 +00:00
Mark Vejvoda
ee249b8878
- commented out another possibly bad assert /exception
2010-11-27 08:23:45 +00:00
Mark Vejvoda
4e36b4c30c
- commented out what seems to be a bad assert / exception check
2010-11-27 07:11:54 +00:00
Titus Tscharntke
ede8977aff
switched resourcemultiplier to int (using the index now) and added some debug output for testing.
2010-11-25 22:45:08 +00:00
Titus Tscharntke
c2c9cc0044
endgame stats screen shows multiplier now for CPU players
...
you cannot switch unvisible resource multiplier any more
2010-11-11 21:41:13 +00:00
Mark Vejvoda
cc4f268988
- some additional AI caching for improved performance
2010-11-11 08:02:50 +00:00
Titus Tscharntke
99c70d301a
resource multiplier only for cpu players.
...
new resource multiplier defaults for cpu player
resource multiplier only active in advaced options
scenarios can use a new attribute resource_multiplier to setup games
2010-11-11 01:24:48 +00:00
Titus Tscharntke
c3b96ec722
mega/ultra cpu still used its old multiplier ... fixed
2010-11-09 22:51:19 +00:00
Mark Vejvoda
d89953ee96
- improved performance and bug fixes.
2010-11-09 09:06:52 +00:00
Titus Tscharntke
2440d475b3
beginning of new resource multiplier. Still work in progress but hopefully ready to test some things.
2010-11-08 23:15:50 +00:00
Mark Vejvoda
9d9fa0deeb
- improved performance for when the AI decides which resource is closest.
2010-11-07 03:27:06 +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
9e55d8e46b
- added a small cache to improve pathfinding a bit
...
- added logic to IGNORE the following characters when doing CRC checks in XML files
(space,tab,CR,LF)
2010-11-07 01:06:14 +00:00
Mark Vejvoda
6312c0ec60
- bigfix for last checkin
2010-11-03 21:53:49 +00:00
Mark Vejvoda
d91bd593e8
- added more info related to ultifds error message to see what triggers the issue
2010-11-03 21:43:37 +00:00
Mark Vejvoda
9978cbeff5
- added some initial work to support FBO (frame buffer objects)
...
- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +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