Any fixes, if necessary, should be applied on loading.
In the image code (IMAGEDEF) this did not work, so OLD_TEXTURE_SIZE_FIX is applied during rendering.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2258 4a71c877-e1ca-e34f-864e-861f7616d084
-before starting building a cyborg engineer, make sure it is already researched
-fixed bug #9601
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2208 4a71c877-e1ca-e34f-864e-861f7616d084
Make sure cyborg engineers end up in the construction group and are used for construction.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2112 4a71c877-e1ca-e34f-864e-861f7616d084
-AI will now also build cyborg engineers
-fixed bug #9503
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2099 4a71c877-e1ca-e34f-864e-861f7616d084
* Fix two typos of wrong filenames (these two are not case mismatches) in audio_id.c (one used a ',' instead of '.' and used wav as extension, the other missed a '-')
* Don't use case insensitive matching of filenames in audio_GetIDFromStr anymore as our filesystems aren't guaranteed to be case insensitive (this should cause no problems together with the above fixes)
* Use calloc instead of malloc and a for-loop to allocate an array of NULL pointers in sound_Init
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2076 4a71c877-e1ca-e34f-864e-861f7616d084
* remove some unused pointer typedefs LPtypename
* modify struct PLAYERSTATS to use uint32_t instead of SDWORD (yes I know that changes the signdness, that's intentional)
* remove padding from struct SAVEDPLAYERSTATS which only served a purpose for the encryption/decryption code (that which was removed in r1953)
* change name of PLAYERSTATS.loses to PLAYERSTATS.losses (former was a verb in the present time, latter is a noun indicating a count which is what this number essentially is: a counter of losses)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1981 4a71c877-e1ca-e34f-864e-861f7616d084
LasSat weapon:
-blast radius: increased from 2 tiles to 4.5 tiles
-blast radius damage: increased from 1000 to 2800
-reload time: increased from 5 mins to 8 mins
-chance to hit in the blast radius: reduced from 99% to 90%
NOTE: normal damage doesn't seem to have any effect on the LasSat weapon
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1793 4a71c877-e1ca-e34f-864e-861f7616d084
Light Cannon:
- weapon damage raised from 25 to 37
- weapon chance hit increased from 20 to 25
- weapon radius damage increased from 5 to 7
Heavy Gunner Cyborg:
- weapon damage raised from 30 to 37
Cyborg Engineer:
- construction component cost decreased from 17 to 10
- construction time for construction component decreased from 85 to 65 (used to be the same as truck's)
- hitpoints of construction component decreased from 50 to 40 (used to be the same as truck's)
Cyborg Mechanic: (all 3 repair components used to have almost same values, which is now history)
- repair component cost reduced from 50 to 35
- repair component build time decreased from 250 to 100
Heavy Repair:
- heavy repair component cost increased from 50 to 70
- heavy repair component build time increased from 250 to 300
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1778 4a71c877-e1ca-e34f-864e-861f7616d084
- fixed a bug preventing AI from building a factory when playing with no-bases settings
- implemented minimal requirements for a base
- some clean-ups
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1777 4a71c877-e1ca-e34f-864e-861f7616d084
- fixed a bug preventing AI from locating its base
- improved base location routine
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1776 4a71c877-e1ca-e34f-864e-861f7616d084
- implemented "autogame on" and "autogame off" to be used in wz debug mode
- rewrote event activation/deactivation
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1756 4a71c877-e1ca-e34f-864e-861f7616d084
* Rename resource handler "HWTERTILES" to "TERTILES" since the 'HW' (HardWare) part now does not make any distinction with any other kind of texture
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1751 4a71c877-e1ca-e34f-864e-861f7616d084
- alternative VTOL technology branch: on larger maps AI will sometimes use VTOLs for attacking instead of land units
- AI will rebuild destroyed walls
- AI won't use all the trucks to build a single structure anymore
- faster structure upgrades
- more effective truck production when low on trucks
- faster cyborg production
- AI now builds cyborg mechanics
- AI is even faster on startup
- AI will use more cyborgs for for defending
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1588 4a71c877-e1ca-e34f-864e-861f7616d084
- Renamed pie_PNGLoadFile, because I got confused about pie_ vs. iV_ when working on my terrain stuff, and did not fix it when backporting to trunk
- iTexture (now aka iV_Image, s.a.) is given a depth field to enable support for different number of channels. This is required to support RGB only textures (without adding a useless alpha channel) and eg. for greyscale images like heightmaps
- Simplyfied iV_loadImage_PNG (formerly known as pie_PNGLoadFile, s.a.) and also removed lots of seemingly unnecessary conversions
- Converted page-8 from paletted to RGB for simplification. This multiplied the size by about 3x (still < 100kB)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1580 4a71c877-e1ca-e34f-864e-861f7616d084
Update to the last commit:
- Remove hard/soft pages
- Reorder file references in wrf files by page number
- Of course the files were moved to the appropriate location after the name changes in the references (fx`s, urban)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1506 4a71c877-e1ca-e34f-864e-861f7616d084
- Be safer with stringlengths
- Create "page-123" texpages in pie_Pagename(). This code is needed since WZ might have loaded a different variant of a texpage (-urban,-arizona,...) and thus can only find it by the common "page-123" part
- Output filename on errors in in PNG loading
- Be a little bit less forgiving for wrong case
- Convert all TEXTURE references in PIE files to lowercase and replace 'fx`s' with 'fx', also replace 'urban area' and 'bases urban' with just 'urban' to keep consistency
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1505 4a71c877-e1ca-e34f-864e-861f7616d084
* Remove some dead (commented out) & dirty code from multiint.c which used JPEG code (image_load_from_jpg)
* Remove dead (commented out) code from screen.c which used JPEG code (function static GLuint image_create_texture)
* Remove unused backdrop types from pieblitfunc.[ch]
* Convert last JPEG files into PNG, add a "comment" property on those: "All of these are converted from JPEG files, so this is JPEG quality."
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1490 4a71c877-e1ca-e34f-864e-861f7616d084
* `make -C po update-po`
* provide some translations for the Dutch translation
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1449 4a71c877-e1ca-e34f-864e-861f7616d084
-simple data types are lowercase on default
-casts using uppercase still allowed for compatibility with campaign scripts
-updated scripting manual accordingly
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1391 4a71c877-e1ca-e34f-864e-861f7616d084
NOTE: this does not fix the issue of the close button not flashing, it does however make this script request it to be flashed (as in, one down, on to go).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1342 4a71c877-e1ca-e34f-864e-861f7616d084
-AI chat messages are now visible to all allies, not only to the player messages are addressed to
-upon help request AI will notify if it doesn't have enough units to come to help instead of silently ignoring the request
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1319 4a71c877-e1ca-e34f-864e-861f7616d084
-a much faster unit production due to raised production effectiveness
-optimized construction of structure upgrades (smarter construction routines)
-AI trucks are capturing unoccupied oil resources more effectively
-slightly improved target selection when going to attack stuff
-rewrote routines responsible for helping allies that request help
-"I'm ok" command now works properly - notifies AI to stop helping you
-AI will now return to defend its own base when it is in trouble
-AI defends the base more effectively
-max number of droids allowed to build was raised
-won't stop building trucks when low on power anymore
FIXES:
-won't prefer humans when choosing who to attack anymore
-won't attack own buildings
-disabled cheat that was giving AI free units when starting with 'Advanced Base' option
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1301 4a71c877-e1ca-e34f-864e-861f7616d084
Optimization needs to be taken care of. We currently overwrite whatever switch (-gX/-OX) is given to configure on the commandline.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1184 4a71c877-e1ca-e34f-864e-861f7616d084
the sky has been increased to allow easier view of the new skyline.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1179 4a71c877-e1ca-e34f-864e-861f7616d084
- Add 2 new backdrops from Terminator (http://wz2100.net/forum/index.php?topic=109.0)
- Remove unused pal parameter from pie_PNGLoadMem()
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1075 4a71c877-e1ca-e34f-864e-861f7616d084
- Remove (wrong) double definition of main
- Make enabling/disabling of DATA and INSTALLER easier in raw Makefiles
- Remove COMPRESS and COMPILER from raw Makefiles
- MAKENSIS is no longer mandatory for raw Makefiles
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@979 4a71c877-e1ca-e34f-864e-861f7616d084
-AI can now request help using chat messages when in trouble.
-AI can recognize other players (Humans or AIs) asking for help and react accordingly by sending units to help ally - indicate position on the map with a beacon (Alt+H) and send a chat message requesting help.
Example:
"Help"
Addresses all players sender communicates with.
Certain AIs can be addressed directly:
"Black, Red and SantaClaus help me!!!"
-"i'm fine" or similar forms understood by lexical parser will notify AIs to send its units back.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@967 4a71c877-e1ca-e34f-864e-861f7616d084
-new ORDER_CIRCLE VTOL command - will defend a certain position flying over it and engaging enemies nearby
-adds additional armor types for all sides of a droid (rear, front, top, bottom, left, right) - additional armor definitions are in body.txt.
Droid damage is now also a function of the impact side.
-adds multi-turret support for VTOLs
-modifies connectors in bodies: first 5 connectors are for ground units, the rest is for VTOL.
-introduces some fixes
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@901 4a71c877-e1ca-e34f-864e-861f7616d084
-adds penetrate flag to weapons.txt (relevant for multiplayer)
-increases hit-box radius
-adds some fixes to the hit-system
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@868 4a71c877-e1ca-e34f-864e-861f7616d084
-It is now possible to win in a team in 'Locked Alliances' mode, also in this mode a player doesn't lose until all of his team members were defeated
-Game now shows a text message when player has won/lost the game (just a temporary solution to bug #7317)
-Added extra heap debug, should be there at least until we fix bug #6530, as PTRVALID() doesn't seem to detect corrupted DROID pointers on win
-Increased number of iterations A* is allowed to do per frame, which will hopefully speed up pathfinding
-Fixed multiplayer menu slider bug (bug #6529)
-Fixed players not forwarding enemy units visibility to their allies in 'TEAMPLAY' and 'Locked Alliances' modes
-Further scripting engine improvements
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@780 4a71c877-e1ca-e34f-864e-861f7616d084
- Because savegame filenames are converted to lowercase old savegames won't work anymore. You can simply fix that by renaming them to lowercase.
- All unix_path, unix_fopen and PHYSFSEXT_locateCorectCase functions and calls to them have been removed. (So you _will_ notice when a file is not found, at least on Unix systems.)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@776 4a71c877-e1ca-e34f-864e-861f7616d084
-Added now frontend texture to frend.img
-Disabled "Allied players send vision to each other automatically (only once)" for "Allow alliances" alliance mode, since (x allied y) is not a transitive relation in this mode
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@744 4a71c877-e1ca-e34f-864e-861f7616d084
- Move all maps to data/multiplay/maps
They are still loaded from data/mp/addon.lev !!!
- Delete unused SkirmishAI
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@541 4a71c877-e1ca-e34f-864e-861f7616d084
This patch includes:
- Strongly modified way of adding mods, maps and addons
- Make nearly everything use PhysFS (just netlog and debug stay)
- Convert several DBERRORs etc. to debug()
The new modloader works like this:
For every mod supplied on the commandline ("-mod") (maximum of MAX_MODS=100) keep it in mind (char * global_mods[]).
After initializing PhysFS do scanDataDirs(), which tries to register all possible paths, global_mods[] and maps with PhysFS. Dont check wether we succeed, only at the very end check if we got a "gamedesc.lev".
When we buildMapList(), mark "gamedesc.lev" as MOD_CAMPAIGN, "addon.lev" and every user supplied map as MOD_MULTIPLAY.
When we loadMods() modify the searchPath according to the supplied mods.
Note: T1 maps like Sk-Rush come from gamedesc.lev, are marked MOD_CAMPAIGN and thus wont load any multiplay_mods[], even if the user starts a multplayer game. Instead those maps are threated as campaignmode and will only load campaign_mods[].
This patch requires the "mp" patches to be either in ProgramDir/mp, in ProgramDir/data/mp or in ProgramDir/mp.wz
This is because one cannot add warzone.wz/mp to the search path if warzone.wz is an archive.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@436 4a71c877-e1ca-e34f-864e-861f7616d084
Reverted C1 tileset to the original one. Grim's work will
be available as a mod.
Readded 2 missing textures in the mp directory.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@423 4a71c877-e1ca-e34f-864e-861f7616d084
Fixed button highlight problem in the map selection GUI (was
a very funny bug :) ).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@410 4a71c877-e1ca-e34f-864e-861f7616d084
merged...
Now filenames are case insensitive (will help using maps
created with Qamly's EditWorld).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@396 4a71c877-e1ca-e34f-864e-861f7616d084
Tried to fix the patches-loaded-in-campaign-mode problem.
this fix must be tested now...
Fixed problem with pasting host address.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@376 4a71c877-e1ca-e34f-864e-861f7616d084
Original revision 4:
svn:author = per
svn:date = 2005-11-19T19:12:57.694186Z
svn:log = Initial import (from Berlios repository revision 361)
Original revision 361 indicated by this message now is revision 358 of this repository.
Revisions 359 and 360 have been included in here as well though (they originally where merged in r5 and r8 of the previous repository)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@363 4a71c877-e1ca-e34f-864e-861f7616d084