Prevents overflow in some translations, and aligns it better with the
tip image.
Patch by: Langbart
Fixes#4754
Differential Revision: https://code.wildfiregames.com/D4167
This was SVN commit r25793.
Updates the map previews of all the Best for MP maps & Empire
This removes the fancy mainland biome switch because it was the only map
to do that and we lack the tools to automate it.
Differential Revision: https://code.wildfiregames.com/D4159
This was SVN commit r25789.
- Actually win at the end, thus advancing the campaign
- Count rams properly
- Show the ready button for the city-phase when cheating.
Reported by: langbart
Fixes#6188
Differential Revision: https://code.wildfiregames.com/D4161
This was SVN commit r25788.
Too similar to either Nearestern Badlands or Mainland.
It seems better to remove it from the filter for this release.
Differential Revision: https://code.wildfiregames.com/D4160
This was SVN commit r25787.
I think there is a small mismatch between CheckMovement & the vertex
pathfinder when computing passability because one is ray-based and the
other just uses edges. However, it's out of my reach to fix it for now.
This can lead to units being stuck near building edges occasionally.
This introduces an un-intrusive recovery strategy (aka a hack) in
HandleObstructedMove that should get the units unstuck.
Should fix#6114 (to a sufficient extent anyways)
Differential Revision: https://code.wildfiregames.com/D4162
This was SVN commit r25786.
Link to the forums instead of solely the known issues. We have an FAQ
button already, and there are fewer known issues than in the past.
Remove the bit about formations, which isn't really relevant anymore,
and instead add a request for contributions.
Differential Revision: https://code.wildfiregames.com/D4156
This was SVN commit r25785.
The pathfinders are not aware about turn time, and pathing becomes quite
poor with such low turn rates, leading to units that take much longer to
move than they used to.
Until the pathfinders are updated, we should refrain from using very low
turn rates on actual units.
Refs #6142
Differential Revision: https://code.wildfiregames.com/D4163
This was SVN commit r25784.
The campaign screen currently shows both the name of the run (selected
by the user) and the name of the campaign. This is, by default, the
same, and thus looks weird.
Reported by: langbart, marder
Tested by: marder
Differential Revision: https://code.wildfiregames.com/D4158
This was SVN commit r25780.
The graphical interface will show autoqueued units as 'ghost' units so
the player gets immediate feedback on what's happening.
The autoqueue disengages if it runs out of resources or entity limits:
this reflects that the autoqueue cannot resume on its own.
By changing the spot where the autoqueue pushes items, the autoqueue no
longer 'buffers' one unit in advance, but remains very slightly less
efficient than manual queuing. This also prevents cheats from leading to
a ton of units accidentally being created.
Accepted By: Freagarach
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4144
This was SVN commit r25779.
There was an issue in 07e44a75a1 that made the game details mostly red
with incompatible mods.
This fixes that: now only the 'Mods' title is red, and I added specific
text to highlight why it's colored that way.
Based on a patch by: Langbart
Differential Revision: https://code.wildfiregames.com/D4153
This was SVN commit r25778.
When tasked to gather, entities looked for resources close to their
current location when the target was invalid (e.g. full).
Now on forced orders the entities will look for resources close to that
order's location, when possible.
Differential revision: https://code.wildfiregames.com/D4146Fixes: #6085
Reviewed by: @Imarok
Tested by: @Langbart
Comments by: @marder, @Stan, @wraitii
This was SVN commit r25776.
Introduces a new helper to place mines. use it on 'Best for MP' maps for
stone and metal.
The amount of metal will scale with the # of players, and will place
slightly more mines overall for fairer distribution.
This should make 1v1 and 4v4 more playable on these maps.
Differential Revision: https://code.wildfiregames.com/D4148
This was SVN commit r25772.
Both maps were using extremely high smoothness setting, that did nothing
but lag extremely.
Differential Revision: https://code.wildfiregames.com/D4150
This was SVN commit r25770.
New loading screen tips. Update for the pictures and the text.
Patch by: marder
Reviewed by: Freagarach
Some based on work of: wowgetoffyourcellphone
Fix#6191
Differential Revision: https://code.wildfiregames.com/D4107
This was SVN commit r25767.
- Hellas_biome isn't a RM but as a JSON script it does load, and then
silently fails on mapgen. Explicitly fail.
- Fix player.js when a valid position cannot exist.
- Fix unknown.js when landscape isn't set in the settings.
Reported by: vladislavbelov
Refs #6180
Differential Revision: https://code.wildfiregames.com/D4147
This was SVN commit r25765.
- Arctic biome was much too bright with postprocess (error in
717a9d0252)
- Change sun angle in Nubia to make the grass less yellow at default
camera angle
- Change sun angle in Steppe to make the game look less flat at default
camera angle.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4145
This was SVN commit r25764.
There appears to be an SDL issue with linux and X11 that causes Keydown
events to be sent immediately when 0 A.D. gains focus. This can loead to
Alt-F4 quitting 0 A.D. immediately upon focus gain, such as when another
application was quit via Alt-F4.
The typical bug case was:
- Open 0 A.D.
- Open another app
- Alt-F4 other app
- 0 A.D. immediately receives alt-F4 as well and exits.
Since SLD handles this hotkey natively via SDL_QUIT, it seems easier to
default to "no hotkey", as that fixes the problem.
Reported by: Imarok
Fixes#6092
Differential Revision: https://code.wildfiregames.com/D4132
This was SVN commit r25762.
And slightly reduce the desaturation since it now looks better.
Patch by: marder
Differential Revision: https://code.wildfiregames.com/D4139
This was SVN commit r25758.
- Make Savanna and Nubia have a .25 Forest probability.
- Remove brightness changes from HDR, this made postproc look too
different, particularly on Savanna
- Lower postproc impact on constrast/saturation for the same reasons.
- Lighten up Aegean, Alpine, Savanna, Nubia, slightly darken Arctic
- Make Aegean water a bit bluer. Likewise lightwen Savanna water.
- Fix the sun elevation/rotation on Nubia, Sahara and Savanna
- Remove the HDR settings of Cantabrian Highlands
- Remove the water/HDR settings of Corinthian Isthmus RM
Comments by: marder
Differential Revision: https://code.wildfiregames.com/D4124
This was SVN commit r25757.
- Max garrison reduced to 20, like fortresses (caps the capture regen
rate)
- Can construct rams
- Cost an additional 100S/100M
The capture stats have been tweaked but there's no fundamental change.
See also D4080
Differential Revision: https://code.wildfiregames.com/D4109
This was SVN commit r25756.
This is intended to make a deathball of elephant archer less OP, as the
units are difficult to mass but really strong once that is done.
See D3599 for larger changes.
This was SVN commit r25755.
Autoqueue can ignore entity limits like Heroes, because AddItem does not
check for them, only commands.js. This changes that, fixing the
autoqueue.
Reported by: Player of 0AD
Tested by: langbart
Refs #6213
Differential Revision: https://code.wildfiregames.com/D4133
This was SVN commit r25753.
The Reference Suite (Structure Tree, Civ Info, Viewer) wasn't taking
into
account civilization- or team-bonus auras when calculating entity stats.
This wasn't really a problem (for Vanilla 0AD) prior to a18d97b047, as
civ-bonus auras don't exist in Vanilla 0AD, and our team-bonus auras
didn't
apply to the owning civ before that change. Now they do, the Suite needs
to
take them into consideration.
Differential Revision: https://code.wildfiregames.com/D4093
This was SVN commit r25751.
They were all set to hidden-by-default as part of b7ff371d00, only there
wasn't anything to tell them to unhide when we actually want them. This
commit
fixes that.
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25750.
Following 40cbde1925, the minimum pushing force is 0.2. This also
happens to be the maximum pushing force any pair of units can exert on
each other, so they can freely overlap instead of being pushed.
This tweaks settings slightly to fix that problem.
Reported by: marder
Differential Revision: https://code.wildfiregames.com/D4129
This was SVN commit r25748.
Introduced in 40cbde1925
MoveToFormationOffset may be called after the formation controller is
reset, leading to issues. It seems best to trust only
SetMemberOfFormation.
This causes the speed glitch experienced by wow & Valihrant.
Differential Revision: https://code.wildfiregames.com/D4128
This was SVN commit r25747.
The structTree, in case of errors, could have enough items to draw to
trigger an OOM failure in the Arena allocator.
This fixes that by hiding elements by default and some c++ memory
optimisation (mostly, this should make all platforms take the same
memory footprint for VisibleObject).
Discussed with vladislavbelov and s0600204
Differential Revision: https://code.wildfiregames.com/D4114
This was SVN commit r25746.
Redo 09a33b6626.
When the host set te 'best for mp' mapfilter and a non-default maps,
ordering issues bugged things out.
This handles things slightly better.
Fixes#6208
Differential Revision: https://code.wildfiregames.com/D4121
This was SVN commit r25741.