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Commit Graph

204 Commits

Author SHA1 Message Date
7ac2fc94a9 Updates to the water shaders and a fix to stamina bar display on ships.
This was SVN commit r3903.
2006-05-28 22:00:01 +00:00
9ecd5e8a25 # Horses now walk as well as galloping
Fixed other actor speed issues, upgraded appropriate Greek actors to do
citizen soldier functions

This was SVN commit r3890.
2006-05-23 08:51:26 +00:00
0444cee877 This was SVN commit r3883. 2006-05-18 07:16:15 +00:00
6bf7f2c4eb Jason's skybox as well as entity changes for the new heal, trample and repair actions and fixes for the per-player templates.
This was SVN commit r3866.
2006-05-16 04:43:11 +00:00
4af9cd2dce Entity script changes for per-player templates and an extra sanity check on prepareorder for build.
This was SVN commit r3864.
2006-05-13 22:12:57 +00:00
03f21c772f Made the gather animation start slightly faster after a unit starts gathering, though it's still not perfect.
This was SVN commit r3860.
2006-05-13 06:21:06 +00:00
0af22ec50f # Fixed a bug which was causing the gather action to not actually gather resources.
This was SVN commit r3859.
2006-05-13 05:54:01 +00:00
7d39e03831 Correcting the drunken units walking over uneven terrain
This was SVN commit r3857.
2006-05-13 04:57:40 +00:00
404c4221df XML and script fixes for running and pass-through-allies attribute.
This was SVN commit r3854.
2006-05-13 04:08:41 +00:00
6df8229a3a Script changes for the updated construction system.
This was SVN commit r3846.
2006-05-04 07:41:06 +00:00
pyrolink
39e89c406e #Fixes to flank penalty, notifications, sectors, terrain conformance. Added speed bonus based on terrain slope.
-added NOTIFY_ORDER_CHANGE, which is used for flank penalty instead of
idle.
-entity speed is now actions.move.speed_curr for the current speed, but
the original speed is still actions.move.speed.  Changes take place in
entityEventMovemen.

This was SVN commit r3840.
2006-05-04 04:14:48 +00:00
b512733787 # Completed the new unit production system and tied it in with the GUI.
This was SVN commit r3831.
2006-04-30 20:34:39 +00:00
pyrolink
2702a268ef This was SVN commit r3793. 2006-04-22 05:44:32 +00:00
d5383db5fc Fix for the rank rendering issue (turns out the rank height was not set in the XML's).
This was SVN commit r3766.
2006-04-14 08:24:21 +00:00
4bab7c82df # New Roman Temple and Farmstead
Increased the movement rate of the units a bit as they seems to walk
quite slowly.

This was SVN commit r3750.
2006-04-11 09:46:17 +00:00
pyrolink
c38a5379f6 This was SVN commit r3733. 2006-04-08 22:35:23 +00:00
ef155571c0 # As requested by Jason, now only one tab list in the Status Pane will be open at any time (hovering one will close any others that are open).
(Probably. I couldn't test with units due to the ModelRenderer
javelinist crash, but it seems to have the desired effect for the Civ
Centre. Which isn't the most conclusive test since the research list is
empty anyway.)

# Implemented Andrew's formation functions in the formation "pick list".

(Again, probably. Since this is completely untestable without being able
to select units, I can only speculate that it might work. The game
didn't crash and burn on startup as a result of my meddling, which I
take as a good sign.)

(Andrew: The changed section is a formation case switch at line 376 of
functions_page_session_status_commands.js. I endeavoured to use all your
functions to try them out. Like I said, I'm not sure if any of this
works -- and being sick and feverish doesn't help -- but it might at
least give you somewhere to start.)

This was SVN commit r3723.
2006-04-03 04:54:43 +00:00
31dd421c15 # Updated test actor and script for prop switch testing
This was SVN commit r3714.
2006-04-01 23:49:59 +00:00
pyrolink
cf14a7bc15 -rank/formation stuff and fixes. To give a unit a rank texture, just set rank.name in the entity's XML to the filename of the texture e.g. elite.dds or advanced.dds
This was SVN commit r3711.
2006-03-31 03:37:36 +00:00
34ff09529d # Implemented "pick list" selection code in UI. (Stances and formations can now be selected.)
# Added Explore tag for infantry units.
# Temporarily assigned a standard set of formations to all units for
testing purposes.
# Fixed pick list tab style.
* (Also updated traits.formation in Wiki to keep in sync.)
* Added "loose" formation -- is there a better name for that? -- since
presumably we'll need an option to disband the current formation.
* Pushed selection tab behind the pane as an easy alternative to
shifting it about.
* Started working on lists with "mixed" items (from different sheets,
like Allegiances), but decided halfway to commit the formation stuff for
Andrew.
* (Incidentally, as suspected, there isn't enough room for all these
items. All four horizontal tabs are now maxed out on a typical CS. Might
have to append the kill and player tribute items from Allegiance onto
Stance.)
* (Also, if we need more than 11 items in the list, that will also need
to be adapted sooner rather than later. The representative formation
list is maxed out.)

This was SVN commit r3680.
2006-03-24 20:59:09 +00:00
ccc8055226 Fail more nicely with invalid actors
This was SVN commit r3669.
2006-03-19 22:37:56 +00:00
0abb49ab09 * Removed portrait background from the large status portrait (by changing default sprites for all entities).
* Made tabs remain closed by default.

* Fixed error where foundations were referencing the older cell sheets.

* Added text equivalents for health and stamina.

This was SVN commit r3588.
2006-03-03 19:05:01 +00:00
c9250bd415 GUI Updates:
* Implemented Jason's new tabs for portraits. Shuffled buttons around a
bit.
* Started on Status Pane elements ... portrait, health and stamina bars,
garrison and supply counters, and descriptive text.

This was SVN commit r3585.
2006-03-03 00:02:01 +00:00
083d6f6104 Did more updates to commands.
* Pick lists should now display, though no events yet. (Except I've
disabled them for now, as their condition checks will fail in most
cases.)
* Building lists should now provide a building cursor when clicked, so
Matei can work on his stuff (though it gets a bit glitchy after that ...
The UI expects a portrait name and ID from the foundation, for example,
and so fails to find them and therefore continue to refresh the command
lists.)

This was SVN commit r3576.
2006-03-01 20:23:09 +00:00
238ea155f3 Last update for tonight ... Tabs and commands are now displaying (albeit very fragilely due to unpredictable error-checking), "pick lists" and events still disabled while I work on getting them right. Also need to reshuffle button locations later when adapting to Jason's new Status Pane shape.
This was SVN commit r3573.
2006-02-28 07:03:35 +00:00
268584d177 Initial commit of GUI changes. You're not liable to see much difference (in fact, there's probably less functionality than there used to be).
This is mostly to commit the new icon sheets so Jason can commit changes
directly if he prefers, and because I'm about to get back onto fixing
the command lists (not necessarily ones that actually do things when you
click them, but at least get them updating properly on the screen for
Matei), and want to commit a semi-usable update before I potentially
break it all again.

This was SVN commit r3571.
2006-02-27 23:37:43 +00:00
cbdc4e9686 Quick fix in the init(), where non-foundations seemed to produce errors (since their building property would be undefined). Just added an extra if check.
This was SVN commit r3570.
2006-02-27 04:58:04 +00:00
c55b49164a Tweaked foundations' LOS so it depends on their sizes.
This was SVN commit r3567.
2006-02-26 22:25:17 +00:00
2e26b5e1da Added foundations for all the building types.
This was SVN commit r3566.
2006-02-26 22:10:01 +00:00
422c1e1bc4 Construction JavaScript and XML changes, at least for houses (still need to convert the other building types over).
This was SVN commit r3565.
2006-02-26 09:56:47 +00:00
da2178db66 Basic progress bar UI at the start of the game requested by Jan, so player is aware of and can cancel archive building.
(Note that the Esc key is now used here, so you'll have to use another
key ... Ctrl+F4/Alt+F4/Ctrl+Break to quick-kill the game.)

Also set Matei's StartProduction to use entity's creation time.

This was SVN commit r3556.
2006-02-23 18:22:30 +00:00
7a4aeb69ed Added production queue system and associated events. It might still need some extra features but it should be functional.
This was SVN commit r3547.
2006-02-22 22:45:16 +00:00
022c84f43d formation test1
This was SVN commit r3546.
2006-02-22 07:25:30 +00:00
acbed7a656 Vercingetorix, our first Celtic hero (minus his horse)
This was SVN commit r3545.
2006-02-21 10:56:02 +00:00
pyrolink
9c739099fc Various fixes to notifications and orders
Added escort--follow can be done by simply changing the default and
secondary actions from NOTIFY_ESCORT to NOTIFY_FOLLOW in
entityEventTargetchanged.

Bugs are: ranged units can't assist in attacking from some reason, and
when you tell a leading unit to run, the escorting unit doesn't.

This was SVN commit r3503.
2006-02-13 03:28:36 +00:00
b0e7b7d03e Fixed a bug that was causing resources to go to NaN when you killed something.
This was SVN commit r3502.
2006-02-13 02:06:57 +00:00
3e2017147d Snazzier resizing resource counters and some miscellaneous fixes.
This was SVN commit r3460.
2006-02-03 03:15:49 +00:00
83ccd72798 Tiny fix to the "unit AI" in the damage event handler to make ranged units fight back when attacked.
This was SVN commit r3423.
2006-01-24 11:08:53 +00:00
c29c222936 Fixed a JS error message when corpses were attacked (because they had no
armour).

This was SVN commit r3418.
2006-01-23 10:36:18 +00:00
1c541db46b Health regen fix for ranged attack.
This was SVN commit r3410.
2006-01-23 03:55:35 +00:00
16341dd834 Fixed someone else's "fix"... The Celts don't get a wall tower, they get a wall turret, which is not the Scout Tower, which someone made it into. :) Sooooooo, I changed the actor in the entity back from the scout_tower to the wall_turret.
This was SVN commit r3408.
2006-01-23 03:20:28 +00:00
199550457d to entities that I'm adding to fix errors
This was SVN commit r3407.
2006-01-23 02:34:38 +00:00
d5a4c87dcc Fixes to the melee/ranged attack split.
This was SVN commit r3404.
2006-01-22 11:55:47 +00:00
pyrolink
b1537950e2 fixes
This was SVN commit r3400.
2006-01-22 11:08:27 +00:00
pyrolink
0e861e5ab1 Thank Stuart for the new attack properties (split into ranged and melee). Also, if running, the unit will use crush damage instead of melee.
This was SVN commit r3395.
2006-01-22 08:51:34 +00:00
c3b289ec0b new demetrius entity to test animations
This was SVN commit r3392.
2006-01-22 06:39:55 +00:00
b32a8361e5 AI stance properties and extended animal templates.
This was SVN commit r3390.
2006-01-22 05:28:41 +00:00
pyrolink
5383104a4f Added health regen/decay with time delay, corrected continual run bug (once running, disregards reorders to walk until destination reached).
This was SVN commit r3377.
2006-01-21 11:01:08 +00:00
c85551a8b0 Renamed processAttack, entityEventAttack, entityDamage, etc to avoid confusion since several people didn't like the functions having different names than the properties of the entity object. Now the generic action handlers are called performAttack, performGather, etc and the damage function is simply called damage.
This was SVN commit r3374.
2006-01-20 21:37:45 +00:00
30b83db67b Moved Run up to affect other units. Also added an Iberian house, which for some reason went AWOL during the entity revision.
This was SVN commit r3368.
2006-01-18 03:31:21 +00:00