Matthias Mailänder
b1c3ac20bf
brought back the MoveFlash
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closes #2592
2013-11-02 18:03:49 +01:00
Paul Chote
68cd537c9b
Rename DebugOverlay -> PathfinderDebugOverlay.
2013-10-14 21:16:46 +13:00
Matthias Mailänder
9b5b019a36
Merge pull request #3894 from ScottNZ/balance
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More RA balance work
2013-10-05 01:16:59 -07:00
ScottNZ
3225899a20
Reduce mcv crate no base selection shares to 100 (~70% chance of getting mcv with no mcv or fact)
2013-09-29 11:22:03 +13:00
Paul Chote
3f8d75a1ac
Remove SpatialBins.
2013-09-27 15:36:51 +12:00
Paul Chote
4a2a747556
Pull ActorMap back out into a trait.
2013-09-27 15:36:49 +12:00
Paul Chote
dfd51c0caa
Introduce ScreenMap trait for caching screen-coord queries.
2013-09-27 15:36:25 +12:00
Paul Chote
dca59f12f7
Split highlight and player palettes. Fixes #3799 .
2013-09-07 20:59:43 +12:00
Matthias Mailänder
ebd8adae5e
sonar pulse and para bombs icon to sequence transition
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fixes #3720
2013-08-22 21:40:37 +02:00
Paul Chote
271ce5275c
Add starting cash option.
2013-08-17 14:43:52 +12:00
Paul Chote
eef941fd42
Track per-player frozen actors.
2013-08-12 21:34:18 +12:00
Paul Chote
b02fd0d002
Remove BibLayer and use sequences / RenderSprites instead.
2013-08-11 00:25:53 +12:00
Paul Chote
810a52af36
Remove BelowUnits from RA bibbed structures and crates.
2013-08-11 00:25:53 +12:00
Paul Chote
04e5edc811
Rewrite bib to match new FrozenUnderFog capabilities.
2013-08-04 19:42:16 +12:00
ScottNZ
c980d97027
Add RA starting units setup
2013-08-04 13:13:02 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
ScottNZ
01fb04049e
Split Plane queue into a Plane queue and a Helicopter queue to stop planes appearing on helipads etc
2013-08-03 10:50:39 +12:00
Paul Chote
c836374ae2
Enable FrozenUnderFog in C&C and RA.
2013-07-25 18:11:55 +12:00
Paul Chote
7376cccf4d
Smarter unit spawn logic. Fixes #3496 .
2013-07-13 19:18:27 +12:00
Andrew Aldridge
ba885907ba
Use MobileInfo.GetMovementClass for domain indexing, clearing path for caching and smarter behavior
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* Move DomainIndex from being a manual hard-coded hook in World to an IWorldLoaded trait.
2013-07-12 09:40:55 -04:00
Matthias Mailänder
bad3bd5fbb
added the parabox animation when parabomb cates are collected
2013-06-15 08:35:21 +02:00
Paul Chote
c149898592
Separate IBodyOrientation from render traits.
2013-05-28 22:37:06 +12:00
Matthias Mailänder
90dc755ad4
fixed GPS dot shadow remapping, closes #3319
2013-05-25 19:11:12 +02:00
Matthias Mailänder
6aae5d2ad6
removed now redundant debug player-resource traits
2013-05-10 22:34:43 +02:00
Scott_NZ
48010197f4
Make mines targetable and removable.
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Let AP mines do damage against vehicles.
Let all mines do damage against friendly units.
2013-05-10 21:04:02 +12:00
Matthias Mailänder
9c97623257
Red Alert AI configuration
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building >1 production buildings is bogus as it has no benefit
generic names that describe the build order not fake personality
2013-04-30 19:00:26 +02:00
Scott_NZ
ca80ac2d1f
Start moving towards saner RA widget logic. This switches players to observer mode after they have finished playing in RA/D2k and removes some legacy code.
2013-04-26 13:50:14 +12:00
Matthias Mailänder
478c54c187
disallow modifiers on the chrome palette
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fixes #3123 when the build palette cycles on RA desert maps
2013-04-20 15:34:01 +02:00
Paul Chote
400ad49de0
Allow maps/mods to properly disable fog or shroud (or both).
2013-04-11 22:36:56 +12:00
Paul Chote
c428cad70c
Refactor per-player shrouds & fix shellmap shroud.
2013-04-10 19:36:03 +12:00
Matthias Mailänder
e7e74aac3c
allow the cloak palette to stay empty and use it for mines
2013-04-08 19:29:55 +02:00
Paul Chote
a5ec473a59
[Sync] the world pause state.
2013-04-07 23:40:34 +12:00
Chris Forbes
b9ecfa1e9a
make mines silent
2013-04-07 16:57:55 +12:00
Chris Forbes
6675903eb9
remove InvisibleToEnemy, use plain Cloak for mines
2013-04-07 16:13:00 +12:00
Matthias Mailänder
3e63751960
fix RA Desert palette rotation regressions
2013-03-23 22:13:35 +01:00
Matthias Mailänder
36e820308f
AI support power activation needs to go through order manager
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fixes a desync whenever it will do so only on the host
+island map AI which will only build navy / air force to test
it and have a suitable bot for those map types (fixes pathfinder
eating up all CPU because it can't reach you with ground units)
2013-03-14 10:48:36 +01:00
Matthias Mailänder
7d0de5645f
Added QuadRenderer to render shaded/colored quads. Added DebugOverlay to World to show A* bidi search cost per cell.
2013-03-10 07:32:35 +01:00
Chris Forbes
b39f540e4b
Merge pull request #2736 from Mailaender/better-bots
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Better AI Bots
2013-03-09 21:11:29 -08:00
Matthias Mailänder
de30f0a917
make fog of war rendering optional for classic mods
2013-03-08 09:40:12 +01:00
Matthias Mailänder
d0f61faf4a
add generalized ai variables
2013-03-06 11:49:45 +01:00
Matthias Mailänder
e0b7242f1b
adding new ai functional
2013-03-06 11:17:02 +01:00
Matthias Mailänder
8358597fd2
render crystals in a different color on the mini-map
2013-03-01 21:06:09 +01:00
Paul Chote
2d10f6b739
Remove unnecessary indirection from palette creation.
2013-02-22 17:06:29 +13:00
Paul Chote
db7887687b
Remove hardcoded list of palette mod exclusions.
2013-02-22 15:04:41 +13:00
Paul Chote
f593807617
Rework color picker palette modification.
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The old method had the lobby code dig around inside
the palette modification machinery, which was a giant
hack preventing necessary streamlining.
2013-02-22 15:04:41 +13:00
Scott_NZ
9753808936
Renamed OrderCounter to PlayerStatistics. Simplify income to simply earned/min.
2013-01-08 22:42:43 +13:00
Scott_NZ
36f349ecba
Add Order counter for rough APM estimation. Rename Support to Production and move the production icons there
2013-01-08 22:42:42 +13:00
Kenny
f41fb32d60
Introducing per-player shrouds.
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- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Matthias Mailänder
c859fb1186
fix the remaining issues with the ra desert terrain
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- extract mix file as it is easier to work with SHPs
- light palette rotator now excludes terrain palette
- water palette rotator now excludes player palette
- use wire fence, sand bags and brick wall from cnc
- draw ressources with player palette (workaround)
- delete all test maps
2012-11-17 13:15:16 +01:00
Matthias Mailänder
f3dc31be40
add PlayerPaletteFromCurrentTileset and desert tileset for RA
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some things left to do:
ore, walls and silo/hbox need some work
2012-11-17 13:15:06 +01:00