Igor Popov
b45f9568d0
dedicated: force tell master server if amount of clients is 0
2012-09-23 17:20:46 +12:00
Igor Popov
f8290b8a7e
dedicated: handle admin
2012-09-23 17:20:46 +12:00
Igor Popov
21b002ce22
dedicated: drop DEV_VERSION
2012-09-23 17:20:45 +12:00
Igor Popov
1fbd8f6cc6
dedicated: null SoundEngine
2012-09-23 17:20:45 +12:00
Igor Popov
bf73cdbd01
basic dedicated server support
2012-09-23 17:20:45 +12:00
Chris Forbes
085e29d22b
dead things are no longer valid targets
2012-09-16 11:24:36 +12:00
Chris Forbes
eb9b6a3842
propagate Required flag to Slot
2012-09-16 10:58:48 +12:00
Chris Forbes
3d8dc80f03
complain about junk values like the recent volkov breakage
2012-09-04 10:55:26 +12:00
Matthias Mailänder
3728685c67
fixed UPnP more crashes
...
proper timeout: does not crash/lag if no UPnP devices are found
close all ports, sockets, responses after they have been used
so it does not crash when port forwarding for the 2nd time
put all exceptions logs into OpenRA sourcecode
2012-07-15 22:31:02 +02:00
James Dunne
ce806fdbe6
Prevent too many instances of a single sound starting at once in an absolute location and attenuate volume of new sounds based on number active sounds already playing.
2012-07-06 14:41:24 +12:00
Matthias Mailänder
208a3a47fe
don't crash when sound rules are not loaded
...
e.g. when trying to get the gamefiles
2012-07-06 14:37:24 +12:00
James Dunne
e49a439c79
You win chrisf =P
2012-07-03 19:05:46 -05:00
James Dunne
b2e9085371
More detailed exception reporting on crash.
2012-07-03 15:37:37 -05:00
Chris Forbes
3dc39b2c9d
fixed #2167 -- silly inconsistency between InfDeath and dieN sequence numbering
2012-07-02 09:42:20 +12:00
Chris Forbes
c2321e3eea
fixed #2284 - crash in upnp when device found but it doesnt want to talk upnp
2012-07-01 20:14:14 +12:00
Matthias Mailänder
c75c72b525
made palette shadowindex configurable
2012-07-01 19:37:57 +12:00
Chris Forbes
d0548d6766
Drop EvaAlerts from OpenRA.Game.csproj
2012-07-01 18:10:17 +12:00
Matthias Mailänder
7a578a0679
notifications (formerly EVAalerts) centralized and race specific
...
outsourced into notifications.yaml
triggered with PlayNotification(...)
(v2: less redundant code for PlayVoice/Notifications)
added harvester under attack and battlecontrol terminated
2012-07-01 14:39:30 +12:00
James Dunne
11da96fe22
Fix for #2277 : Failing to load sounds/music should never crash.
2012-07-01 09:11:27 +12:00
Matthias Mailänder
9626ed356c
fixed crash when mod not found, don't save broken settings
...
default mod is Red Alert
2012-06-28 13:10:41 +12:00
James Dunne
aac78773f4
Upgraded to VS2010
2012-06-26 20:39:56 -05:00
Matthias Mailänder
d3915ad291
string AcceptsSmudgeType replaces boolean AcceptSmudge
...
because Dune 2000 has different craters for rock and sand
2012-06-27 13:19:52 +12:00
Chris Forbes
220473bf74
remove duplication in UOG
2012-06-26 11:31:13 +12:00
James Dunne
1fa70d259f
Removed INudge in favor of INotifyBlockingMove.
2012-06-24 20:26:01 -05:00
James Dunne
1f0da42a15
Refineries now show which harvesters are linked by holding down ALT key.
2012-06-24 20:26:01 -05:00
James Dunne
845379e577
Harvesters no longer block each other during low-ore contention and wait for a random amount of time while idle to search for more resources.
2012-06-24 20:26:00 -05:00
James Dunne
80123b6aa4
Many harvester behavior improvements; summary below.
...
Implemented Harvester territory marking with a simple resource claim system in ResourceClaimLayer trait added to World.
Added customCost for PathSearch to support new Harvester search preferences.
Explicit delivery order forces harvester to always deliver to that refinery.
Explicit harvest order frees harvester from forced delivery refinery and allows for auto-balancing.
Harvesters auto-balance refinery choice such that no more than 3 harvesters are linked to any one refinery at a time.
Harvesters try very hard to not block the refinery dock location.
Harvesters try to avoid enemy territory when searching for resources.
Group-select harvest order intelligently disperses harvesters around the order location.
Fixed PathFinder caching to not be a sliding window. This is a correctness issue. Sliding window causes no-route paths to be cached permanently in tight move loops and doesn't allow eventual progress to be made. This may have negative performance implications.
2012-06-24 20:26:00 -05:00
Chris Forbes
a2b92d0fe4
Merge commit 'matt/dune^'
...
Conflicts:
.gitignore
mods/d2k/rules/system.yaml
2012-06-25 09:05:49 +12:00
Chris Forbes
1bf649d27d
Merge remote-tracking branch 'matt/bleed'
2012-06-24 21:34:37 +12:00
Matthias Mailänder
0b6eda0815
replaced RA sounds by Dune 2000 ones
2012-06-23 16:00:20 +02:00
James Dunne
b127ae8027
Added sub-pixel position/vector types.
...
Updated Sync code to handle new sub-pixel types.
2012-06-21 19:41:12 -05:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Matthias Mailänder
6bc3249685
voices now support prefixes
...
required for d2k
2012-06-21 15:31:12 +02:00
James Dunne
8eb4782a49
Fixed socket code constantly throwing exceptions about non-blocking.
2012-06-21 09:29:02 +12:00
Matthias Mailänder
f4cb798c8b
small code optimisations as suggested
2012-06-20 09:51:00 +02:00
Matthias Mailänder
84d623397b
made PaletteFormat configurable
...
as suggested in issue #2219
2012-06-19 21:36:10 +02:00
Matthias Mailänder
26b75f406f
new settings Transparent for cursors.yaml
2012-06-19 07:43:06 +02:00
Matthias Mailänder
7cbed30dc6
fix cnc palette issues
...
cursor not supporting transparency; wrong icon, fx palette
2012-06-18 17:40:22 +02:00
Matthias Mailänder
ce0099f5d2
fix settings for d2k and cnc
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no UPnP for CnC singleplayer skirmishes, use RA chromes at D2k
2012-06-18 17:07:56 +02:00
Chris Forbes
d64ecac74e
Merge pull request #2223 from Mailaender/dune
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Latest updates from the Dune 2000 mod
2012-06-16 22:30:00 -07:00
Matthias Mailänder
801ff5cc17
make cursor always transparent, fix Arrakis tileset
...
transparency bugs some cnc cursors, slice BLOXBASE better
2012-06-15 11:06:59 +02:00
Chris Forbes
94f7f1c473
clean up game timeout
2012-06-15 15:14:56 +12:00
Chris Forbes
9862b8ccee
remove sequence save junk
2012-06-15 15:06:52 +12:00
Igor Popov
4a7417347a
fix #2199 ; Game Timer (min 10 seconds)
2012-06-10 17:08:49 +12:00
Matthias Mailänder
dc6b286d25
remove unneccessary dependencies, make SendTo less spammy
2012-06-10 16:46:19 +12:00
Matthias Mailänder
aa36a56b27
UPnP source code fixes
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as suggested by Chris Forbes
2012-06-10 16:46:19 +12:00
Chris Forbes
a831e72fa2
Merge remote-tracking branch 'tuc/simplepause'
2012-06-10 16:35:41 +12:00
Igor Popov
3f0fafb380
Add banlist (Server.Ban settings item) support to game servers
2012-06-07 12:14:26 +12:00
Remco van der Zon
84124de79d
Game can now be paused by pressing f3 as well.
2012-06-06 11:22:46 +02:00
Remco van der Zon
8ad4e08651
Unit order client != null check fixed (int != null -> always true!) .
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Removed if-else branch in favour of sugar construct a?b:c.
Note: One should (at least) consider to move var client = ... to the
start of the switch construct. 4 branches of this switch are using this.
(DRY)
2012-06-06 10:54:21 +02:00