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Author SHA1 Message Date
Ykkrosh 1f38526444 Fix test failures on Windows
This was SVN commit r10802.
2011-12-23 13:37:11 +00:00
Ykkrosh 4f6f0b7baf Fix tests, and warnings, and non-PCH build
This was SVN commit r10801.
2011-12-23 13:01:29 +00:00
quantumstate 779278d376 Added check that a resource is not in enemy territory before trying to gather from it and increased field priority.
This was SVN commit r10800.
2011-12-23 10:22:07 +00:00
historic_bruno 587487811b Fixes typo in pool allocator stats, based on patch from Echelon9. Fixes #1061.
This was SVN commit r10799.
2011-12-23 03:54:36 +00:00
Ykkrosh d4fea62800 Regenerate font textures
This was SVN commit r10797.
2011-12-22 22:47:47 +00:00
Ykkrosh 9f0e357f09 Add a hack for a-macron-acute characters (see #1039)
This was SVN commit r10796.
2011-12-22 22:44:57 +00:00
Mythos_Ruler 4e52b2cceb Removed territory decay.
This was SVN commit r10795.
2011-12-22 22:00:07 +00:00
Mythos_Ruler 9f9569cdec Removed territory decay for these structures.
This was SVN commit r10794.
2011-12-22 21:59:44 +00:00
EmjeR 8256d00c3c This was SVN commit r10793. 2011-12-22 17:55:00 +00:00
EmjeR 3bd371ae64 Persian menu-background, updated structure for background functions.
This was SVN commit r10792.
2011-12-22 17:54:33 +00:00
Ykkrosh 3c1dc9ec32 Tidy some whitespace
This was SVN commit r10791.
2011-12-22 17:05:34 +00:00
Ykkrosh c989f52c46 Use heap-based queue in pathfinder to improve worst-case performance (in exchange for terrible VS2008 debug-mode performance)
This was SVN commit r10790.
2011-12-22 16:58:03 +00:00
quantumstate c270f2a375 Made qBot call the deserialize function from BaseAi and then delete the metadata so any future chanegs won't be overidden
This was SVN commit r10789.
2011-12-22 16:01:20 +00:00
quantumstate c472c07e7a Added override for Deserialize
This was SVN commit r10788.
2011-12-22 15:49:23 +00:00
Ykkrosh 6399ec0cd2 # Partial support for saved games with AI.
Support cancelling loads while inside a loader callback.
Fix use of ArchiveReader/Writer since their API changed.
Improve error-detection in deserializer to avoid crashes.
Report deserializer errors to users.
Expand load-error message box to fit message about invalid saved games.

This was SVN commit r10787.
2011-12-22 14:04:32 +00:00
Ykkrosh 5f0d5e4137 Tidy some whitespace
This was SVN commit r10786.
2011-12-22 13:50:11 +00:00
Mythos_Ruler 708e192d20 This was SVN commit r10785. 2011-12-22 07:54:11 +00:00
Mythos_Ruler 9120046f8e This was SVN commit r10784. 2011-12-22 07:53:28 +00:00
quantumstate a8423ac8e8 Adding more checks that the path found is valid to follow, also redisabled the debug messages
This was SVN commit r10783.
2011-12-21 15:39:18 +00:00
quantumstate cb1e8c11a2 Fixed clearTimer() function, made coding style consistent with qBot and removed commented section of code since it would cause a bug if enabled.
The commented code would have put a new timer into the id of a limited
repeat timer after it had finished.  Then two pieces of code would have
the same id for a timer causing problems.

This was SVN commit r10782.
2011-12-21 12:26:09 +00:00
Ykkrosh 0c84a6125b Support larger profiler JSON output
This was SVN commit r10781.
2011-12-21 11:28:24 +00:00
Mythos_Ruler fe80045024 This was SVN commit r10780. 2011-12-21 05:40:30 +00:00
EmjeR 90acc38ffc Build-in Timer. now working.
This was SVN commit r10779.
2011-12-21 01:59:53 +00:00
EmjeR 12dc33ab5f Build-in timer class. Not tested, might have bugs.
This was SVN commit r10778.
2011-12-21 00:34:17 +00:00
Mythos_Ruler 6e974e3a78 Haxamanis
This was SVN commit r10777.
2011-12-20 21:40:03 +00:00
quantumstate 2a61188356 Stopped qBot from trying to gather floating treasures
This was SVN commit r10776.
2011-12-20 10:23:55 +00:00
historic_bruno eb5b3bba10 Fixes broken UnitAI test.
This was SVN commit r10775.
2011-12-19 23:09:38 +00:00
Pureon 1d8f136e80 whale animation updates
This was SVN commit r10774.
2011-12-19 19:43:55 +00:00
quantumstate 436163a60f Made terrain analysis pick better starting points and increased the distance check in economy to match the changed distance measure using distance to dropsite.
Terrain analysis now only picks a start point if it is within a region
of size >10.
The economy code only does a distance check if there are >100 entities
of that resource on the map so rare resources are gathered.
Modified some debug output as well.

This was SVN commit r10773.
2011-12-19 19:41:36 +00:00
Mythos_Ruler e56a0edc2c This was SVN commit r10772. 2011-12-19 18:20:45 +00:00
Pureon 51550814ce new mediterranean fin whale model and animations
This was SVN commit r10771.
2011-12-19 15:04:42 +00:00
janwas 2bc2666e4e sync with work - minor fixes
This was SVN commit r10770.
2011-12-19 11:55:30 +00:00
historic_bruno 36f3d2f0de Disables rally point on corrals, since goats don't respond to orders. Fixes #1049.
This was SVN commit r10769.
2011-12-19 00:34:42 +00:00
Mythos_Ruler 4c76547187 This was SVN commit r10768. 2011-12-18 23:19:25 +00:00
Mythos_Ruler 79703558b8 This was SVN commit r10767. 2011-12-18 23:11:58 +00:00
Mythos_Ruler 500861d42f Updated the formation buttons.
Portrait for Persian fishing boat.

This was SVN commit r10766.
2011-12-18 22:11:52 +00:00
quantumstate 2079339a73 Added more checks in case pathfinding found no routes to a destination
This was SVN commit r10765.
2011-12-18 22:05:11 +00:00
quantumstate 40c1c0010f Added another check for whether a valid path is set in attackMoveToLocation
This was SVN commit r10764.
2011-12-18 13:15:15 +00:00
quantumstate 574c4135a3 Tweaked attack code and fixed building liimit checks
This was SVN commit r10763.
2011-12-18 13:05:53 +00:00
janwas 286ce58b1c more restrictive permissions required by tightened vista/win7 security (still unable to launch services without admin - but could install them once)
This was SVN commit r10762.
2011-12-18 12:21:57 +00:00
Mythos_Ruler 00e7db4e57 This was SVN commit r10761. 2011-12-18 06:45:06 +00:00
historic_bruno bfca6f0b58 Fixes UnitAI attack test for domestic animals. Fixes #1048.
This was SVN commit r10760.
2011-12-18 05:17:34 +00:00
Pureon dda706eeea Marking naval maps as multiplayer only maps and removing AI defaults from them
This was SVN commit r10759.
2011-12-18 01:11:35 +00:00
Pureon c3902e7b76 adjustments to some animal movement speeds
This was SVN commit r10758.
2011-12-18 00:43:54 +00:00
Pureon 937efa7245 Smooth fish
This was SVN commit r10757.
2011-12-18 00:15:33 +00:00
Pureon dd3a9b1915 Some more fish animations
This was SVN commit r10756.
2011-12-17 23:40:47 +00:00
quantumstate c8243a50dc Large qBot update.
Key changes are:
Support for Persians
Revamped defence system supoprting groups of attackers
Dynamic priorities based on enemy strength and number of workers
Better placement of towers and fortresses
Randomised raiding in early game

This was SVN commit r10755.
2011-12-17 21:59:27 +00:00
janwas 36ef0a376d workaround hardware/BIOS craziness
fixes #1047

This was SVN commit r10754.
2011-12-17 20:41:32 +00:00
Mythos_Ruler 5ec89d68eb This was SVN commit r10753. 2011-12-17 20:34:41 +00:00
Mythos_Ruler b9351306b6 Fixed whale hunting thanks to philip.
This was SVN commit r10752.
2011-12-17 18:07:36 +00:00
Mythos_Ruler 12fa398bc1 Adjusting the fishes.
This was SVN commit r10751.
2011-12-17 16:57:24 +00:00
Pureon 5db77b5dea Animated fish shoal
This was SVN commit r10750.
2011-12-17 16:31:57 +00:00
Yves 4a42b6bf28 Solves/Works around some linking problems for ActorEditor, ArchiveViewer and FileConverter. Closes #1004
This was SVN commit r10749.
2011-12-17 12:59:29 +00:00
OmriLahav 0ff9035cfa This was SVN commit r10747. 2011-12-17 11:14:00 +00:00
Mythos_Ruler c12215d65d This was SVN commit r10745. 2011-12-17 03:37:10 +00:00
quantumstate 42f0aec84a Allows setting rally points on resources and buildings. closes #745
This was SVN commit r10744.
2011-12-16 16:08:26 +00:00
vts e62b9b6d8f Fixed rally point lines being displayed for entities with rally points no longer set. Closes #1043.
This was SVN commit r10743.
2011-12-16 15:14:59 +00:00
quantumstate 78d50b4149 Added check for the existence of a resource somewhere on the map
This was SVN commit r10742.
2011-12-16 10:46:20 +00:00
Pureon 81372522f3 Carthaginian and Persian trader sounds
This was SVN commit r10741.
2011-12-15 21:23:59 +00:00
Mythos_Ruler c44964a7f5 Beefed up Iberian scout tower.
Enrique's Roman cc changes.

This was SVN commit r10740.
2011-12-15 20:26:58 +00:00
Pureon 78dfb6e9f9 Fast Oasis map player giraffe fix
This was SVN commit r10739.
2011-12-15 11:04:45 +00:00
Mythos_Ruler f45badecf6 Decal stuff.
This was SVN commit r10738.
2011-12-15 05:16:47 +00:00
Mythos_Ruler 806744cadb A bunch more garrison flag stuff.
This was SVN commit r10737.
2011-12-15 04:24:24 +00:00
Mythos_Ruler f9b2e34017 Moar garrison flag stuff.
This was SVN commit r10736.
2011-12-15 03:37:46 +00:00
Pureon 7cd70f44d5 New garrison flag models UV mapped to new textures
This was SVN commit r10735.
2011-12-15 00:46:00 +00:00
Mythos_Ruler 0c06150086 updated garrison flag textures.
This was SVN commit r10734.
2011-12-14 23:56:56 +00:00
Mythos_Ruler eed68cb924 This was SVN commit r10730. 2011-12-14 20:34:06 +00:00
Mythos_Ruler d6050afc71 This was SVN commit r10729. 2011-12-14 20:32:58 +00:00
EmjeR 8f01e41850 Persian Fishing Ship
This was SVN commit r10728.
2011-12-14 20:28:02 +00:00
Mythos_Ruler eaeaff3737 Garrison flags
This was SVN commit r10727.
2011-12-14 04:26:31 +00:00
Pureon 0273398fe8 New Persian trader
This was SVN commit r10726.
2011-12-14 00:36:58 +00:00
Mythos_Ruler 03e65fe8d8 This was SVN commit r10725. 2011-12-13 23:56:35 +00:00
Mythos_Ruler 88da757641 Deleting useless files.
This was SVN commit r10724.
2011-12-13 23:31:43 +00:00
Mythos_Ruler 6b91c697a0 This was SVN commit r10723. 2011-12-13 21:28:47 +00:00
vts 292ed1d9e0 Allocated rally point flag entity on-demand instead of at initialization time. Fixes #1042.
This was SVN commit r10722.
2011-12-13 14:14:41 +00:00
quantumstate df7d3afd64 Fixed bug where only a tiny accessible region was being found so qBot didn't build or gather due to the rest of the map being inaccessible.
This was SVN commit r10721.
2011-12-12 21:28:14 +00:00
Mythos_Ruler 1e46e1a195 This was SVN commit r10720. 2011-12-11 23:15:01 +00:00
Pureon aee3c1a572 Change of default AI for random maps
This was SVN commit r10719.
2011-12-11 21:30:17 +00:00
Pureon f739935e29 Adding garrisoned prop point to Persian barracks
This was SVN commit r10718.
2011-12-11 19:38:30 +00:00
Pureon e9153d0a66 Animated garrison flag
This was SVN commit r10717.
2011-12-11 19:29:55 +00:00
Pureon ec315b720b Updating map files to use the same AI
This was SVN commit r10716.
2011-12-11 18:00:02 +00:00
Mythos_Ruler 035f398a36 This was SVN commit r10715. 2011-12-11 14:50:20 +00:00
Pureon ebf160a531 re-added deleted garrison flags
This was SVN commit r10714.
2011-12-11 14:40:14 +00:00
Pureon a2296c6000 Cleaning unused waypoint flag files and adding new animations
This was SVN commit r10713.
2011-12-11 13:58:37 +00:00
vts 6156fa7c9a Changed default idle animation speed to 1 so that waypoint flags will animate properly
This was SVN commit r10712.
2011-12-11 13:35:51 +00:00
Mythos_Ruler 6342cc8a00 This was SVN commit r10711. 2011-12-11 03:36:14 +00:00
vts 46a09ced71 Fixed some compilation warnings
This was SVN commit r10710.
2011-12-11 02:11:05 +00:00
Pureon e4f69a2ffb waypoint flag animation example
This was SVN commit r10709.
2011-12-10 22:51:03 +00:00
Pureon a55633068f Persian sb2 building model redesign
This was SVN commit r10707.
2011-12-10 20:08:24 +00:00
Pureon 0d58e77a92 Cleaned up Apadana model
This was SVN commit r10706.
2011-12-10 18:32:53 +00:00
vts 427674f713 Fix for compilation failure of [10703] on 64-bit systems
This was SVN commit r10705.
2011-12-10 11:53:39 +00:00
vts db864f10c3 Rendering marker lines between buildings and rally points
Added command button to focus on rally point
(implements #524)

This was SVN commit r10704.
2011-12-10 07:07:04 +00:00
vts fbb0e3995f Added prop point axes markers to Atlas' Actor Viewer panel
This was SVN commit r10703.
2011-12-10 05:11:25 +00:00
Pureon 8755eb0323 Persian scout tower prop variations
This was SVN commit r10702.
2011-12-09 23:54:07 +00:00
Pureon 504922e280 Iberian Ram animations
This was SVN commit r10701.
2011-12-09 20:54:35 +00:00
Pureon 201055a1aa Iberian ram actor update
This was SVN commit r10700.
2011-12-09 19:06:49 +00:00
Pureon 527190d0a5 Ram attack and attack order sound files
This was SVN commit r10699.
2011-12-09 18:38:35 +00:00
Pureon 40f4fd1694 Updated Celt Ram model and new animations for it
This was SVN commit r10698.
2011-12-09 17:36:56 +00:00
Pureon 4a6e945c00 New Persian gate structure model
This was SVN commit r10697.
2011-12-09 13:06:09 +00:00
vts 1c19e905b1 Added prop points to Atlas' Actor Viewer
This was SVN commit r10696.
2011-12-09 10:49:08 +00:00
Mythos_Ruler e04e19c561 This was SVN commit r10695. 2011-12-09 10:29:37 +00:00
Pureon b2e877282a updated temple model
This was SVN commit r10694.
2011-12-09 00:43:20 +00:00
Pureon 4b8bdc1b7d New Persian Temple
This was SVN commit r10693.
2011-12-09 00:22:36 +00:00
Mythos_Ruler 6d7b7839c6 This was SVN commit r10692. 2011-12-08 22:40:30 +00:00
Mythos_Ruler 806e431c2e This was SVN commit r10691. 2011-12-08 22:39:14 +00:00
Pureon d010b7019e Persian Apadana sb1 new model
This was SVN commit r10690.
2011-12-08 19:37:47 +00:00
Mythos_Ruler e52d0914ec This was SVN commit r10689. 2011-12-08 10:51:11 +00:00
Mythos_Ruler d19726a8bf This was SVN commit r10688. 2011-12-08 08:31:05 +00:00
Pureon 32703e6f12 garrisoned prop for the hele siege tower
This was SVN commit r10687.
2011-12-08 00:31:52 +00:00
quantumstate dd9ba1e10a Added check for if a position is defined in qBot. Fixes an unusual error.
This was SVN commit r10686.
2011-12-07 21:54:21 +00:00
Pureon da540aca77 trader prop model
This was SVN commit r10685.
2011-12-07 19:54:14 +00:00
Pureon a5c5f47427 Updated Persian chariot animations and models
This was SVN commit r10684.
2011-12-07 19:22:11 +00:00
Mythos_Ruler a8b479b804 Persian horse/chariot stuff.
This was SVN commit r10683.
2011-12-07 14:56:26 +00:00
Pureon ae2725bcc1 Default maps for alpha 8 release
This was SVN commit r10682.
2011-12-07 14:27:41 +00:00
Mythos_Ruler 7f22118787 Testing some different barter values.
This was SVN commit r10681.
2011-12-06 18:25:40 +00:00
Mythos_Ruler 8424dfb75d Oops. Fixed. ;)
This was SVN commit r10680.
2011-12-06 10:37:08 +00:00
Mythos_Ruler 18e0b374ee More accurate <SpecificNames> for Greek entities.
This was SVN commit r10679.
2011-12-06 10:16:12 +00:00
janwas f4e46d166d sync with work; minor fixes (wsdl must report gfx memory in KB to match sdl)
This was SVN commit r10678.
2011-12-06 09:17:39 +00:00
Pureon 7d77aa45f5 Persian wall tower prop
This was SVN commit r10677.
2011-12-05 22:49:45 +00:00
Pureon 5d48c85e7b New Persian wall, wall tower, and gate placeholder
This was SVN commit r10676.
2011-12-05 22:35:11 +00:00
Pureon eed62dc17c Fix to celt homestead projectile error messages
This was SVN commit r10675.
2011-12-05 20:08:36 +00:00
Mythos_Ruler 3334868f8f Added Darius to the Palace.
This was SVN commit r10674.
2011-12-05 17:16:22 +00:00
Mythos_Ruler cb6f507aeb #Darius The Great.
This was SVN commit r10673.
2011-12-05 17:10:30 +00:00
Mythos_Ruler c5f8fefb96 Oodles of Persian stuff.
This was SVN commit r10672.
2011-12-05 16:34:48 +00:00
Mythos_Ruler c1c740d359 #New Persian faction emblem.
This was SVN commit r10671.
2011-12-05 00:36:43 +00:00
Mythos_Ruler cc23ea8f04 New Persian Farmstead.
Updated Oases maps.

This was SVN commit r10670.
2011-12-04 18:06:22 +00:00
Mythos_Ruler 592ae80021 Crown for Xerxes.
Pers ram edit.

This was SVN commit r10669.
2011-12-04 04:53:46 +00:00
ShieldBearer 9d238c3f4c This was SVN commit r10668. 2011-12-03 15:28:07 +00:00
ShieldBearer 7805f70b6d This was SVN commit r10667. 2011-12-03 15:06:50 +00:00
Mythos_Ruler 9388a0246c This was SVN commit r10666. 2011-12-03 15:04:29 +00:00
Mythos_Ruler 3de6025d64 Persian stuff.
This was SVN commit r10665.
2011-12-03 14:29:22 +00:00
Mythos_Ruler 6ea3c49e37 Moved siege ram actor.
This was SVN commit r10664.
2011-12-03 13:10:20 +00:00
ShieldBearer f4821d9230 # Assyrian Ram
This was SVN commit r10663.
2011-12-03 13:00:44 +00:00
Mythos_Ruler fe91f37673 Xerxes work. Not complete yet.
This was SVN commit r10662.
2011-12-03 10:00:39 +00:00
historic_bruno 6a2cf46a1b Updates player assignment colors in game setup.
This was SVN commit r10660.
2011-12-02 22:26:53 +00:00
Mythos_Ruler 855f39f693 New "royal" (i.e. tall) Persian kidaris. Useful for Heroes and high ranking units.
This was SVN commit r10659.
2011-12-02 20:30:31 +00:00
Mythos_Ruler ef58da1ba3 #Xerxes starting to take shape.
Adjusted some default AIs on a couple maps.

Moved training of Persian heroes to their palace.

This was SVN commit r10658.
2011-12-02 19:10:49 +00:00
Mythos_Ruler 1e7298c9b1 This was SVN commit r10657. 2011-12-02 14:53:38 +00:00
Mythos_Ruler 45d9ad2d25 This was SVN commit r10656. 2011-12-02 14:52:04 +00:00
Mythos_Ruler 218f1af68e #Cyrus The Great (Kurush II)
Persian Healer

Tweaked Acropolis map.

This was SVN commit r10655.
2011-12-02 13:49:57 +00:00
quantumstate b146f53d7b This was SVN commit r10654. 2011-12-02 12:44:31 +00:00
quantumstate 8383f35eb8 Added queued as an optional parameter so that AI's can set waypoints
This was SVN commit r10653.
2011-12-02 00:25:20 +00:00
feneur 6599200a9e # Added control group and idle unit hotkey's to the in-game manual
This was SVN commit r10652.
2011-12-01 23:39:46 +00:00
Mythos_Ruler 2d373d5353 Update to some maps.
Slightly touched up alpha channel in pers_struct.dds.

Tweaked territory radius for special buildings to look pretty.

Treasure templates.

This was SVN commit r10651.
2011-12-01 12:19:27 +00:00
Mythos_Ruler e5eef18165 #New Persian Treasures.
This was SVN commit r10650.
2011-12-01 04:46:38 +00:00
Mythos_Ruler 68c88498e7 Fix to SB2
This was SVN commit r10649.
2011-11-30 16:19:31 +00:00
Mythos_Ruler 405ae7b4fc Update to Zagros Mountains.xml
Persian siege ram placeholder.

This was SVN commit r10648.
2011-11-30 16:14:31 +00:00
Pureon afdfd51d31 Moving unused audio files from public to internal
This was SVN commit r10645.
2011-11-30 15:23:56 +00:00
Mythos_Ruler 0ad19f67cd #New Persian Markets by Enrique!
Updates to Oasis 3, 4, and 5, which add the SB2 as the Persian starting
structure.

This was SVN commit r10644.
2011-11-30 15:01:09 +00:00
Mythos_Ruler 1c60aeca3c Iberian portrait updates
This was SVN commit r10643.
2011-11-30 14:10:47 +00:00
Mythos_Ruler 81f550fdec Changed fortress projectiles from flaming to non-flaming.
This was SVN commit r10642.
2011-11-30 12:17:33 +00:00
Pureon eed06c68a9 Large Persian chariot movement animations
This was SVN commit r10641.
2011-11-30 12:07:40 +00:00
Pureon 759aa6c6bb Persian medium chariot animations
This was SVN commit r10640.
2011-11-30 11:23:06 +00:00
Pureon 613878da88 Spinning blade animations
This was SVN commit r10639.
2011-11-30 10:32:57 +00:00
Mythos_Ruler e60f39f955 Rome civ centre
This was SVN commit r10638.
2011-11-30 05:32:53 +00:00
Pureon acb01541c3 Animations for the smaller Persian chariot
This was SVN commit r10637.
2011-11-29 23:44:34 +00:00
Pureon 7236073877 # New camel animations by Athos
This was SVN commit r10636.
2011-11-29 21:32:02 +00:00
Ykkrosh 0ba908816f Fix line endings
This was SVN commit r10635.
2011-11-29 21:04:38 +00:00
Ykkrosh 8492426a14 Rough support for profiling replay mode and scripts
This was SVN commit r10634.
2011-11-29 20:32:43 +00:00
Ykkrosh 4da8bf001f Add pathfinders to new profiler
This was SVN commit r10633.
2011-11-29 20:29:50 +00:00
Ykkrosh 2d017698e1 Fix random maps in replay mode
This was SVN commit r10632.
2011-11-29 20:29:06 +00:00
janwas 24aa71b566 safely handle the case where an archive required for populating a directory cannot be opened (e.g. because it is open within 7-zip, which apparently wants exclusive access)
fixes #1021

This was SVN commit r10631.
2011-11-29 16:51:58 +00:00
Mythos_Ruler b54ad51054 Fixed an error in the plumed conical helm.
Added Amish's bushy Persian hair helmet. ;)

Added Amish's new building portraits to their respective Persian
Buildings.js

Adjusted tooltips on some units.

Added an 8x8 foundation (for the Roman Civic Centre and anything else
that might need it).

This was SVN commit r10630.
2011-11-29 14:47:46 +00:00
ShieldBearer 2dab7a8180 This was SVN commit r10629. 2011-11-29 09:33:35 +00:00
Pureon 1dc20b117f Persian sb2 building placeholder
This was SVN commit r10628.
2011-11-29 00:41:07 +00:00
historic_bruno ee417e8fd0 Attempts to fix incorrect destructor order in random map generator. See #1037, #1035.
This was SVN commit r10627.
2011-11-29 00:14:34 +00:00
Mythos_Ruler 774c9e63e6 Oasis V
This was SVN commit r10626.
2011-11-28 13:11:25 +00:00
Mythos_Ruler 1941577abb This was SVN commit r10625. 2011-11-28 03:53:47 +00:00
Mythos_Ruler 526e5b4c03 Adjusted obstructions and territory radii of these 5 buildings.
This was SVN commit r10624.
2011-11-28 02:14:23 +00:00
historic_bruno ede60520a0 Fixes Atlas and Actor Editor's wxMouseCaptureLostEvent handling, which caused assertion failures in Windows debug builds. Mouse capture events are currently wxMSW only.
This was SVN commit r10623.
2011-11-28 01:12:18 +00:00
Ykkrosh e74d6707e4 Avoid calling glGenQueries while a timer query is active (hopefully fixes #1033)
This was SVN commit r10622.
2011-11-27 22:24:05 +00:00
Mythos_Ruler 5a69860388 Adjusted Persian Civ Centre staircase texture to make usable for Apadana as well.
This was SVN commit r10621.
2011-11-27 18:06:18 +00:00
Ykkrosh b1fa90b8ef Use a deterministic order when loading multiple archive files from within a single mod
This was SVN commit r10620.
2011-11-27 17:33:42 +00:00
Pureon 8712008ba8 missing horns
This was SVN commit r10619.
2011-11-27 17:30:39 +00:00
Pureon 1acfcd4cb0 Persian Civ Centre update
This was SVN commit r10618.
2011-11-27 17:15:58 +00:00
Mythos_Ruler 810f4b264b new Persian staircase texture.
This was SVN commit r10617.
2011-11-27 16:02:10 +00:00
Pureon e30b00e5fa Updates to Persian Civ Centre - prop points, flags, etc.
This was SVN commit r10616.
2011-11-27 12:40:53 +00:00
historic_bruno c0d4b9c299 Adds Persians to random maps.
This was SVN commit r10615.
2011-11-27 04:06:27 +00:00
Mythos_Ruler e2af05895e Made Persian CC player color.
This was SVN commit r10614.
2011-11-27 02:21:23 +00:00
WhiteTreePaladin 0afe4b1da8 Fixed some spacing in game setup screen. Found out that StoneScrollBars are broken (work, but don't display actual scrollbar) - using wheatScrollBars for now
This was SVN commit r10613.
2011-11-27 01:57:35 +00:00
Mythos_Ruler 3a240a5d92 Updated Zagros Mountains.
This was SVN commit r10612.
2011-11-27 01:41:37 +00:00
Pureon 91965928d3 New Persian Civ Centre
This was SVN commit r10611.
2011-11-27 01:26:01 +00:00
janwas 301854702c add support for removing individual files from VFS and a mechanism for automatically doing so (add filename.extension.DELETED to the same directory/archive), as discussed in meeting.
refactor: split up Invalidate into RemoveFile+RepopulateDirectory
GameSetup: fix: ensure the first mod always overrides game files,
irrespective of timestamp.

This was SVN commit r10610.
2011-11-26 18:37:53 +00:00
Ykkrosh d82b85b8f3 Fix #1025 (add config option to toggle pause on window focus loss), based on patch by markcho.
This was SVN commit r10609.
2011-11-26 15:23:41 +00:00
Mythos_Ruler 565e9aa8a7 This was SVN commit r10608. 2011-11-26 12:54:37 +00:00
Mythos_Ruler 257a55e5e0 #Bartering resource buttons redone to look better.
This was SVN commit r10607.
2011-11-26 11:24:15 +00:00
Mythos_Ruler 4e62e0b59c Updating the foundation actors and meshes, and dirt decals.
Added an "embassy" template.

This was SVN commit r10604.
2011-11-26 05:08:32 +00:00
historic_bruno 2a44e8202e Fixes tests after recent GuiInterface and UnitAI changes.
This was SVN commit r10603.
2011-11-26 01:58:39 +00:00
Mythos_Ruler 2b7657b855 Map tweaks.
This was SVN commit r10602.
2011-11-25 23:35:05 +00:00
WhiteTreePaladin dfdeb4ec4c Make Victory / Defeat message more dramatic
This was SVN commit r10601.
2011-11-25 21:04:06 +00:00
vts 8b41509b80 Hotfix for broken field selection boxes. Closes #1030.
This was SVN commit r10598.
2011-11-25 17:01:19 +00:00
WhiteTreePaladin 69d5b07bb4 Rearrange buttons in ingame menu
This was SVN commit r10597.
2011-11-25 16:04:30 +00:00
Mythos_Ruler 6ab2a62c3f Dead tree entity.
This was SVN commit r10596.
2011-11-25 09:07:34 +00:00
Mythos_Ruler 151d6293c2 This was SVN commit r10595. 2011-11-25 08:08:17 +00:00
vts 85186c98b2 Better selection boxes. Closes #914, #295, #810.
This was SVN commit r10593.
2011-11-25 06:36:13 +00:00
Mythos_Ruler 9e97c73544 This was SVN commit r10592. 2011-11-25 03:25:19 +00:00
Mythos_Ruler f1c227b7da This was SVN commit r10590. 2011-11-24 23:34:27 +00:00
Mythos_Ruler d417cb6ad1 Updated Zagros Mountains with eye candy.
This was SVN commit r10589.
2011-11-24 23:14:49 +00:00
fcxSanya 8cbab40137 Barter. Closes #23.
This was SVN commit r10588.
2011-11-24 15:43:32 +00:00
Mythos_Ruler d81516defd A bunch of "Persia" terrain textures.
This was SVN commit r10587.
2011-11-24 10:19:01 +00:00
Mythos_Ruler 8caef28726 This was SVN commit r10586. 2011-11-24 03:56:18 +00:00
historic_bruno 9489076c51 Fixes logic error in 8d977e4818.
This was SVN commit r10585.
2011-11-24 01:16:30 +00:00
historic_bruno 8d977e4818 Allows building in fog of war. Fixes #958.
This was SVN commit r10584.
2011-11-24 00:58:34 +00:00
Ykkrosh 2878102ed7 Avoid some code duplication
This was SVN commit r10583.
2011-11-23 21:26:14 +00:00
Ykkrosh ab88151ed0 Fix uninitialised value
This was SVN commit r10582.
2011-11-23 21:24:41 +00:00
Jubal c311e8abba Improves Persian support.
This was SVN commit r10581.
2011-11-23 19:32:02 +00:00
Mythos_Ruler 3e23e2b621 This was SVN commit r10580. 2011-11-23 12:49:59 +00:00
historic_bruno f8303b51c5 Fixes gathering after dropsite construction.
This was SVN commit r10579.
2011-11-23 04:59:02 +00:00
Mythos_Ruler b9373a9dd3 Tweaks to Death Canyon II.xml
Fixed Persian bireme template.
Added Persian bireme to Persian Dock.

This was SVN commit r10577.
2011-11-23 02:29:29 +00:00
historic_bruno 37b8f8b0d0 Fixes missing template errors on combat demo.
This was SVN commit r10576.
2011-11-22 23:32:06 +00:00
EmjeR c48216e055 Persian Bireme
This was SVN commit r10575.
2011-11-22 23:11:27 +00:00
Mythos_Ruler ca8e0aa5f5 Reorganized the Sparabara shields a bit.
This was SVN commit r10574.
2011-11-22 12:24:29 +00:00
Mythos_Ruler 52c01aa311 2nd Kardakes texture.
Added War Elephants to Persian Fortress until the Assyrian Siege Ram is
complete.

This was SVN commit r10573.
2011-11-22 11:42:11 +00:00
Mythos_Ruler 235a107aa3 Kardakes Skirmisher.
This was SVN commit r10572.
2011-11-22 03:44:48 +00:00
Mythos_Ruler 3f7f7bf66f Agrianian Peltasts.
New "Taka" shield meshes.

This was SVN commit r10571.
2011-11-22 03:14:27 +00:00
historic_bruno 5cc856aedc Re-enables build restrictions for AIs since they have basic compliance now.
Moves target ownership checks from Commands.js to UnitAI.
Adds more robust target checking in UnitAI by calling CanFoo functions
more frequently.
Adds optional debugging mode to Commands.js (useful for AI developers).

This was SVN commit r10570.
2011-11-22 00:16:35 +00:00
Mythos_Ruler e9041a392b Garrison flags for Celt Temple and Barracks.
This was SVN commit r10568.
2011-11-21 03:53:55 +00:00
Mythos_Ruler 4de8954798 #Fixed Celt temple prop point.
Tweaked some tooltips.

This was SVN commit r10567.
2011-11-21 01:55:44 +00:00
Pureon 29df8546c0 Updated Persian mill
This was SVN commit r10566.
2011-11-20 21:00:29 +00:00
Pureon c556926e3a New Persian Barracks
This was SVN commit r10565.
2011-11-20 14:24:52 +00:00
Mythos_Ruler aad5437125 New Persian "taka" shield designs.
This was SVN commit r10564.
2011-11-20 05:09:06 +00:00
historic_bruno 18eefc7303 Fixes simulation replay mode in Windows.
This was SVN commit r10563.
2011-11-20 02:00:54 +00:00
Mythos_Ruler 901a87af2e Tweaked camera settings.
This was SVN commit r10562.
2011-11-19 20:37:16 +00:00
Jubal 514b22a89e Support for Persians, should all work properly. Also makes territory expansion proportionally lower priority.
This was SVN commit r10561.
2011-11-19 16:00:54 +00:00
Jubal f80f1fb86b This patch adds territory support for JuBot, which is the main thing to get it up to date for the next alpha. More advanced features are in development but some will probably have to wait until Christmas/Early 2012.
This was SVN commit r10560.
2011-11-19 13:44:56 +00:00
Jubal 20df816fbc Resource building class
This was SVN commit r10559.
2011-11-19 13:42:43 +00:00
historic_bruno 31bcb5c803 Fixes buggy selection behavior due to incorrect camera plane calculation.
This was SVN commit r10558.
2011-11-19 05:05:59 +00:00
Mythos_Ruler 8b6714a62d Some minor tweaks to camera defaults.
This was SVN commit r10557.
2011-11-19 02:15:01 +00:00
Pureon 7772192a69 Fixed smoke prop points on cart tophet
This was SVN commit r10556.
2011-11-18 22:52:15 +00:00
Mythos_Ruler 5fe97328a6 Fixed run animation.
This was SVN commit r10555.
2011-11-18 22:23:04 +00:00
Mythos_Ruler 9dec98e5e0 Actor updates trying to get Persian War elephant to use the running animation, with no success.
Entity template updates to tooltips.

This was SVN commit r10554.
2011-11-18 21:27:18 +00:00
quantumstate fc325991a0 Added visionRange function to read this value from the templates for the AI to use.
This was SVN commit r10553.
2011-11-18 21:11:15 +00:00
Mythos_Ruler 7a164c6a7b Map tweaks. New shield texture for Elite Persian spearman. Horse actors for the basic chariot.
This was SVN commit r10552.
2011-11-18 07:51:12 +00:00
Mythos_Ruler 06bd4352c2 Persian unit updates!
This was SVN commit r10550.
2011-11-18 01:54:03 +00:00
historic_bruno 39d100c732 Moves camera projection settings to default.cfg.
Changes field of view (FOV) to 45 degrees per discussion. Fixes #941.
Tweaks default camera zoom and rotation accordingly.

This was SVN commit r10548.
2011-11-17 23:34:01 +00:00
Mythos_Ruler 432a48c849 3rd advanced archer texture.
This was SVN commit r10546.
2011-11-17 05:17:31 +00:00
Pureon aae10116fe Persian kidaris hat models and textures
This was SVN commit r10545.
2011-11-17 00:25:08 +00:00
Ykkrosh 6b1ce04aad Fix VC2008 compatibility
This was SVN commit r10544.
2011-11-16 17:49:28 +00:00
Mythos_Ruler 56776aa971 Fixed Advanced Persian Archer's rank.
This was SVN commit r10543.
2011-11-16 09:01:07 +00:00
Mythos_Ruler c21304900a Persian stuff.
This was SVN commit r10542.
2011-11-16 08:35:52 +00:00
Mythos_Ruler d9339b4497 Kidaris hats.
This was SVN commit r10541.
2011-11-16 03:48:02 +00:00
Mythos_Ruler 545ad5e8da #Persian Kardakes hoplite.
This was SVN commit r10540.
2011-11-15 09:26:36 +00:00
Mythos_Ruler e21eb8eec4 Prop and animation fixes.
This was SVN commit r10539.
2011-11-15 03:38:10 +00:00
Mythos_Ruler afb77be687 #Changed up the Greek hoplite.
Tweaked some animation speeds and footprints.
Added a Roman Healer for the Roman Temple.

This was SVN commit r10538.
2011-11-15 03:06:14 +00:00
Ykkrosh f66a3e726f Avoid overflow identified by /RTCc warning
This was SVN commit r10537.
2011-11-14 22:22:38 +00:00
Pureon 98b62d9733 New fortresses for the Persians
This was SVN commit r10536.
2011-11-14 22:04:27 +00:00
Ykkrosh 5bd7b74ec7 Fix ABI incompatibility with --with-system-mozjs185 in debug mode (see #990).
This was SVN commit r10535.
2011-11-14 18:18:04 +00:00
Ykkrosh ed5a64aae4 Add --with-system-mozjs185 build flag. Fixes #990, based on patch by infyquest.
This was SVN commit r10534.
2011-11-14 16:10:41 +00:00
Mythos_Ruler b56692a2c7 #Roman Temple by Enrique.
Some stuff.

This was SVN commit r10533.
2011-11-14 04:19:32 +00:00
historic_bruno 27847fb078 Fixes BuildLimits init so its data serializes correctly (they should be objects not arrays).
This was SVN commit r10532.
2011-11-14 00:02:54 +00:00
quantumstate 5ae93ddae7 Makes AIProxy keep the garrisoned units array up to date. Fixes #1019
This was SVN commit r10531.
2011-11-13 23:23:58 +00:00
Ykkrosh ade841efdd Avoid assertion failures on abnormal exit() (e.g. dumpSchema mode)
This was SVN commit r10530.
2011-11-13 21:37:12 +00:00
Ykkrosh fbff0aa98d Fix printf argument types
This was SVN commit r10529.
2011-11-13 18:31:06 +00:00
Jubal 97d3f1cfc9 Added a squared vector function for A^2 + B^2 without the rooting, in case massively large nos of vector calculations are needed.
This was SVN commit r10528.
2011-11-13 15:56:37 +00:00
Ykkrosh 3a678a0c7c Fix time elapsed counter briefly showing old value when toggled on
This was SVN commit r10527.
2011-11-13 13:23:54 +00:00
Ykkrosh e7f0639054 Set Atlas canvas size before potentially rendering to it. Fixes #987.
This was SVN commit r10526.
2011-11-13 12:57:34 +00:00
Ykkrosh 72237c32a2 Avoid release-mode warnings
This was SVN commit r10525.
2011-11-13 12:31:41 +00:00
Jubal c574a85dd3 Given the new Dropsite classes to mills and farmsteads - they'll need to be added to CCs and Docks at some point, but for the moment I'm dealing with CCs separately and the AI still doesn't build docks so that's lower priority.
This was SVN commit r10524.
2011-11-13 12:16:46 +00:00
Jubal f3c21d070e Added some new classes, DropsiteFood/Wood/Stone/Metal, to help with building placement.
This was SVN commit r10523.
2011-11-13 12:12:33 +00:00
Ykkrosh f0f81827f3 Fix build with old GCCs
This was SVN commit r10522.
2011-11-13 01:04:40 +00:00
Yves fc9e89647b Adds basic support for Code::Blocks on the Mac and Linux.
The Project structure is still a bit strange, but it builds successfully
now.

This was SVN commit r10521.
2011-11-12 23:58:35 +00:00
Ykkrosh f865401136 Detect allocation failure
This was SVN commit r10520.
2011-11-12 23:57:33 +00:00
Ykkrosh 7fcc76b621 Fix XML formatting
This was SVN commit r10519.
2011-11-12 22:26:01 +00:00
historic_bruno ff064aca95 Adds useful stats to training and construction tooltips, based on patch from pejuko. Fixes #872.
This was SVN commit r10518.
2011-11-12 22:23:08 +00:00
Ykkrosh 99e012ba56 Fix comments
This was SVN commit r10517.
2011-11-12 22:08:59 +00:00
Ykkrosh 95bd6f874e Fix OS X build by using GL_TIME_ELAPSED consistently
This was SVN commit r10516.
2011-11-12 19:29:48 +00:00
Ykkrosh 70224e7940 Fix missing symbols in old glext
This was SVN commit r10515.
2011-11-11 11:56:51 +00:00
Ykkrosh 0192c24ebc Fix warning in old GCCs
This was SVN commit r10514.
2011-11-11 11:55:27 +00:00
Mythos_Ruler d267657ffe Added garrison flag to these two barracks.
This was SVN commit r10513.
2011-11-11 02:49:18 +00:00
Mythos_Ruler 7dbef7c62e Fixed some garrison flag prop points. Still a lot more to go.
This was SVN commit r10512.
2011-11-11 02:38:00 +00:00
Mythos_Ruler 3645620df6 Fixed prop points on Celt tower.
Other things.

This was SVN commit r10511.
2011-11-11 02:14:37 +00:00
Mythos_Ruler 29d61601f9 Persian cavalry actor work.
This was SVN commit r10510.
2011-11-11 02:07:49 +00:00
Mythos_Ruler fdf9b6b802 This was SVN commit r10509. 2011-11-11 01:24:32 +00:00
Mythos_Ruler 5a008c6787 Switched Elite Hyrcanian look for the Elite Median look. The Hyrcanians had more Scythian influences than the Medians.
Added projectiles to Persian CC and Fortress to see if I can get rid of
those error messages in-game.

This was SVN commit r10508.
2011-11-11 01:04:35 +00:00
Ykkrosh 6be23a5894 Disable shaders on SiS Mirage 3 for compatibility. Fixes #964.
This was SVN commit r10507.
2011-11-11 01:03:32 +00:00
Mythos_Ruler 0cb7f6ce02 Fixed Persian Stables prop points.
Added something extra to the actor. :)

This was SVN commit r10506.
2011-11-11 00:14:39 +00:00
Mythos_Ruler 91fd644982 New "sunny" sky box.
This was SVN commit r10505.
2011-11-10 23:59:46 +00:00
Mythos_Ruler d60c87cfa8 Two new sky boxes and an updated Cumulus sky box.
This was SVN commit r10504.
2011-11-10 22:45:31 +00:00
Ykkrosh 56d634bf49 Fix invalid characters in entity templates. Add script to find unrecognised characters.
Fixes #960.

This was SVN commit r10503.
2011-11-10 19:31:35 +00:00
Mythos_Ruler 77f8f95d20 Updated the names of the Persian units and structures. Removed Tachara and replaced with Apadana.
Took out some random flame and smoke actors from the Median Oasis map.

This was SVN commit r10502.
2011-11-10 00:49:54 +00:00
Mythos_Ruler f2bbc9d4b5 Re-added Median Oasis, as a Greek vs. Persia map.
This was SVN commit r10501.
2011-11-09 23:58:07 +00:00
Pureon 694c131a3a Fix to Persian scout tower mesh. prop points aligned.
This was SVN commit r10500.
2011-11-09 23:28:51 +00:00
Ykkrosh 3916c25b84 Optimise vertex skinning code with SSE, based on patch by gruby.
Fixes #905.

This was SVN commit r10499.
2011-11-09 23:11:28 +00:00
Pureon 9545f783a1 Removing old cart props and actors
This was SVN commit r10498.
2011-11-09 23:04:54 +00:00
Pureon 0514f97508 Fixing projectile and garrison points. Adding foundations.
This was SVN commit r10497.
2011-11-09 22:52:05 +00:00
Ykkrosh 87b3b0856f Fix warning
This was SVN commit r10496.
2011-11-09 22:35:31 +00:00
Ykkrosh 8617dfd0e1 Avoid fatal error on printf overflow in profiler
This was SVN commit r10495.
2011-11-09 18:29:08 +00:00
quantumstate f2ea307507 Moved warning and debug messages to below the top bar.
This stops them obscuring the useful inormation in the bar.

This was SVN commit r10494.
2011-11-09 17:01:57 +00:00
Ykkrosh b090ec48ce Add query counter bits to hwdetect
This was SVN commit r10493.
2011-11-09 13:10:34 +00:00
Ykkrosh cfb79c3062 # Add GPU performance profiling support.
Add some profiler region attributes.
Render events in profile visualiser.
Change profiler from GPL to MIT.

This was SVN commit r10492.
2011-11-09 13:09:01 +00:00
Ykkrosh 8fba3f92b1 Allow better hwdetect debugging
This was SVN commit r10491.
2011-11-09 11:54:05 +00:00
Mythos_Ruler 7b12132650 New "sagaris" battle axe prop.
Tweaking Persian units.

Added Persians to "Oasis III."

This was SVN commit r10490.
2011-11-09 07:58:40 +00:00
Mythos_Ruler f15360e673 Fixed prop points on Persian chariots.
This was SVN commit r10489.
2011-11-09 02:46:37 +00:00
Mythos_Ruler 8616e89429 Fixed a mistake.
This was SVN commit r10488.
2011-11-09 02:25:35 +00:00
Mythos_Ruler 7e0de56f1a More work on Persian units.
Also tweaking walking speeds for other units as I run across them.

This was SVN commit r10487.
2011-11-09 02:23:19 +00:00
Mythos_Ruler feb76f9d08 Moar unit tweaks.
This was SVN commit r10485.
2011-11-09 00:44:40 +00:00
historic_bruno ab347de754 Fixes PMD converter's handling of static prop points. Coordinate conversion was not performed correctly according to the model's up-axis orientation. Fixes #886, #243.
This was SVN commit r10484.
2011-11-09 00:10:14 +00:00
Ykkrosh cb27a680bf Fix profiler shutdown order
This was SVN commit r10483.
2011-11-09 00:09:19 +00:00
Mythos_Ruler d9f3e329f0 #Tweaked unit walking speeds.
This was SVN commit r10482.
2011-11-08 22:14:28 +00:00
Pureon 9dfe451ea6 skeletons.xml update adding 6 wheel vehicle
This was SVN commit r10481.
2011-11-08 20:46:03 +00:00
Mythos_Ruler 761ad58f1a Unit work.
This was SVN commit r10480.
2011-11-08 19:28:29 +00:00
Pureon b073473d21 hele siege tower animations
This was SVN commit r10479.
2011-11-07 19:28:06 +00:00
Pureon ff9cc55162 New animation for hele fishing boat
This was SVN commit r10478.
2011-11-07 17:08:48 +00:00
Pureon 5adaa6a095 tweak to fishing boat animation speeds
This was SVN commit r10477.
2011-11-07 16:23:49 +00:00
Mythos_Ruler 768baee2ca Added 2nd Cart peace tune to the roster.
This was SVN commit r10476.
2011-11-07 08:17:20 +00:00
Mythos_Ruler 89be61033f This was SVN commit r10475. 2011-11-07 08:04:03 +00:00
Mythos_Ruler 9f9834cac4 This was SVN commit r10474. 2011-11-07 08:03:13 +00:00
Mythos_Ruler 2bdf5d0440 #Big Persian unit update. Still need a lot of work.
This was SVN commit r10473.
2011-11-07 03:11:18 +00:00
Mythos_Ruler 26501fd8c2 Persian unit tweaks.
This was SVN commit r10472.
2011-11-07 00:44:38 +00:00
Ykkrosh 8f3255f9c8 Fix tests and Atlas with new profiler
This was SVN commit r10471.
2011-11-05 23:09:31 +00:00
Ykkrosh b13f1cade5 # UI for new profiling tool
This was SVN commit r10467.
2011-11-04 01:43:46 +00:00
Ykkrosh 09a02c96d5 Add initial code annotations for the new profiling tool
This was SVN commit r10466.
2011-11-04 01:35:50 +00:00
Ykkrosh 9965f43067 # Engine support for new profiling tool
This was SVN commit r10465.
2011-11-04 01:33:07 +00:00
Ykkrosh 4ef66a6950 Provide JSON-compatible string escaping
This was SVN commit r10464.
2011-11-04 01:18:34 +00:00
Ykkrosh 9cbf587e59 Import Mongoose HTTP server library
This was SVN commit r10463.
2011-11-03 23:36:54 +00:00
Mythos_Ruler 05c42846ec #Persian champion cavalry updates.
This was SVN commit r10462.
2011-11-03 04:48:02 +00:00
Mythos_Ruler 50d2379709 This was SVN commit r10461. 2011-11-03 01:58:56 +00:00
Pureon 8f2048db49 Animated hele fishing boat.
This was SVN commit r10460.
2011-11-03 01:10:25 +00:00
Pureon e33ef0cb73 Iberian Ram animation fix to wheels
This was SVN commit r10459.
2011-11-03 00:06:12 +00:00
Pureon d1515214ab Persian scout tower
This was SVN commit r10458.
2011-10-31 00:35:59 +00:00
historic_bruno 0db6cfd2f7 Fixes crash in Atlas camera handlers, focus loss causes a scroll action, and seg fault if game not initialized. Fixes #988.
Fixes particles lingering in actor viewer when switching actors, by
clearing unattached particle emitters.

This was SVN commit r10457.
2011-10-30 05:09:31 +00:00
Ykkrosh cf7aab4425 Avoid errors on loading screen when there are no saved games
This was SVN commit r10455.
2011-10-30 00:37:00 +00:00
Ykkrosh 7064565ff6 # Allow saving and loading single-player games.
Support writing zip files based on in-memory data.
Fix menu sliding animations to be framerate independent.

This was SVN commit r10454.
2011-10-30 00:07:28 +00:00
Ykkrosh 21c6141cdc Preserve player colours and animations when serializing models
This was SVN commit r10453.
2011-10-29 15:30:46 +00:00
Ykkrosh b454ccca79 Fix GUI issues when reconnecting to multiplayer games
This was SVN commit r10452.
2011-10-29 14:53:13 +00:00
Mythos_Ruler 0a676171a5 This was SVN commit r10451. 2011-10-28 23:18:07 +00:00
Mythos_Ruler 7edf74c594 some small updates
This was SVN commit r10450.
2011-10-28 23:12:47 +00:00
Ykkrosh 23ae535a1e Minor enhancements to serialization test mode
This was SVN commit r10449.
2011-10-28 13:18:16 +00:00
Ykkrosh f31a8f7181 Fix warning
This was SVN commit r10448.
2011-10-28 13:16:53 +00:00
Ykkrosh 05d7742ec8 Increase trace cache size to cope slightly better with serialization test mode
This was SVN commit r10447.
2011-10-28 13:16:30 +00:00
Ykkrosh 959b5a505c Fix bug in incremental LOS computation
This was SVN commit r10446.
2011-10-28 13:15:33 +00:00
Mythos_Ruler 69feade908 projectiles speeds.
Added pers trireme to pers dock.

This was SVN commit r10445.
2011-10-28 03:23:19 +00:00
Pureon 9be68c42e1 Larger dock for the Persians
This was SVN commit r10444.
2011-10-27 22:23:56 +00:00
Ykkrosh b59e27f678 Fix assertion failure in replay mode
This was SVN commit r10443.
2011-10-27 21:22:41 +00:00
Ykkrosh d57bb00ece Fix sparse array serialization
This was SVN commit r10442.
2011-10-27 20:56:32 +00:00
Ykkrosh a739b8f309 Fix some saved-game OOS errors
This was SVN commit r10441.
2011-10-27 20:12:00 +00:00
Ykkrosh 4c561dc3f9 Improve debugging of binary serialization
This was SVN commit r10440.
2011-10-27 20:10:53 +00:00
Pureon 2fa8124c61 Added variations to Persian stable horses
This was SVN commit r10439.
2011-10-27 19:50:08 +00:00
Ykkrosh 530d5216bf Fix OOS error after saving/loading
This was SVN commit r10438.
2011-10-27 17:38:44 +00:00
Ykkrosh bfe2126a17 # Support rejoining multiplayer games after disconnection.
This was SVN commit r10437.
2011-10-27 16:46:48 +00:00
Ykkrosh 6d071123cc Add simple functions for zlib compression with embedded length headers
This was SVN commit r10436.
2011-10-27 14:21:58 +00:00
Ykkrosh 85e16f95b1 Use debug_printf for script print() function, so it's more visible on Windows
This was SVN commit r10435.
2011-10-27 14:19:37 +00:00
Ykkrosh 18e595a5a6 Fix OOS-log paths to work on Windows
This was SVN commit r10434.
2011-10-27 14:17:39 +00:00
Ykkrosh dfc92de51b Avoid outputting non-printable-ASCII characters in the network log
This was SVN commit r10433.
2011-10-27 14:16:28 +00:00
Ykkrosh a2bba82b9d Let CFsm actions override the default state transition
This was SVN commit r10432.
2011-10-27 14:10:55 +00:00
Pureon 28d7f52578 Updates to Persian Stables
This was SVN commit r10431.
2011-10-26 23:09:28 +00:00
historic_bruno ab6863c484 This was SVN commit r10430. 2011-10-26 05:41:57 +00:00
historic_bruno c82ebd7ca9 Fixes Atlas build on OS X.
This was SVN commit r10429.
2011-10-26 05:27:03 +00:00
Ykkrosh 08e37f1a71 Avoid potential aliasing violation in endian functions
This was SVN commit r10428.
2011-10-25 14:02:50 +00:00
Ykkrosh a3c03815c0 Experimental quicksave/quickload feature
This was SVN commit r10427.
2011-10-24 14:55:45 +00:00
Ykkrosh 29e4f633f1 Add initial serialization test mode.
Reduce some dependencies on CSimulation2 to provide more flexibility.

This was SVN commit r10426.
2011-10-24 14:31:05 +00:00
Ykkrosh 0f3119e36a Fix deserialization of actor components
This was SVN commit r10425.
2011-10-24 12:24:04 +00:00
Pureon 79faed2ee2 Added 'Naval Maps' scenario filter
This was SVN commit r10424.
2011-10-23 22:42:50 +00:00
Ykkrosh 336552e5fd Tweak build limits to match what b48c35c512 attempted to set them to
This was SVN commit r10423.
2011-10-23 21:07:27 +00:00
Ykkrosh 3efb3949d3 Clean up unused argument
This was SVN commit r10422.
2011-10-23 21:00:59 +00:00
Ykkrosh f4ed019c46 Avoid hypotf
This was SVN commit r10421.
2011-10-23 12:27:34 +00:00
Ykkrosh 83955072b6 Fix typos
This was SVN commit r10420.
2011-10-23 12:26:47 +00:00
Ykkrosh bd73308d49 Avoid apparent bug in VirtualBox's GL implementation
This was SVN commit r10419.
2011-10-22 10:25:09 +00:00
historic_bruno 017e8d66eb Fixes GUIInterface tests.
This was SVN commit r10418.
2011-10-22 00:10:17 +00:00
historic_bruno 5acf38c095 Randomizes player starting positions on random maps.
This was SVN commit r10417.
2011-10-21 01:15:02 +00:00
historic_bruno d966c5e10b Fixes Atlas map saving to force PMP extension on all OSes. See #889.
Fixes Atlas map loading to more gracefully handle missing files. Atlas
should no longer crash if a map was not found in VFS. Fixes #986.

This was SVN commit r10416.
2011-10-20 23:45:27 +00:00
historic_bruno 887b6633c2 Adds per-player BuildLimits data to GUIInterface.
Adds BuildLimits accessors to GameState for JuBot and Testbot.

This was SVN commit r10415.
2011-10-20 23:35:52 +00:00
janwas ff256528f2 sync with work. faster PopulationCount; avoid invalid param handler when debug string length exceeded; return error instead of dialog box when waio_Preallocate fails
This was SVN commit r10414.
2011-10-19 10:58:02 +00:00
historic_bruno a41b0e30fe Changes AI entity destroy events to maintain some data about the entity, based on patch by quantumstate. Fixes #983.
This was SVN commit r10413.
2011-10-18 22:51:04 +00:00
historic_bruno 686ffa9758 Fixes error in AI entity. Fixes #991.
This was SVN commit r10412.
2011-10-16 17:21:37 +00:00
fcxSanya f3e081a122 Fix couple simulation templates.
This was SVN commit r10411.
2011-10-16 17:03:43 +00:00
janwas 8af8326563 replace old pool_allocator/RawPoolAllocator with ProxyAllocator that draws upon the new-style Arena (more efficient, avoids slow VirtualAlloc)
This was SVN commit r10410.
2011-10-16 10:37:21 +00:00
historic_bruno 1c081135ad Adds territory map to AI GameState, based on patch from quantumstate. Fixes #969.
Updates testbot and Jubot to support basic build restrictions.

This was SVN commit r10408.
2011-10-16 02:55:58 +00:00
historic_bruno c73c0870f1 Adds attackTimes to AI entity templates. Fixes #991.
This was SVN commit r10407.
2011-10-15 23:38:58 +00:00
fcxSanya 20047ffe76 Remove old duplicate directory.
This was SVN commit r10406.
2011-10-15 23:26:15 +00:00
janwas 6c102ea712 add instrumentation to diagnose failed VM commit
This was SVN commit r10405.
2011-10-15 22:03:42 +00:00
janwas 3624f7c417 fix: pthread_self now returns a unique value in each thread (before, it was using the windows pseudo handle functionality)
This was SVN commit r10404.
2011-10-15 20:12:59 +00:00
Mythos_Ruler 581b4f7997 This was SVN commit r10403. 2011-10-14 05:32:11 +00:00
fcxSanya d9820fb0cb Add optional time elapsed counter to session screen.
This was SVN commit r10402.
2011-10-13 23:20:34 +00:00
Pureon 3e71b3e864 Removing old Persian files
This was SVN commit r10401.
2011-10-13 20:17:09 +00:00
Pureon 9a7f09abe2 New Persian dock
This was SVN commit r10400.
2011-10-13 20:14:50 +00:00
janwas f0df97d773 add support for retrieving all WMI class instances (required for detecting multiple graphics and sound cards)
fixes #998

This was SVN commit r10399.
2011-10-13 18:53:59 +00:00
Mythos_Ruler 9fdcc7a2fa A couple of updated maps.
This was SVN commit r10398.
2011-10-13 13:25:18 +00:00
Mythos_Ruler 9bb22c91a1 A package of chariot updates.
This was SVN commit r10397.
2011-10-12 11:59:43 +00:00
Mythos_Ruler d8e49c4ca8 Chariot portrait.
This was SVN commit r10396.
2011-10-12 08:13:09 +00:00
Mythos_Ruler 22d169f3c6 A bunch of Persian chariot stuff.
This was SVN commit r10395.
2011-10-12 07:16:55 +00:00
historic_bruno 2a39ba2f91 Changes new AI GameState functions to accept Entity objects instead of raw entities.
This was SVN commit r10394.
2011-10-12 00:33:07 +00:00
historic_bruno b28ae93dc8 Adds armour and attack strengths to AI entity template, based on patch by infyquest. Fixes #991.
This was SVN commit r10393.
2011-10-11 20:02:21 +00:00
Mythos_Ruler 81abd0342f Made Greek prodromoi use knives to gather meats. Balanced hyps and thors.
This was SVN commit r10392.
2011-10-11 15:16:30 +00:00
ShieldBearer c83a79f239 This was SVN commit r10391. 2011-10-11 15:12:07 +00:00
Mythos_Ruler c1cd29f2f4 Tweaks to thorakites and thureophoros.
This was SVN commit r10390.
2011-10-11 14:28:54 +00:00
Mythos_Ruler baf8028e4c This was SVN commit r10389. 2011-10-11 14:20:51 +00:00
Mythos_Ruler d05592e77f #Miscellaneous units. Thanks SMST!
This was SVN commit r10388.
2011-10-11 14:05:14 +00:00
Mythos_Ruler 956e6b5f77 Persian texture updates and chariot updates.
This was SVN commit r10387.
2011-10-11 12:56:58 +00:00
janwas 0fa54bc56a fix compile error due to GCC restriction.
thanks to daniel.santos for reporting and alex for creating the
ticket/notifying me.
fixes #992

[heh, the amount of comments are proportional to the trouble caused by
this code :S ran into VC++ compile errors when __declspec came after
void* return type *sigh*]

This was SVN commit r10385.
2011-10-10 20:08:04 +00:00
janwas 8ac994e4e6 sync with work: add and use NOTHROW; export file_system functions; throw Status from File ctor; add WARN_THROW equivalents of WARN_RETURN
This was SVN commit r10384.
2011-10-10 10:04:36 +00:00
Mythos_Ruler 6c6c374a11 This was SVN commit r10383. 2011-10-09 21:50:58 +00:00
Mythos_Ruler 470bff16c7 This was SVN commit r10382. 2011-10-09 21:34:43 +00:00
Pureon 22c7346dbd Persian stable actor and template
This was SVN commit r10381.
2011-10-09 19:57:29 +00:00
ShieldBearer bb32cc9794 This was SVN commit r10379. 2011-10-09 12:18:25 +00:00
Mythos_Ruler 6ef517d3c4 Updating Persians. Added Persians to Oasis IV map.
This was SVN commit r10378.
2011-10-09 11:00:01 +00:00
Mythos_Ruler 45cd62fc93 #Persian infantry unit actor/animation work. They now use the proper animations and props when performing various tasks.
This was SVN commit r10377.
2011-10-09 10:13:48 +00:00
Pureon a240958de3 Removes Conquest Critical class from obelisks
This was SVN commit r10375.
2011-10-08 23:53:34 +00:00
janwas a106b9da0b apic: avoid warning message for ancient single-core, non-HT processors. fixes #985
wvm: improve diagnostics if allocation failed

This was SVN commit r10374.
2011-10-08 16:53:57 +00:00
janwas 39e5cb5dc9 proper fix for brain-dead Linux affinity API (that code was disabled in #547)
refs #985

This was SVN commit r10373.
2011-10-08 16:42:30 +00:00
ShieldBearer 90cac1b7b0 Persian Scythed Chariot
This was SVN commit r10372.
2011-10-08 15:43:11 +00:00
Pureon 8b88ae6302 Persian Corral building
This was SVN commit r10371.
2011-10-08 14:38:02 +00:00
Pureon 7bbe2b3bab Removing old unused Persian house assets
This was SVN commit r10370.
2011-10-08 14:26:55 +00:00
Pureon de7596a3a8 New Persian houses
This was SVN commit r10369.
2011-10-08 14:20:20 +00:00
Mythos_Ruler 706dea144f This was SVN commit r10368. 2011-10-08 03:44:48 +00:00
Mythos_Ruler 45b8889479 Yeah there is.
This was SVN commit r10367.
2011-10-07 20:42:51 +00:00
Mythos_Ruler 1a81324e4e Misc stuff:
-- Updated some Persian shield textures.

-- Made a portrait for the Persian merchant ship.

-- Created entity for Persian fishing boat.

This was SVN commit r10366.
2011-10-07 05:02:00 +00:00
Mythos_Ruler e7cbe197a6 New sail design.
This was SVN commit r10365.
2011-10-06 05:51:25 +00:00
fcxSanya b0ad0d97be Remove Premake3 files. Closes #934.
This was SVN commit r10362.
2011-10-03 19:09:03 +00:00
Pureon c53c098fec Fix to lion run speed
This was SVN commit r10361.
2011-10-02 19:36:42 +00:00
Pureon fce9b9a37e Fix to skeleton unit crash in Atlas
This was SVN commit r10360.
2011-10-02 18:39:44 +00:00
Mythos_Ruler 9cc13a2b80 This was SVN commit r10359. 2011-10-02 04:16:55 +00:00
historic_bruno 3f3b5ee3e5 Adds player ID to PlayerDefeated message for AI usage.
This was SVN commit r10358.
2011-10-01 17:38:43 +00:00
historic_bruno 0028d1640d Removes ConquestCritical class from certain non unit-producing structures.
This was SVN commit r10357.
2011-10-01 17:29:09 +00:00
Mythos_Ruler 5336ad0eea This was SVN commit r10356. 2011-10-01 09:31:40 +00:00
fcxSanya 88ee37d0f6 Oops. Revert market template changes.
This was SVN commit r10355.
2011-10-01 05:14:36 +00:00
fcxSanya 48c7eab4e8 Add 'Not implemented yet' note to healer tooltips.
This was SVN commit r10354.
2011-10-01 05:03:23 +00:00
Jubal 55e9ffe294 Adds the ForestPlant class.
This was SVN commit r10353.
2011-09-30 21:12:11 +00:00
Jubal 3bb05d77a6 Adds a new class, ForestPlant
This was SVN commit r10352.
2011-09-30 21:11:50 +00:00
Jubal 47c9f6ca2d Changes IsSeaCreature to SeaCreature
This was SVN commit r10351.
2011-09-30 21:05:26 +00:00
Jubal df6cf0c5e8 Changes IsSeaCreature to SeaCreature, gives whales SeaCreature
This was SVN commit r10350.
2011-09-30 21:04:01 +00:00
Jubal 667d016c83 Changes IsSeaCreature to SeaCreature
This was SVN commit r10349.
2011-09-30 21:00:49 +00:00
historic_bruno 6dbd081219 Fixes AIs gathering enemy (non-gaia) resources, such as fields.
This was SVN commit r10348.
2011-09-30 19:54:04 +00:00
Jubal 6594a527db Another bugfix attempt
This was SVN commit r10347.
2011-09-30 17:54:04 +00:00
Jubal 3a7fac7c4d Bugfix #2
This was SVN commit r10346.
2011-09-30 17:11:01 +00:00
Jubal b3d5075408 Bugfix
This was SVN commit r10345.
2011-09-30 17:03:21 +00:00
Jubal 64a0a5e58a Now much more strictly restricts the game to 1 foundation at once.
This was SVN commit r10344.
2011-09-30 16:50:33 +00:00
Jubal a5a134fa87 CC building now emphasised over house building.
This was SVN commit r10343.
2011-09-30 16:43:12 +00:00
historic_bruno d271090bbd Fixes Carthage starting calvary to CC unit instead of mercenary (affects random maps), based on patch by kephra. Fixes #981.
This was SVN commit r10342.
2011-09-29 21:46:43 +00:00
EmjeR 4fd84919cd This was SVN commit r10341. 2011-09-28 23:43:26 +00:00
historic_bruno e0255741d8 Adds BuildRestrictions accessors to AI's EntityTemplate (important for proper territory support).
This was SVN commit r10340.
2011-09-28 19:51:40 +00:00
historic_bruno b40ba972c1 Adds diplomacy functions to Jubot and Testbot gamestate (eventually replace e.g. Entity.isEnemy() with these).
This was SVN commit r10339.
2011-09-28 19:40:50 +00:00
Jubal 75c7028e24 Stops the builders regrouping to town centre, because this is no longer really needed.
This was SVN commit r10338.
2011-09-28 15:50:06 +00:00
Mythos_Ruler 9cf932eaee Persian Healer
This was SVN commit r10337.
2011-09-28 05:27:54 +00:00
Mythos_Ruler 4f18eddc15 Messing with whale actor/entity.
Chariot texture.

Persian healer.

This was SVN commit r10336.
2011-09-28 05:23:18 +00:00
Mythos_Ruler 43cebfc2dc This was SVN commit r10335. 2011-09-28 03:49:54 +00:00
Mythos_Ruler 70d9596947 Persian faravahar decal texture.
This was SVN commit r10334.
2011-09-28 02:34:27 +00:00
historic_bruno d63947597c Adds new NaturalBehaviour "domestic" to UnitAI, useful for tame animals who should never flee an attacker. Fixes #971.
Renames herd_passive template to herd_domestic.

This was SVN commit r10333.
2011-09-27 18:03:58 +00:00
Mythos_Ruler 71a482cfa3 This was SVN commit r10332. 2011-09-27 10:07:11 +00:00
Mythos_Ruler f7b997c3d9 Fixed the Palace portrait.
This was SVN commit r10331.
2011-09-27 08:39:06 +00:00
historic_bruno 0e39511b3a Attempts to fix random map OOS errors by avoiding parsing data to floats (uses CFixedVector3D instead). See #977.
Changes to rmgen API for consistency and support of 3D
position/rotation.

This was SVN commit r10326.
2011-09-26 21:36:33 +00:00
historic_bruno 43edf6b237 Changes chicken parent template to herd instead of hunt per DD (no behavior change). See #971.
This was SVN commit r10325.
2011-09-26 19:38:05 +00:00
janwas 16f5016a1a sync with work: add compile-time BITS and CeilLog2 and optional IO instrumentation
This was SVN commit r10324.
2011-09-26 08:29:57 +00:00
Mythos_Ruler 67d99f3001 Shields for Amish's bireme.
This was SVN commit r10323.
2011-09-26 04:03:43 +00:00
Mythos_Ruler 1acdd54bc4 This was SVN commit r10322. 2011-09-26 02:15:19 +00:00
Mythos_Ruler 7039a75cfd This was SVN commit r10321. 2011-09-26 01:55:42 +00:00
Mythos_Ruler cf89278cb0 This was SVN commit r10320. 2011-09-25 22:36:58 +00:00
Pureon 3ead9f0b32 Fix to Jubot economy.js
This was SVN commit r10319.
2011-09-25 21:36:37 +00:00
Jubal a6eccb1290 Here we go...
- Gather weights change over time
- Workers are occasionally moved (about once in every 400 turns, at
random, needs to be improved)
- Workers don't go and try hunting fish and snarl up the engine.

This was SVN commit r10318.
2011-09-25 21:15:26 +00:00
WhiteTreePaladin 4200e33e5e Update button text color on game disconnected screen
This was SVN commit r10316.
2011-09-24 23:00:27 +00:00
janwas 0d708b31b4 avoid rare init-order bug when SRAT ACPI table is available AND APIC IDs are NOT
move APIC-related code to separate file, with its own initialization to
avoid circular dependency
fixes #976

This was SVN commit r10315.
2011-09-24 19:47:13 +00:00
Mythos_Ruler 5a3a1d780a A couple portraits.
This was SVN commit r10314.
2011-09-24 19:31:34 +00:00
Jubal bb3b52fb82 This finishes the militia recalling section - militiamen are now recalled every 30 seconds or so.
This was SVN commit r10311.
2011-09-24 16:37:31 +00:00
Jubal b9fc207437 Okay, lots of changes here. Houses are now built on demand, there's a lot of restructuring to workers, instead of a static defence force citizen soliders are drafted to a militia as needed (this needs some work still but is mostly done). Any citizen infantry given at the start of a game are used in the workforce properly now, too.
This was SVN commit r10310.
2011-09-24 15:26:11 +00:00
Jubal 17076f2561 Gives all fish the new IsSeaCreature class, so AI can identify them more easily.
This was SVN commit r10309.
2011-09-24 15:24:16 +00:00
Jubal 5fc514ab32 Adds a class called "IsSeaCreature" to identify fish for the AI.
This was SVN commit r10308.
2011-09-24 15:22:48 +00:00
Mythos_Ruler 759e11e801 Updated background.
This was SVN commit r10307.
2011-09-24 07:35:29 +00:00
historic_bruno c3bb3ec57e Adds event data to BaseAI (so that AIs can handle being attacked, defeated, etc) based on patch from quantumstate. Fixes 972.
This was SVN commit r10306.
2011-09-23 22:02:04 +00:00
historic_bruno 7828544946 Attempts to fix ArchiveViewer build on OS X (use wxString::wc_str() to construct std::wstring).
This was SVN commit r10305.
2011-09-23 02:56:19 +00:00
Mythos_Ruler 83cfcd181d Unit actor tweaks.
This was SVN commit r10304.
2011-09-22 01:21:39 +00:00
janwas 9812ee2780 avoid error dialog when gamma upload fails twice (for reasons still unknown *sign*)
http://www.wildfiregames.com/forum/index.php?showtopic=14058&pid=226211&st=50&#entry226211

This was SVN commit r10303.
2011-09-21 20:38:09 +00:00
fcxSanya c77fb0e841 In TrainingQueue changed place of PostMessage in case when all entities of current batch was spawned. Fixes #963.
This was SVN commit r10302.
2011-09-21 19:27:36 +00:00
Jubal 2ddd237509 This updates JuBot to use the Carthaginian faction and makes a couple of minor changes to give a fractional speed boost.
This was SVN commit r10301.
2011-09-21 18:53:36 +00:00
historic_bruno 6ff59cbeeb Enables Atlas build on OS X.
This was SVN commit r10300.
2011-09-20 22:52:21 +00:00
historic_bruno 08b4d96cf2 Moves Atlas UI to main thread while engine loop runs in new thread.
Fixes Atlas compatibility with OS X (wxOSX/Cocoa requires the UI to run
in the main thread). Fixes #500.
Fixes Windows shutdown to close COM library properly (and WMI).

This was SVN commit r10299.
2011-09-20 22:49:02 +00:00
Mythos_Ruler e66a0c6dac This was SVN commit r10298. 2011-09-20 03:15:04 +00:00
Mythos_Ruler 8d7504aa2e This was SVN commit r10297. 2011-09-18 06:24:45 +00:00
Mythos_Ruler 8c6926cfb9 Fixed persian trader to use Carth trader actor for now.
This was SVN commit r10296.
2011-09-18 04:56:29 +00:00
Mythos_Ruler 3c43a59f43 This was SVN commit r10295. 2011-09-18 04:55:26 +00:00
Mythos_Ruler 92ba917c5a #Moving new Alpha 8 faction from Internal to Public.
Updated some hero tooltips.

This was SVN commit r10294.
2011-09-18 04:30:03 +00:00
Mythos_Ruler d497c28d5e Renaming some things before I move them.
This was SVN commit r10293.
2011-09-18 04:13:32 +00:00
WhiteTreePaladin 6287158c17 Widen history section tooltips
This was SVN commit r10292.
2011-09-17 15:49:57 +00:00
Mythos_Ruler bb6d8b6094 This was SVN commit r10291. 2011-09-17 04:57:37 +00:00
historic_bruno b885498477 Fixes text alignment and inconsistencies in game setup UI.
This was SVN commit r10290.
2011-09-16 23:42:37 +00:00
Pureon b6882ca146 Fix default network map js
This was SVN commit r10289.
2011-09-16 21:40:42 +00:00
1941 changed files with 54258 additions and 38712 deletions
+25 -6
View File
@@ -16,6 +16,9 @@
; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)
windowed = false
; Pause the game on window focus loss (Only applicable to single player mode)
pauseonfocusloss = true
; Force a particular resolution. (If these are 0, the default is
; to keep the current desktop resolution in fullscreen mode or to
; use 1024x768 in windowed mode.)
@@ -73,22 +76,25 @@ sound.mastergain = 0.5
; Camera control settings
view.scroll.speed = 120.0
view.rotate.x.speed = 1.2
view.rotate.x.min = 20
view.rotate.x.max = 60
view.rotate.x.default = 30
view.rotate.x.min = 28.0
view.rotate.x.max = 60.0
view.rotate.x.default = 35.0
view.rotate.y.speed = 2.0
view.rotate.y.speed.wheel = 0.45
view.rotate.y.default = 0.0
view.drag.speed = 0.5
view.zoom.speed = 256.0
view.zoom.speed.wheel = 32.0
view.zoom.min = 96.0
view.zoom.max = 512.0
view.zoom.default = 192.0
view.zoom.min = 50.0
view.zoom.max = 200.0
view.zoom.default = 100.0
view.pos.smoothness = 0.1
view.zoom.smoothness = 0.4
view.rotate.x.smoothness = 0.5
view.rotate.y.smoothness = 0.3
view.near = 2.0 ; Near plane distance
view.far = 4096.0 ; Far plane distance
view.fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide
; HOTKEY MAPPINGS:
@@ -176,6 +182,7 @@ hotkey.session.kill = Delete ; Destroy selected units
hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building
hotkey.session.queue = Shift ; Modifier to queue unit orders instead of replacing
hotkey.session.batchtrain = Shift ; Modifier to train units in batches
hotkey.session.massbarter = Shift ; Modifier to barter bunch of resources
hotkey.session.deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting
hotkey.session.rotate.cw = RightBracket ; Rotate building placement preview clockwise
hotkey.session.rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise
@@ -187,6 +194,7 @@ hotkey.fps.toggle = "Shift+F" ; Toggle frame counter
hotkey.session.devcommands.toggle = "Shift+D" ; Toggle developer commands panel
hotkey.session.gui.toggle = "G" ; Toggle visibility of session GUI
hotkey.menu.toggle = "F10" ; Toggle in-game menu
hotkey.timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
; > HOTKEYS ONLY
hotkey.chat = Return ; Toggle chat window
@@ -200,6 +208,17 @@ hotkey.text.move.right = "Ctrl+RightArrow" ; Move cursor to start of word to
; > PROFILER
hotkey.profile.toggle = "F11" ; Enable/disable real-time profiler
hotkey.profile.save = "Shift+F11" ; Save current profiler data to logs/profile.txt
hotkey.profile2.enable = "F11" ; Enable HTTP/GPU modes for new profiler
profiler2.http.autoenable = false ; Enable HTTP server output at startup (default off for security/performance)
profiler2.gpu.autoenable = false ; Enable GPU timing at startup (default off for performance/compatibility)
profiler2.gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available
profiler2.gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available
profiler2.gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
; > QUICKSAVE
hotkey.quicksave = "Shift+F5"
hotkey.quickload = "Shift+F8"
; EXPERIMENTAL: joystick/gamepad settings
joystick.enable = false
@@ -1,23 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="props_a">
<mesh>props/pers_cc_props_a.dae</mesh>
</variant>
<variant frequency="1" name="props_b">
<mesh>props/pers_cc_props_b.dae</mesh>
</variant>
</group>
<group>
<variant frequency="1" name="texture">
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="props_1">
<mesh>props/pers_dock_1.dae</mesh>
</variant>
<variant frequency="1" name="props_2">
<mesh>props/pers_dock_2.dae</mesh>
</variant>
</group>
<group>
<variant>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
</actor>
@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="house_a_props_1">
<mesh>props/pers_house_a_1.dae</mesh>
</variant>
<variant frequency="1" name="house_a_props_2">
<mesh>props/pers_house_a_2.dae</mesh>
</variant>
</group>
<group>
<variant>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
</actor>
@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="house_b_props_1">
<mesh>props/pers_house_b_1.dae</mesh>
</variant>
<variant frequency="1" name="house_b_props_2">
<mesh>props/pers_house_b_2.dae</mesh>
</variant>
</group>
<group>
<variant>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
</actor>
@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="house_c_props_1">
<mesh>props/pers_house_c_1.dae</mesh>
</variant>
<variant frequency="1" name="house_c_props_2">
<mesh>props/pers_house_c_2.dae</mesh>
</variant>
</group>
<group>
<variant>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="base">
<mesh>structural/pers_sb_kahk_bulls.dae</mesh>
<texture>props/pers_bull_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Carthage_Barracks">
<mesh>structural/kart_barracks.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/barracks.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/barracks_weap.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_4x4.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_civiccentre.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/civil_centre.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/civil_centre_1.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="Carthaginian Corral">
<mesh>structural/kart_corral.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/corral.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/corral_mud.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant frequency="100" name="Karthaginians_Dock">
<mesh>structural/kart_dock.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/dock.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_farmstead.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/farmstead.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/farmstead_horse.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/farmstead_cart.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="kart_fortress">
<mesh>structural/kart_fortress.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/fortress_doors.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/fortress_windows.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/fortress_shields.xml" attachpoint="root"/>
<prop actor="props/structures/carthaginians/fortress_weapons.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,33 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="10" name="House A">
<mesh>structural/kart_house_a.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/house_a.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="10" name="House B">
<mesh>structural/kart_house_b.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/house_b.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
</variant>
<variant frequency="10" name="House C">
<mesh>structural/kart_house_c.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/house_c.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_market.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/market.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_mill.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/mill.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Scout_Tower">
<mesh>structural/kart_scout_tower.pmd</mesh>
<props>
<prop actor="props/structures/carthaginians/scout_tower.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_hc.pmd</mesh>
<props>
<prop actor="props/structures/carthaginians/temple.xml" attachpoint="props_main"/>
</props>
<texture>structural/kart_struct_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="temple">
<mesh>structural/kart_temple_big.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/temple_big.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_3x6.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/kart_tri.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/trireme_oars.xml" attachpoint="root"/>
<!--<prop actor="props/structures/persians/trireme_mast.xml" attachpoint="root"/>-->
</props>
<texture>structural/plac_kart.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<mesh>structural/kart_wall_gate.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/wall_gate_doors.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Wall_Tower_End_Left">
<mesh>structural/kart_wall_tower_r.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/wall_tower.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Wall_Tower_End_Right">
<mesh>structural/kart_wall_tower_l.dae</mesh>
<props>
<prop actor="props/structures/carthaginians/wall_tower.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Wall_Tower_Both">
<mesh>structural/kart_wall_tower_a.pmd</mesh>
<props>
<prop actor="props/structures/carthaginians/wall_tower.xml" attachpoint="root"/>
</props>
<texture>structural/kart_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/pers_barracks.dae</mesh>
<props>
<prop actor="props/structures/persians/barracks.xml" attachpoint="root"/>
</props>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/pers_civic.dae</mesh>
<props>
<prop actor="props/structures/persians/civil_centre_b.xml" attachpoint="root"/>
</props>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/pers_market.dae</mesh>
<props>
<prop actor="props/structures/persians/market.xml" attachpoint="root"/>
</props>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/pers_wall_tower.dae</mesh>
<props>
<prop actor="props/structures/persians/wall_tower.xml" attachpoint="root"/>
<prop actor=""/>
</props>
<texture>structural/pers_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +1,27 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Civic Center">
<mesh>structural/rome_civic_center.dae</mesh>
<texture>structural/rome_struct.dds</texture>
<animations>
<animation event="0.5" load="0" name="melee" speed="100"/>
</animations>
<mesh>structural/roman_cc.dae</mesh>
<props>
<prop actor="props/structures/romans/rome_cc_trans.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<texture>structural/rome_struct.png</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_rome.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_archer_a_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_archer_b_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_archer_e_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_javelinist_a_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,37 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="50"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation event=".5" file="biped/rider_javelin_atk_a.psa" load="0" name="Melee" speed="75"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_tiara.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/pers_cjv_a_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -1,29 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_javelinist_b_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
</group>
</actor>
@@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="50"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation event=".5" file="biped/rider_javelin_atk_a.psa" load="0" name="Melee" speed="50"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/pers_cjv_b_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_javelinist_e_r.xml" attachpoint="rider"/>
</props>
<texture>skeletal/horse_black_a.dds</texture>
</variant>
</group>
</actor>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="50"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation event=".5" file="biped/rider_javelin_atk_a.psa" load="0" name="Melee" speed="75"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_hoplite_b.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/shields/pers_pelta_e.xml" attachpoint="shield"/>
<prop actor="props/units/cape_m_short.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/pers_cjv_e_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,33 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_pants.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_hoplite_b.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Rider-Texture-1">
<texture>skeletal/pers_csp_a_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_attack_a.psa" name="Idle" speed="20"/>
<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="25"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="20"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/persians/cavalry_spearman_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant name="horse-texture-1">
<texture>skeletal/horse_pers_csp_a_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="horse-color-black">
<colour>46 46 46</colour>
</variant>
<variant frequency="1" name="horse-color-biege">
<colour>247 213 111</colour>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>253 253 253</colour>
</variant>
<variant frequency="1" name="horse-color-brown">
<colour>211 123 44</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
@@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_pants_armor.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_hoplite_b.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_olivegreen.xml" attachpoint="shoulders"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Elite-Rider-Texture-01">
<texture>skeletal/pers_csp_e_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,38 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_pants.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_tiara.xml" attachpoint="head"/>
<prop actor="props/units/weapons/axe_single.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Rider-Texture-1">
<texture>skeletal/pers_csw_a.dds</texture>
</variant>
<variant frequency="1" name="Rider-Texture-2">
<texture>skeletal/pers_csw_a_1.dds</texture>
</variant>
<variant frequency="1" name="Rider-Texture-3">
<texture>skeletal/pers_csw_a_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,35 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_tiara.xml" attachpoint="head"/>
<prop actor="props/units/weapons/axe_single.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Rider-Texture-1">
<texture>skeletal/pers_csw_b_1.dds</texture>
</variant>
<variant frequency="2" name="Rider-Texture-2">
<texture>skeletal/pers_csw_b_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,39 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="8"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_hoplite_b.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/axe_single.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Rider-Texture-1">
<texture>skeletal/pers_csw_e_1.dds</texture>
</variant>
<variant frequency="1" name="Rider-Texture-2">
<texture>skeletal/pers_csw_e_2.dds</texture>
</variant>
<variant frequency="1" name="Rider-Texture-3">
<texture>skeletal/pers_csw_e_3.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,84 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="female/f_idle_01.dae" name="Idle" speed="200"/>
<animation file="female/f_walk_01.dae" name="Walk" speed="10"/>
<animation file="female/f_lumber_01.dae" name="gather_wood" speed="100"/>
<animation file="female/f_farm_01.dae" name="gather_grain" speed="150"/>
<animation file="female/f_gather_01.dae" name="gather_fruit" speed="100"/>
<animation file="female/f_mine_01.dae" name="gather_stone" speed="150"/>
<animation file="female/f_mine_01.dae" name="gather_metal" speed="150"/>
<animation file="female/f_build_01.dae" name="Build" speed="150"/>
<animation file="female/f_death_01.dae" name="Death" speed="100"/>
</animations>
<props>
<prop actor="props/units/heads/head_pers_fem_1.xml" attachpoint="head"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Dress-01">
<mesh>skeletal/f_dress.dae</mesh>
<texture>skeletal/pers_fem_1.dds</texture>
</variant>
<variant frequency="1" name="Dress-02">
<mesh>skeletal/f_dress.dae</mesh>
<texture>skeletal/pers_fem_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle">
<props>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,91 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="89"/>
<animation event="0.85" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_pants_tunic.dae</mesh>
<props>
<prop actor="props/units/heads/floppy_pers_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="l_hip"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
<prop actor="props/units/shields/pers_pelta_e_reverse.xml" attachpoint="back"/>
</props>
<texture>skeletal/pers_iar_a_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,90 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="99"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="88"/>
<animation event="0.85" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/floppy_pers_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="l_hip"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<texture>skeletal/pers_iar_b_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,95 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="98"/>
<animation event="0.85" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/heads/thracian_cap_01.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="l_hip"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
<prop actor="props/units/shields/pers_pelta_a_b_reverse.xml" attachpoint="back"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="scale mail">
<texture>skeletal/pers_iar_e_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="91"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="81"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="250"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="250"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="300"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/floppy_pers_e.xml" attachpoint="helmet"/>
<prop actor="props/units/shields/pers_pelta_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
</props>
</variant>
</group>
<group>
<variant>
<texture>skeletal/pers_ijv_b_1.dds</texture>
</variant>
<variant>
<texture>skeletal/pers_ijv_b_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/hele_pelta_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,91 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="89"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="250"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="250"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="300"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/shields/pers_pelta_basic.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/pers_ijv_a_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/hele_pelta_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,92 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="102"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="93"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="250"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="250"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="300"/>
</animations>
<mesh>skeletal/m_pants_tunic.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_hoplite_b.xml" attachpoint="helmet"/>
<prop actor="props/units/shields/pers_pelta_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/pers_ijv_e_3.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/hele_pelta_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,121 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="97"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="94"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="18"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Melee" speed="100"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Melee" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/shields/pers_tower.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Clothing-red-stripes">
<props>
<prop actor="props/units/heads/head_pers_tiara_y.xml" attachpoint="head"/>
</props>
<texture>skeletal/pers_isp_a_1.dds</texture>
</variant>
<variant frequency="1" name="Clothing-blue-stripes">
<props>
<prop actor="props/units/heads/head_pers_tiara_y.xml" attachpoint="head"/>
</props>
<texture>skeletal/pers_isp_a_2.dds</texture>
</variant>
<variant frequency="1" name="Clothing-gold-stripes">
<props>
<prop actor="props/units/heads/head_pers_tiara_y.xml" attachpoint="head"/>
</props>
<texture>skeletal/pers_isp_a_3.dds</texture>
</variant>
<variant frequency="1" name="Clothing-emerald">
<props>
<prop actor="props/units/heads/head_pers_tiara.xml" attachpoint="head"/>
</props>
<texture>skeletal/pers_isp_e_1.dds</texture>
</variant>
<variant frequency="1" name="Clothing-gold">
<props>
<prop actor="props/units/heads/head_pers_tiara.xml" attachpoint="head"/>
</props>
<texture>skeletal/pers_isp_e_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/shields/pers_tower.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,98 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="93"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="18"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Melee" speed="100"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Melee" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/shields/pers_tower.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Clothing-ruddish-stripes">
<texture>skeletal/pers_isp_b_1.dds</texture>
</variant>
<variant frequency="1" name="Clothing-brown-stripes">
<texture>skeletal/pers_isp_b_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/shields/pers_tower.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="95"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="18"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Melee" speed="100"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Melee" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_pants_celt.dae</mesh>
<props>
<prop actor="props/units/heads/head_pers_a.xml" attachpoint="head"/>
<prop actor="props/units/shields/pers_tower_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
<prop actor="props/units/heads/thracian_cap_01.xml" attachpoint="helmet"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="scale mail">
<texture>skeletal/pers_iar_e_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/shields/pers_tower.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_ball.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop actor="" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/temp/pers_sign_trader.xml" attachpoint="head_extra"/>
<prop actor="props/units/heads/placeholder_head_pers.xml" attachpoint="head"/>
<prop actor="props/special/eyecandy/crate_a.xml" attachpoint="back"/>
</props>
<texture>skeletal/plac_pers_b.dds</texture>
</variant>
</group>
</actor>

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