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Author SHA1 Message Date
sanderd17 40d407e8c6 use ptol fortress in random maps with the wall builder
This was SVN commit r14385.
2013-12-18 18:32:25 +00:00
leper 42bc5165ab Add compile time flag to disable use of miniupnpc.
This was SVN commit r14384.
2013-12-18 16:08:56 +00:00
sanderd17 7f5c2c4b83 enlarge the units demo map, so all units can be checked out again
This was SVN commit r14383.
2013-12-18 15:46:09 +00:00
Mythos_Ruler eb7215ecaf This was SVN commit r14381. 2013-12-18 14:14:37 +00:00
Mythos_Ruler 3d9fe04ab5 Added Egyptian names for Ptolemaic buildings.
Deleted a bunch of maps. Added Lorraine Plain skirmish map.

This was SVN commit r14380.
2013-12-18 13:54:30 +00:00
sanderd17 1b17ac50cc remove the aura visualisation from the actors, as it causes selection problems
This was SVN commit r14379.
2013-12-18 10:43:32 +00:00
sanderd17 63f2f85b01 make sure the non-garrisoned variant of the persian models is always picked while constructing
This was SVN commit r14378.
2013-12-18 10:28:32 +00:00
LordGood 6bc5e3f3a5 Ptolemies corral draft commit
This was SVN commit r14377.
2013-12-18 05:29:54 +00:00
alpha123 0b80cbe3ec Hide the password field by default on the lobby login box if there is a remembered password. Since we only store hashed passwords, this avoids potential confusing from seeing a password much longer than the user’s in the field.
This was SVN commit r14376.
2013-12-18 00:56:59 +00:00
alpha123 3c248e7501 Change the "Away" color in the lobby to be much easier to read on the dark background.
This was SVN commit r14375.
2013-12-17 23:58:53 +00:00
alpha123 c8fb750e43 Balance fix for CCs. Decrease build time from 600 to 500 and increase foundation armor from 3h/10p/3c to 5h/15p/3c.
This was SVN commit r14374.
2013-12-17 21:20:31 +00:00
leper c6d454ff2d Make ConfigDB threadsafe.
This was SVN commit r14373.
2013-12-17 19:58:39 +00:00
leper e83f24e3a6 Move UPnP port forwarding to a thread.
Fix some typos.
Do not return the result, as we would need to allocate it, but we never
use it.

This was SVN commit r14372.
2013-12-17 17:03:49 +00:00
JoshuaJB 4df4c0dec0 Try to actually do the threading my previous commit said it did.
This was SVN commit r14371.
2013-12-17 14:57:26 +00:00
JoshuaJB 0ba25e9968 Cache UPnP root URL to try to avoid searching each time. Also make searching asyncronous with the GUI to avoid hanging.
This was SVN commit r14370.
2013-12-17 14:21:49 +00:00
LordGood 60bbb50625 Ptolemaic dock draft commit
This was SVN commit r14369.
2013-12-17 03:17:35 +00:00
LordGood fa03aadaa5 Updated fixed unit icons
This was SVN commit r14368.
2013-12-16 04:09:35 +00:00
LordGood 8c5f583845 Ptolemaic blacksmith draft commit
This was SVN commit r14367.
2013-12-16 02:05:43 +00:00
leper 678d338670 Change bot name.
This was SVN commit r14366.
2013-12-15 21:02:58 +00:00
historic_bruno 2cdef4023c Fixes OS X libs build script
This was SVN commit r14365.
2013-12-15 20:56:58 +00:00
leper d2e671392b Fix bug in ipstamp module.
Sync with server. Refs #2307.

This was SVN commit r14363.
2013-12-15 18:33:01 +00:00
mimo 79252043ae fix the fish gatherer from b91ec9b449
This was SVN commit r14362.
2013-12-15 17:32:20 +00:00
Mythos_Ruler b91ec9b449 Added new Ptolemies track to the Ptolemies civ json.
Removed fishing from land units. However, they still try to go fish
after building a dock. Looks like it needs a deeper fix.

Portrait for Ptol camel archer.

This was SVN commit r14361.
2013-12-15 15:33:35 +00:00
OmriLahav 542861ba36 This was SVN commit r14359. 2013-12-15 14:14:22 +00:00
sanderd17 bcba922893 fix switching between column and other formations
This was SVN commit r14358.
2013-12-15 09:51:13 +00:00
historic_bruno e7d57136ef Updates license files for gloox, MiniUPnPc, and pkcs5_pbkdf2. Refs #2308
This was SVN commit r14357.
2013-12-15 02:49:11 +00:00
historic_bruno 2c3c8737e0 OS X libs build script improvements:
* fixes failed build when using --force-rebuild
* cleans up old build output before starting new builds
* improves separation of libogg and vorbis
* updates wxWidgets to 3.0.0

This was SVN commit r14356.
2013-12-15 02:14:45 +00:00
historic_bruno 99f44ff7a0 Reorganizes extern libs in alphabetical order
This was SVN commit r14355.
2013-12-15 01:34:16 +00:00
historic_bruno 99f90dd6de Adds MiniUPnPc to build-osx-libs.sh
This was SVN commit r14354.
2013-12-15 01:26:55 +00:00
LordGood c2c2177be4 forgot the death particles
This was SVN commit r14353.
2013-12-15 01:10:39 +00:00
historic_bruno 62a10ab938 Fixes Windows build.
Fixes UPnP error handling to be more correct and conventional, refs
#2305

This was SVN commit r14352.
2013-12-15 01:02:26 +00:00
LordGood b1a73d3c0e Ptolemaic market draft commit
This was SVN commit r14351.
2013-12-14 22:14:24 +00:00
JoshuaJB f890856c6d Seperate differently licenced portions of sha.cpp/h into pkcs5_pdkdf2.cpp/h and remove some extra std includes in sha.cpp. Refs #2308
This was SVN commit r14350.
2013-12-14 16:58:21 +00:00
JoshuaJB bf97148ddc Add proper licence header and remove tyedefs in sha.cpp/h. Refs #2308
This was SVN commit r14349.
2013-12-14 16:22:48 +00:00
JoshuaJB 5876ec38d1 Make sure we properly free some UPnP-related variables.
This was SVN commit r14348.
2013-12-14 03:21:21 +00:00
JoshuaJB 551eb3919d Change UPnP lease duration to 0 (permanent) and update comments.
This was SVN commit r14347.
2013-12-14 03:03:22 +00:00
Mythos_Ruler 63622a85d7 Fixed missing elephants in some maps, thanks mimo for catching it.
This was SVN commit r14345.
2013-12-13 19:10:04 +00:00
Mythos_Ruler 44587963e6 Reduced armor for palisade fort.
Tweaked ptolemies sandbox, Alpine Valleys (removed player command of
some deer), and added a Greek Acropolis "Night" map for fun.

This was SVN commit r14344.
2013-12-13 16:26:26 +00:00
Mythos_Ruler 685d37ddfa New Roman emblem.
This was SVN commit r14342.
2013-12-13 14:18:46 +00:00
leper fd47e6caee Name.
This was SVN commit r14341.
2013-12-13 13:30:59 +00:00
leper 619c59fd3f Read the default MUC room from the config file and set it to arena15. Fixes #2306.
Change the jid of xpartamupp to WFGbot to make it work on the new
server. Refs #2307.

This was SVN commit r14339.
2013-12-13 12:14:17 +00:00
Mythos_Ruler 5b9dfaef8f Tweaked Gallic Fields.
Made the palisade spikes not lose health when outside territory.

Changed ptol military settlement actor from Athenian barracks to
Macedonian barracks.

Lowered the height of the farm field status bar slightly.

This was SVN commit r14338.
2013-12-13 11:34:19 +00:00
JoshuaJB 8dab478691 Bundle miniUPnPc with 0AD.
This was SVN commit r14333.
2013-12-13 02:59:35 +00:00
JoshuaJB 667537ee49 UPnP-based automatic port-forwarding using miniupnpc. Breaks windows build at the moment. Refs #2305
This was SVN commit r14332.
2013-12-13 02:23:02 +00:00
Enrique b508fe848a Fixed celtic embassy textures in its actor
This was SVN commit r14331.
2013-12-12 10:09:14 +00:00
wraitii 1efd47c1ad Fix errors when loading a saved game with Aegis by making sure the AI re-inits properly. Still no real saved game support.
This was SVN commit r14329.
2013-12-11 17:10:14 +00:00
Enrique 1c890d64ee Fixed persian gate messed up in previous commit
This was SVN commit r14328.
2013-12-11 15:59:11 +00:00
sanderd17 c6cf074e7a Fix unitAI warning when member left the formation
This was SVN commit r14327.
2013-12-11 15:17:43 +00:00
Enrique 2a824acae6 Made ptolemaic walls thinner. Added door to the gate (no animations yet) fixed some stretched UVs
This was SVN commit r14326.
2013-12-11 01:53:10 +00:00
historic_bruno 8db3ada87f Improves debugging output to help troubleshoot some WSDL bugs, refs #2146, #1733
This was SVN commit r14325.
2013-12-10 18:54:18 +00:00
Mythos_Ruler c661bb01c3 Temp fix for Nubian archer.
This was SVN commit r14324.
2013-12-10 01:27:09 +00:00
alpha123 f3e53bfb7c Reduce splash radius of catapults from the rather ridiculous 20m to 10m.
This was SVN commit r14322.
2013-12-09 19:22:45 +00:00
mimo 683349333b tune the guard behaviour
This was SVN commit r14321.
2013-12-09 18:15:24 +00:00
wraitii a44e88fa42 Check for "Destroy" messages beforehand in the base manager to avoid a rare error.
This was SVN commit r14320.
2013-12-09 16:35:06 +00:00
Enrique ed93cebd28 garrison flag fixing in ptolemaic civic centre, edfu wonder and macedonian temple.
Centered athenian temple, selection and obstruction adjusted.

This was SVN commit r14319.
2013-12-09 14:46:35 +00:00
wraitii c3ef9b3685 Forgot I had renamed a file…
This was SVN commit r14318.
2013-12-09 14:23:56 +00:00
wraitii f9bee5d3ec Slight de-obfuscation of the AI code.
This was SVN commit r14317.
2013-12-09 14:20:11 +00:00
Enrique 9339e658a5 Two new head models for ptolemaic support females. Fixes #2235
This was SVN commit r14316.
2013-12-09 12:38:46 +00:00
Enrique 8351e794fa Added different textures for each ptolemaic camel rank
This was SVN commit r14315.
2013-12-09 02:01:21 +00:00
Enrique a04dfcf836 Camel rider tweaking
This was SVN commit r14314.
2013-12-09 00:33:33 +00:00
Enrique 3c70f25ca4 Final edfu temple normal and spec.
Ptolemaic camel rider fix

This was SVN commit r14313.
2013-12-09 00:21:45 +00:00
sanderd17 208200db28 fix querying unitAI of non-existing members
This was SVN commit r14312.
2013-12-08 19:57:34 +00:00
Yves 966f7c7145 Removes some duplicated code.
This was SVN commit r14311.
2013-12-08 19:23:09 +00:00
wraitii 36334a6fa7 Fix the AI incorrectly trying to place Civil Centres too close to each other.
This was SVN commit r14310.
2013-12-08 16:24:09 +00:00
mimo ad157ad325 fix test broken by #14306
This was SVN commit r14309.
2013-12-08 13:01:59 +00:00
Mythos_Ruler 71d378b7a5 A bunch of stuff.
This was SVN commit r14308.
2013-12-08 13:01:14 +00:00
Enrique 332e23ee9c Edfu temple commit. Needs normal and spec map tweaking (coming soon). Fixes #2220
This was SVN commit r14307.
2013-12-08 11:21:19 +00:00
mimo e173493621 separate gui entityState in two parts to improve gui timing, adresses #2179
This was SVN commit r14306.
2013-12-08 10:02:19 +00:00
wraitii 1f7019f8e6 Might fix an issue on Acropolis where Aegis tried to build a CC too close to his main one.
This was SVN commit r14305.
2013-12-08 09:07:33 +00:00
historic_bruno 3182d6c8ee Reverts 4c9cd2921d fundraiser splash screen now that the fundraiser has ended
This was SVN commit r14304.
2013-12-08 01:35:06 +00:00
Yves f0fe2acdcb Disables JIT compiling of a loop to work around OOS errors in multiplayer games with AI players.
Fixes #2000

This was SVN commit r14303.
2013-12-07 11:49:11 +00:00
sanderd17 ca3f697f9d add iberian monument aura
This was SVN commit r14301.
2013-12-06 18:14:22 +00:00
sanderd17 783907264f cache the offset positions for formations, and only recalculate if the rotation towards a new target is big enough
This was SVN commit r14300.
2013-12-06 10:21:07 +00:00
historic_bruno b1c081e36d Set svn:eol-style=native, fix some inconsistent line endings
This was SVN commit r14299.
2013-12-06 00:42:50 +00:00
sanderd17 8d56504778 fix switching between line and column formation
This was SVN commit r14298.
2013-12-05 20:26:51 +00:00
sanderd17 d3f7da1e27 Let formation attack from the moment the first unit is in range
This was SVN commit r14297.
2013-12-05 19:26:55 +00:00
mimo 9678cf547a cache quantities depending only on the selection, adresses #2179
This was SVN commit r14296.
2013-12-05 18:50:29 +00:00
wraitii 2f3ce82dc3 Fix Aegis no longer building dropsites after the skirmish fix.
This was SVN commit r14295.
2013-12-05 17:34:24 +00:00
Mythos_Ruler 56c805ae93 Texture stuff.
This was SVN commit r14294.
2013-12-05 13:23:22 +00:00
sanderd17 7b82fba8d0 remove distance sorting for formation place assignment, as it made the center of the formation run + remove debug warning in AI code
This was SVN commit r14292.
2013-12-05 12:31:04 +00:00
sanderd17 03d9db0bb7 fix comment
This was SVN commit r14291.
2013-12-05 10:44:39 +00:00
sanderd17 7a1dbca390 make the movement of formations and ships more natural
This was SVN commit r14290.
2013-12-05 10:38:39 +00:00
sanderd17 cf88da5829 improve formations a bit more
* Take obstruction size into account, so bigger units have more space in
formations
* Minimize the maximum walk distance to get in formation by letting the
units far away from the centre pick their positions first

This was SVN commit r14289.
2013-12-05 10:23:49 +00:00
sanderd17 4062e2011f fix tests
This was SVN commit r14288.
2013-12-05 08:53:40 +00:00
wraitii 0ef6397545 Optimize the "Move()" function by removing unnecessary message broadcast. Fixes #2094
This was SVN commit r14287.
2013-12-04 17:38:46 +00:00
wraitii 5f8b6be833 Some additions to the particle system:
This was SVN commit r14286.
2013-12-04 17:21:59 +00:00
wraitii 189ef85538 Fix AI errors on skirmish maps.
This was SVN commit r14285.
2013-12-04 16:52:44 +00:00
sanderd17 60c986c135 * Add method to rangemanager to query around a position instead of an entity
* Use that method in the splash damage calculation
Fixes #2285

This was SVN commit r14283.
2013-12-04 15:30:01 +00:00
sanderd17 367614343b add two files that were deleted by accident in 3afd8e9d9e
This was SVN commit r14282.
2013-12-04 13:15:43 +00:00
sanderd17 3afd8e9d9e better formation place assignments (units run around less)
This was SVN commit r14281.
2013-12-04 13:14:31 +00:00
Mythos_Ruler 3c6045308a Fixing some cursor issues.
This was SVN commit r14280.
2013-12-04 01:56:40 +00:00
Enrique a549d5a08b Fixed aura rays actor
This was SVN commit r14279.
2013-12-04 00:38:09 +00:00
Enrique cd32fafd63 Fixed shader in aura material
This was SVN commit r14278.
2013-12-04 00:35:05 +00:00
Enrique e268c059e5 Healing aura effect placeholder, applied only in athenian temple
This was SVN commit r14277.
2013-12-04 00:25:03 +00:00
Mythos_Ruler bddcd57dea - Fixed a prop typo in the Athenian temple.xml
- Added the first Egyptian music track to the Ptolemies.

- Adjusted the Sacred Band tip text. New pic coming soon.

- Still trying to figure out what to do with "Wasteland" map.

This was SVN commit r14276.
2013-12-04 00:18:52 +00:00
leper a96a333b47 Small cleanup.
This was SVN commit r14274.
2013-12-03 01:01:12 +00:00
quantumstate 68880ca5d5 Make atlas player assignment apply to all of the currently selected units
This was SVN commit r14273.
2013-12-02 22:46:33 +00:00
OmriLahav f09d56fb28 This was SVN commit r14271. 2013-12-02 20:46:25 +00:00
sanderd17 7c3c78f6c9 make sure target has health before taking damage
This was SVN commit r14270.
2013-12-01 20:55:54 +00:00
Mythos_Ruler 3fea8d7c1e Some tips tweaks and new tips.
This was SVN commit r14269.
2013-12-01 18:22:28 +00:00
Mythos_Ruler 168f92e1e9 "Equine Transports" tech for the Persians.
Updated tip images.

This was SVN commit r14268.
2013-12-01 02:49:26 +00:00
Mythos_Ruler d2fccef696 New 4-player skirmish map for Scythetwirler: Watering Holes.
This was SVN commit r14267.
2013-11-30 22:49:54 +00:00
Mythos_Ruler cb7a4fe39c Minor things.
This was SVN commit r14266.
2013-11-30 21:53:56 +00:00
mimo c134108154 remove duplicated code
This was SVN commit r14264.
2013-11-30 18:23:32 +00:00
mimo e88d05e0e4 allow units to guard/escort buildings or units, fixes #2034
This was SVN commit r14263.
2013-11-30 17:30:08 +00:00
sanderd17 1d914c4613 testing visualisation of auras (the elephants need to be replaced with some iconic meshes)
This was SVN commit r14262.
2013-11-30 12:36:48 +00:00
Mythos_Ruler 495716b3ed Reduced the size of a bunch of massive specular maps.
Tweaked some maps.

A new map called "Wasteland". Don't know what to do with it yet.

Dust storm and other particles changes and tweaks.

Tweaks to some maps.

Spec and Norm maps for the Great Pyramid.

New Mace shield prop textures for buildings.

This was SVN commit r14261.
2013-11-30 07:57:29 +00:00
Mythos_Ruler d8362700f0 4 new Successor/Hellenistic shield designs by Enrique. Each has a bronze, silver, bronze player color, and silver player color variation.
Added final Seleucid unit, the Thracian Mercenary Swordsman.

Added spec and normal mapping to the Spartiate shields.

New Seleucid emblem.

This was SVN commit r14260.
2013-11-30 02:58:43 +00:00
Enrique 61c9df2847 Increased ptolemaic barracks size
This was SVN commit r14259.
2013-11-30 01:34:15 +00:00
Mythos_Ruler 44c134e03f Cavalry Archer templates for Seleucids.
This was SVN commit r14258.
2013-11-29 22:24:11 +00:00
Mythos_Ruler 15d87b9ad1 Garrison and Waypoint flags for Seleucids.
Cavalry Archer actors for Seleucids.

This was SVN commit r14257.
2013-11-29 22:23:32 +00:00
JoshuaJB 2e2b1b04ff Fix #2285 by using the original design with additional checks.
This was SVN commit r14256.
2013-11-29 20:34:56 +00:00
Mythos_Ruler 5ce3880d53 Some more Seleucid units.
Tweaked maps.

This was SVN commit r14255.
2013-11-29 19:04:07 +00:00
JoshuaJB 860875c835 Triage #2285. Not the most efficiant, but it works.
This was SVN commit r14254.
2013-11-29 17:46:24 +00:00
sanderd17 25b92ec652 implement spart auras + female boost for males
This was SVN commit r14253.
2013-11-29 13:06:58 +00:00
sanderd17 d18444344c implement pers auras
This was SVN commit r14252.
2013-11-29 12:56:44 +00:00
sanderd17 7bab5421c6 implement mace auras
This was SVN commit r14251.
2013-11-29 12:47:39 +00:00
sanderd17 bb5515a9ee implement hele auras + fix vircengetorix (part 2)
This was SVN commit r14250.
2013-11-29 12:36:18 +00:00
sanderd17 53f376cdc2 implement hele auras + fix vircengetorix
This was SVN commit r14249.
2013-11-29 12:35:58 +00:00
Enrique b0f00d4836 Improved Ptolemaic flag emblem with retouched LionKranzen's eagle
This was SVN commit r14248.
2013-11-29 12:16:15 +00:00
sanderd17 d672c6cf7d make loot tech aware + implement celt and gaul hero auras
This was SVN commit r14247.
2013-11-29 12:13:37 +00:00
sanderd17 ca9944b09c brit + cart hero auras + small code fixes
This was SVN commit r14246.
2013-11-29 10:57:44 +00:00
sanderd17 d403545620 implement all athen auras + add missing files from previous commit
This was SVN commit r14245.
2013-11-29 09:02:41 +00:00
sanderd17 1784e6b9b1 fix some aura typos + implement iphicrates aura
This was SVN commit r14244.
2013-11-29 08:37:15 +00:00
Mythos_Ruler 6c81f23cc8 This was SVN commit r14243. 2013-11-29 04:10:57 +00:00
Mythos_Ruler 7ea031964c A /bunch/ more Seleucid entities and actors. They still need tons of props, textures, and models. Also, not all unit templates are there yet.
Updated the Seleucid civ json.

Tweaked some tooltips to show their unit classes better.

Balancing: Slingers are now 1.5x vs. ranged infantry and 1.25x vs. melee
infantry.

This was SVN commit r14242.
2013-11-29 04:04:10 +00:00
Enrique f54fe9a7d2 Fixed persian and carthaginian camel trader prop position.
Scaled down several AO textures bigger than 1024
Ptolemaic barracks commited

This was SVN commit r14241.
2013-11-29 02:25:47 +00:00
mimo 351468dbe5 fix initialisation of developper overlay for saved games
This was SVN commit r14240.
2013-11-28 18:08:41 +00:00
Mythos_Ruler 65f5fffd9e Partial commit of Seleucid entities and actors.
Testing cost balance for cav skirms.

Reduce Town Phase cost to 800/800.

A bunch of other minor things.

This was SVN commit r14239.
2013-11-28 15:52:18 +00:00
sanderd17 a6ec62c85d fix ptol cav archer upgrade. Fixes #2282
This was SVN commit r14238.
2013-11-28 12:54:28 +00:00
Mythos_Ruler 64c9f84f10 Tweaked Alpine Valleys.
This was SVN commit r14237.
2013-11-28 01:30:18 +00:00
historic_bruno acf1c420c1 Moves management of GL viewports to CRenderer, letting it store the current viewport; calling code can retrieve and restore it later (instead of using deprecated glPush/PopAttrib, previously removed for GLES compatibility by 7dec618898)
This was SVN commit r14235.
2013-11-28 00:57:39 +00:00
mimo 8b0f1c3f1f cleaning
This was SVN commit r14234.
2013-11-27 16:30:14 +00:00
JoshuaJB 43c2219b22 Fix my fix.
This was SVN commit r14233.
2013-11-26 21:38:48 +00:00
JoshuaJB 10b9ace654 Add missing line.
This was SVN commit r14232.
2013-11-26 20:01:09 +00:00
JoshuaJB 4b7ab63172 Fix #1496 with a revised version of my patch. Also moves damage-related functions from Attack.js to a seperate file in the global namespace.
This was SVN commit r14231.
2013-11-26 18:33:42 +00:00
sanderd17 7345d27c84 Summon planes back from the emptyness
This was SVN commit r14230.
2013-11-26 15:12:16 +00:00
JoshuaJB 433b32bdcd Various XpartaMuPP cleanup.
This was SVN commit r14229.
2013-11-25 04:05:41 +00:00
leper c3ebb50711 Fix ratings and print rating changes in the lobby.
Fix game listings.
Fix non-hosts unregistering games.
Patch by scythetwirler.

This was SVN commit r14228.
2013-11-25 02:55:47 +00:00
LordGood d6a9489ccb Ptolemaic walls commit
This was SVN commit r14227.
2013-11-25 00:34:31 +00:00
Mythos_Ruler 2db4f3fe40 A few new portraits from Pureon.
This was SVN commit r14226.
2013-11-24 23:53:29 +00:00
Mythos_Ruler ff0eb70f4a Portrait tweaks for NAF Ele and Tiger.
Added tigers to these maps.

This was SVN commit r14225.
2013-11-24 23:19:41 +00:00
Enrique b08b478403 tweaked tiger animations ratio
This was SVN commit r14224.
2013-11-24 23:07:11 +00:00
Enrique dc8cea3fa4 New tiger mesh, texture and animations
This was SVN commit r14223.
2013-11-24 21:38:36 +00:00
Mythos_Ruler 9fc30533d4 This was SVN commit r14222. 2013-11-24 15:29:23 +00:00
Mythos_Ruler 7109c34297 Observer Hack attempt.
Tweaks to Alpine Valleys and Greek Acropolis.

This was SVN commit r14221.
2013-11-24 15:27:03 +00:00
mimo 6a58044cc6 add missing protection to previous fix, fixes #1052
This was SVN commit r14220.
2013-11-24 10:37:23 +00:00
Mythos_Ruler b7c3efac50 Ptol camel archer a little faster.
Brand new Alpine Valleys skirm map. My take on it anyway. 1v1.

This was SVN commit r14219.
2013-11-23 21:34:03 +00:00
mimo d930244f02 update RallyPoint targets when renamed, fixes #1052
This was SVN commit r14218.
2013-11-23 19:32:59 +00:00
Mythos_Ruler 26c2ded9c5 New specific name for "Hellenization" = Exellinismós
More accurate names for Spartiate and Spartan Woman.

Tweaked some maps.

This was SVN commit r14217.
2013-11-23 15:50:15 +00:00
mimo 3d75d4e69c do not show carrying resources animation in attack-move
This was SVN commit r14216.
2013-11-22 17:43:26 +00:00
leper 5da63764e0 Fix compilation with wxWidgets 3.0.
This was SVN commit r14215.
2013-11-20 19:29:10 +00:00
mimo 09d5507ecb clean some useless code
This was SVN commit r14214.
2013-11-19 21:27:23 +00:00
mimo e8d8673734 let non-fighting units flee when attacked even if the attacker is not visible
This was SVN commit r14213.
2013-11-19 21:20:25 +00:00
Enrique 95d5a25be1 Fixed carry_meat animations for mauryan elephant archers and ptolemaic camel rider
This was SVN commit r14212.
2013-11-18 03:43:36 +00:00
historic_bruno 5ce8de1f0a Removes unused var from JS debugger, from patch by Markus. Fixes #1852
This was SVN commit r14211.
2013-11-17 23:41:19 +00:00
historic_bruno d672d9625d Changes update-workspaces.bat to not generate a vc2013 workspace by default, since the game won't successfully build yet, refs #2271
This was SVN commit r14210.
2013-11-17 23:11:56 +00:00
Enrique c1609697d7 camel armature rider fix.
This was SVN commit r14209.
2013-11-17 22:48:03 +00:00
Mythos_Ruler e397993dae Deleting a bunch of scenarios.
Made peacock easier to hunt.

Fixed elite Ptolemaic slinger promotion.

Reduced the health of basic ranged citizen soldiers slightly.

Updated Deccan Plateau with moar forestry.

Fixed Athenian Marine specific name.

This was SVN commit r14207.
2013-11-17 20:16:57 +00:00
leper e881099d43 Use functions to change variables. Remove broken branding of cheating player.
This was SVN commit r14206.
2013-11-17 18:24:09 +00:00
leper 3a24eab0f0 Cache technology modifiers based on original value. Patch from sanderd17 based on work by Spahbod. Fixes #2045.
This was SVN commit r14205.
2013-11-17 18:24:04 +00:00
mimo 0d876adc13 add some var
This was SVN commit r14204.
2013-11-17 12:28:26 +00:00
Yves 294aa142d8 Fixes compiling with the flag "--without-lobby".
Refs #2267

This was SVN commit r14203.
2013-11-17 11:52:11 +00:00
Mythos_Ruler 7595ea4534 2 player Badlands skirmish.
This was SVN commit r14202.
2013-11-17 01:40:39 +00:00
Mythos_Ruler d5e7c1c44a Fixed Ptolemies and Macedonians death variations in these actors. They were previously throwing an error.
Champion spearmen -> 80 metal instead of 80 wood.

This was SVN commit r14201.
2013-11-16 23:30:34 +00:00
Yves 6fba293088 In #2241 I'm going to change the GUI to have one ScriptInterface for each GUI page because that will be required for the Spidermonkey upgrade (#1886).
The Multiplayer lobby needs some changes to avoid compartment
mismatches. Instead of initializing it with a ScriptInterface and
storing script values at different locations, it takes a ScriptInterface
argument in the functions that really need to read or write some script
values and avoids storing values as script values with an associated
compartment where possible.
The scripting interface of the lobby is also adjusted to use
JSInterface_Lobby.h/cpp files as other components instead of adding all
functions to ScriptFunctions.cpp. This makes it a bit more clearly
arranged IMO.

Fixes #2267
Refs #2241
Refs #1886

This was SVN commit r14199.
2013-11-16 18:38:40 +00:00
Mythos_Ruler 451e801f6a Minor things.
This was SVN commit r14198.
2013-11-16 18:36:35 +00:00
Mythos_Ruler 1f677c17b1 Fixed deccan plateau.
This was SVN commit r14197.
2013-11-16 17:37:13 +00:00
Mythos_Ruler 30c2abd529 Hannibal now rides an Asian elephant.
This was SVN commit r14196.
2013-11-16 17:26:30 +00:00
Mythos_Ruler 6794bc5258 Made tropic forest floor darker.
Tweaked Deccan Plateau skirmish map.

Tweaked Sahel skim map.

This was SVN commit r14195.
2013-11-16 17:24:28 +00:00
Spahbod bde9d19b7a Adding wbg to more maps.
This was SVN commit r14194.
2013-11-16 16:11:43 +00:00
Spahbod d7ef47959d Sahel random map.
This was SVN commit r14193.
2013-11-16 15:17:18 +00:00
Enrique 7ab15cb721 Building animation for mauryan support elephant
This was SVN commit r14192.
2013-11-16 15:05:55 +00:00
Enrique b8e9f74070 Added animations to gaia asian elephant male.
Maur support elephant is now asian, it has new texture.
Added normal texture for the skin of all asian elephants. (only armors
before)

This was SVN commit r14191.
2013-11-16 13:03:58 +00:00
LordGood 19bd71af5d fixed unecessary prop point
This was SVN commit r14190.
2013-11-15 23:52:28 +00:00
LordGood 51b1de2dee Carthaginian Fortress commit!
This was SVN commit r14189.
2013-11-15 23:44:02 +00:00
Yves 3ab983f8a1 Some "varfare" again plus a call to initMusic because that will be needed for the Spidermonkey upgrade.
This was SVN commit r14188.
2013-11-15 18:35:19 +00:00
Mythos_Ruler 54fcb3b4ca Updated (and completed) Sahel skirmish map.
This was SVN commit r14187.
2013-11-15 16:41:05 +00:00
Mythos_Ruler 1cd4e6ffdd Round footprint for lighthouse.
Some spec and normal maps for some shields.

Updated some skirmish maps.

This was SVN commit r14186.
2013-11-15 15:26:57 +00:00
Spahbod 9dbd8dbb26 Fixing the broken water on gulf of bothnia.
This was SVN commit r14185.
2013-11-15 14:42:18 +00:00
Enrique 5dc7d8dc9f missing lighthouse files
This was SVN commit r14184.
2013-11-15 13:52:57 +00:00
Spahbod ca0575e422 Increasing thIncreasing the generation speed of the maps: Phoenician Levant
This was SVN commit r14183.
2013-11-15 08:57:32 +00:00
Enrique 98638a2d2f Ptolemaic lighthouse and LordGood's new carthaginian defense tower.
Fixed ptolemaic fortress garrison flag

This was SVN commit r14182.
2013-11-15 02:52:04 +00:00
leper 47b26e56d3 Remove unused VideoRecorder from Atlas.
This was SVN commit r14181.
2013-11-14 23:05:07 +00:00
alpha123 d459e97d33 Remove unnecessary Territory element from the fortress and defense tower templates.
This was SVN commit r14180.
2013-11-14 21:58:49 +00:00
alpha123 9266d30e17 Build on cf4f7d18a7 based on discussion on IRC. Allow fortresses, towers, and wall towers to attack siege again, but debonus them 0.5x against it. Bonus catapults 1.25x vs fortresses, but reduce their attack vs buildings slightly in order to make them effective against all buildings but slightly better against fortresses' huge HP. They still have far less DPS than rams, even against fortresses, but are more flexible and are ranged. Enforce a minimum distance of 60 between fortresses, meaning that fewer can fire on siege weapons at once, and turtling is slightly less effective in general. Minor stat changes dealing with range of towers, fortresses, and catapults. Increase catapult splash radius and decrease splash damage, to make catapults more effective as semi-static defense against large numbers of infantry.
This was SVN commit r14179.
2013-11-14 21:49:02 +00:00
alpha123 a3a7f1cd22 Adjust siege ram.
- Decrease attack from 50c with 2x vs buildings (3x vs gates) to 80c
with 1.5x vs gates.
- Increase charge attack from 40c with 2x vs buildings (3x vs gates) to
100c with 1.5x vs gates.

This was SVN commit r14178.
2013-11-14 21:15:51 +00:00
Ykkrosh 8ecfbd0899 Remove unused includes of tr1/unordered_map etc.
They cause build errors with libc++, and we always use
boost::unordered_map instead.

This was SVN commit r14177.
2013-11-14 20:47:59 +00:00
alpha123 cfba68f8d2 Increase Advanced Siege tech from +3 crush to +5 crush.
This was SVN commit r14176.
2013-11-14 20:36:05 +00:00
alpha123 cf4f7d18a7 Buff catapults slightly.
- Add 'Siege' to the RestrictedClasses of towers, wall towers, and
fortresses. A fortress by itself should not be able to shoot down a
catapult, it should require some defense. This also nerfs building a ton
of towers and fortresses, which was previously very difficult to
penetrate and led to long, boring wars of attrition.
- Increase armor from 2h/10p/5c to 2h/30p/10c (matches siege rams).
- Increase attack from 30h/0p/30c to 0h/20p/35c. Would like to add techs
to increase damage further.
- Reduce splash damage to 0h/15p/30c from 40h/0p/40c.
- Increase maximum range from 68 to 75. May increase this more or add
techs.
Motivation is that siege catapults are relatively weak late-game, as
they have great difficulting penetrating fortified positions, leading to
both sides turtling. Additionally, this makes them roughly as strong as
siege rams, having less damage output than rams but having the ability
to attack from a distance. This balances out the civs without rams and
gives the ones with both rams and catapults an additional choice to
make.

This was SVN commit r14174.
2013-11-14 20:30:00 +00:00
Spahbod a04cc9f01b Increasing the generation speed of the maps: Northern Lights, Rhine Marshlands
This was SVN commit r14173.
2013-11-14 18:58:55 +00:00
Yves 8dedf7bc3d Fixes a graphics issue on Linux (probably a driver bug) by scaling the images from 1x1024 px to 4x1024 px.
Fixes #2265

This was SVN commit r14172.
2013-11-14 17:19:49 +00:00
Enrique b4174664c6 hellenic walltower door fixed
This was SVN commit r14171.
2013-11-14 16:26:46 +00:00
Spahbod 0170db4a53 Adding advanced graphical features into random maps. Fixes #2262.
This was SVN commit r14170.
2013-11-14 14:33:55 +00:00
Spahbod 11c471273c Committing the fix for undefined civs in atlas, and the problem with ptolemics in Fortress map by FeXoR. Fixes #2258.
This was SVN commit r14169.
2013-11-14 12:27:56 +00:00
mimo 321e61617b Improve MoveToTarget when the target is moving, fixes #2253
This was SVN commit r14168.
2013-11-14 07:25:56 +00:00
leper 4915116ccc Fix glooxwrapper build on gcc 4.2 and warning on clang.
This was SVN commit r14167.
2013-11-14 00:32:28 +00:00
leper 4c395f4bf2 Remove Trigger and Cinematic sections from Atlas.
This was SVN commit r14166.
2013-11-14 00:10:04 +00:00
Ykkrosh bd900362ea Rebuild premake4.exe with VC++ 2008 again, so that it works on WinXP/2003
This was SVN commit r14164.
2013-11-13 21:16:06 +00:00
leper e58fa107cc Fix skeleton caching.
This was SVN commit r14163.
2013-11-13 20:05:57 +00:00
Spahbod 49721cff33 Increasing the generation speed of the maps: Unknown Land
This was SVN commit r14162.
2013-11-13 14:30:27 +00:00
Spahbod 62551be685 New Random Map: Mainland. A simple map without any body of water. Also the space between the forests is increased. Optimizing the map for relatively lag-free games.
This was SVN commit r14161.
2013-11-13 13:36:47 +00:00
Spahbod 0d323c020b Increasing the generation speed of the maps: Archipelago, Gulf of Bothnia, Lorraine Plain
This was SVN commit r14160.
2013-11-13 13:17:22 +00:00
Spahbod 5dac329c78 Increasing the generation speed of the maps: Aegean Sea
This was SVN commit r14159.
2013-11-13 10:20:22 +00:00
Spahbod 65bd13ac1e Increasing the generation speed of the maps: Syria
This was SVN commit r14158.
2013-11-13 08:07:05 +00:00
Enrique 4acbf86ffb Trying to fix crazy elephant armature
This was SVN commit r14157.
2013-11-12 21:30:25 +00:00
Enrique 2f0d6ee1e8 Upgraded asian elephant animations.
This was SVN commit r14156.
2013-11-12 19:13:45 +00:00
sanderd17 17fdb515f4 fix error when selecting multiple elephants
This was SVN commit r14155.
2013-11-12 19:03:12 +00:00
historic_bruno 7cb4c0dcfc Partial fix of minimap rendering for GLES.
Replaces glBegin/End with glDrawArrays, GL_QUADS with GL_TRIANGLES, and
modifies shaders as needed.

This was SVN commit r14153.
2013-11-12 01:31:52 +00:00
historic_bruno 7dec618898 Some attempts to fix GLES build in smooth LOS and post proc manager.
Replaces glBegin/End with glDrawArrays, GL_QUADS with GL_TRIANGLES, and
replaces glPush/PopAttrib by resetting the viewport manually.
Adjusts GLSL shaders for these changes.

This was SVN commit r14152.
2013-11-12 01:30:17 +00:00
historic_bruno f1613a3c90 Fixes fancy waves build on GLES (replaces GL_QUADS with GL_TRIANGLES)
This was SVN commit r14151.
2013-11-12 01:25:32 +00:00
historic_bruno 81eabfc934 Fixes basic water rendering on GLES (replaces GL_QUADS with GL_TRIANGLES).
Sets SDL2 to use correct profile for GLES.
Cleans up some old SDL 1.3 version checks.

This was SVN commit r14150.
2013-11-12 01:24:04 +00:00
historic_bruno 5771bee032 First pass at fixing GLES build - more to come
This was SVN commit r14149.
2013-11-12 01:17:16 +00:00
historic_bruno 0682c23fe3 Replaces BGRA textures with RGBA textures supported by GLES
This was SVN commit r14148.
2013-11-12 01:11:08 +00:00
Enrique 54abce1a3c hellenic walltower rotated 180 to match the droppoint with the wall RMS
This was SVN commit r14147.
2013-11-12 00:05:26 +00:00
mimo df1d5d2260 fix tag 2102648f7c which had unwanted changes
This was SVN commit r14146.
2013-11-11 16:29:44 +00:00
Mythos_Ruler 0e74e3a521 Removed Ostorius.
This was SVN commit r14145.
2013-11-11 16:09:00 +00:00
mimo 2102648f7c Allows autogarrison of newly trained units, fixes #1044
This was SVN commit r14144.
2013-11-11 15:37:16 +00:00
mimo fad8f7fce0 adds some needed protection
This was SVN commit r14143.
2013-11-11 15:03:22 +00:00
historic_bruno 3d8865f10b Adds gloox to OS X libs build script, with patch to fix build (fixed upstream in 5de9ed7444).
Fixes lobby build on OS X.
Fixes zlib not building as static lib.

This was SVN commit r14142.
2013-11-11 04:41:44 +00:00
historic_bruno 29ef5f3ce9 Adds patch for SDL 1.2 build on OS X 10.9 (Mavericks), CGDirectPaletteRef was deprecated and has now been removed. See https://bugzilla.libsdl.org/show_bug.cgi?id=2085
This was SVN commit r14141.
2013-11-11 01:19:55 +00:00
historic_bruno 45a7f577d3 A bunch of OS X SDK-related fixes.
Adds runtime support for 10.5 APIs: display modes, bundle paths, system
paths, pasteboards. Previously this was compile-time support only, which
prevented building on later SDKs while targeting earlier APIs.
Adds hardcoded version for pre-10.6 builds, to avoid messing with
deprecated Gestalt or having to add a 10.5 non-dispatch singleton (Grand
Central Dispatch didn't exist in 10.5)

This was SVN commit r14140.
2013-11-11 00:11:25 +00:00
historic_bruno 011cbb5725 Fixes OS X STL incompatibilities when building against later SDKs and targeting 10.5 (fixes stringstream build errors in these conditions)
This was SVN commit r14139.
2013-11-11 00:09:16 +00:00
historic_bruno 5c2c7248b1 Adds zlib, curl, iconv and libxml2 to OS X libs build script, to avoid using the non-backward-compatible versions provided by Apple.
Adds patch for zlib configure to pick up CFLAGS/LDFLAGS, to better
support SDK builds.
Cleans up OS X libs build script, hides some extraneous output.

This was SVN commit r14138.
2013-11-11 00:04:07 +00:00
leper 4406be3a69 Fix crash when trying to join the lobby again if the host disconnected in the game setup screen.
This was SVN commit r14137.
2013-11-10 22:42:48 +00:00
alpha123 f070bf9d1e Prohibit the user from picking the 'system' lobby name, as that's reserved for special messages.
This was SVN commit r14136.
2013-11-10 21:52:38 +00:00
alpha123 e01445818a Nerf/rebalance siege towers.
- Armor changed from 2h/20p/10c to 5h/20p/2c
- Attack changed from 25p to 10p/5c
- Bonus added: 2x vs structures
- Ranged reduced from 65 to 55
- Elevation bonus of 10 added
- PreferredClasses is now 'Structure'
- Ungarrisoned arrow count decreased to 0 from 2
- Build time increased to 60 from 50
- BuffHeal is now 0 (decreased from 1)
- Health reduced from 800 to 500
- Walking speed reduced to 5 from 6

The idea is for siege towers to be useful for siege, but also for
cleaning out large numbers of units. Previously they were very good at
the latter and useless for the former. They should still be very
powerful units, but not uncounterable and massing siege towers
(previously unbeatable if enough were acquired) should no longer be
feasible.

This was SVN commit r14135.
2013-11-10 20:21:50 +00:00
Mythos_Ruler 2811d4c367 Fixed this map.
This was SVN commit r14134.
2013-11-10 19:22:24 +00:00
Mythos_Ruler 912e485a64 Elephant changes and tweaks.
This was SVN commit r14133.
2013-11-10 19:08:38 +00:00
Enrique 85e9a2b0ce Added 3 idle animations and attack, death and walk animations for all asian elephants.
Maurya hero howdah added with normal and specular maps

This was SVN commit r14132.
2013-11-10 17:39:04 +00:00
Spahbod a2477f9d40 Increasing the generation speed of the maps: Alpine Lakes
This was SVN commit r14131.
2013-11-10 17:29:40 +00:00
Ykkrosh a96ed190a5 Add GLX_MESA_query_renderer support to hwdetect
This was SVN commit r14130.
2013-11-10 16:24:03 +00:00
Ykkrosh d178f32698 Fix Unicode in JS print() on Linux
This was SVN commit r14129.
2013-11-10 16:13:40 +00:00
JoshuaJB c27c663697 Print a traceback after an exception in the bot.
This was SVN commit r14128.
2013-11-10 04:28:18 +00:00
JoshuaJB 59da5fad2a Fix some spidermonkey lobby complaints when run in strict mode.
This was SVN commit r14127.
2013-11-10 04:09:03 +00:00
historic_bruno 174f636fd2 Fixes tests
This was SVN commit r14126.
2013-11-10 03:24:29 +00:00
leper 37cedb8133 Make filters work and add a skirmish map filter.
This was SVN commit r14125.
2013-11-10 00:45:19 +00:00
leper 4fb6896fd8 Fix warning when the hosted game is a random rms.
This was SVN commit r14124.
2013-11-09 23:57:31 +00:00
Ykkrosh d7ec8c47a6 Fix Unicode support in lobby.
Fix EncryptPassword being called with the wrong argument order, and
encrypting username instead of password. (This will break all existing
lobby accounts.)

Fix EncryptPassword not using all of salt_base.

This was SVN commit r14123.
2013-11-09 23:26:17 +00:00
Ykkrosh 35d48d2fe8 ...and increase HDATA_USER_SIZE so OglTex actually fits
This was SVN commit r14122.
2013-11-09 18:49:35 +00:00
Ykkrosh 1ad9d5424a Fix error at startup on 64-bit builds.
OglTex had a size_t added, which pushed it over HDATA_USER_SIZE.
Use u32 instead to minimise the difference between platforms.

This was SVN commit r14121.
2013-11-09 18:39:45 +00:00
Spahbod dcb3c0ad7a Increasing the generation speed of the maps: Continent
This was SVN commit r14120.
2013-11-09 16:00:01 +00:00
Mythos_Ruler d3fade285b Basic Nubian archer textures.
Map preview for Corsica and Sardinia.

This was SVN commit r14119.
2013-11-09 14:42:32 +00:00
sanderd17 2d2853dd6f Fix problems with EndGameManager in Atlas by waiting for the first turn
This was SVN commit r14118.
2013-11-09 10:09:28 +00:00
historic_bruno 9cc172b164 Fixes --without-lobby for MSVC and clang, refs #2249.
Cleans up some whitespace.
Removes obsolete PCH files.

This was SVN commit r14117.
2013-11-09 02:57:10 +00:00
Ykkrosh 3c47b12cbe Display texture memory usage in profiler's renderer stats
This was SVN commit r14116.
2013-11-09 01:03:23 +00:00
mimo 3a278df3f7 Move ship to shoreline when tasking units to garrison inside, fixes #1391
This was SVN commit r14115.
2013-11-08 23:22:59 +00:00
leper 5dfc3746e3 Remove old and unused archive stats.
This was SVN commit r14114.
2013-11-08 17:27:21 +00:00
leper 81cf02cc13 Fix building with --without-lobby. Fixes #2249.
This was SVN commit r14113.
2013-11-08 15:28:44 +00:00
leper 0f8d3e23db ;
This was SVN commit r14112.
2013-11-08 15:28:38 +00:00
RedFox 1a32a10f52 Updated premake to support VS2013. Also changed platform toolsets to vc110_xp and vc120_xp for VS2012 and VS2013 respectively. This way the builds will also work on WinXP.
This was SVN commit r14111.
2013-11-08 14:08:16 +00:00
sanderd17 da6abe630a Fix error message on starting game due to missing global variable.
This was SVN commit r14110.
2013-11-08 09:52:48 +00:00
Spahbod 7547dae0e2 Fixing the revert by the previous commit.
This was SVN commit r14109.
2013-11-08 08:04:35 +00:00
Spahbod f88b5be079 Increasing the generation speed of the maps: Islands, Lake.
This was SVN commit r14108.
2013-11-08 08:02:32 +00:00
JoshuaJB bb28e0eb70 Fix some system message/spam filter bugs in the lobby.
This was SVN commit r14107.
2013-11-08 00:57:58 +00:00
Ykkrosh 1138419017 Remove broken build script
This was SVN commit r14106.
2013-11-07 22:20:38 +00:00
JoshuaJB 62b92af925 Fix lobby registration errors.
This was SVN commit r14105.
2013-11-07 22:07:26 +00:00
Ykkrosh f53bd8974c Add autobuilder support for glooxwrapper
This was SVN commit r14103.
2013-11-07 21:45:59 +00:00
Yves 93cffe9deb Remove the old and no longer used archive builder that rebuilt the archive while the game is running.
This approach isn't used anymore. Now we start the archive building with
parameters to pyrogeneis.

Refs #2241 (the code used g_ScriptingHost which is going to be removed)

This was SVN commit r14102.
2013-11-07 21:06:18 +00:00
JoshuaJB 87e9c5694e Change the LOGWARNING when a config setting doesn't exist to a LOGMESSAGE.
This was SVN commit r14101.
2013-11-07 21:02:22 +00:00
JoshuaJB 8d5d66e57b Fix error that slipped into the lobby commit.
This was SVN commit r14099.
2013-11-07 20:10:59 +00:00
JoshuaJB bffe917914 Multiplayer lobby based on the XmPP protocol. Special thanks to Philip, alpha123, scythetwirler, and anyone else who has helped build, debug or test the lobby.
This was SVN commit r14098.
2013-11-07 20:07:24 +00:00
JoshuaJB d7121f4f55 glooxwrapper by Philip to support building gloox on Windows.
This was SVN commit r14097.
2013-11-07 19:38:09 +00:00
JoshuaJB 10e23c173d Add gloox library files.
This was SVN commit r14096.
2013-11-07 19:04:30 +00:00
Spahbod fe0510c079 Again increasing the generation speed of Islands random map by using the new chain placer. As a side effect, the map is more beautiful.
This was SVN commit r14095.
2013-11-07 19:02:09 +00:00
JoshuaJB b416de9b7c Remove the unused crypto++ library files.
This was SVN commit r14094.
2013-11-07 18:50:52 +00:00
JoshuaJB 3298dce158 Remove the unused crypto++ library.
This was SVN commit r14093.
2013-11-07 18:49:43 +00:00
sanderd17 3743e58f9a allow enabling the game clock as a persistent setting
This was SVN commit r14092.
2013-11-07 18:06:52 +00:00
Spahbod 6d62b3bf40 Added a new "placer" function for the rmgen library.
This new placer generates terrain features that are less "predictable".
It also increases the map generation time considerably.

Currently it is only implemented on Persian Highlands random map.

This was SVN commit r14091.
2013-11-07 14:50:16 +00:00
Spahbod b7751a277c Cleanup
This was SVN commit r14090.
2013-11-07 12:38:41 +00:00
Spahbod 5ec4962184 Decreasing the generation time of Islands random map to about 2/3 of the original.
This was SVN commit r14089.
2013-11-07 12:00:04 +00:00
mimo 9b98585275 Remember the last market for back-to-order trading, fixes #2248
This was SVN commit r14088.
2013-11-06 21:07:19 +00:00
sanderd17 9ffe235b2f Clean up EndGameManager. Fixes #2130
This was SVN commit r14087.
2013-11-05 19:40:50 +00:00
sanderd17 68fa9f4631 Fix building contstruction, but still don't allow positive regenrate for unhealable entities
This was SVN commit r14086.
2013-11-05 17:45:39 +00:00
Mythos_Ruler 24bc451852 Corsica and Sardinia skirmish map. Needs Iberian circuit wall.
This was SVN commit r14085.
2013-11-05 16:12:58 +00:00
sanderd17 8540740b35 disallow healing of unhealable entities via all ways
This was SVN commit r14084.
2013-11-05 07:07:10 +00:00
mimo 6fae05b5f6 fix
This was SVN commit r14083.
2013-11-03 17:41:59 +00:00
mimo 0362453035 test some components before use, adresses #2206
This was SVN commit r14082.
2013-11-03 17:18:43 +00:00
Mythos_Ruler 53a270347a Map preview for Zagros Mtns.
Changed preview for Greek acrpolis.

Fixed quote attribution. Thanks anfialro.

This was SVN commit r14081.
2013-11-03 16:39:28 +00:00
Mythos_Ruler f1100f10c1 Standardized Cav Spearmen animations.
This was SVN commit r14080.
2013-11-03 14:17:33 +00:00
sanderd17 c62cc3ee44 rename technology modifier 'multiplier' to 'multiply' for consistency with auras, and it looks better next to the existing 'add'
This was SVN commit r14079.
2013-11-03 14:09:32 +00:00
Mythos_Ruler e4f2ddb738 Renamed a bunch of maps.
This was SVN commit r14078.
2013-11-03 14:06:49 +00:00
Mythos_Ruler 5dc553bf91 More shield changes.
Tweaked number of 5-pop houses on Sicilia skirmish map.

New "Sahel" Skirmish map.

This was SVN commit r14077.
2013-11-03 14:01:45 +00:00
Mythos_Ruler 34e09220a4 Normal and spec maps for a bunch of shields.
This was SVN commit r14076.
2013-11-03 13:36:16 +00:00
sanderd17 e0161bd355 small code style fix
This was SVN commit r14075.
2013-11-03 13:15:44 +00:00
sanderd17 6dca6910c3 Recursively count garrisoned units to avoid overcapacity
This was SVN commit r14074.
2013-11-03 13:13:30 +00:00
Ykkrosh 72e11a2dea Fix VS2013 build errors, warnings
This was SVN commit r14073.
2013-11-03 12:46:07 +00:00
Mythos_Ruler 37f5aa5351 Standardized animations for cavalry swordsmen. Will do the same for cavalry spearmen. This is to help the player differentiate the unit types better.
This was SVN commit r14072.
2013-11-03 10:31:57 +00:00
Mythos_Ruler 768c821f13 Acropolis 7 scenario renamed to "Acropolis Night."
Cycladic Archipelago 06 and Deccan Plateau 01 scenarios deleted.

Gambia River skirmish map (still needs 2 out of 3 Iberian wall
circuits).

This was SVN commit r14071.
2013-11-03 10:14:43 +00:00
Mythos_Ruler 096fc43f9e Three new skirmish maps. 2 need Iberians walls though.
Deleted a couple of scenarios.

This was SVN commit r14070.
2013-11-03 09:51:16 +00:00
Mythos_Ruler f4bd08427c Trader speed tech!
This was SVN commit r14069.
2013-11-03 05:40:43 +00:00
Ykkrosh 29e4b1a17c Update Android support
This was SVN commit r14068.
2013-11-02 23:05:38 +00:00
Ykkrosh 8aa6485d78 Fix shader errors with OpenGL ES
This was SVN commit r14067.
2013-11-02 22:58:38 +00:00
Mythos_Ruler ba5b572ccc Iberian walls for Caspian Sea skirmish map.
Rubble for these houses.

This was SVN commit r14066.
2013-11-02 16:54:15 +00:00
Mythos_Ruler c1c45bd7c8 Caspian Sea skirmish map.
Clouds.

This was SVN commit r14065.
2013-11-02 15:28:33 +00:00
Ykkrosh 1fa2fc9739 CClientArea parsing test
This was SVN commit r14064.
2013-11-02 14:39:08 +00:00
mimo ce7c97b79f Improve back to work behaviour (queues taken into account), fix #2206, patch from Itms
This was SVN commit r14063.
2013-11-01 22:00:06 +00:00
mimo 358e8f5992 Remove ResourceGatherer for animals
This was SVN commit r14062.
2013-10-31 19:37:42 +00:00
Mythos_Ruler 552a4527ca Iberian walls for Deccan Plateau skirmish map.
Specific Name for Mauryan maiden guards (Visha Kanya).

Clarified the Iberian json a bit.

Some tooltip tweaking.

This was SVN commit r14060.
2013-10-31 17:21:10 +00:00
sanderd17 543ec3a8c7 Fix launching skirmish maps without selecting a civ
This was SVN commit r14059.
2013-10-30 17:01:11 +00:00
sanderd17 60fb5ed1c3 - Fix garisson and formation aura types
- Implement tech mods for UnitMotion speeds, Fixes #1958, based on patch
by wraitii
- Implement athen_hero_themistocles ship speed aura as a test

This was SVN commit r14058.
2013-10-30 16:12:53 +00:00
Ykkrosh 2d1be3d47e Improve correctness of hotkeys at low framerates.
SDL queues up all the input events received in a frame. When the hotkey
system saw a key up/down event, it immediately updated its
HotkeyIsPressed state and then pushed a hotkey event onto the end of the
queue.

If the initial queue was e.g. [key-down shift, key-press Z, key-up
shift], the hotkey event triggered by Z would be processed after the
key-up shift had updated the HotkeyIsPressed state, so the handler of
the Z hotkey would not think the shift hotkey was pressed.

If the initial queue was e.g. [key-press Z, mouse-click], the hotkey
triggered by Z would be processed after the mouse-click event, so it
could apply to the wrong building selection.

Fix by pushing the hotkey events onto a special queue that gets
processed before any subsequent SDL input events.

Also update the HotkeyIsPressed status when the HOTKEYDOWN/HOTKEYUP
events are processed, not when they are generated, to guarantee they are
consistent with the DOWN/UP events.

Fixes #1869.

This was SVN commit r14057.
2013-10-30 01:38:32 +00:00
Gallaecio 11c7c44a0b Fixed typos reported in Transifex by qwertz and Loki.
This was SVN commit r14056.
2013-10-29 23:22:09 +00:00
Gallaecio b67c411b33 Fix typos in template files. Refs #2185.
This was SVN commit r14055.
2013-10-28 20:26:35 +00:00
Gallaecio 15f09f7005 Fix typos in civilization files. Refs #2185.
This was SVN commit r14054.
2013-10-28 20:21:27 +00:00
Gallaecio 538c250d67 Fix typos in descriptions of random maps. Refs #2185.
This was SVN commit r14053.
2013-10-28 20:19:09 +00:00
Gallaecio dd7445262c Typo: enemey → enemy.
This was SVN commit r14052.
2013-10-28 20:01:51 +00:00
leper fcde137b30 Viriato.
This was SVN commit r14051.
2013-10-28 14:35:25 +00:00
JoshuaJB e2f475b86a Make the *nix ARM support a little sturdier, Fixes #2121
This was SVN commit r14050.
2013-10-27 21:06:15 +00:00
leper 3173722099 Copy this.entites in GarrisonHolder before passing and modifying it. Patch by mimo. Fixes #2238.
This was SVN commit r14049.
2013-10-27 16:37:51 +00:00
Mythos_Ruler 31e79e6709 Reorders the game setup drop list for maps.
This was SVN commit r14048.
2013-10-26 15:20:13 +00:00
Mythos_Ruler 30af350e31 New Neareastern Badlands skirmish map and it's awesome with Whizbang Graphics (WBG) enabled.
Tweaked some stuff on a few maps.

Fixed Iberian Walls for Nile River skirmish.

Changed names for Ptolemaic warships.

A couple of technology portraits for Advanced and Elite upgrades (these
techs are not implemented, but planned).

This was SVN commit r14047.
2013-10-26 15:10:15 +00:00
OmriLahav 597da2ff9d Alpha 14 remake
This was SVN commit r14045.
2013-10-26 11:10:21 +00:00
Mythos_Ruler a45b074b07 Renamed the Arabian Oasis maps to Libyan Oasis, because the Egyptian eye candy assets insinuate the Libyan Desert instead of the Arabian Desert.
Changed Nile River maps to "naval" maps because the AI gets stuck trying
to cross the river.

Renamed the "ptol" statue ruins to "egyptian" statue ruins. Makes them
more generically "Egyptian".

Ensured siege engines can only be built in City Phase.

This was SVN commit r14044.
2013-10-26 10:31:52 +00:00
Mythos_Ruler 64dc783a18 Simplified the Spartan population penalty.
Changed costs on a few units.

New tooltips and hero auras for Carthaginian heroes Hannibal, Hamilcar,
and Maharbal. (see: wiki civ profile)

Fixed specificname for some Carthaginian units.

Added a field entity for "skirmish" maps.

This was SVN commit r14043.
2013-10-26 09:40:21 +00:00
Mythos_Ruler fe6d508a82 Punjab skirmish map.
Some map tweaks.

This was SVN commit r14042.
2013-10-26 03:07:03 +00:00
Mythos_Ruler 1ee4c52779 All 4 players on Nile River skirmish map now have Iberian walls.
This was SVN commit r14041.
2013-10-25 09:00:46 +00:00
Mythos_Ruler 10ddc2aed6 Fixed starting unit for Ptolemies.
Nile River skirmish map (still needs Iberian walls for 2 of the
players).

New map preview for Arabian Oasis.

Moved Civic Center back to Town Phase, but made it take twice as long to
build.

Fixed elephant template.

Fixed up Persian Highlands skirmish map based on some notes from
Alpha123.

This was SVN commit r14040.
2013-10-25 08:02:55 +00:00
OmriLahav 14166af0ac This was SVN commit r14038. 2013-10-24 09:46:26 +00:00
leper 4e86b00a05 Remove inconsistencies in the manual. Refs #2185.
Fix player name.
Make log messages when saving games use quotes around paths.

This was SVN commit r14037.
2013-10-23 22:18:40 +00:00
Yves 20ed5b118c Unify script conversions and remove JSInterface_Vector3D.
Because it was historically grown, we have some duplicated code for
converting script types to native types.
This patch removes the file JSConversions.cpp and moves some code to
ScriptConversions.cpp.
The places using JSConversions.cpp are changed to use the
ScriptInterface's conversion functions in ScriptConversions.cpp.
I also removed JSInterface_Vector3D because it had additional
requirements to the conversion code that no other code has and because
it's currently not used. I think it doesn't make sense to maintain code
just because it could possibly be used again later.

Closes #2213
Refs #1886

This was SVN commit r14036.
2013-10-20 17:13:53 +00:00
Ykkrosh a4cd90ddfc Avoid non-ASCII characters in source code, since tools don't decode them consistently.
Fixes #2198.

This was SVN commit r14035.
2013-10-20 09:27:44 +00:00
leper d6f6d2b145 Remove useless error messages.
This was SVN commit r14034.
2013-10-20 01:47:16 +00:00
Mythos_Ruler 2117f77812 Fixed some resource placement.
This was SVN commit r14033.
2013-10-20 01:18:59 +00:00
Mythos_Ruler 50a2bddf77 Fixed some goats.
This was SVN commit r14032.
2013-10-20 01:10:02 +00:00
Mythos_Ruler 34d927f25c These two skirmish maps are now complete with walls for Iberians.
This was SVN commit r14031.
2013-10-19 23:52:28 +00:00
Mythos_Ruler 15f565f316 Corinthian Isthmus and Persian Highlands skirmish maps (wip).
This was SVN commit r14030.
2013-10-19 20:54:41 +00:00
leper 742c489353 Fix typos, remove BOMs and add newlines before EOF. Refs #2185. Patch by Gallaecio.
This was SVN commit r14029.
2013-10-19 20:13:48 +00:00
leper 71a41ba401 Line endings. Refs #2185.
This was SVN commit r14028.
2013-10-19 20:07:20 +00:00
Mythos_Ruler 45d4e92782 Fixed building requirements for Town Phase.
Changed Brit Wonder to the new Stonehenge model. :)

Trying out some new hunting changes from sanderd. Might just be
temporary. Refs #2092

This was SVN commit r14027.
2013-10-19 18:20:25 +00:00
Yves b9892bc73a Remove ScriptableObject/CJSObject
Since all remaining uses of ScriptableObject/CJSObject have been
removed, the related files can now also be removed.
Closes #2212
Refs #2126
Refs #2137
Refs #1886

This was SVN commit r14026.
2013-10-19 10:14:08 +00:00
Ykkrosh 024dd82209 Fix non-PCH build
This was SVN commit r14024.
2013-10-19 01:11:20 +00:00
Ykkrosh ac335f37c8 Fix some Clang warnings about unused private members
This was SVN commit r14023.
2013-10-19 00:53:58 +00:00
leper c0b628bcac Fix some typos. Patches by Swyter (Spanish translator). Fixes #2210, #2211.
This was SVN commit r14022.
2013-10-18 20:33:08 +00:00
Ykkrosh 701508922f Use CStrIntern for font names to reduce lookup cost
This was SVN commit r14020.
2013-10-18 16:15:42 +00:00
Ykkrosh 91169c82c7 Optimise rendering of scrollable text boxes by clipping
Add optional clipping rectangle to CTextRenderer. Strings that are
printed
outside the vertical extent of the clipping rectangle will be
immediately
skipped. This greatly reduces the cost of large scrollable text boxes.

This was SVN commit r14019.
2013-10-18 16:05:02 +00:00
Ykkrosh 751558d894 Optimise text rendering by batching
When CTextRenderer is given multiple strings with no differences other
than position, render them in a single glDrawElements call to reduce
driver overhead.

Also avoid some unnecessary copies of std::wstrings.

This helps performance a bit with large GUI text boxes.

This was SVN commit r14018.
2013-10-18 16:02:48 +00:00
Ykkrosh b6c7c0d799 Optimise glyph lookup in text renderer
std::map lookup was a major cost when rendering large amounts of text.
Replace it with a more efficient 2-level array.

This was SVN commit r14017.
2013-10-18 15:56:12 +00:00
Ykkrosh 5778484a77 Refactor text renderer
Replace unifont with CFont and CFontManager, since the h_mgr interface
was
needlessly inconvenient.

Load the font textures through CTextureManager, to support dynamic
reloading (e.g. when resetting GL state - see #741).

Add CFontMetrics as a convenient wrapper for code that just wants to
measure text.

Fixes #1117.

This was SVN commit r14016.
2013-10-18 15:53:07 +00:00
Ykkrosh 8799bd98b0 Support 8bpp textures
When textures.xml specifies format="alpha", the input is expected to be
an
8-bit greyscale PNG, and the output will be an 8-bit uncompressed
alpha-only DDS.

Add format override to CTextureProperties, to select between e.g.
GL_ALPHA
and GL_LUMINANCE for 8-bit textures.

This is needed so fonts can use the new texture system.

This was SVN commit r14015.
2013-10-18 15:36:31 +00:00
leper 6a2fac7a58 Add hotkeys for JSDebugger commands. Patch by sathyam. Fixes #2208.
This was SVN commit r14014.
2013-10-18 14:41:08 +00:00
Enrique 9802adf92f celt_stonehenge with normal and spec maps. Fixes #2053
This was SVN commit r14013.
2013-10-18 14:29:10 +00:00
sanderd17 f3968c0d4c fix some flaws in the preferred classes. Patch by Jammus, Fixes #1985
This was SVN commit r14011.
2013-10-16 19:08:01 +00:00
sanderd17 e6d9094c98 Remove InitSavedGame, but keep the rallypoint problem it solved. Fixes #1762, Patch by mimo.
This was SVN commit r14010.
2013-10-16 17:58:12 +00:00
OmriLahav 6c3c6cfd3a This was SVN commit r14009. 2013-10-16 14:08:47 +00:00
Ykkrosh a2f836c393 Prevent bogus -Wmaybe-uninitialized warnings in GCC
This was SVN commit r14008.
2013-10-16 12:22:50 +00:00
Mythos_Ruler eb33d0fd61 New unit for Romans: "Italian Allied Cavalry" which can help counter archers.
Persians and Mauryans still have uber archers, but must first pay for
them by researching "Archery Tradition" at the Barracks for 200F 300W.
This technology adds +10 meters to the range of all bow-using units,
plus makes archer units train faster (but have less health).

This was SVN commit r14007.
2013-10-16 01:04:55 +00:00
Mythos_Ruler 8456d50015 Found a couple more. (removing stonewall attack restriction).
This was SVN commit r14006.
2013-10-15 22:43:59 +00:00
Mythos_Ruler 8053cbd474 Remove the attack restriction for units against stone walls. May add it back for ranged units like archers and javelinists, after some discussion. I also feel it would be kind of weird to "charge" a stone wall (except for battering rams and elephants). So, we'll have to talk about it some more. But for now, let's test this out.
This was SVN commit r14005.
2013-10-15 22:43:06 +00:00
Enrique 40db79df33 greek docks do not show warships in the foundation until construction is finished.
Different actor variations of the building can be displayed while
construction naming their variation to "scaffold"

This was SVN commit r14004.
2013-10-15 21:24:20 +00:00
sanderd17 2bbbcff811 fix tests, breaking caused by renaming files.
This was SVN commit r14003.
2013-10-15 16:10:06 +00:00
sanderd17 5f5eedc513 Rename technology related files, methods and messages so their names represent the shared data flow between technologies and auras (and maybe future components). Implement the C++ part of auras through these generalised files. Fixes #2154
This was SVN commit r14001.
2013-10-15 10:05:08 +00:00
sanderd17 a4ce8dac34 fix technologies broken by 379a7b208f
This was SVN commit r14000.
2013-10-14 20:36:57 +00:00
sanderd17 379a7b208f Implement the js side of auras. Refs #2048. Patch with the help of Alpha123. Only the temple aura is added as example, all other aura components are removed from the templates to be created from scratch again.
This was SVN commit r13998.
2013-10-14 15:51:21 +00:00
Mythos_Ruler 57d47f23c9 This was SVN commit r13997. 2013-10-13 18:11:54 +00:00
Enrique 417e2455a0 Added ptolemaic ptolemaic storehouse and Lordgood's new cart temple and ptolemaic defense tower with little fixes.
This was SVN commit r13996.
2013-10-13 15:26:43 +00:00
Ykkrosh ce5c43fe03 Fix typo
This was SVN commit r13995.
2013-10-13 11:41:30 +00:00
historic_bruno 3a28caed03 Rebuilt premake4.exe with VC++ 2008 to avoid VC++ 2012 issues targeting XP
This was SVN commit r13994.
2013-10-12 23:47:09 +00:00
Enrique 41de5440e0 Added and applied normal and spec maps for ptolemaic struct, paintings and statues, added ptolemaic temple and farmstead. Fixed ptolemaic CC footprint + little fixes
This was SVN commit r13993.
2013-10-12 21:33:21 +00:00
Mythos_Ruler 7335c32c7e Some updated sounds from LAVS.
This was SVN commit r13992.
2013-10-12 01:27:10 +00:00
leper 9b8667a9aa Really add special starting unit.
This was SVN commit r13991.
2013-10-11 23:37:04 +00:00
leper 4f03550adf Create a special starting unit entity for skimish maps.
This was SVN commit r13990.
2013-10-11 23:36:02 +00:00
leper 396bd844dd Remove duplication between getActionInfo and determineAction. Allow setting rally points if not all selected buildings can do so. Patch by mimo. Fixes #2189.
This was SVN commit r13989.
2013-10-11 22:43:22 +00:00
leper 801cac87dd Properly queue rally points when setting them via the minimap. Patch by mimo. Fixes #2203.
This was SVN commit r13988.
2013-10-11 21:50:45 +00:00
sanderd17 c5669e2c4e Add a back to work button. Patch by Itms. Fixes #799
This was SVN commit r13987.
2013-10-11 19:11:07 +00:00
Ykkrosh e2d28c8894 Add AppData file, for use by some Linux package installers.
Fixes #2202.

This was SVN commit r13986.
2013-10-11 18:55:46 +00:00
OmriLahav 7791c4c61d This was SVN commit r13985. 2013-10-11 11:01:55 +00:00
OmriLahav f22e47a743 This was SVN commit r13984. 2013-10-11 11:01:06 +00:00
historic_bruno 644135b9f3 Fixes variable name conflict in session UI, patch by Itms, fixes #2199
This was SVN commit r13982.
2013-10-11 00:22:27 +00:00
historic_bruno f5eeed9cf7 Clears selections when loading saved game, patch by RefinedCode (fixes buggy selection behavior when using quicksave/quickload), fixes #2178
This was SVN commit r13981.
2013-10-10 23:58:29 +00:00
historic_bruno a00e57df72 Fixes hypothetical mem leak in network code (and an error in Cppcheck), patch by Riemer, fixes #2122
This was SVN commit r13980.
2013-10-10 23:46:42 +00:00
alpha123 f6c9db33d6 Focus on the building a hero is garrisoned in when the hero button is double-clicked. Patch by mimo. Fixes #2131
This was SVN commit r13978.
2013-10-10 21:23:19 +00:00
Mythos_Ruler c7e3c1499f Fixed typo.
This was SVN commit r13977.
2013-10-09 20:07:36 +00:00
Mythos_Ruler cd5a2aa527 Ptolemy IV.
Ptolemaic heroes added to Ptolemaic Fortress.

Seleucid Romanized Infantry Champion.

This was SVN commit r13976.
2013-10-09 13:42:34 +00:00
sanderd17 5c3ff86219 add different skirmish structures + skirmish demo map containing all skirmish templates so far
This was SVN commit r13975.
2013-10-08 18:02:35 +00:00
sanderd17 f3d83e0616 add skirmish defense tower and houses
This was SVN commit r13974.
2013-10-08 09:13:55 +00:00
historic_bruno f3d088dd5c Fixes JS debugger, fixes VS 2013 build error, re-fixes #2127, #2175
This was SVN commit r13973.
2013-10-07 22:55:30 +00:00
RedFox 8464777759 Fixed premake4 build incorrectly ignoring vs2010 action.
fixes #2191

This was SVN commit r13972.
2013-10-07 22:45:08 +00:00
RedFox a97cd73cf8 Adds EnableSSE2 for Visual Studio builds on windows.
Adds optional "--with-c++11" flag for GCC/ICC builds. For possible
future C++11 migration.
refs #2191

This was SVN commit r13971.
2013-10-07 22:39:13 +00:00
RedFox 055ea57468 ref #2191
Adds VS2012 support for premake4. Also adds
update-workspace-with-atlas.bat for VS2012 builds that need to compile
AtlasUI.dll, too.

This was SVN commit r13970.
2013-10-07 22:10:16 +00:00
Mythos_Ruler 79af6fb17f Newly updated Ptolemaic champion cavalry.
This was SVN commit r13969.
2013-10-07 20:47:06 +00:00
historic_bruno b9268fbdcd Fixes error logging in the JS debugger, based on patch by RefinedCode. Fixes #2175
This was SVN commit r13967.
2013-10-07 02:10:41 +00:00
historic_bruno d3e0fb4f84 Fixes crannóc spelling, thanks to GunChleoc
This was SVN commit r13966.
2013-10-07 00:46:58 +00:00
historic_bruno 1408a0be83 This was SVN commit r13965. 2013-10-06 23:29:03 +00:00
historic_bruno 74216a5825 Reverts field limits from f4abcd2ef9 until we can fix AI and UI problems, refs #2187
This was SVN commit r13964.
2013-10-06 23:25:55 +00:00
historic_bruno 6d67957db2 Prevents buildings from getting attack-move orders and implements attack-move rally points, patch by mimo. Fixes #2171
This was SVN commit r13963.
2013-10-06 22:50:30 +00:00
historic_bruno 35fa527814 Adds attacking player's name to attack notification messages.
Cleans up some duplicate username/color code in messages.js

This was SVN commit r13962.
2013-10-06 22:07:55 +00:00
Mythos_Ruler 7d92b3459b Turns on Attack notification text.
This was SVN commit r13961.
2013-10-06 21:17:56 +00:00
Mythos_Ruler 573215dad8 Fixed the player names on this map.
This was SVN commit r13960.
2013-10-06 20:51:30 +00:00
Mythos_Ruler 4cfee05c31 New skirmish templates for Brit war dog and Maur Worker Elephant. Added to current Skirmish maps.
This was SVN commit r13959.
2013-10-06 20:23:21 +00:00
Mythos_Ruler efc84a9cce Adjusting time costs for these Ptol buildings.
This was SVN commit r13958.
2013-10-06 19:13:20 +00:00
Mythos_Ruler 5fc888fdcf Some more player names for Carthage.
Player names for Seleucids.

Fixed names for Celtic docks and merchant ships.

Fixed cavalry health for a few units.

Name stuff for ships, specifically Carthage. Fixes #2106.

Started work on some Ptolemaic units, specifically the Cav Spearman.

Added LordGood's Sacred Band Cavalry portrait.

This was SVN commit r13957.
2013-10-06 18:28:10 +00:00
Mythos_Ruler b9b923be11 Fixes #2149
This was SVN commit r13956.
2013-10-06 14:58:26 +00:00
Mythos_Ruler 14b51afc39 Fixes #2152
This was SVN commit r13955.
2013-10-06 06:57:50 +00:00
Mythos_Ruler f4e4247f06 Fixed Gallic Outpost name. Fixes #2167.
Fix Ptol civ center footprint.

This was SVN commit r13954.
2013-10-06 06:53:32 +00:00
historic_bruno 50782c1c1c Fixes non-PCH build
This was SVN commit r13953.
2013-10-06 05:15:54 +00:00
historic_bruno 754e794f9b Implements attack notifications based on patch by madmax and zoot, fixes #1719
This was SVN commit r13951.
2013-10-06 04:49:38 +00:00
historic_bruno 2418ae190d Fixes some erroneous documentation in EntityLimits.
Removes previously implemented LimitsPerCivCentre from AI states.
Removes hardcoded categories from TrainingRestrictions

This was SVN commit r13950.
2013-10-06 03:13:46 +00:00
Mythos_Ruler c21953b434 Added some Iberian walls to a couple of skirmish maps.
Rethought the naming scheme of the skirmish maps.

This was SVN commit r13949.
2013-10-05 21:58:42 +00:00
Spahbod a1ceda4012 Polishing the Random Maps: The last batch...
This was SVN commit r13948.
2013-10-05 18:29:44 +00:00
leper fecfda29f6 Remove civ code hardcoding from SkirmishReplacer component. Refs #1198.
This was SVN commit r13947.
2013-10-05 17:54:41 +00:00
leper 3624c591bd Fix compilation failure without PCH.
This was SVN commit r13946.
2013-10-05 16:22:51 +00:00
leper 85253ca3c8 Let corpses cast shadows again. Refs #1771.
This was SVN commit r13945.
2013-10-05 16:22:46 +00:00
alpha123 ff6b80305c Rearrange hotkeys a bit. Queue the 8th unit is now Comma, and select idle warrior is forward slash (replacing camera-follows-mouse, which is available by holding middle mouse anyway). Fix #2181.
This was SVN commit r13944.
2013-10-04 23:31:24 +00:00
alpha123 433b29d6dc Fix description of Belgian Bog skirmish map.
This was SVN commit r13943.
2013-10-04 23:14:52 +00:00
Mythos_Ruler 76d9893123 New skirmish maps.
Fixed some things.

This was SVN commit r13942.
2013-10-04 18:11:13 +00:00
Mythos_Ruler 2283aedc3c The first Skirmish maps.
Temporary selection and complete sounds for Theater, Elephant Stables,
Cavalry Stables, Blacksmith, and Wonder. Sounds by LAVS. He is working
on improving them.

This was SVN commit r13941.
2013-10-04 13:17:21 +00:00
alpha123 939898c47d Nerf Iberian champion cavalry a bit.
This was SVN commit r13940.
2013-10-04 04:01:58 +00:00
historic_bruno 7901ed51d4 Implements skirmish maps, based on patch by sanderd17, fixes #1198. Skirmish maps are like scenarios, except the player can choose their civ during match setup. To create a skirmish map: place some skirmish entities for each player in Atlas (see templates/skirmish/* for examples), uncheck the player's civ in Atlas' player panel if desired, and save in the maps/skirmishes directory. The map will appear in match setup under the "Skirmish" match type.
Implements custom, VFS-based map load/save dialogs for Atlas (replaces
broken native file dialogs), fixes #631, #889.
Fixes map loading/saving to handle arbitrary subdirectories for better
organization.
Adds default settings to Atlas player panel, fixes #1872. Each setting
now has a checkbox to choose whether it should be saved with the map
(avoids writing lots of useless default data for each map).
Adds map preview setting to Atlas, refs #1745.
Cleans up and simplifies some duplicate code.
Fixes optional serialization performance test.

This was SVN commit r13938.
2013-10-04 02:29:16 +00:00
historic_bruno 5c35690309 Fixes broken statue ruins template and replaces old statue treasures with ruins
This was SVN commit r13937.
2013-10-04 01:15:16 +00:00
historic_bruno 6a97bbd4c3 Fixes dropdowns opening with empty list, caused assertion failure about vector subscript range in MSVC debug build
This was SVN commit r13936.
2013-10-04 00:31:36 +00:00
Enrique b0e2f6b368 Added obelisks to ptol_cc
This was SVN commit r13935.
2013-10-03 18:41:07 +00:00
Ykkrosh e700937fd3 Fix non-SSE x86 builds
This was SVN commit r13934.
2013-10-03 18:22:10 +00:00
Enrique 398a32a6ff Added ptolemiac civic centre with ao and custom decal dirt_7x5
This was SVN commit r13933.
2013-10-03 17:18:57 +00:00
Enrique 739ed00b5e Added ptolemaic fortress with ao. Updated ptolemaic struct texture
This was SVN commit r13932.
2013-10-02 21:29:44 +00:00
Mythos_Ruler e382967e34 Updated a bunch of things.
New waypoint and garrison flags for Ptolemies. New texture for Ptolemies
woman. Fixed footprint for statues ruin. etc.

This was SVN commit r13931.
2013-10-02 18:51:49 +00:00
Mythos_Ruler bb78b4c931 Replacing these statue "treasures" with "ruins." Instead of getting the resources immediately, ruins allow the player to "mine" the resources at a fast rate.
This was SVN commit r13930.
2013-10-02 16:54:13 +00:00
Enrique e0d50b6137 added seleucid thureos texture by request
This was SVN commit r13929.
2013-10-02 14:53:59 +00:00
Enrique 60200f8dbb fixed ptolemaic statues base.
This was SVN commit r13928.
2013-10-02 13:41:53 +00:00
Enrique 2e24c9f2b7 ptolemaic houses and statues with ao. Added ptolemaic struct texture and 4 ptolemaic round shields variations
This was SVN commit r13927.
2013-10-02 12:18:10 +00:00
Enrique 26af70ec7b Fixed ptolemaic thureos mesh shape
This was SVN commit r13926.
2013-10-01 15:15:39 +00:00
Ykkrosh 9f5635085e Fix #1833: animals spin around needlessly while roaming.
Patch from mimo.

This was SVN commit r13924.
2013-09-30 23:52:22 +00:00
Ykkrosh e449364408 Recompute system shader defines immediately when the relevant inputs change, instead of delaying until ReloadShaders.
This fixes an error with autostart and smoothlos=true, where the system
defines were being accessed before the first rendered frame.

This was SVN commit r13923.
2013-09-30 22:39:06 +00:00
historic_bruno 8cf5f61885 Avoids ugly layering of GUI pages when entering match setup
This was SVN commit r13922.
2013-09-30 20:51:19 +00:00
Enrique cbe103bdfe ptolemaic galatian shields for basic, advanced and elite with specular maps.
This was SVN commit r13921.
2013-09-30 19:03:09 +00:00
Enrique 1f032b7c59 Added Lordgood's new britons barracks and defense tower with minimal tweaking
This was SVN commit r13917.
2013-09-30 08:14:10 +00:00
historic_bruno e24ce51029 Adds DynamicArena allocator that grows by fixed chunk size, fixes #2142.
Changes fixed size arenas to new dynamic arenas with reasonable chunk
sizes (may require tuning), refs #1842

This was SVN commit r13916.
2013-09-30 01:22:44 +00:00
historic_bruno fbee618ac8 Fixes memory leak in sound manager
This was SVN commit r13915.
2013-09-30 01:09:16 +00:00
Yves 238b7f84d8 Changes the ConfigDB to expose global functions to scripts instead of properties and custom objects.
Fixes #2172
Refs #1886

This was SVN commit r13914.
2013-09-29 18:56:50 +00:00
Mythos_Ruler 2ea0620abb Reduce the health drain of the Nubian Archer.
Fixed the Lighthouse to not have the Library special tech.

Ptol Military Settlement has better sounds and a different portrait.

Increased defense tower limit since they now have a min distance limit.

Tweaked Ptolemies demo map.

This was SVN commit r13913.
2013-09-29 16:29:38 +00:00
leper 022393a0c6 Spelling fixes from the translation work by Gallaecio and Loki72. Fixes #2150, #2170.
This was SVN commit r13912.
2013-09-29 16:14:40 +00:00
Ykkrosh c2583e42da Reduce memory allocations in the renderer
Use an arena allocator in ShaderModelRenderer::Render, to reduce
the allocation cost in STL containers.

Avoid unnecessary copying of std::vectors.

This was SVN commit r13911.
2013-09-29 14:48:11 +00:00
Ykkrosh 6b0a0e83eb Fix profiler malloc count in debug mode on Windows
wdbg_heap_NumberOfAllocations doesn't work without the wdbg_heap
leak detector, which is disabled since it's slow and broken.
Use a simple hook via _CrtSetAllocHook instead to count allocations.

This was SVN commit r13910.
2013-09-29 14:43:14 +00:00
Mythos_Ruler f4abcd2ef9 Gauls get: Tavern and Naked Fanatic.
Britons get: Rotary Mill.

So, now all Celts get Rotary Mill, but also a unique unit-producing
building.

Britons now have a better demo "sandbox" map.

Ptolemies now play like they are intended. Just need tons of new
artwork. ;) Try them out on the demo map: Sandbox - The Ptolemaic
Egyptians.

Some highlights: Their Nubian Archers train very fast, but have a finite
life. The Lighthouse can be built on the shoreline (but looks like a
library). Their Military Settlement works as intended (can be built in
neutral territory, but min distance of 80 meters).

Testing out: Farm field limits (+8 per Farmstead, +2 per civ center).

This was SVN commit r13909.
2013-09-29 14:37:26 +00:00
Ykkrosh eceae8be5c Fix crash when setting rally point
This was SVN commit r13908.
2013-09-29 14:02:47 +00:00
wraitii d663dae2d8 New version of Aegis. Huge rewrite for WIP naval support (still very, very buggy at this point.) Features a few bugfixes and might be more efficient than the former version.
NEEDS TESTING.

This was SVN commit r13907.
2013-09-29 13:32:52 +00:00
Ykkrosh 994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00
Mythos_Ruler 08f431fa0d Ptolemaic entity templates for Enrique.
This was SVN commit r13905.
2013-09-29 03:08:59 +00:00
Ykkrosh 4e9570cd0f Fix unnecessary CShaderConditionalDefines copy, and inline some functions
This was SVN commit r13904.
2013-09-29 02:05:02 +00:00
Ykkrosh f075571502 Fix slightly expensive GetSystemShaderDefines()
Only recompute when any relevant parameters have changed, then return
the cached value.

This was SVN commit r13903.
2013-09-29 01:00:11 +00:00
Ykkrosh 555deea136 Fix conditional defines to not construct new CShaderDefines frequently
CShaderDefines is designed to be efficient to copy and compare, but not
to construct. Conditional defines were constructing new CShaderDefines
for many models every frame.

Precompute all the possible conditional combinations of CShaderDefines
when a material is first loaded, so they can be looked up at no cost
when rendering.

This was SVN commit r13902.
2013-09-29 00:30:58 +00:00
Ykkrosh 22f0f2b232 Set _NO_DEBUG_HEAP=1 in VS2010 projects
The debug heap has a high performance cost, even in release mode,
when running inside a debugger, which is surprising to people trying
to measure performance. It doesn't seem very useful at finding bugs
either.

Add a NoDebugHeap flag to Premake, to set that environment variable
when running in the VS2010 debugger.

This was SVN commit r13901.
2013-09-28 14:35:28 +00:00
Mythos_Ruler 2d1b7914a6 This was SVN commit r13900. 2013-09-28 11:58:05 +00:00
Mythos_Ruler b8a5acfd9e Preview image for The Gauls demo map.
This was SVN commit r13899.
2013-09-26 18:44:45 +00:00
RedFox 28ce5f3458 It might be better to issue a LOGWARNING when Spatial queries are too large. Opening the crash window seems a bit too much for something that can be recovered from.
This was SVN commit r13898.
2013-09-24 21:50:46 +00:00
sanderd17 e370af8d4e Fix rally point rendering on saved games. Fixes #1762. Patch by mimo
This was SVN commit r13897.
2013-09-24 20:27:18 +00:00
Mythos_Ruler 6880fd214f Fixed name of this map.
This was SVN commit r13896.
2013-09-24 18:41:19 +00:00
Enrique 895f927ff0 Celts corral props missing fix
This was SVN commit r13895.
2013-09-24 16:26:26 +00:00
Mythos_Ruler 59c8e9e6dc Big gameplay experiment: Moved Civic Centers from Town Phase to City Phase to see what it does to multiplayer match ups.
New "sandbox" demo map for the Gauls.

Renamed "Night's Watch" to "Sentries."

This was SVN commit r13894.
2013-09-24 15:55:35 +00:00
historic_bruno cd51540725 This was SVN commit r13892. 2013-09-22 18:13:19 +00:00
historic_bruno 2a613f8236 Removes mostly useless video memory detection, fixes another crash with Nvidia Optimus on Windows, fixes #2145, #2138
This was SVN commit r13891.
2013-09-22 18:07:33 +00:00
Mythos_Ruler e488ed09f5 This was SVN commit r13890. 2013-09-22 11:30:24 +00:00
Mythos_Ruler ae4ccfe050 3D farm fields for all factions.
Fixed tooltips for a bunch of units.

Increases pierce armor for elephants.

This was SVN commit r13889.
2013-09-22 08:07:29 +00:00
RedFox 5287af8967 Increased SpatialQueryArray max results from 1024 to 2048. This is a temporary fix until the Search and Prune solution is implemented.
This was SVN commit r13888.
2013-09-22 04:37:46 +00:00
sanderd17 5afb18dda4 fix units ejecting on destroying structure
This was SVN commit r13887.
2013-09-21 19:41:13 +00:00
sanderd17 4f6ddfe894 fix theatron build limit
This was SVN commit r13886.
2013-09-21 19:05:59 +00:00
Enrique 636f09053b celt tavern update
This was SVN commit r13885.
2013-09-21 15:24:56 +00:00
Yves 9781b67cf4 Changes the Console to expose global functions to scripts instead of properties.
Fixes #2140
Refs #1886

This was SVN commit r13884.
2013-09-21 14:48:19 +00:00
Mythos_Ruler bb506fb578 Spec maps and new player color texture for Greek females.
This was SVN commit r13883.
2013-09-21 12:41:05 +00:00
Mythos_Ruler 21639ce5ea Normal map and Specular map for warship sails.
Fixed Cav Sword tooltip.

Updated the product logo a little bit.

This was SVN commit r13881.
2013-09-21 11:50:04 +00:00
Mythos_Ruler 0233bb4877 Temporary Ptolemies emblem.
This was SVN commit r13880.
2013-09-21 09:23:21 +00:00
Mythos_Ruler ccc873d9d5 Tech complete sound slightly louder.
This was SVN commit r13879.
2013-09-21 09:22:31 +00:00
Mythos_Ruler ec66e59150 Fixed some civ json stuff. Fixed Ptolemaic json.
This was SVN commit r13878.
2013-09-21 09:21:48 +00:00
Yves 12e2428495 Changes the Renderer to expose global functions to scripts instead of using CJSObject.
Fixes #2137
Refs #1886

This was SVN commit r13877.
2013-09-21 08:24:45 +00:00
Mythos_Ruler c0b84fb41f Added build limits for Theater, Council Chamber, and Library.
Added Ptolemies civ json file. I am getting a javascript error in-game
though. Need help trouble shooting it.

This was SVN commit r13876.
2013-09-21 07:33:22 +00:00
Mythos_Ruler 9d2f59e80a Tweaking the Athenian field.
Tweaking 0 A.D. logo.

Fixed tooltip for Slinger.

Fixed name for Carthaginian wonder.

This was SVN commit r13874.
2013-09-21 03:58:54 +00:00
Ykkrosh d252e245ef Optimise fixed multiplies on MSVC x86
On MSVC, casting i32 to i64 then multiplying gets compiled into a call
to __allmul, which is slow. Use the __emul intrinsic instead.

GCC 4.6+ appears optimise this case automatically and doesn't need any
special handling.

This reduces the cost of ComputeShortPath by about 50% (testing AI vs AI
on Oasis 01).

This was SVN commit r13873.
2013-09-20 20:17:54 +00:00
Enrique 5a8cfb738b Commited experimental field for athenians (propped farm field)
This was SVN commit r13872.
2013-09-19 15:29:01 +00:00
Enrique 4b7c1a915d Celtic corral upgraded. Added more playercolor to gaullic civic centre.
This was SVN commit r13871.
2013-09-19 13:58:48 +00:00
historic_bruno bfe0b79b91 Better fix of Grid memory leak, refs #1842
This was SVN commit r13869.
2013-09-18 01:21:36 +00:00
alpha123 e10c4ebaae Amend 553875ea83: Forgot to include new hotkey in the config.
This was SVN commit r13868.
2013-09-17 00:31:18 +00:00
alpha123 553875ea83 Allow the use of Enter in addition to the OK button in the Join Game dialog.
This was SVN commit r13867.
2013-09-17 00:30:11 +00:00
historic_bruno 9f2a850a95 Fixes buggy operators and memory leak in Grid class, refs #1842
This was SVN commit r13866.
2013-09-17 00:28:22 +00:00
RedFox 5d9b2b95b0 Ticket #2127 - Performance and style improvements in scriptinterface.
No real behavior changes, only code maintenance.

Fixed signed/unsigned mismatch in EntityMap.h

This was SVN commit r13865.
2013-09-16 19:10:06 +00:00
historic_bruno 97912dd545 This was SVN commit r13864. 2013-09-16 16:56:26 +00:00
Enrique 16b615db79 Celt walls upgraded
This was SVN commit r13863.
2013-09-16 12:25:03 +00:00
sanderd17 a770ad9467 small code style fixes
This was SVN commit r13862.
2013-09-16 09:14:16 +00:00
RedFox 1b6a5fa802 This was SVN commit r13861. 2013-09-15 21:37:05 +00:00
RedFox 2a5ec404d1 Further reverted RangeManager sorting to stable_sort, since possibly with different STL implementations, the order of entities might change and cause OOS.
Overflowing elements in SpatialQueryArray are now reported with
debug_warn, but can be ignored and the program will continue working,
but further entities will be truncated.

This was SVN commit r13860.
2013-09-15 21:11:20 +00:00
Enrique bb799bdd53 upgraded gaul defense towers and celtic storehouse
This was SVN commit r13859.
2013-09-15 21:11:14 +00:00
Enrique 5fe43a0f21 removed non-used duplicated meshes
This was SVN commit r13858.
2013-09-15 19:56:13 +00:00
sanderd17 9eedd22b9a fix garrisoned units count for some special cases. Refs #2096. Patch by mimo
This was SVN commit r13857.
2013-09-15 16:47:40 +00:00
Enrique 65bddb7fa5 Celtic docks, kennel, farmstead and temple upgrades
This was SVN commit r13856.
2013-09-15 16:09:23 +00:00
Enrique bdeb358c44 Upgraded britons market and added new gaul market
This was SVN commit r13855.
2013-09-15 14:09:25 +00:00
RedFox 9694eec8b8 As per ticket #1707. Some minor improvements to spatial subdivision. Makes way for future changes in RangeManager.
Right now merely improves memory usage.

This was SVN commit r13854.
2013-09-15 14:03:53 +00:00
sanderd17 6644f224cd remove warn messages. Now really fixes #2102
This was SVN commit r13853.
2013-09-15 09:33:45 +00:00
sanderd17 b16b52492d change build distance restrictions to work with classes. Fixes #2012.
This was SVN commit r13852.
2013-09-15 09:29:16 +00:00
Mythos_Ruler 3016765766 All new techs for the blacksmith.
This was SVN commit r13851.
2013-09-15 08:55:28 +00:00
sanderd17 f213761912 let entities change entity limits. Fixes #2076
This was SVN commit r13850.
2013-09-15 08:19:50 +00:00
Mythos_Ruler de68973191 Changed the phase up sound.
Added a new "tech complete" sound for ALL techs.

Added some new armor techs for infantry and spearmen.

This was SVN commit r13849.
2013-09-15 07:53:01 +00:00
Mythos_Ruler 466900b898 Minor template stuff.
This was SVN commit r13848.
2013-09-15 05:55:16 +00:00
Mythos_Ruler db39fd059c Some tooltip tweaks.
Further attempts to balance archers. (ongoing)

This was SVN commit r13847.
2013-09-15 04:57:58 +00:00
Mythos_Ruler 08849ae6f6 Balance changes after playtesting with Alpha123.
This was SVN commit r13846.
2013-09-15 00:28:07 +00:00
Mythos_Ruler 4f138eaa12 Made the time icon slightly smaller.
Archers have less attack and cost slightly more.

Defense Towers now have a minimum build distance and are weaker.

This was SVN commit r13845.
2013-09-14 23:19:36 +00:00
historic_bruno 729e744c2f Removes yucky hard-coded categories from BuildRestrictions
This was SVN commit r13844.
2013-09-14 22:31:41 +00:00
Ykkrosh dd60c3a3e2 Restore textures.xml to make grid_subdiv terrain less ugly
This was SVN commit r13843.
2013-09-14 18:36:40 +00:00
Enrique a9cb79b108 celtic fortresses actor and barracks actor errors fixing reported by Sanderd
This was SVN commit r13842.
2013-09-14 13:59:43 +00:00
Ykkrosh 126e550d68 Delete bogus file
This was SVN commit r13841.
2013-09-14 12:19:22 +00:00
historic_bruno ea75cda095 Special case getEntityNamesFormatted to avoid messing with getEntityNames
This was SVN commit r13838.
2013-09-14 00:32:50 +00:00
alpha123 e7fa9a58de Remove the Costs: prefix from tooltips entirely.
This was SVN commit r13837.
2013-09-14 00:07:08 +00:00
alpha123 e646cf19bf Fix bug due to some technologies not having separate generic/specific names.
This was SVN commit r13836.
2013-09-14 00:00:47 +00:00
alpha123 c28151c1c1 Put tooltips on a diet.
This was SVN commit r13835.
2013-09-13 23:49:46 +00:00
Enrique 04b4e6af4b gaul fortress fix
This was SVN commit r13834.
2013-09-13 21:44:49 +00:00
Enrique 014acac9ed Upgraded britons and gaullic fortresses.
This was SVN commit r13833.
2013-09-13 21:41:24 +00:00
Enrique 532c9dce3e brit_civic_centre, celt_barracks and brit_crannog upgrade
added non-transparency with AO material and non-transparency-parallax-ao
material

This was SVN commit r13832.
2013-09-13 18:46:33 +00:00
Enrique 5023ff449e Gaul_civic_centre updated.
This was SVN commit r13831.
2013-09-13 14:18:27 +00:00
Enrique 8b9a0e3919 Added gaul houses, fixed brit houses and added a new variation. New effects applied.
Added Ludo's new stonehenge model.

This was SVN commit r13830.
2013-09-13 13:50:19 +00:00
Mythos_Ruler 77ca745637 Updated the logo.
Updated some Roman words.

This was SVN commit r13829.
2013-09-13 12:07:39 +00:00
historic_bruno 82fb0ce6be Improve game setup GUI performance by switching from main menu instead of pushing the page on top of the stsck
This was SVN commit r13828.
2013-09-12 15:12:08 +00:00
Mythos_Ruler 176cc55547 Fixing some Roman names. Thanks Robbob (on the forum).
Added Organic "preferredClass" to Fortresses, Wall Towers, and Defense
Towers, so that they prefer to shoot at enemy units rather than enemy
structures.

This was SVN commit r13827.
2013-09-12 13:53:00 +00:00
Yves 5304bc9d6a Changes GameView to expose global functions to scripts instead of using CJSObject.
Fixes #2126
Refs #1886

This was SVN commit r13826.
2013-09-12 12:40:05 +00:00
Ykkrosh 05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00
sanderd17 87753bf3fd forgot to commit extra change for 508cc0d4c7
This was SVN commit r13824.
2013-09-11 18:59:51 +00:00
sanderd17 508cc0d4c7 Add preferred classes to BuildingAI. Patch by jammus. Fixes #1985
This was SVN commit r13823.
2013-09-11 17:50:49 +00:00
Mythos_Ruler 43df87e56f This was SVN commit r13822. 2013-09-10 22:05:12 +00:00
stwf b1bd61938e add file notification to Mac ticket 514, also change name of class FileInfo to CFileInfo to ease Mac development
This was SVN commit r13821.
2013-09-10 14:17:04 +00:00
sanderd17 d037d97d55 disable querying of local entities with a component. Avoids OOS problems. Patch thanks to historicbruno. Fixes #2119
This was SVN commit r13820.
2013-09-10 12:27:59 +00:00
sanderd17 d51217f718 Fix gazelle in deep water starting position on Oasis 9. Fixes #2123
This was SVN commit r13819.
2013-09-10 09:36:27 +00:00
leper 04ed87bf28 Display error messages instead of breaking into the debugger when we don't have rights to save a map in Atlas. Fixes #1941.
This was SVN commit r13818.
2013-09-09 23:31:22 +00:00
Ykkrosh b2862f14da Avoid continual libxml2 memory leak in simulation-test mode
This was SVN commit r13817.
2013-09-09 20:22:42 +00:00
Mythos_Ruler 3c29c2dccf Tweaked farm decal color.
This was SVN commit r13816.
2013-09-09 18:46:45 +00:00
sanderd17 c3f7a929e0 better garrison flag handling. Refs #2096.
This was SVN commit r13815.
2013-09-09 18:27:20 +00:00
sanderd17 e7ccc28cbc Enable sound notifications with technology upgrades. Based on patch by mpmoreti. Fixes #2021
This was SVN commit r13814.
2013-09-09 12:50:05 +00:00
sanderd17 a406863e0e fix bridge edge obstruction size and rotation of hele bridge edge
This was SVN commit r13813.
2013-09-09 12:11:34 +00:00
sanderd17 f051426a76 fix garrisonHolder flags when units are ejected
This was SVN commit r13812.
2013-09-08 19:51:16 +00:00
sanderd17 08514f68be small clean up of GarrisonHolder code
This was SVN commit r13811.
2013-09-08 18:46:29 +00:00
sanderd17 d1a376fd06 fix ejection of garrisoned units on resign. Fix ejection or killing on ownership and deplomacy changes. Patch by mimo. Fixes #2096
This was SVN commit r13810.
2013-09-08 16:02:41 +00:00
sanderd17 bc40534777 fix spread technology modifications. Fixes #2110
This was SVN commit r13809.
2013-09-08 15:20:54 +00:00
historic_bruno 7a0e91ab23 Fixes undefined behavior in Atlas error display, fixes #2115
This was SVN commit r13808.
2013-09-08 03:35:05 +00:00
leper ca1665dde1 Fix some typos in the civ json files. Patch by Gallaecio.
This was SVN commit r13807.
2013-09-07 17:40:50 +00:00
sanderd17 f588181004 use better technology script in guiInterface
This was SVN commit r13805.
2013-09-07 15:23:03 +00:00
sanderd17 24a4ceb89a fix carthagian technology. Fixes #2107
This was SVN commit r13804.
2013-09-07 09:26:56 +00:00
leper 819a1e7823 Save initial herd position and update the last known position of the hunted animal when hunting. Patch by mimo. Fixes #2047.
This was SVN commit r13803.
2013-09-06 19:47:48 +00:00
Ykkrosh 16c9724c24 Fix release build scripts
Exclude dev.cfg from the Windows installer.
Use the correct filename for the Windows installer.
Update some paths to match the new EC2 build process.

This was SVN commit r13802.
2013-09-06 19:43:45 +00:00
Mythos_Ruler 63f28f1a43 Increased build limit of Embassies to 2. This means you can build 2 of the same entity or 2 different out of the 3 available.
This was SVN commit r13801.
2013-09-06 19:26:49 +00:00
Mythos_Ruler d6ec0f6dbd Updated installer image.
This was SVN commit r13800.
2013-09-06 19:16:33 +00:00
stwf e19b470a42 fix music glitchyness when game loses focus trac #2090
This was SVN commit r13799.
2013-09-06 02:46:13 +00:00
Mythos_Ruler a7132dc66a Updated Macedonians sandbox demo map.
Fixed Carthaginians special tech "Colonization."

Fixed Carthage json file.

This was SVN commit r13797.
2013-09-02 16:26:19 +00:00
2423 changed files with 65350 additions and 42063 deletions
+3
View File
@@ -51,6 +51,9 @@ in particular, let us know and we can try to clarify it.
/source/lib
MIT
/source/lobby/pkcs5_pbkdf2.cpp
ISC
/source/third_party/mikktspace
zlib
+23 -4
View File
@@ -163,6 +163,7 @@ camerajump.threshold = 40
; > SYSTEM SETTINGS
hotkey.exit = "Alt+F4", "Ctrl+Break", "Super+Q" ; Exit to desktop
hotkey.leave = Escape ; End current game or Exit
hotkey.confirm = Return ; Confirm the current command.
hotkey.pause = Pause ; Pause/unpause game
hotkey.screenshot = F2 ; Take PNG screenshot
hotkey.bigscreenshot = "Shift+F2" ; Take large BMP screenshot
@@ -185,7 +186,7 @@ hotkey.camera.rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera cloc
hotkey.camera.rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain
hotkey.camera.rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control)
hotkey.camera.rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control)
hotkey.camera.pan = MouseMiddle, ForwardSlash ; Enable scrolling by moving mouse
hotkey.camera.pan = MouseMiddle ; Enable scrolling by moving mouse
hotkey.camera.left = A, LeftArrow ; Scroll or rotate left
hotkey.camera.right = D, RightArrow ; Scroll or rotate right
hotkey.camera.up = W, UpArrow ; Scroll or rotate up/forwards
@@ -231,7 +232,7 @@ hotkey.selection.milonly = Alt ; Add only military units to selecti
hotkey.selection.remove = Ctrl ; Remove units from selection
hotkey.selection.cancel = Esc ; Un-select all units and cancel building placement
hotkey.selection.idleworker = Period ; Select next idle worker
hotkey.selection.idlewarrior = Comma ; Select next idle warrior
hotkey.selection.idlewarrior = ForwardSlash ; Select next idle warrior
hotkey.selection.offscreen = Alt ; Include offscreen units in selection
hotkey.selection.group.select.0 = 0
hotkey.selection.group.save.0 = "Ctrl+0"
@@ -268,8 +269,10 @@ hotkey.selection.group.add.9 = "Shift+9"
hotkey.session.kill = Delete ; Destroy selected units
hotkey.session.stop = "H" ; Stop the current action
hotkey.session.attack = "Ctrl+Alt" ; Modifier to force attack instead of another action
hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building
hotkey.session.attackmove = Ctrl ; Modifier to attackmove when clicking on a point
hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building
hotkey.session.autorallypoint = Ctrl ; Modifier to set the rally point on the building itself
hotkey.session.guard = "G" ; Modifier to escort/guard when clicking on unit/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
@@ -289,6 +292,7 @@ hotkey.session.queueunit.4 = "V" ; add fourth unit type to queue
hotkey.session.queueunit.5 = "B" ; add fivth unit type to queue
hotkey.session.queueunit.6 = "N" ; add sixth unit type to queue
hotkey.session.queueunit.7 = "M" ; add seventh unit type to queue
hotkey.session.queueunit.8 = Comma ; add eighth unit type to queue
; > OVERLAY KEYS
hotkey.fps.toggle = "Alt+F" ; Toggle frame counter
@@ -297,10 +301,13 @@ hotkey.session.gui.toggle = "Alt+G" ; Toggle visibility of session GUI
hotkey.menu.toggle = "F10" ; Toggle in-game menu
hotkey.timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
hotkey.session.showstatusbars = Tab ; Toggle display of status bars
hotkey.session.highlightguarding = PgDn ; Toggle highlight of guarding units
hotkey.session.highlightguarded = PgUp ; Toggle highlight of guarded units
; > HOTKEYS ONLY
hotkey.chat = Return ; Toggle chat window
hotkey.teamchat = "T" ; Toggle chat window in team chat mode
hotkey.complete.playername = "Alt+C" ; Complete a player's name
; > GUI TEXTBOX HOTKEYS
hotkey.text.delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor
@@ -321,7 +328,7 @@ profiler2.gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mo
profiler2.gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
; > JS DEBUGGER
jsdebugger.enable = false ; Enable Javascript debugging (default off for security/performance)
jsdebugger.enable = false ; Enable Javascript debugging (default off for security/performance)
; > QUICKSAVE
hotkey.quicksave = "Shift+F5"
@@ -337,5 +344,17 @@ joystick.camera.rotate.y = 2
joystick.camera.zoom.in = 5
joystick.camera.zoom.out = 4
; SESSION GUI SETTINGS
gui.session.timeelapsedcounter = false ; Show the game duration in the top right corner
gui.session.attacknotificationmessage = true ; Show attack notification messages
gui.session.minimap.pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification
gui.session.minimap.blinkduration = 1.7 ; The blink duration while pinging
; GENERAL GUI SETTINGS
gui.cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking)
; Multiplayer lobby preferences
lobby.server = "lobby.wildfiregames.com" ; Address of lobby server
lobby.xpartamupp = "wfgbot" ; Name of the server-side xmpp client that manage games
lobby.chattimestamp = false ; Show time chat message was posted
lobby.room = "arena15" ; Default MUC room to join
@@ -3,10 +3,23 @@
<castshadow/>
<group>
<variant frequency="1" name="elephant_asian [adult male]">
<animations>
<animation file="quadraped/elephant_asian_idle_01.dae" name="Idle" speed="25"/>
<animation file="quadraped/elephant_asian_idle_01.dae" name="Idle" speed="25"/>
<animation file="quadraped/elephant_asian_idle_01.dae" name="Idle" speed="25"/>
<animation file="quadraped/elephant_asian_idle_02.dae" name="Idle" speed="85"/>
<animation file="quadraped/elephant_asian_idle_03.dae" name="Idle" speed="75"/>
<animation file="quadraped/elephant_asian_idle_03.dae" name="Idle" speed="75"/>
<animation file="quadraped/elephant_asian_walk.dae" name="Walk" speed="20"/>
<animation file="quadraped/elephant_asian_walk.dae" name="Run" speed="20"/>
<animation file="quadraped/elephant_asian_attack.dae" name="attack_melee" speed="75"/>
<animation file="quadraped/elephant_asian_death.dae" name="Death" speed="75"/>
</animations>
<mesh>skeletal/elephant_asian_male.dae</mesh>
<textures>
<texture file="skeletal/animal-elephant-asian-base.png" name="baseTex"/>
<texture file="skeletal/animal-elephant-asian-spec.png" name="specTex"/>
<texture file="skeletal/animal-elephant-asian-norm.png" name="normTex"/>
</textures>
</variant>
</group>
@@ -23,5 +36,5 @@
</props>
</variant>
</group>
<material>basic_specmap.xml</material>
<material>basic_trans_parallax_spec.xml</material>
</actor>
@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<float/>
<group>
<variant>
<mesh>skeletal/hawk.dae</mesh>
@@ -8,13 +9,19 @@
</group>
<group>
<variant name="hawk a">
<textures><texture file="skeletal/animal_falcon_a.dds" name="baseTex"/></textures>
<textures>
<texture file="skeletal/animal_falcon_a.dds" name="baseTex"/>
</textures>
</variant>
<variant name="hawk b">
<textures><texture file="skeletal/animal_falcon_b.dds" name="baseTex"/></textures>
<textures>
<texture file="skeletal/animal_falcon_b.dds" name="baseTex"/>
</textures>
</variant>
<variant name="hawk c">
<textures><texture file="skeletal/animal_falcon_c.dds" name="baseTex"/></textures>
<textures>
<texture file="skeletal/animal_falcon_c.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
@@ -3,20 +3,44 @@
<castshadow/>
<group>
<variant frequency="100" name="Mesh">
<animations>
<animation file="quadraped/feline_idle_01.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_01.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_01.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_02.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_02.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_02.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_03.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_03.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_03.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_idle_04.dae" name="Idle" speed="100"/>
<animation file="quadraped/feline_attack.dae" name="attack_melee" speed="100"/>
<animation file="quadraped/feline_attack_02.dae" name="attack_melee" speed="100"/>
<animation file="quadraped/feline_walk.dae" name="walk" speed="40"/>
<animation file="quadraped/feline_run.dae" name="run" speed="20"/>
<animation file="quadraped/feline_death.dae" name="Death" speed="100"/>
</animations>
<mesh>skeletal/tiger.dae</mesh>
</variant>
</group>
<group>
<variant frequency="100" name="texture">
<textures><texture file="null_orange.dds" name="baseTex"/></textures>
<textures><texture file="skeletal/animal_tiger.png" name="baseTex"/></textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="death">
<variant name="Run">
<props>
<prop actor="particle/dust_cav.xml" attachpoint="root"/>
</props>
</variant>
<variant name="Death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<float/>
<group>
<variant name="Base">
<particles file="cloud.xml"/>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="Base">
<particles file="dust_storm.xml"/>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -8,7 +8,9 @@
</group>
<group>
<variant name="red">
<textures><texture file="gaia/wrld_dankleberrybush_red.dds" name="baseTex"/></textures>
<textures>
<texture file="gaia/wrld_dankleberrybush_blue.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
@@ -7,8 +7,10 @@
</group>
<group>
<variant frequency="1" name="texture">
<textures><texture file="gaia/grass_savanna_a.png" name="baseTex"/></textures>
<textures>
<texture file="gaia/grass_savanna_a.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>alphatest.xml</material>
<material>basic_trans_wind.xml</material>
</actor>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="field_foliagebush">
<mesh>props/special/aura_60.dae</mesh>
<props>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_001" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_002" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_003" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_004" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_005" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_006" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_007" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_008" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_009" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_010" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_011" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_012" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_013" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_014" maxheight="90" minheight="-90"/>
<prop actor="fauna/elephant_african_baby.xml" attachpoint="patch_015" maxheight="90" minheight="-90"/>
</props>
<textures>
<texture file="gaia/decal_farmland.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>
@@ -0,0 +1,30 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant frequency="1" name="field_foliagebush">
<mesh>props/special/aura_60.dae</mesh>
<props>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_001" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_002" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_003" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_004" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_005" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_006" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_007" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_008" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_009" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_010" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_011" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_012" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_013" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_014" maxheight="90" minheight="-90"/>
<prop actor="props/special/common/green_rays.xml" attachpoint="patch_015" maxheight="90" minheight="-90"/>
</props>
<textures>
<texture file="gaia/decal_farmland.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>aura.xml</material>
</actor>
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/field_grain.dae</mesh>
<textures><texture file="structural/field_01.dds" name="baseTex"/></textures>
<textures>
<texture file="structural/field_01.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="ptol flag 1">
<animations>
<animation file="mechanical/garrison_flag_idle.dae" name="Idle" speed="30"/>
</animations>
<mesh>props/garrison_flag.dae</mesh>
<textures>
<texture file="props/garrison_ptol_1.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="seleucid flag 1">
<animations>
<animation file="mechanical/garrison_flag_idle.dae" name="Idle" speed="30"/>
</animations>
<mesh>props/garrison_flag.dae</mesh>
<textures>
<texture file="props/garrison_sele_1.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant>
<mesh>props/special/aura_rays.dae</mesh>
<textures>
<texture file="temp/aura_heal_test.png" name="baseTex"/>
<texture file="temp/aura_heal_test.png" name="specTex"/>
</textures>
</variant>
</group>
<material>aura.xml</material>
</actor>
@@ -12,40 +12,74 @@
</group>
<group>
<variant name="hele">
<textures><texture file="props/banner_greek.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_greek.png" name="baseTex"/>
</textures>
</variant>
<variant name="pers">
<textures><texture file="props/banner_persian.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_persian.png" name="baseTex"/>
</textures>
</variant>
<variant name="celt">
<textures><texture file="props/banner_celt.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_celt.png" name="baseTex"/>
</textures>
</variant>
<variant name="cart">
<textures><texture file="props/banner_carthage.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_carthage.png" name="baseTex"/>
</textures>
</variant>
<variant name="iber">
<textures><texture file="props/banner_iberians.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_iberians.png" name="baseTex"/>
</textures>
</variant>
<variant name="rome">
<textures><texture file="props/banner_romans.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_romans.png" name="baseTex"/>
</textures>
</variant>
<variant name="spart">
<textures><texture file="props/banner_spartans.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_spartans.png" name="baseTex"/>
</textures>
</variant>
<variant name="mace">
<textures><texture file="props/banner_macedonians.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_macedonians.png" name="baseTex"/>
</textures>
</variant>
<variant name="athen">
<textures><texture file="props/banner_greek.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_greek.png" name="baseTex"/>
</textures>
</variant>
<variant name="brit">
<textures><texture file="props/banner_celt.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_celt.png" name="baseTex"/>
</textures>
</variant>
<variant name="gaul">
<textures><texture file="props/banner_celt.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_celt.png" name="baseTex"/>
</textures>
</variant>
<variant name="maur">
<textures><texture file="props/banner_mauryans.png" name="baseTex"/></textures>
<textures>
<texture file="props/banner_mauryans.png" name="baseTex"/>
</textures>
</variant>
<variant name="ptol">
<textures>
<texture file="props/banner_ptolemies.png" name="baseTex"/>
</textures>
</variant>
<variant name="sele">
<textures>
<texture file="props/banner_seleucids.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_dog_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_dog.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_sit_female_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sit_female.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_sit_male_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sit_male.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_sphynx_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sphynx.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Roman Statue 1">
<mesh>structural/ptol_statue_standing_male_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_standing_male.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_walking_female_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_walking_female.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Ptolemaic Statue 1">
<mesh>structural/ptol_statue_walking_male_base.dae</mesh>
<textures>
<texture file="structural/ptol_struct.png" name="baseTex"/>
<texture file="structural/ptol_struct_norm.png" name="normTex"/>
<texture file="structural/ptol_struct_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_walking_male.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -3,9 +3,13 @@
<castshadow/>
<group>
<variant name="road temperate intersect X">
<decal width="20" depth="20" angle="0" offsetx="0" offsetz="0"/>
<textures><texture file="props/road_temperate_intersect_X.dds" name="baseTex"/></textures>
<decal angle="0" depth="20" offsetx="0" offsetz="0" width="20"/>
<textures>
<texture file="props/road_temperate_intersect_X.dds" name="baseTex"/>
<texture file="props/road_temperate_intersect_X_norm.png" name="normTex"/>
<texture file="props/road_temperate_intersect_X_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
<material>terrain_norm_spec.xml</material>
</actor>
@@ -0,0 +1,91 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="ptolemaic Statue 1">
<mesh>structural/ptol_statue_standing_male.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_standing_male_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_male.png" name="baseTex"/>
<texture file="structural/ptol_statues_male_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_male_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_standing_male.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 2">
<mesh>structural/ptol_statue_walking_male.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_walking_male_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_male.png" name="baseTex"/>
<texture file="structural/ptol_statues_male_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_male_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_walking_male.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 3">
<mesh>structural/ptol_statue_walking_female.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_walking_female_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_female.png" name="baseTex"/>
<texture file="structural/ptol_statues_female_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_female_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_walking_female.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 4">
<mesh>structural/ptol_statue_sit_male.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_sit_male_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_male.png" name="baseTex"/>
<texture file="structural/ptol_statues_male_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_male_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sit_male.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 5">
<mesh>structural/ptol_statue_sit_female.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_sit_female_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_female.png" name="baseTex"/>
<texture file="structural/ptol_statues_female_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_female_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sit_female.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 6">
<mesh>structural/ptol_statue_sphynx.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_sphynx_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_sphynx.png" name="baseTex"/>
<texture file="structural/ptol_statues_sphynx_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_sphynx_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_sphynx.png" name="aoTex"/>
</textures>
</variant>
<variant frequency="1" name="ptolemaic Statue 7">
<mesh>structural/ptol_statue_dog.dae</mesh>
<props>
<prop actor="props/special/eyecandy/ptol_statues_dog_base.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/ptol_statues_dog.png" name="baseTex"/>
<texture file="structural/ptol_statues_dog_norm.png" name="normTex"/>
<texture file="structural/ptol_statues_dog_spec.png" name="specTex"/>
<texture file="structural/ao/ptol_statue_dog.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/brit_barracks_palisade.dae</mesh>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/brit_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/brit_barracks_props1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/brit_barracks_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_fortress_struct.dae</mesh>
<mesh>props/brit_barracks_struct1.dae</mesh>
<textures>
<texture file="structural/celt_struct_1.dds" name="baseTex"/>
<texture file="structural/celt_struct_1_norm.png" name="normTex"/>
<texture file="structural/celt_struct_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/brit_barracks_weapons.dae</mesh>
<textures>
<texture file="props/prop_weap.dds" name="baseTex"/>
<texture file="structural/ao/brit_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit civic centre props">
<mesh>props/brit_civic_centre_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit civic centre props new">
<mesh>props/brit_civic_centre_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/brit_civic_centre_roof.dae</mesh>
<textures>
<texture file="structural/celt_roof_round.png" name="baseTex"/>
<texture file="structural/celt_roof_round_norm.png" name="normTex"/>
<texture file="structural/celt_roof_round_spec.png" name="specTex"/>
<texture file="structural/ao/brit_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit civic centre wood c">
<mesh>props/brit_civic_centre_wood_c.dae</mesh>
<textures>
<texture file="props/wood_c.png" name="baseTex"/>
<texture file="structural/ao/brit_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/brit_crannog_dirt.dae</mesh>
<textures>
<texture file="props/celt_barracks_decal.png" name="baseTex"/>
<texture file="props/celt_barracks_decal_norm.png" name="normTex"/>
<texture file="structural/ao/brit_crannog.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>no_trans_parallax_ao.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant name="broch top">
<mesh>structural/celt_crannog_props.dae</mesh>
<mesh>props/brit_crannog_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_crannog.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant name="broch top">
<mesh>structural/celt_crannog_wall.dae</mesh>
<mesh>props/brit_crannog_wall.dae</mesh>
<textures>
<texture file="structural/celt_murus.png" name="baseTex"/>
<texture file="structural/celt_murus_norm.png" name="normTex"/>
<texture file="structural/celt_murus_spec.png" name="specTex"/>
<texture file="structural/ao/brit_crannog.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/brit_fortress_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/brit_fortress_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/brit_fortress_tower.dae</mesh>
<textures>
<texture file="structural/celt_broch.dds" name="baseTex"/>
<texture file="structural/celt_broch_norm.png" name="normTex"/>
<texture file="structural/celt_broch_spec.png" name="specTex"/>
<texture file="structural/ao/brit_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant name="broch top">
<mesh>structural/celt_broch_wall.dae</mesh>
<mesh>props/brit_fortress_wall.dae</mesh>
<textures>
<texture file="structural/celt_murus.png" name="baseTex"/>
<texture file="structural/celt_murus_norm.png" name="normTex"/>
<texture file="structural/celt_murus_spec.png" name="specTex"/>
<texture file="structural/ao/brit_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_a_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_a.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_a_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_a.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_b_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_b.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_b_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_b.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_c_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_c.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_c_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_c.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_d_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_d.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/brit_house_d_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_house_d.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit market props">
<mesh>props/brit_market_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/brit_market.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit market props new">
<mesh>props/brit_market_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_market.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="brit market wood c">
<mesh>props/brit_market_wood_c.dae</mesh>
<textures>
<texture file="props/wood_c.png" name="baseTex"/>
<texture file="structural/ao/brit_market.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/brit_scout_tower_palisade.dae</mesh>
<textures>
<texture file="props/palisade_main.png" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/brit_scout_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/brit_scout_tower_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/brit_scout_tower.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -9,14 +9,26 @@
</group>
<group>
<variant frequency="1" name="Tree">
<textures><texture file="props/kart_sail_1.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_1.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="tanit">
<textures><texture file="props/kart_sail_2.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_2.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="other">
<textures><texture file="props/kart_sail_3.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_3.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>
@@ -5,8 +5,9 @@
<group>
<variant frequency="100" name="Base">
<mesh>props/kart_quin_foresail.dae</mesh>
<textures><texture file="props/sail_blank_netting.png" name="baseTex"/></textures>
<textures><texture file="props/sail_blank_netting.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/></textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>
@@ -9,14 +9,26 @@
</group>
<group>
<variant frequency="1" name="Tree">
<textures><texture file="props/kart_sail_1.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_1.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="tanit">
<textures><texture file="props/kart_sail_2.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_2.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="other">
<textures><texture file="props/kart_sail_3.dds" name="baseTex"/></textures>
<textures>
<texture file="props/kart_sail_3.dds" name="baseTex"/>
<texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant frequency="1" name="temple b decor">
<mesh>props/kart_temple_b_decor.dae</mesh>
<textures>
<texture file="structural/kart_struct.dds" name="baseTex"/>
<texture file="structural/kart_struct_norm.png" name="normTex"/>
<texture file="structural/kart_struct_spec.png" name="specTex"/>
<texture file="structural/ao/kart_temple_b.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao_parallax_spec.xml</material>
</actor>
@@ -9,14 +9,17 @@
</group>
<group>
<variant frequency="1" name="Tree">
<textures><texture file="props/kart_sail_1.dds" name="baseTex"/></textures>
<textures><texture file="props/kart_sail_1.dds" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/></textures>
</variant>
<variant frequency="1" name="tanit">
<textures><texture file="props/kart_sail_2.dds" name="baseTex"/></textures>
<textures><texture file="props/kart_sail_2.dds" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/></textures>
</variant>
<variant frequency="1" name="other">
<textures><texture file="props/kart_sail_3.dds" name="baseTex"/></textures>
<textures><texture file="props/kart_sail_3.dds" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/>
<texture file="props/sail_spec_1.png" name="specTex"/></textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>
@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/celt_barracks_color.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/celt_barracks_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/celt_barracks_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,7 +4,11 @@
<group>
<variant>
<mesh>props/celt_barracks_weapons.dae</mesh>
<textures><texture file="props/prop_weap.dds" name="baseTex"/></textures>
<textures>
<texture file="props/prop_weap.dds" name="baseTex"/>
<texture file="structural/ao/celt_barracks.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -5,10 +5,12 @@
<variant frequency="1" name="barrels">
<mesh>props/celt_blacksmith_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="structural/ao/celt_blacksmith.png" name="aoTex"/>
</textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_blacksmith.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>structural/celt_broch_top.dae</mesh>
<textures><texture file="structural/celt_struct_1.dds" name="baseTex"/><texture file="structural/celt_struct_1_norm.png" name="normTex"/></textures>
</variant>
</group>
<material>player_trans_parallax.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant>
<mesh>props/celt_barracks_props1.dae</mesh>
<mesh>props/celt_corral_food.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_corral.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_corral.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant>
<mesh>structural/celt_corral_props_new.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_corral.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>structural/celt_crannog_dirt.dae</mesh>
<textures><texture file="props/celt_barracks_decal.png" name="baseTex"/></textures>
</variant>
</group>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_dock.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant>
<mesh>props/celt_dock_shields.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_dock.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_farmstead.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,7 +4,11 @@
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_farmstead_hoe.dae</mesh>
<textures><texture file="props/prop_weap.dds" name="baseTex"/></textures>
<textures>
<texture file="props/prop_weap.dds" name="baseTex"/>
<texture file="structural/ao/celt_farmstead.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_farmstead_shield.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_farmstead.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_fortress_studs.dae</mesh>
<textures><texture file="props/celt_wall_stump.dds" name="baseTex"/></textures>
</variant>
</group>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_fortress_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.dds" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>
@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/celt_fortress_weapons.dae</mesh>
<textures><texture file="props/prop_weap.dds" name="baseTex"/></textures>
</variant>
</group>
</actor>
@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>props/celt_fortress_props_new.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -3,8 +3,12 @@
<castshadow/>
<group>
<variant>
<mesh>structural/celt_kennel_props_beef.dae</mesh>
<textures><texture file="props/beefslab.png" name="baseTex"/></textures>
<mesh>props/celt_kennel_props_beef.dae</mesh>
<textures>
<texture file="props/beefslab.png" name="baseTex"/>
<texture file="structural/ao/celt_kennel.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -3,13 +3,14 @@
<castshadow/>
<group>
<variant>
<mesh>structural/celt_kennel_props_1.dae</mesh>
<mesh>props/celt_kennel_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_kennel.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -3,9 +3,14 @@
<castshadow/>
<group>
<variant>
<mesh>structural/celt_kennel_props_new.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<mesh>props/celt_kennel_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_kennel.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_storehouse.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="structural/celt_broch.dds" name="baseTex"/>
<texture file="structural/celt_broch_norm.png" name="normTex"/>
<texture file="structural/celt_broch_spec.png" name="specTex"/>
<texture file="structural/ao/celt_storehouse.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant frequency="100" name="Base">
<mesh>props/celt_storehouse_shield.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_storehouse.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_tavern.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant>
<mesh>structural/celt_tavern_props_new.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_tavern.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -7,8 +7,10 @@
<textures>
<texture file="structural/celt_wall.dds" name="baseTex"/>
<texture file="structural/celt_wall_norm.png" name="normTex"/>
<texture file="structural/celt_wall_spec.png" name="specTex"/>
<texture file="structural/ao/celt_temple.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,8 +4,13 @@
<group>
<variant>
<mesh>props/celt_temple_color.dae</mesh>
<textures><texture file="props/celt_props_new.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/celt_temple.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,7 +4,13 @@
<group>
<variant>
<mesh>props/celt_temple_palisade.dae</mesh>
<textures><texture file="props/celt_temple_palisade.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_temple_palisade.dds" name="baseTex"/>
<texture file="props/palisade_main_norm.png" name="normTex"/>
<texture file="props/palisade_main_spec.png" name="specTex"/>
<texture file="structural/ao/celt_temple.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -8,8 +8,9 @@
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/celt_temple.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -4,7 +4,11 @@
<group>
<variant>
<mesh>props/celt_temple_turf.dae</mesh>
<textures><texture file="props/celt_wall_turf.dds" name="baseTex"/></textures>
<textures>
<texture file="props/celt_wall_turf.dds" name="baseTex"/>
<texture file="structural/ao/celt_temple.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_7x5">
<decal angle="0" depth="30" offsetx="0" offsetz="0" width="50"/>
<textures>
<texture file="props/decal_struct_sand_large.png" name="baseTex"/>
<texture file="props/decal_struct_sand_large_norm.png" name="normTex"/>
</textures>
</variant>
</group>
<material>terrain_norm.xml</material>
</actor>
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_5x5">
<decal angle="0" depth="35" offsetx="0" offsetz="0" width="35"/>
<textures>
<texture file="gaia/decal_farmland.png" name="baseTex"/>
<texture file="gaia/decal_farmland_norm.png" name="normTex"/>
<texture file="gaia/decal_farmland_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>terrain_norm_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="gaul civic centre props">
<mesh>props/gaul_civic_centre_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/gaul_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/gaul_civic_centre_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/gaul_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="celt house a door">
<mesh>props/gaul_civic_centre_wood_c.dae</mesh>
<textures>
<texture file="props/wood_c.png" name="baseTex"/>
<texture file="structural/ao/gaul_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/gaul_fortress_broch.dae</mesh>
<textures>
<texture file="structural/celt_broch.dds" name="baseTex"/>
<texture file="structural/celt_broch_norm.png" name="normTex"/>
<texture file="structural/celt_broch_spec.png" name="specTex"/>
<texture file="structural/ao/gaul_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/gaul_fortress_props_1.dae</mesh>
<textures>
<texture file="props/celt_prop_1.png" name="baseTex"/>
<texture file="props/celt_prop_1_norm.png" name="normTex"/>
<texture file="props/celt_prop_1_spec.png" name="specTex"/>
<texture file="structural/ao/gaul_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="broch top">
<mesh>props/gaul_fortress_props_new.dae</mesh>
<textures>
<texture file="props/celt_props_new.dds" name="baseTex"/>
<texture file="props/celt_props_new_norm.png" name="normTex"/>
<texture file="props/celt_props_new_spec.png" name="specTex"/>
<texture file="structural/ao/gaul_fortress.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>

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