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506 Commits

Author SHA1 Message Date
Ykkrosh c5f61b660e Fix old references to scout tower
This was SVN commit r11339.
2012-03-14 13:09:36 +00:00
Ykkrosh acb853056b Fix XML error
This was SVN commit r11338.
2012-03-14 13:09:01 +00:00
Spahbod 9edd53a796 Fixed a bug with getTerrainTexture function.
This was SVN commit r11337.
2012-03-14 11:59:44 +00:00
Mythos_Ruler 10410e4e3b This was SVN commit r11336. 2012-03-14 02:49:28 +00:00
Mythos_Ruler 24b38da680 Tweaked Army Camp cost.
This was SVN commit r11334.
2012-03-14 02:28:31 +00:00
Mythos_Ruler 095f7a2381 #New Roman army camp.
This was SVN commit r11333.
2012-03-14 02:19:46 +00:00
historic_bruno 4eec2bf5d2 Fixes some bugs related to deleting saved games (in particular, load/delete was broken if the file was deleted externally while the game was running).
Adds saved game directory to the hotload watch list.
Logs error instead of crashing when saved game is not found.
Changes Atlas double-click selection to only pick units from the same
player.

This was SVN commit r11332.
2012-03-14 00:23:28 +00:00
Mythos_Ruler e57730ecce This was SVN commit r11331. 2012-03-14 00:22:46 +00:00
Mythos_Ruler 5ffee8e4e0 Fixing a minor error.
This was SVN commit r11330.
2012-03-14 00:10:02 +00:00
Mythos_Ruler bfe5772315 xml changes
This was SVN commit r11329.
2012-03-14 00:09:27 +00:00
Mythos_Ruler f1ba777a76 Ides of March
This was SVN commit r11328.
2012-03-13 22:54:15 +00:00
Ykkrosh 6fc508f662 Fix non-PCH build.
Fix typo.

This was SVN commit r11327.
2012-03-13 21:39:01 +00:00
Mythos_Ruler 0c49ac92fe Ides of March
This was SVN commit r11326.
2012-03-13 20:52:42 +00:00
Mythos_Ruler 9ff8d706f5 Acropolis IV.
This was SVN commit r11325.
2012-03-13 08:21:02 +00:00
Mythos_Ruler e35d8f7df9 This was SVN commit r11324. 2012-03-13 02:59:14 +00:00
Mythos_Ruler 83c276afc4 Ruins gathering sounds.
Portrait for Rhodian Slinger.

Updated the name of the Roman merchant.

Updated the names of these maps.

This was SVN commit r11323.
2012-03-13 01:59:06 +00:00
quantumstate 0cace671b7 Fixed bug with economy not finding food.
The problem was with the new caching and unhuntable animals.  The cache
would have an unhuntable food source so would show as not being empty
but then when this was filtered out at a later stage.  After this later
stage there would be no attempt to search a larger area.

This was SVN commit r11321.
2012-03-11 23:09:12 +00:00
quantumstate cd906e074f Added support for romans to qBot
This was SVN commit r11320.
2012-03-11 22:24:02 +00:00
Mythos_Ruler f027a64251 This was SVN commit r11319. 2012-03-11 08:46:54 +00:00
Mythos_Ruler 8dd841b116 Fixed a pop limit thing. Seems to be an Atlas bug with this.
This was SVN commit r11318.
2012-03-11 07:44:51 +00:00
Mythos_Ruler d7fa7477ab Updated trade cursor.
This was SVN commit r11317.
2012-03-11 07:41:41 +00:00
Mythos_Ruler b099676175 A couple of new Death Canyon variants.
This was SVN commit r11316.
2012-03-11 07:35:10 +00:00
Mythos_Ruler 915bc8d263 I noticed some units were missing promotion animations. :)
This was SVN commit r11315.
2012-03-11 04:47:31 +00:00
Mythos_Ruler 0741d0ccd6 Fixed Celt slinger sound effects.
Tweaked cav spear tooltip.

This was SVN commit r11314.
2012-03-11 04:39:53 +00:00
Mythos_Ruler 8e94dea94d This was SVN commit r11313. 2012-03-11 00:23:26 +00:00
Mythos_Ruler ae1d57a4c7 Made Oasis X the default map.
This was SVN commit r11312.
2012-03-10 20:13:25 +00:00
Mythos_Ruler d3727a99f9 Updated Oasis X
This was SVN commit r11311.
2012-03-10 20:08:48 +00:00
Mythos_Ruler e8c31dc9a3 This was SVN commit r11310. 2012-03-10 19:49:59 +00:00
vts 7934e3ab0b Fixed missing cmpIdentity null check in Barter.js:60 (causes failure on Isthmus when territory_pull entity is iterated over). Fixes #1199.
This was SVN commit r11309.
2012-03-10 16:34:59 +00:00
OmriLahav 5282d77c19 This was SVN commit r11304. 2012-03-10 15:03:09 +00:00
OmriLahav f062610daf This was SVN commit r11303. 2012-03-10 14:41:44 +00:00
OmriLahav e18bb4adc7 This was SVN commit r11301. 2012-03-10 13:56:17 +00:00
OmriLahav 987df3b72b This was SVN commit r11300. 2012-03-10 13:54:02 +00:00
Mythos_Ruler c8fde142af New Greek trader portrait. Tweaked Greek and Roman trade cart footprints.
This was SVN commit r11298.
2012-03-10 07:08:31 +00:00
Mythos_Ruler 63b2743338 Tweaked garrison healing. Temple is now more important for healing than before.
This was SVN commit r11297.
2012-03-10 05:55:18 +00:00
historic_bruno 4b7a5ac814 Allows garrison heal rate of "0" (disables healing).
This was SVN commit r11296.
2012-03-10 04:08:15 +00:00
Mythos_Ruler 39844eaadc tweaked this map
This was SVN commit r11295.
2012-03-10 02:10:03 +00:00
Mythos_Ruler 48b744a7f5 Fixed blue player color.
This was SVN commit r11294.
2012-03-10 01:36:33 +00:00
Mythos_Ruler b6cd9a47a5 Fixed Greek temple prop point error.
Also: Re-added the B and C variants, by working around the root node
problem with smoke. Added 'smoke' prop nodes to the A, B, &C base meshes
so that the prop meshes for these variants can continue to use the
'root' node.

Fixed some Player 1 color issues in a few maps. More to come.

This was SVN commit r11293.
2012-03-10 01:25:39 +00:00
historic_bruno d1ed264c9b Fixes stance change during garrison causing instant garrison. Fixes #1184.
Adds range check to garrisoning, with <LoadingRange> element added to
GarrisonHolder. Adds maximum range values to templates (2 for land
units/structures, 10 for ships).
Adds retry to garrison failure due to unreachable target.
Cleans up a few templates.

This was SVN commit r11292.
2012-03-09 23:33:55 +00:00
Pureon cba0c42783 Updated trader cart model
This was SVN commit r11291.
2012-03-09 22:24:13 +00:00
Mythos_Ruler aae8a06576 This was SVN commit r11290. 2012-03-09 04:09:19 +00:00
Mythos_Ruler 506cea7d54 This was SVN commit r11289. 2012-03-09 04:05:34 +00:00
Mythos_Ruler 050a194d73 tweaked merchant ship tooltip.
This was SVN commit r11288.
2012-03-09 02:23:52 +00:00
Mythos_Ruler 829a5444fe Updated Trade Demo map.
Updated some Greek horse textures.

Tweaked Greek and Roman Traders.

This was SVN commit r11287.
2012-03-09 02:12:50 +00:00
Mythos_Ruler 497aadb653 trader tweaks. trading demo map
This was SVN commit r11286.
2012-03-09 00:34:53 +00:00
Pureon 8484a2b2e2 New Roman and Hele trader units
This was SVN commit r11285.
2012-03-08 23:52:46 +00:00
Mythos_Ruler 6a2e5a9f16 This was SVN commit r11283. 2012-03-08 21:40:44 +00:00
Mythos_Ruler b3f4b9af7f Some temp trader stuff until we can make them look prettier at a later date.
This was SVN commit r11282.
2012-03-08 21:31:59 +00:00
fcxSanya 9a30da9726 Fix the trade tooltips order
This was SVN commit r11281.
2012-03-08 21:28:55 +00:00
Mythos_Ruler f4ae18b710 This was SVN commit r11280. 2012-03-08 21:03:48 +00:00
fcxSanya 894dc30c69 Trade. Closes #30.
This was SVN commit r11279.
2012-03-08 20:42:28 +00:00
Spahbod 84f1914434 Added Rhine Marshlands
This was SVN commit r11278.
2012-03-08 19:46:38 +00:00
ShieldBearer 82378702cf This was SVN commit r11277. 2012-03-08 09:40:23 +00:00
Mythos_Ruler af05b96c0f Animation tweaks on these two units.
This was SVN commit r11276.
2012-03-08 06:26:13 +00:00
historic_bruno c393732939 Adds slightly more helpful error message when failing to validate an entity template.
This was SVN commit r11273.
2012-03-08 05:13:35 +00:00
historic_bruno e6c58b2a3e Adds log rendering to actor viewer.
This was SVN commit r11272.
2012-03-08 01:16:29 +00:00
Pureon 95dede0b4d Siege ballista attack animation
This was SVN commit r11271.
2012-03-07 23:32:52 +00:00
Pureon d3d866ed28 Roman trireme animations
This was SVN commit r11270.
2012-03-07 22:03:45 +00:00
Ykkrosh 98c8a47192 Fix crash on Clang
This was SVN commit r11269.
2012-03-07 20:40:38 +00:00
Pureon e73cae7507 Update to Roman wall tower
This was SVN commit r11268.
2012-03-07 20:17:18 +00:00
vts 3c677ee425 Prevent unnecessary work, especially on maps with many actors
This was SVN commit r11267.
2012-03-07 19:54:54 +00:00
Mythos_Ruler 9016b8d866 #Corsica random map script by wraitii.
This was SVN commit r11266.
2012-03-07 19:17:01 +00:00
Spahbod d115561a26 Fixed a crash when less than 8 players were present in some random maps.
This was SVN commit r11265.
2012-03-07 12:36:22 +00:00
Mythos_Ruler 3f6ae7554d This was SVN commit r11264. 2012-03-07 11:25:50 +00:00
Pureon 38bcefebee Updated wall tower
This was SVN commit r11262.
2012-03-06 22:29:34 +00:00
Mythos_Ruler 8eb390287d Updated Isthmus map.
This was SVN commit r11261.
2012-03-06 09:24:39 +00:00
Mythos_Ruler 2223e7c857 New "Isthmus" map.
This was SVN commit r11260.
2012-03-06 08:01:42 +00:00
historic_bruno 15cb081163 Removes Makefile PCH support for Obj-C/C++ source files. Apple's latest command line tools encountered an error because the source file was compiled with Obj-C++ but the PCH was compiled with C++. If we really needed PCH for Obj-C++ we could simply compile it separately for each language. Refs #1148.
This was SVN commit r11259.
2012-03-06 05:40:11 +00:00
historic_bruno 5f8135edb0 Fixes clang warning about precompiled.h in C++ mode. Fixes #1178.
This was SVN commit r11258.
2012-03-06 04:12:21 +00:00
historic_bruno 4cdde2b62a Replaces Atlas "Screenshot" option with normal lower-res version (saves result as PNG).
Adds new "Big screenshot" option (saves result as 6400x4800 BMP). Refs
#984.

This was SVN commit r11257.
2012-03-06 00:15:48 +00:00
Mythos_Ruler b3f22597e3 Tweaked Oasis IX
This was SVN commit r11256.
2012-03-06 00:05:12 +00:00
gregory 2552b10b9d Added forgotten peacock actor file.
This was SVN commit r11255.
2012-03-05 22:19:26 +00:00
gregory e0052aa863 Added the peacock.
This was SVN commit r11254.
2012-03-05 22:14:49 +00:00
quantumstate 0b0f2e9e30 Fixed broken tests by silently failing if Math.js is not found. This is not ideal but seems better than everything else.
This was SVN commit r11253.
2012-03-05 21:20:39 +00:00
Ykkrosh e9bbf25997 Remove some redundant code
This was SVN commit r11252.
2012-03-05 18:30:00 +00:00
Ykkrosh 2afc4d9d8f Fix #1140 (signedness warning on some platforms).
This was SVN commit r11251.
2012-03-05 17:05:02 +00:00
Ykkrosh dc715fe57f Remove some unused includes
This was SVN commit r11250.
2012-03-05 16:15:07 +00:00
Ykkrosh 26efdaf216 Try to improve ambiguous bit descriptions
This was SVN commit r11249.
2012-03-05 16:09:47 +00:00
ShieldBearer a08aa2ca0d This was SVN commit r11248. 2012-03-05 12:40:17 +00:00
Mythos_Ruler 85847c3da6 Attempting to make the map more challenging.
This was SVN commit r11247.
2012-03-05 06:55:17 +00:00
Mythos_Ruler e02ad39830 Fixed a pop cap bug on Oasis IX
This was SVN commit r11246.
2012-03-05 05:33:48 +00:00
Mythos_Ruler 38ec523c01 This was SVN commit r11245. 2012-03-05 04:39:27 +00:00
Mythos_Ruler 89e36154bc Made Oasis IX more challenging. Added destruction dust to the Greek theatron.
This was SVN commit r11244.
2012-03-05 04:17:30 +00:00
Mythos_Ruler 5ac30ea199 Tweaked destruction dust.
This was SVN commit r11243.
2012-03-05 02:28:15 +00:00
historic_bruno 07ab38cdcb Implements COLLADA -1 vertex weight support, using simpler initial solution. Fixes #1012.
This was SVN commit r11242.
2012-03-05 00:42:34 +00:00
historic_bruno f3a52dd440 Fixes incorrect and inconsistent tests for undefined.
Removes unused buggy GUI script.
Corrects some inconsistent formatting.

This was SVN commit r11241.
2012-03-04 22:59:14 +00:00
gregory 24f0e123cb Propped corral and added a variation with the doors closed.
This was SVN commit r11240.
2012-03-04 21:26:08 +00:00
Pureon 8ca6d1a6fa Roman gate and wall update
This was SVN commit r11239.
2012-03-04 13:30:16 +00:00
Spahbod 986bd39ef4 Minor tweaks and fixes.
This was SVN commit r11238.
2012-03-04 13:18:59 +00:00
Mythos_Ruler ed575eee54 arch portrait
This was SVN commit r11237.
2012-03-04 07:47:59 +00:00
Mythos_Ruler 92b50ed078 Tweaked Oasis X.
This was SVN commit r11236.
2012-03-04 06:59:03 +00:00
Mythos_Ruler 8c68625ca2 New faction emblem for the Romans. Celt cav skirms now gather meats correctly.
This was SVN commit r11235.
2012-03-04 06:47:35 +00:00
historic_bruno d60df4b127 Adds saved game deletion. Refs #1090
Documents a few things related to saved games.

This was SVN commit r11233.
2012-03-04 05:27:17 +00:00
vts 4cb7972ec2 Renamed some Atlas classes and g_GameLoop to better reflect their Atlas-related nature and to lower potential confusion with similar main-game-related functionality. Refs #678.
This was SVN commit r11232.
2012-03-03 23:48:04 +00:00
quantumstate 291a9e797b Added atan and atan2. Refs #1193
This was SVN commit r11231.
2012-03-03 23:37:47 +00:00
vts 649cb7ee7b Added PickFriendlyEntitiesOnScreen function to the JS side for #1187.
This was SVN commit r11230.
2012-03-03 21:42:23 +00:00
Mythos_Ruler 06672f0001 This was SVN commit r11229. 2012-03-03 20:47:49 +00:00
Mythos_Ruler d755402aec Destruction dust for these buildings.
This was SVN commit r11228.
2012-03-03 06:04:24 +00:00
quantumstate cc955af3b1 Added javascript file for previous commit.
This was SVN commit r11227.
2012-03-03 00:07:11 +00:00
quantumstate e2e5c81272 Added safe (identical across platforms) replacement sin and cos functions for scripts. This is part of #1193.
This was SVN commit r11226.
2012-03-03 00:06:16 +00:00
Mythos_Ruler 1657c34979 More formation buttons and changes.
This was SVN commit r11225.
2012-03-02 20:00:17 +00:00
Mythos_Ruler 3ac3d60d6c Moved formation buttons to a new folder
This was SVN commit r11224.
2012-03-02 19:40:50 +00:00
Mythos_Ruler f66fab3ec2 Updated formation buttons.
This was SVN commit r11223.
2012-03-02 19:13:27 +00:00
Ykkrosh 0f0eef7ed4 Consistent whitespace
This was SVN commit r11221.
2012-03-02 18:03:19 +00:00
Spahbod 59ce8b3081 Tweaks player starting positions so that allies are near each other. Adds some useful functions to the game.
This was SVN commit r11220.
2012-03-02 13:17:35 +00:00
Mythos_Ruler 4653dc62e9 This was SVN commit r11219. 2012-03-02 06:31:35 +00:00
Ykkrosh acf63afeaa Fix some whitespace, and spelling, and capitalisation, and unnecessary array wrapping.
This was SVN commit r11218.
2012-03-01 23:16:01 +00:00
Mythos_Ruler 561d09c7d5 Selected Stances icons.
This was SVN commit r11217.
2012-03-01 20:28:57 +00:00
OmriLahav f92a9dfb68 This was SVN commit r11215. 2012-03-01 10:16:03 +00:00
OmriLahav 6b4eb1b848 This was SVN commit r11213. 2012-03-01 09:01:31 +00:00
Mythos_Ruler 70c8e26c12 Oasis maps galore!
This was SVN commit r11212.
2012-03-01 06:45:33 +00:00
historic_bruno edbbe38ee1 Fixes idle champion units not being found. Fixes #1188.
Adds trade class to merchant ship (for use in "find idle workers").
Explicitly adds females, traders/merchant ships, fishing boats, and
healers to "find idle workers".
Fixes typos in fire ship template.

This was SVN commit r11211.
2012-03-01 05:41:18 +00:00
Mythos_Ruler c01004a686 Removed a few oars from the Roman trireme. Tweaked Trireme texture.
This was SVN commit r11210.
2012-03-01 04:13:10 +00:00
historic_bruno 7fa6afac37 Corrects some Doxygen comments and adds a few others of interest.
This was SVN commit r11209.
2012-03-01 03:55:05 +00:00
Mythos_Ruler a247da1585 Siege status bars tweaked. Tweaked hoplite portrait.
This was SVN commit r11208.
2012-03-01 00:12:51 +00:00
historic_bruno a01e1cd46a Fixes incorrect use of jschar (broke Linux builds)
This was SVN commit r11207.
2012-02-29 23:41:23 +00:00
Mythos_Ruler 4163197d10 Oasis VIII
This was SVN commit r11206.
2012-02-29 22:12:15 +00:00
Mythos_Ruler d5fe7004bc This was SVN commit r11205. 2012-02-29 22:08:39 +00:00
historic_bruno 2d65ee60f3 Tweaks minimap water color.
This was SVN commit r11202.
2012-02-29 01:12:52 +00:00
Mythos_Ruler 1498469730 Player 1 is a bit bluer.
This was SVN commit r11201.
2012-02-29 00:29:35 +00:00
Mythos_Ruler e58b2614ef Updated Greek female portrait.
This was SVN commit r11200.
2012-02-28 23:52:46 +00:00
historic_bruno 366cd7f15a Fixes broken selections in saved games (CmpSelectable needed to call Init on deserialization).
Adds function name to log output when serializer fails on functions, to
aid in debugging.

This was SVN commit r11199.
2012-02-28 22:12:30 +00:00
quantumstate c169898a18 Made qBot not serialize the metadata which conatins too complicated a data structure and wasn't being used in any case. Fixes #1185.
This was SVN commit r11198.
2012-02-28 20:40:17 +00:00
Mythos_Ruler 131758e1ac committed a couple minimap color changes
This was SVN commit r11197.
2012-02-28 19:51:23 +00:00
Mythos_Ruler 437e9bb1b1 New hoplite portrait. Fixed civ on Nile River.
This was SVN commit r11196.
2012-02-28 19:23:14 +00:00
Mythos_Ruler eb5425c139 Roman trireme portrait.
This was SVN commit r11195.
2012-02-28 18:49:45 +00:00
ShieldBearer c480f41164 This was SVN commit r11194. 2012-02-28 10:41:10 +00:00
ShieldBearer e73d70b371 This was SVN commit r11193. 2012-02-28 09:07:17 +00:00
Mythos_Ruler 9bb33fcc68 This was SVN commit r11192. 2012-02-28 05:02:17 +00:00
historic_bruno e3bacd948f Adds defense tower and Romans support to JuBot, based on patch by gudo. Fixes #1152.
This was SVN commit r11191.
2012-02-28 04:26:08 +00:00
historic_bruno d755af157f Fixes constant logical operand warning on OS X build.
This was SVN commit r11190.
2012-02-28 03:34:33 +00:00
historic_bruno ef1e8de44e Removes size_t from shareable types to prevent 32/64-bit errors.
Adds unsigned int to shareable types. In the future, use
int32/player_id_t for player IDs and uint32/entity_id_t for entity IDs.

This was SVN commit r11189.
2012-02-27 23:16:31 +00:00
Pureon f52bf1e5fd Roman walls
This was SVN commit r11188.
2012-02-27 23:09:17 +00:00
Mythos_Ruler fe38587112 Tweaked Roman army camp and fortress.
This was SVN commit r11187.
2012-02-27 22:51:19 +00:00
historic_bruno 5f23cd6d10 Changes Atlas ObjectID type to unsigned int, fixes 64-bit build errors caused by size_t.
This was SVN commit r11186.
2012-02-27 22:29:53 +00:00
Mythos_Ruler 5fa9f01245 Tweaked starting unit for Iberians.
This was SVN commit r11185.
2012-02-27 22:28:57 +00:00
Mythos_Ruler 6f2f1b5cbb New portrait for hoplite. Tweaked peacock skin.
This was SVN commit r11184.
2012-02-27 21:51:03 +00:00
Mythos_Ruler 088f076fb4 Tweaked Rome's starting units.
This was SVN commit r11183.
2012-02-27 21:39:40 +00:00
vts b8e8602e39 Fixed test failure in test_CmpTemplateManager.h after atlas selection improvement
This was SVN commit r11182.
2012-02-27 19:10:49 +00:00
Spahbod 64f0a91efc Adds new metal and stone mines for polar and alpine biomes.
This was SVN commit r11181.
2012-02-27 15:09:56 +00:00
Spahbod e82182252c Fixed a major bug.
This was SVN commit r11180.
2012-02-27 11:56:53 +00:00
historic_bruno 7a75e068e7 Swaps the game's double- and triple-click selections, by popular demand (double-click now selects similar units, triple-click selects exact matches by rank)
This was SVN commit r11178.
2012-02-27 05:46:02 +00:00
historic_bruno 7d9e98b00e Adds multiple entity selection to Atlas (including move/delete). Fixes #678.
Makes all actors selectable in Atlas and gives them selection rings (an
EditorOnly flag is used in the template for Atlas-only selectables).
Adds player colors to Atlas selection rings.
Fixes decal selection by falling back to old-style AABBs. Refs #1032.
Replaces UnitManager selections with EntitySelection helpers.
Adds DrawOverlays to Atlas views, for Atlas-specific rendering.
Fixes bug where selection rings conflicted with Move/rotate tool in
Atlas simulation test.

This was SVN commit r11177.
2012-02-27 05:32:35 +00:00
historic_bruno 8651452d33 Adds Romans to random maps.
This was SVN commit r11176.
2012-02-27 00:21:42 +00:00
Mythos_Ruler 9b6863e78e This was SVN commit r11175. 2012-02-26 18:19:56 +00:00
Spahbod 9272153ee7 Adds "Arennes Forest" by mmayfield45. Fixes the river texture for snowy biome of "Rivers".
This was SVN commit r11174.
2012-02-26 15:01:24 +00:00
Mythos_Ruler 298f844c2d This was SVN commit r11173. 2012-02-26 07:46:40 +00:00
Mythos_Ruler 2b16f0cdc8 Tiger texture.
This was SVN commit r11172.
2012-02-26 07:38:35 +00:00
Mythos_Ruler d033c757f7 Historicity's tiger mesh. Tweaked Roman tireme texture.
This was SVN commit r11171.
2012-02-26 06:38:32 +00:00
ShieldBearer f8d335ce85 #Roman Trireme
This was SVN commit r11170.
2012-02-26 04:52:26 +00:00
historic_bruno 0051a5e4cf Fixes encoding of intro.txt to UTF-8 without BOM, based on patch by bird. Fixes #1181.
This was SVN commit r11169.
2012-02-26 04:46:59 +00:00
Mythos_Ruler ed4e834a6a Peacock texture
This was SVN commit r11168.
2012-02-26 00:56:23 +00:00
gregory cf09baa94e Updated and improved zebra death animation.
This was SVN commit r11167.
2012-02-26 00:16:43 +00:00
gregory b9a5d4725f This was SVN commit r11166. 2012-02-25 23:56:33 +00:00
quantumstate a3c04b62c0 Added some caching in the reassignIdleWorkers code for a large performance gain.
Also fixed a bug in entitycollection-extend.js when calculating length
for updating entity arrays

This was SVN commit r11165.
2012-02-25 23:32:01 +00:00
Mythos_Ruler 81a127433d This was SVN commit r11164. 2012-02-25 23:04:22 +00:00
Ykkrosh 7663e78861 Fix terrain overlay rendering
This was SVN commit r11163.
2012-02-25 22:11:34 +00:00
Mythos_Ruler 41fd207089 Player color for sheep
This was SVN commit r11162.
2012-02-25 20:09:56 +00:00
quantumstate 9b15970a48 Update healer templates and scenarios to add ranks.
Also added a comment to FSM.js to clrify that state names must be A-Z
only

This was SVN commit r11161.
2012-02-25 20:07:30 +00:00
Mythos_Ruler f5fc636b4e Initial support in the templates for healer ranking
This was SVN commit r11159.
2012-02-25 18:44:33 +00:00
Spahbod 42d60d52c0 Adds "TILE_CENTERED_HEIGHT_MAP" to aegean sea.
This was SVN commit r11158.
2012-02-25 17:50:01 +00:00
Ykkrosh 811e8b7efd Fix GLSL terrain.
This was SVN commit r11157.
2012-02-25 17:47:41 +00:00
Ykkrosh cb5669e3d7 Add terrain effect files.
This was SVN commit r11156.
2012-02-25 17:31:19 +00:00
Ykkrosh 5009636e39 Improve Android compatibility.
Basic touchscreen input for testing.
Better GLSL support for map rendering.

This was SVN commit r11155.
2012-02-25 17:29:27 +00:00
Ykkrosh c888c00377 Avoid unnecessary use of printf in text renderer.
This was SVN commit r11154.
2012-02-25 17:14:47 +00:00
Ykkrosh b104bec238 Fix Android build scripts.
This was SVN commit r11153.
2012-02-25 16:11:08 +00:00
Spahbod bc805bd357 Adds the path placer library by historic_brunno to rmgen. Fixes #892.
Also takes all the duplicated parts of random maps including the new
player start entities and random biome system into rmgen libraries.
Tweaks nile river and snowflake random maps.

This was SVN commit r11152.
2012-02-25 15:53:43 +00:00
ShieldBearer ce82f83798 This was SVN commit r11151. 2012-02-25 15:51:49 +00:00
ShieldBearer 122d5c9a05 This was SVN commit r11150. 2012-02-25 15:39:18 +00:00
Ykkrosh 9b0a3830df Support more commands in shader technique XML files.
Always print GLSL shader logs, to help debugging.

This was SVN commit r11149.
2012-02-25 15:38:38 +00:00
Mythos_Ruler 7286fbaf90 This was SVN commit r11148. 2012-02-25 09:06:43 +00:00
gregory 629cd1645e Added the forgotten ashes DAEs.
This was SVN commit r11147.
2012-02-25 09:00:44 +00:00
gregory f50adb0c04 Added zebra attack animation.
This was SVN commit r11146.
2012-02-25 08:53:45 +00:00
gregory dbf8dc3893 Added some useless ash to the temples for prettification.
This was SVN commit r11145.
2012-02-25 08:14:46 +00:00
Mythos_Ruler 1fdf6ea7d1 Tweaked zebra run speed
This was SVN commit r11144.
2012-02-25 07:28:52 +00:00
Mythos_Ruler 3a3f946d16 Median Oasis II complete.
This was SVN commit r11143.
2012-02-25 07:07:56 +00:00
historic_bruno b7e848de23 Avoid unused parameter warnings due to safe bool operators.
This was SVN commit r11142.
2012-02-25 06:24:24 +00:00
Mythos_Ruler 17b8c6360e fixed player thing
This was SVN commit r11141.
2012-02-25 05:44:14 +00:00
gregory 7548464256 Updated zebra animations and added a proper idle animation.
This was SVN commit r11140.
2012-02-25 05:22:25 +00:00
Mythos_Ruler a533a38f31 Renamed icon for leper.
This was SVN commit r11139.
2012-02-24 20:04:21 +00:00
Mythos_Ruler 2379c10e0c Tweaks for Median oasis II
This was SVN commit r11138.
2012-02-24 19:59:22 +00:00
Spahbod a9b963c3a5 Added new Random maps. Updated the existing ones with the new starting unit formation.
This was SVN commit r11137.
2012-02-24 10:34:05 +00:00
historic_bruno d3038bbb5c Fixes Atlas assertion failure on wxOSX/Cocoa by properly checking combo box selection index.
This was SVN commit r11135.
2012-02-24 04:40:29 +00:00
Mythos_Ruler 6db9c41e7c This was SVN commit r11134. 2012-02-24 01:08:29 +00:00
Mythos_Ruler c1e3c6ecb0 This was SVN commit r11133. 2012-02-24 01:04:00 +00:00
gregory f98abf1bf2 Fixed idle animation being used as walk animation.
This was SVN commit r11132.
2012-02-23 21:58:44 +00:00
gregory 3c299a80e5 Adding WIP zebra animations.
This was SVN commit r11131.
2012-02-23 21:49:20 +00:00
Mythos_Ruler ba19767f7d This was SVN commit r11130. 2012-02-23 21:45:29 +00:00
Mythos_Ruler ec357cc8a2 Updated healing cursors.
This was SVN commit r11129.
2012-02-23 21:40:49 +00:00
Mythos_Ruler c55b631eee A rank-up icon for testing.
This was SVN commit r11128.
2012-02-23 21:10:21 +00:00
Mythos_Ruler 0b494d4834 Tweaked date palm leaf colors. tweaked environment for the ships demo map.
This was SVN commit r11127.
2012-02-23 08:14:55 +00:00
Mythos_Ruler 1b84b7c618 stat tweaks
This was SVN commit r11126.
2012-02-23 06:07:49 +00:00
Mythos_Ruler 720fed278c Typo fix
This was SVN commit r11125.
2012-02-23 05:21:17 +00:00
Mythos_Ruler 0e8d47d35b #Ishtar Gate.
Destruct dust for a few other buildings.

This was SVN commit r11124.
2012-02-23 05:18:33 +00:00
Mythos_Ruler ee8f05554f Last big construction dust commit.
This was SVN commit r11123.
2012-02-23 04:39:54 +00:00
Pureon ce478b7ece Updating ship demo map with new ships
This was SVN commit r11122.
2012-02-23 00:21:48 +00:00
quantumstate 23f122988a Added and fixed some functions in entity.js from RootBot. Fixes #1165.
This was SVN commit r11121.
2012-02-23 00:11:39 +00:00
historic_bruno b87803b8b9 Fixes inconsistent dates and typos in civ data files, based on patches by bird. Fixes #1168.
This was SVN commit r11120.
2012-02-23 00:09:30 +00:00
Mythos_Ruler 31c6d681a4 Made fire ship a bit faster. Tweaked burnt wood texture.
This was SVN commit r11119.
2012-02-22 21:56:55 +00:00
Mythos_Ruler 2a27448b8c This was SVN commit r11118. 2012-02-22 21:47:33 +00:00
Pureon fb15ff0ea1 Iberian fireship updates
This was SVN commit r11117.
2012-02-22 21:19:12 +00:00
Mythos_Ruler 46b1c53b31 Some interim improvements to the Roman bireme and trireme in case Amish and Emjer don't come through on modeling new ones.
This was SVN commit r11116.
2012-02-22 19:54:53 +00:00
Mythos_Ruler b82efa5242 #Iberian Fire Ship.
This was SVN commit r11115.
2012-02-22 01:24:49 +00:00
Pureon d34abc2abd Iberian Fireship model and basic template files
This was SVN commit r11114.
2012-02-22 00:06:33 +00:00
Mythos_Ruler 457961555b More pierce armour for siege engines.
This was SVN commit r11113.
2012-02-21 23:59:56 +00:00
historic_bruno 95e9d72323 Adds install_name to libCollada link options for OS X.
This was SVN commit r11112.
2012-02-21 20:27:25 +00:00
historic_bruno 46ee6f0566 Adds more specific error messages to failed model or animation loading.
This was SVN commit r11111.
2012-02-21 05:00:21 +00:00
gregory ce6820698a This was SVN commit r11110. 2012-02-21 03:54:34 +00:00
historic_bruno 489138ce3d Fixes spurious test of "unix" in Premake (prevented X11 from linking properly)
This was SVN commit r11109.
2012-02-20 23:58:59 +00:00
Mythos_Ruler 0a42dcb01b "Large" destruction particle emitters and actors for "large" buildings, specifically Civ Centres and Fortresses.
This was SVN commit r11108.
2012-02-20 04:57:50 +00:00
Mythos_Ruler 6d110048c0 Slightly smaller footprint/obstruction.
This was SVN commit r11107.
2012-02-20 00:50:50 +00:00
vts 590228804e Fixed rally line attachment point for circular buildings (refs #1172)
This was SVN commit r11106.
2012-02-20 00:13:46 +00:00
Mythos_Ruler 73d19555fc More player color for Vesta temple.
Altered the footprint and obstruction for the Vesta temple.

This was SVN commit r11105.
2012-02-19 22:58:01 +00:00
historic_bruno d4c32b8a80 Fixes tests broken by [11100]
This was SVN commit r11104.
2012-02-19 22:00:29 +00:00
Pureon 4e9e9e8cc0 Added player colour to Vesta temple
This was SVN commit r11103.
2012-02-19 18:44:26 +00:00
Pureon ec2b42f4a7 Roman Vesta temple
This was SVN commit r11102.
2012-02-19 18:07:18 +00:00
Mythos_Ruler a1aea94435 Some footprint resizing.
This was SVN commit r11101.
2012-02-19 06:19:28 +00:00
historic_bruno b4a33851e6 Improves CColladaManager caching behavior: skeletons.xml changes now invalidate cached .pmd/psa files, CCacheLoader is used for consistency, adds support for archived files. Fixes #1167.
Adds COLLADA conversion to archive builder.
Fixes archive builder on Windows.
Moves error logging from CCacheLoader::TryLoadingCached to its callers,
because this failure can be legitimate (in the case of uncached .pmd/psa
files).

This was SVN commit r11100.
2012-02-19 03:30:59 +00:00
Mythos_Ruler 338c66ae66 This was SVN commit r11099. 2012-02-19 02:38:21 +00:00
Mythos_Ruler ccf1b1290f Added destruction dust to a bunch of structures.
Made the Parthenon prettier.

This was SVN commit r11098.
2012-02-19 02:26:47 +00:00
historic_bruno 16d42ad880 Documents writableRoot option in readme.txt
This was SVN commit r11097.
2012-02-18 23:28:12 +00:00
Mythos_Ruler 42a407ee23 Fixing typos and updating tooltips to be somewhat more consistent.
This was SVN commit r11096.
2012-02-18 20:54:03 +00:00
Mythos_Ruler 5a53c29d4f Fixed player color for this house.
This was SVN commit r11095.
2012-02-18 19:35:10 +00:00
Mythos_Ruler 2873bbd2be This was SVN commit r11094. 2012-02-18 19:03:28 +00:00
Mythos_Ruler 04655c2751 Rome healer texture and portrait.
Changed Temple tooltip to let people know it's no longer a "useless"
structure.

Continuing to tweak the destruction dust.

This was SVN commit r11093.
2012-02-18 06:40:13 +00:00
Mythos_Ruler e18e7514ea Tweaks to the medium destruction particles.
This was SVN commit r11092.
2012-02-18 03:42:19 +00:00
Mythos_Ruler 11aec4d67f Tweaking destruction smoke for Barracks test.
This was SVN commit r11091.
2012-02-18 01:51:42 +00:00
Mythos_Ruler cf5254b1e6 #Initial test for Destruction Dust.
This was SVN commit r11090.
2012-02-18 00:19:41 +00:00
historic_bruno 6cc36dac72 Updates readme.txt with some undocumented options and reorganizes content more logically. Also clarifies a few options.
This was SVN commit r11089.
2012-02-17 23:22:45 +00:00
Ykkrosh 5a4aa790ad Fix spelling and whitespace and add rationale
This was SVN commit r11088.
2012-02-17 14:34:44 +00:00
Mythos_Ruler 7b0d3aea83 Punjab II map.
This was SVN commit r11087.
2012-02-17 05:35:30 +00:00
Mythos_Ruler e09403c792 This was SVN commit r11086. 2012-02-17 00:37:35 +00:00
gregory 57e656cf23 Added boar animations, changed boar attack range to 2 and fixed unrealistic sheep walk animation
This was SVN commit r11085.
2012-02-16 23:55:46 +00:00
Mythos_Ruler a5c90de5cd Fixed some rally point stuff. Made Roman army camp cost 800 Wood instead of 1000 Wood.
This was SVN commit r11084.
2012-02-16 18:30:33 +00:00
Ykkrosh 4c43d1f9c5 Fixing building with older versions of Boost
This was SVN commit r11083.
2012-02-16 18:01:10 +00:00
Ykkrosh 7656ffa265 Be more informative about errors in CreateDirectories
This was SVN commit r11082.
2012-02-16 13:50:31 +00:00
Ykkrosh 645a6e31be Basic touch input for testing
This was SVN commit r11081.
2012-02-15 22:27:02 +00:00
Ykkrosh 832a51da80 GLSL text support
This was SVN commit r11080.
2012-02-15 21:53:13 +00:00
Ykkrosh 5f6e3de42f Convert shaders to GLSL ES automatically
This was SVN commit r11079.
2012-02-15 20:33:43 +00:00
Ykkrosh 56378ea9f1 Experimental Android build support
This was SVN commit r11078.
2012-02-15 19:57:49 +00:00
Mythos_Ruler cb2956b485 tweaked Market footprint.
This was SVN commit r11077.
2012-02-15 16:28:13 +00:00
Ykkrosh ff7653d012 Update Premake for Android
This was SVN commit r11076.
2012-02-15 15:53:17 +00:00
Ykkrosh 20d23eb340 Sysdep code for Android/ARM
This was SVN commit r11075.
2012-02-15 15:40:31 +00:00
Ykkrosh f4625e69af Partial Android compatibility.
Remove unnecessary VM allocation (which seemingly causes problems on
Android due to mmap during static initialization).
Allow building without NVTT.

This was SVN commit r11074.
2012-02-15 13:58:58 +00:00
Mythos_Ruler c63d06d59f #New Roman buildings from Enrique.
This was SVN commit r11072.
2012-02-14 07:08:35 +00:00
Mythos_Ruler d9531e59c7 Temporary Roman bireme and trireme. Updated dock template.
This was SVN commit r11071.
2012-02-14 05:27:33 +00:00
Mythos_Ruler d368f57a45 Enrique's new Roman dock.
This was SVN commit r11070.
2012-02-14 03:09:50 +00:00
Pureon 11c4f6909c Added garrison flag and updated Roman barracks model
This was SVN commit r11069.
2012-02-14 00:15:01 +00:00
Ykkrosh d70a981377 Android fixes
This was SVN commit r11068.
2012-02-13 23:53:09 +00:00
quantumstate b9e623a6d5 Added some extra garrison related functions. Fixes #1164.
This was SVN commit r11067.
2012-02-13 22:41:15 +00:00
Mythos_Ruler f3bde45c7b This was SVN commit r11066. 2012-02-13 22:35:21 +00:00
Ykkrosh 18043d88a5 Fix solid shader for GLSL
This was SVN commit r11065.
2012-02-13 21:00:41 +00:00
Ykkrosh 9972eb8cae Enough GLES compatibility to reach the menu screen
This was SVN commit r11064.
2012-02-13 20:53:24 +00:00
Ykkrosh d89c82092a Fix GLSL shaders on Mesa
This was SVN commit r11063.
2012-02-13 20:47:14 +00:00
vts 4f5a02acc4 Changes CCmpProjectileManager's culling to use recursive world bounds. Fixes instantly-disappearing smoke trails on projectiles going off-screen.
This was SVN commit r11062.
2012-02-13 20:06:57 +00:00
Ykkrosh 677ccf53e6 Yet more GLES compatibility
This was SVN commit r11061.
2012-02-13 16:41:17 +00:00
Ykkrosh a9eca31bad Even more GLES compatibility
This was SVN commit r11060.
2012-02-13 15:06:25 +00:00
Ykkrosh 4bf59b9a7d More GLES compatibility, mainly around terrain rendering.
This was SVN commit r11059.
2012-02-13 14:02:14 +00:00
Mythos_Ruler cba82eec2f Tweaking Barracks actor.
This was SVN commit r11058.
2012-02-13 02:02:46 +00:00
Mythos_Ruler 25cd83f2ed This was SVN commit r11057. 2012-02-12 23:51:19 +00:00
Pureon c65395d155 Roman barracks model
This was SVN commit r11056.
2012-02-12 23:35:57 +00:00
historic_bruno 409f03652e Fixes animal auto-hunting by removing 10HP limit on possible targets. Units will now look for the same type of animal to hunt (matching templates).
This was SVN commit r11055.
2012-02-12 21:18:50 +00:00
Ykkrosh baff889321 Fix invalid varargs
This was SVN commit r11054.
2012-02-12 21:05:13 +00:00
Ykkrosh 531b40578a More GLES compatibility.
Add config option to disable hardware cursors on Windows.

This was SVN commit r11053.
2012-02-12 20:45:31 +00:00
Mythos_Ruler 7e86d2fa98 This was SVN commit r11052. 2012-02-12 16:09:24 +00:00
Ykkrosh 1185ebdea5 Fix build
This was SVN commit r11051.
2012-02-12 13:26:57 +00:00
Ykkrosh db85833655 More GLES compatibility.
Move more rendering code to shader API.

This was SVN commit r11050.
2012-02-12 13:20:49 +00:00
Ykkrosh 4029d409bb Handle CBrush assertion failure less fatally
This was SVN commit r11049.
2012-02-12 12:36:05 +00:00
Mythos_Ruler 1519704cd3 Player color for the Persian Bireme.
This was SVN commit r11048.
2012-02-12 03:31:38 +00:00
Mythos_Ruler 75152fc16e This was SVN commit r11047. 2012-02-11 23:29:06 +00:00
Mythos_Ruler 425348fa30 Persian structures bonus. Their structures are generally ~25% greater strength than others, but also take longer to construct.
This was SVN commit r11046.
2012-02-10 20:42:04 +00:00
historic_bruno 202a8e17c4 Fixes camera constraints by clamping the camera focus point to within the map bounds instead of outside, since the constraints are partially based on terrain height. Should improve scrolling behavior on both circular and square maps. Refs #656, #850
This was SVN commit r11044.
2012-02-10 02:17:40 +00:00
historic_bruno b2fd7a54f0 Removes hard-coded choices from Identity.js to allow easy modification of civs, classes and formations. Note: incorrect/misspelled choices will no longer be rejected by the parser.
This was SVN commit r11043.
2012-02-10 01:59:25 +00:00
Mythos_Ruler 33ca04a7a5 #Siege Ram balancing.
This was SVN commit r11042.
2012-02-09 21:08:12 +00:00
Ykkrosh 2bf3383624 Attempt to fix minimap rendering issues
This was SVN commit r11041.
2012-02-09 20:45:19 +00:00
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00
Ykkrosh 1f5b8f1c9a Move GUI renderer towards using shader infrastructure.
Remove support for unused GUI sprite effects.
Use vertex arrays for bounding box rendering.

This was SVN commit r11039.
2012-02-08 20:43:38 +00:00
Mythos_Ruler bbded2db91 Another leaf color variation for palm trees.
This was SVN commit r11038.
2012-02-08 19:39:56 +00:00
historic_bruno 659272a29c Fixes Celt war dog's selection group name, and renames icon for consistency.
This was SVN commit r11037.
2012-02-08 03:05:16 +00:00
historic_bruno 08bd07ddd6 Adds safe bool operator to ICmpPtr, replacing the null() method, based on patch by leper. Also changes bool operator in AtSmartPtr to safe bool. Fixes #1077.
Changes some CmpPtr variable names for consistency.

This was SVN commit r11036.
2012-02-08 02:46:15 +00:00
historic_bruno 046729dfa7 Fixes Atlas double-click behavior in simulation test, by handling the events in Canvas and recognizing wxWidgets' ButtonDown and ButtonDClick events are mutually exclusive.
This was SVN commit r11035.
2012-02-07 00:40:55 +00:00
Mythos_Ruler 5c69809fe0 This was SVN commit r11034. 2012-02-07 00:01:38 +00:00
Ykkrosh 3fab2729b5 Partial SDL2 compatibility
This was SVN commit r11033.
2012-02-06 22:47:35 +00:00
Mythos_Ruler 5ad1664ed6 This was SVN commit r11032. 2012-02-06 16:10:52 +00:00
Mythos_Ruler fbf1f9cb26 Altered some default hotkeys.
This was SVN commit r11031.
2012-02-06 05:56:31 +00:00
Ykkrosh ba84c54535 Render GUI quads with consistent winding order, to stop them vanishing with negative sizes.
This was SVN commit r11030.
2012-02-05 22:57:58 +00:00
Mythos_Ruler 57d16bb93d Increased pop cost of Rams.
This was SVN commit r11029.
2012-02-05 20:52:05 +00:00
Mythos_Ruler 190c6e80c6 Roman helm tweaks.
This was SVN commit r11028.
2012-02-05 18:10:56 +00:00
Pureon 80a2b65911 Roman hero helmet models and textures
This was SVN commit r11027.
2012-02-05 13:19:05 +00:00
Mythos_Ruler 90fabfc215 Fixed war dog issue.
This was SVN commit r11026.
2012-02-05 03:35:44 +00:00
Mythos_Ruler 4530c3f31e Some footprint changes.
Female heads stuff.

This was SVN commit r11025.
2012-02-05 03:01:03 +00:00
quantumstate 867df2e6c1 Fixed qbot for the scout tower to defense tower rename and updated the build restriction for the defense tower for consistent naming.
This was SVN commit r11024.
2012-02-04 23:42:55 +00:00
Mythos_Ruler a61a682e2a This was SVN commit r11023. 2012-02-04 23:25:09 +00:00
Mythos_Ruler 6a0cb66af0 Tweaked Market.
This was SVN commit r11022.
2012-02-04 23:01:42 +00:00
Mythos_Ruler d739995d78 #New Roman Market
This was SVN commit r11021.
2012-02-04 22:42:47 +00:00
Mythos_Ruler ffe6d0c6a7 Remapped Roman temple.
This was SVN commit r11020.
2012-02-04 22:12:59 +00:00
Mythos_Ruler 1a016a4727 Scout tower -> Defense tower.
This was SVN commit r11019.
2012-02-04 21:51:06 +00:00
Mythos_Ruler fa0891901b Renaming "Scout" Tower to "Defense" Tower (to help differentiate from the Outpost).
This was SVN commit r11018.
2012-02-04 20:43:22 +00:00
Mythos_Ruler ec98b68b58 This was SVN commit r11017. 2012-02-04 20:16:01 +00:00
Mythos_Ruler fa5f7e3e1d Made these elephants defensive instead of aggressive. Helps out the AI a bit.
This was SVN commit r11016.
2012-02-04 17:49:58 +00:00
Pureon 5ff1427eb9 Persian trireme movement animations
This was SVN commit r11015.
2012-02-04 13:23:29 +00:00
historic_bruno 275e5b9620 Fixes signed/unsigned comparison warnings in GCC.
This was SVN commit r11014.
2012-02-04 06:17:17 +00:00
historic_bruno 1fe6d4780a Includes Objective-C++ (*.mm) files in Premake generated projects. Premake and GCC handle the rest. Fixes #1148.
This was SVN commit r11013.
2012-02-04 01:20:33 +00:00
Ykkrosh 374242bcfc Fix warnings in autobuild script
This was SVN commit r11012.
2012-02-03 17:08:43 +00:00
historic_bruno 4ee994d1db Fixes typo in theatron construction sound.
This was SVN commit r11011.
2012-02-03 05:00:21 +00:00
historic_bruno 868b256cce Throw error in PSA converter if animation has no frames, as this will lead to a divide-by-zero error in the engine, and it's good to catch that as early as possible.
This was SVN commit r11009.
2012-02-03 01:49:32 +00:00
Pureon 0f697afbe3 Persian bireme animations
This was SVN commit r11008.
2012-02-03 01:00:51 +00:00
Ykkrosh 0f4928bd0a Use dummy IO tracer, to avoid overhead of storing data that will never be used. (See #1143.)
This was SVN commit r11007.
2012-02-02 23:12:36 +00:00
Ykkrosh b9c406551b Cache shader effects. Fixes #1143.
This was SVN commit r11006.
2012-02-02 22:58:42 +00:00
Mythos_Ruler 38c26c8924 Tweaking pop bonuses. Updated "palisade" portrait. New Oasis VII map.
This was SVN commit r11005.
2012-02-02 22:45:02 +00:00
Mythos_Ruler 8389d26c1f Tweaked portrait
This was SVN commit r11004.
2012-02-02 16:35:39 +00:00
Mythos_Ruler ef76738dac This was SVN commit r11003. 2012-02-02 01:50:37 +00:00
Mythos_Ruler 7f710fbe91 Renamed celt cav spear to celt war dog. Hopefully it doesn't break anything.
This was SVN commit r11002.
2012-02-01 22:34:40 +00:00
Mythos_Ruler 91a209d2cc Made temples heal units 2x faster than other buildings.
Reduced pop bonus for Fortresses. I've been finding that Houses can be
skipped altogether if other buildings give too large of a pop bonus.

Reduced gathering rates for a few things.

This was SVN commit r11001.
2012-02-01 19:35:31 +00:00
historic_bruno 5919a62564 Rounds applied damages to the nearest integer.
This was SVN commit r11000.
2012-02-01 04:11:47 +00:00
Mythos_Ruler 075951881d This was SVN commit r10999. 2012-01-31 19:55:33 +00:00
Mythos_Ruler 6545d3bb43 I've noticed that a lot of times it's unnecessary to build houses, so I'm testing out some populationbonus tweaks.
This was SVN commit r10998.
2012-01-31 19:41:42 +00:00
Mythos_Ruler c1a66d380c This was SVN commit r10997. 2012-01-31 05:55:09 +00:00
historic_bruno b1283c657f Fixes a few more broken actor references.
This was SVN commit r10996.
2012-01-31 03:31:55 +00:00
Pureon 6f105130ba New Roman houses
This was SVN commit r10995.
2012-01-31 00:52:41 +00:00
historic_bruno 41e3bad341 More build fixes for FreeBSD.
Adds BSD sysdep.
Adds support for MAKE variable, overriding make command in our build
scripts.
Fixes more files not ending with newline.

This was SVN commit r10994.
2012-01-31 00:06:56 +00:00
Mythos_Ruler 5470d7c233 #Addresses some interim farming balancing issues.
This was SVN commit r10993.
2012-01-30 23:23:31 +00:00
Ykkrosh 5cdb2ebd70 Fix cursor winding
This was SVN commit r10992.
2012-01-30 12:13:43 +00:00
historic_bruno fc27a5c0ea More FreeBSD build fixes.
Fixes some warnings about files that don't end with newline.

This was SVN commit r10991.
2012-01-30 06:21:11 +00:00
historic_bruno 2d0e8021aa Fixes old g++ build error with default template arguments, by wrapping them in parentheses.
This was SVN commit r10990.
2012-01-30 04:57:39 +00:00
Ykkrosh cc5a0fba4e Use shader API for GUI text.
Flip GUI quads so we don't have to disable back-face culling.

This was SVN commit r10989.
2012-01-30 00:27:23 +00:00
quantumstate 4ab9df2a31 Fix qBot's errors when it have no CC at the start of a game. Fixes 1084.
This was SVN commit r10987.
2012-01-29 22:11:47 +00:00
Ykkrosh 63572a5247 Fix build
This was SVN commit r10986.
2012-01-29 20:16:47 +00:00
Ykkrosh 04c63a4093 Clean up some text rendering to avoid relying on deprecated GL matrix state.
Use scissor instead of deprecated clip planes for GUI text.
Remove unused support for generic font names.

This was SVN commit r10985.
2012-01-29 20:04:21 +00:00
Ykkrosh 8be430eb30 Remove obsolete ogl_shader
This was SVN commit r10984.
2012-01-29 12:23:16 +00:00
Ykkrosh 9884d21830 Be more consistent in using the ARB forms of functions. Fixes #1138, based on patch by Echelon9.
This was SVN commit r10983.
2012-01-29 12:15:22 +00:00
Ykkrosh 8324a8981d Simplify GLSL program files.
Move water shaders to new shader system.

This was SVN commit r10982.
2012-01-29 12:04:39 +00:00
historic_bruno 19c6ae7b1e Adds incomplete FreeBSD support to Premake scripts.
Properly detects amd64 system architecture on FreeBSD.
Adds support for WX_CONFIG variable (works just like SDL_CONFIG).
Adds bsd_names for BSD-specific library names.

This was SVN commit r10981.
2012-01-29 03:58:08 +00:00
Mythos_Ruler debc4138d1 Some "Red" Savanna terrains.
This was SVN commit r10979.
2012-01-29 01:50:27 +00:00
Ykkrosh adbd7633dd # Initial GLSL rendering support
This was SVN commit r10978.
2012-01-29 01:22:22 +00:00
Ykkrosh 8ca59d418d Partially fix hotloading (see #848)
This was SVN commit r10977.
2012-01-29 01:19:54 +00:00
Wijitmaker d9840c83c3 Modifying the 3ds max biped formatting
This was SVN commit r10976.
2012-01-29 00:23:20 +00:00
Ykkrosh 63e151fbd5 Slightly more Android compatibility
This was SVN commit r10975.
2012-01-28 16:38:21 +00:00
Ykkrosh 27687873d5 Fix SSE skinning normalisation (fixes #1136). Add a few more comments.
This was SVN commit r10974.
2012-01-28 12:17:44 +00:00
Mythos_Ruler f27d010330 Added "Fortress" sounds to the Roman Army Camp. Fixed the errors with the Roman dock.
This was SVN commit r10973.
2012-01-28 01:00:50 +00:00
Mythos_Ruler 47fb1dc377 Removed old ugly Roman arch.
This was SVN commit r10972.
2012-01-28 00:47:07 +00:00
Mythos_Ruler a17eccae68 House cleaning.
This was SVN commit r10971.
2012-01-28 00:32:51 +00:00
historic_bruno 6480ea0c2d Cleans up a few broken references. Converts remaining known static PMDs to DAEs.
This was SVN commit r10970.
2012-01-27 23:49:37 +00:00
Mythos_Ruler 7ae3d7b092 This was SVN commit r10969. 2012-01-27 21:25:08 +00:00
Mythos_Ruler b37f0f55c9 *TEMPORARY* Roman Army Camp placeholder.
This was SVN commit r10968.
2012-01-27 21:09:00 +00:00
Pureon 257736abeb New Roman mill model
This was SVN commit r10967.
2012-01-27 20:43:35 +00:00
Mythos_Ruler 901d507687 HistoryGuy's requested Oasis match up.
This was SVN commit r10966.
2012-01-27 20:19:17 +00:00
historic_bruno 15c50dd2ed Replaces most remaining static PMDs with DAEs. Updates actor references accordingly.
This was SVN commit r10965.
2012-01-27 05:44:57 +00:00
Pureon 73e33d2719 Carthaginian quinquereme movement animations
This was SVN commit r10964.
2012-01-25 22:54:20 +00:00
Pureon acc78e7e79 Carthaginian trireme animations
This was SVN commit r10963.
2012-01-25 21:46:24 +00:00
Mythos_Ruler bab593fc6b #New audio additions, notably resource selections and ship selection and death.
This was SVN commit r10962.
2012-01-25 02:51:48 +00:00
Pureon 9da4f99d1d Carthaginian bireme rowing animations
This was SVN commit r10959.
2012-01-24 00:10:45 +00:00
Mythos_Ruler cdcd259dd9 Tweaking foliage colors.
Tweaked outpost/scout towers tips.

Touched up Gambia River and Punjab.

This was SVN commit r10958.
2012-01-23 13:23:51 +00:00
Mythos_Ruler 60e6a71870 This was SVN commit r10957. 2012-01-22 23:19:34 +00:00
Pureon 3b811a930f Updating the hele trireme's mesh UV mapping
This was SVN commit r10956.
2012-01-22 23:12:37 +00:00
Pureon 69a6015929 Updated Ships Demo map to feature all the latest ships.
This was SVN commit r10955.
2012-01-22 23:04:12 +00:00
Pureon c089f59b61 hele trireme rowing animations and model updates
This was SVN commit r10954.
2012-01-22 22:12:26 +00:00
Ykkrosh 7f679a7975 # Support separate rotation and scaling for each terrain texture
This was SVN commit r10952.
2012-01-22 18:20:33 +00:00
Mythos_Ruler 2b96eafdb4 This was SVN commit r10951. 2012-01-22 18:10:34 +00:00
Mythos_Ruler ae6f144eda More house cleaning.
This was SVN commit r10950.
2012-01-22 17:28:03 +00:00
Mythos_Ruler ee0c4db2ac Cleaning house.
This was SVN commit r10949.
2012-01-22 16:03:53 +00:00
Mythos_Ruler 1b8d52dd6b Cleaning out unused PMD mesh files. 272 files, total.
This was SVN commit r10948.
2012-01-22 15:22:21 +00:00
Ykkrosh d40e4797de Report timer_Resolution via hwdetect
This was SVN commit r10947.
2012-01-22 13:49:09 +00:00
Yves c7e9894d44 Fixes #947 by generating a plain executable instead of an app bundle for development-builds.
The plan is to create a bundle later as a separate deployment-step after
building.
NVTT build is also changed because the installnames were not correct
when doubleclickig the executable.

This was SVN commit r10946.
2012-01-22 10:38:08 +00:00
Pureon 1f9e87c60f Running animation for sheep created by Zaggy. Movement speed reduced
This was SVN commit r10945.
2012-01-22 01:21:56 +00:00
Pureon 9bc10c2231 hele pentekonter ship rowing animations and model update
This was SVN commit r10944.
2012-01-22 00:39:03 +00:00
Pureon 42fc573b2c #Updated chicken animations by Zaggy1024
This was SVN commit r10943.
2012-01-21 20:04:59 +00:00
Pureon 8c989cba0f #Sheep animations by Zaggy1024
This was SVN commit r10942.
2012-01-21 19:39:18 +00:00
Mythos_Ruler 206d83636d #Punjab map, still a work in progress.
#Tropical grass sprites.

This was SVN commit r10941.
2012-01-21 14:42:32 +00:00
historic_bruno 8fabaa4f8c Fixes Atlas crashing when random map generator fails, load the blank map for now.
This was SVN commit r10939.
2012-01-21 00:53:34 +00:00
Mythos_Ruler 23959ec119 Made the menu background scroll slightly faster.
This was SVN commit r10938.
2012-01-20 23:21:27 +00:00
Mythos_Ruler c7baf204e7 Outpost work.
This was SVN commit r10937.
2012-01-19 21:04:37 +00:00
Ykkrosh d068c1dd09 Fix build with old versions of Mesa
This was SVN commit r10936.
2012-01-19 18:23:54 +00:00
Mythos_Ruler 2da41a2ac3 #Updated Roman Scout Tower.
This was SVN commit r10935.
2012-01-19 13:41:32 +00:00
Mythos_Ruler fbf19649c1 Updating Mediterranean terrains.
This was SVN commit r10934.
2012-01-19 01:56:46 +00:00
Pureon 0831c4497c Update to camel run animation by Athos
This was SVN commit r10933.
2012-01-19 00:05:51 +00:00
historic_bruno 95e6673ed4 Fixes include in wsdl.
This was SVN commit r10932.
2012-01-18 22:51:49 +00:00
Mythos_Ruler dac87093c6 Hero attack balancing.
Updated a few terrains.

This was SVN commit r10931.
2012-01-18 22:26:33 +00:00
Pureon 7a79418d3e New movement animations for all Persian chariots. Additions to skeletons.xml
This was SVN commit r10930.
2012-01-18 22:00:02 +00:00
vts 91652bdf6e Implemented nested territory boundaries. Fixes #918.
Fixed out of bounds memory access in Atlas due to always using global
terrain in TerrainOverlay
Fixed wrong player ID calculation in TerritoryOverlay

This was SVN commit r10929.
2012-01-18 21:22:58 +00:00
Mythos_Ruler 86e6f378e3 tweaked body textures for roman swordsmen.
This was SVN commit r10928.
2012-01-18 18:03:32 +00:00
Mythos_Ruler 73143f48fe Tweaked a couple maps.
Made outpost last a little longer.

Adjusted war dog cost again.

This was SVN commit r10927.
2012-01-18 16:00:34 +00:00
janwas 8099388bec final sync with work - add VECTOR_ALIGNED, fix wsdl to match new SDL include path
This was SVN commit r10926.
2012-01-18 15:36:44 +00:00
Mythos_Ruler b928b334b3 Nerfed the War Dog a bit.
Tweaked Gambia River to have tributaries.

This was SVN commit r10925.
2012-01-18 10:41:18 +00:00
Pureon 14b798c63f Fix to irregular Blender bone rotations in wheeled vehicles
This was SVN commit r10924.
2012-01-18 00:10:31 +00:00
Ykkrosh 182bf2b4af Vague start at hypothetical Android support
This was SVN commit r10923.
2012-01-17 22:05:43 +00:00
Pureon bed2a781c2 Update to Roman siege ram texture and mesh
This was SVN commit r10922.
2012-01-17 21:59:59 +00:00
Mythos_Ruler cd940b408c Gambia River is now more like the random map description.
This was SVN commit r10921.
2012-01-17 15:40:32 +00:00
Mythos_Ruler 45b628acac Roman ram template work.
This was SVN commit r10920.
2012-01-17 11:08:31 +00:00
Pureon 52c289dfd5 Roman siege ram with animations
This was SVN commit r10919.
2012-01-16 23:46:02 +00:00
quantumstate 126be40e22 Fixed attack errors when there are no targets left
This was SVN commit r10918.
2012-01-16 19:42:48 +00:00
quantumstate b63f8d264a Fixed attackMoveToLocation apart from when it runs out of targets.
Thanks to iap for pointing out a stupid error I had made.

This was SVN commit r10917.
2012-01-16 19:33:28 +00:00
historic_bruno 09907adae3 Prevents game from running with root permissions with appropriately scary message on Unix-like OSes, based on patch by leper. Fixes #1058.
This was SVN commit r10916.
2012-01-16 03:30:55 +00:00
Ykkrosh e64a3d3946 Experiment a little with OpenGL ES
This was SVN commit r10915.
2012-01-15 23:15:31 +00:00
historic_bruno c8bf34948c Fixes no PCH build. Fixes #1113.
This was SVN commit r10914.
2012-01-15 21:48:41 +00:00
Mythos_Ruler a985b7bb39 #New horse textures for Roman heroes.
This was SVN commit r10913.
2012-01-15 20:01:15 +00:00
Mythos_Ruler adfc535a29 Persian Apple Bearer
This was SVN commit r10912.
2012-01-15 17:27:34 +00:00
Mythos_Ruler 6d3b9c5cf0 This was SVN commit r10911. 2012-01-15 16:14:35 +00:00
Mythos_Ruler bf8f019480 Added Carthaginians to Acropolis III. So now it is Rome vs. Carthage.
This was SVN commit r10910.
2012-01-15 15:28:14 +00:00
Ykkrosh e4b2de4bba Delete obsolete AoE3Ed code
This was SVN commit r10909.
2012-01-14 19:12:18 +00:00
Ykkrosh c9cdde256f Disable GCC warning triggered by wx headers
This was SVN commit r10908.
2012-01-14 19:06:47 +00:00
Ykkrosh 1389e754de Include *.DELETED files when building archives. See #1110.
This was SVN commit r10907.
2012-01-14 18:46:20 +00:00
Mythos_Ruler 906e713880 This was SVN commit r10906. 2012-01-13 16:52:08 +00:00
Mythos_Ruler 40b9fc8c1e This was SVN commit r10905. 2012-01-13 09:49:05 +00:00
historic_bruno 893cb2668e Renames our sdl.h to libsdl.h, to avoid case sensitivity errors when it includes SDL.h.
This was SVN commit r10904.
2012-01-12 23:32:27 +00:00
Ykkrosh 72bd886f80 Delete ancient obsolete simulation code.
This was SVN commit r10903.
2012-01-12 12:56:15 +00:00
Ykkrosh ce67dfd333 Rename CELL_SIZE to TERRAIN_TILE_SIZE, to free up the term "cell" for other concepts.
This was SVN commit r10902.
2012-01-12 12:51:10 +00:00
Ykkrosh 4f559e8aff Report quicksave/quickload times, to help identify performance problems.
This was SVN commit r10901.
2012-01-12 12:47:24 +00:00
Mythos_Ruler 2b59c16d16 Updated grass terrains.
Tweaked maps.

New "outposts" tip.

This was SVN commit r10900.
2012-01-12 10:34:58 +00:00
Mythos_Ruler a4dd25db90 Tweaked outpost entity.
This was SVN commit r10899.
2012-01-12 05:54:22 +00:00
Ykkrosh c349fb0b3c Make Premake makefile compatible with OS X
This was SVN commit r10898.
2012-01-12 00:03:37 +00:00
historic_bruno ed237ff1a6 Implements GetVideoMode on OS X (10.6+ compatible), based on patch by Echelon9. Fixes #847.
This was SVN commit r10897.
2012-01-11 23:41:59 +00:00
Ykkrosh 6bb54ee1d4 Fix Windows build
This was SVN commit r10896.
2012-01-11 23:04:33 +00:00
Ykkrosh d07eac218c SDL 1.3 build fixes.
Support SDL_CONFIG environment variable in update-workspaces to pick
non-default sdl-config.
Avoid non-standard use of SDL/ in include paths.

This was SVN commit r10895.
2012-01-11 22:50:39 +00:00
Ykkrosh 11737926a1 Remove Premake's (seemingly undocumented) usage of the ARCH environment variable, which is usually unset but causes build failures in some build environments that set it.
Remake Premake's Makefiles with current patched version of Premake.

This was SVN commit r10894.
2012-01-11 17:43:07 +00:00
Mythos_Ruler bab3fc0849 This was SVN commit r10893. 2012-01-11 13:32:21 +00:00
Mythos_Ruler 8c10507112 Fixed roman struct texture.
7x7 decal

This was SVN commit r10892.
2012-01-11 13:12:11 +00:00
Mythos_Ruler bf403a0e71 Trophy heads for Gallic champ cav.
Names for Cart naval shipyard and Celt fanatic.

Prop points for Roman Fortress.

This was SVN commit r10891.
2012-01-11 12:42:47 +00:00
Mythos_Ruler 033881612d This was SVN commit r10890. 2012-01-09 00:30:49 +00:00
Pureon 77ead59320 New Roman fortress model and struct_2 texture by Enrique
This was SVN commit r10889.
2012-01-08 16:03:42 +00:00
Mythos_Ruler 7e48a9863b Took away the garrison element for the outpost.
This was SVN commit r10888.
2012-01-08 12:37:22 +00:00
Pureon 2da15b6d85 Projectile loaded on roman ballista
This was SVN commit r10887.
2012-01-08 10:17:11 +00:00
Pureon 4a4e266d11 Animated Roman ballista siege weapon with delayed attack sounds.
This was SVN commit r10886.
2012-01-08 01:59:59 +00:00
Pureon 62746f1a05 palisade outpost files
This was SVN commit r10885.
2012-01-07 20:34:16 +00:00
Mythos_Ruler ea415620b3 Greek shield tweaks.
This was SVN commit r10884.
2012-01-07 14:41:24 +00:00
Mythos_Ruler 0e66f24e51 Roman cavalry horse textures.
This was SVN commit r10883.
2012-01-07 10:34:37 +00:00
fcxSanya bc76b0568e Fix healing for garrisoned units. Fixes #1098.
This was SVN commit r10882.
2012-01-07 07:13:27 +00:00
Mythos_Ruler add75cffe5 Tweaked textures.
This was SVN commit r10881.
2012-01-06 05:42:38 +00:00
Mythos_Ruler 38beb81653 #Higher resolution Roman shield textures.
#Wolfskin hats for Velites.

This was SVN commit r10880.
2012-01-06 01:37:26 +00:00
Pureon 2fb0fa36be New outpost model
This was SVN commit r10879.
2012-01-05 23:38:57 +00:00
quantumstate cf729d7bb1 Added TILE_CENTERED_HEIGHT_MAP flag to the mapgen scripts. This allows easy height based terrain painting if enabled. This is false by default for backwards compatibility.
This was SVN commit r10878.
2012-01-05 22:09:53 +00:00
Pureon 888817441b wolfskin helmets. wolf textures provided by woxys from deviantart
This was SVN commit r10877.
2012-01-05 20:52:35 +00:00
Mythos_Ruler 8b61376977 This was SVN commit r10876. 2012-01-05 20:51:42 +00:00
quantumstate 240142346b Fix unreachable resources on random maps by Spahbod (fixes #1078)
This was SVN commit r10875.
2012-01-05 14:27:42 +00:00
quantumstate c2c4e23f27 Updated hotkey list in the in-game manual
This was SVN commit r10874.
2012-01-05 13:57:58 +00:00
quantumstate 1730dd6d8d Add military only drag select (Alt modifier) by gerbilOFdoom. Closes #277
This was SVN commit r10873.
2012-01-05 13:31:54 +00:00
Mythos_Ruler c5d62aff98 Fixing the menu backgrounds. Sorry bout that guys.
This was SVN commit r10872.
2012-01-05 10:49:44 +00:00
Mythos_Ruler c7b2aae5fb Beefed up Hero Health.
Added a new farm field texture.

This was SVN commit r10871.
2012-01-05 10:32:40 +00:00
historic_bruno 1e4b950ed1 This was SVN commit r10870. 2012-01-05 03:38:54 +00:00
historic_bruno 29a8f01254 Adds missing attributes when using autostart-random (caused undefined variable warning in saved games list).
This was SVN commit r10869.
2012-01-04 22:48:32 +00:00
Ykkrosh 10527b4551 Fix #1092 (script runtime mismatch when saving games)
This was SVN commit r10868.
2012-01-04 15:28:48 +00:00
Ykkrosh 6f2eec3c2e Fix warnings
This was SVN commit r10867.
2012-01-04 13:19:38 +00:00
Ykkrosh c1c741be9a Fix dangling pointer in Atlas
This was SVN commit r10866.
2012-01-04 13:18:45 +00:00
Ykkrosh f73e3c7668 Fix uninitialised members
This was SVN commit r10865.
2012-01-04 13:17:26 +00:00
Mythos_Ruler 83690ccf95 This was SVN commit r10864. 2012-01-04 10:56:18 +00:00
Mythos_Ruler 5bc1aef3ec New "Outpost" class structure for all factions. Can only be built in neutral territory and is very weak. Same function as the "Outpost" in Age of Empires II.
Needs a new <BuildRestrictions><Category> added to the scripts.
"Outpost"?

This was SVN commit r10863.
2012-01-04 00:28:54 +00:00
janwas 8b6a3923d3 instead of wcscasecmp, use std::string operator< (i.e. case-sensitive comparison)
closes #1036  (see rationale/discussion there)

This was SVN commit r10862.
2012-01-04 00:25:34 +00:00
quantumstate 3335bdaf9f Added treasure collection similar to Marilyn and a performance increase for reassignIdleWorkers.
This was SVN commit r10861.
2012-01-03 21:26:37 +00:00
Ykkrosh 56bd4b37cd Fix #1064 more
This was SVN commit r10860.
2012-01-03 15:42:03 +00:00
Mythos_Ruler 4aed173f02 Blowing snow particle. Map tweaks. Tweaked snowy pine texture.
This was SVN commit r10859.
2012-01-03 09:50:42 +00:00
janwas 785b6efa4b by default, don't attempt to start the aken driver
addresses security concerns
[http://www.wildfiregames.com/forum/index.php?showtopic=15482]

This was SVN commit r10858.
2012-01-02 23:38:46 +00:00
Mythos_Ruler c5cb50421f This was SVN commit r10857. 2012-01-02 23:22:47 +00:00
quantumstate dfc254af5b Added new config file to qbot
This was SVN commit r10856.
2012-01-02 23:09:09 +00:00
historic_bruno 5bf70e52de Fixes Atlas startup in Windows when using SDL.
This was SVN commit r10855.
2012-01-02 22:48:43 +00:00
quantumstate fa37c9b441 Reverted some of bad commit (10853) because I hit the wrong button
This was SVN commit r10854.
2012-01-02 22:15:21 +00:00
quantumstate a4e1f3c292 This was SVN commit r10853. 2012-01-02 21:46:09 +00:00
Mythos_Ruler 97c847c4d9 Stuff for Roman Veles--updated textures, new verutum javelins, updated actors. Still need wolfskin hat.
Some texture stuff, including updated portraits.

This was SVN commit r10852.
2012-01-02 06:53:18 +00:00
Pureon 506a4d2647 More changes to Roman ballista
This was SVN commit r10851.
2012-01-02 02:28:33 +00:00
Mythos_Ruler a902eca2a2 Tweaking Ballista template.
This was SVN commit r10850.
2012-01-02 01:22:43 +00:00
Pureon a16b645002 Roman siege ballista templates
This was SVN commit r10849.
2012-01-02 00:23:16 +00:00
Mythos_Ruler fc4832c996 A few texture updates.
This was SVN commit r10848.
2012-01-01 23:00:55 +00:00
Pureon 6cafb6caac Roman Ballista model and texture
This was SVN commit r10847.
2012-01-01 19:06:02 +00:00
Ykkrosh 0ec4242962 Detect and fix printf signedness errors. Fixes #1086, #1087.
This was SVN commit r10846.
2012-01-01 16:43:10 +00:00
Ykkrosh cc405939c2 Fix #1085 (incorrect buffer size), based on patch by Echelon9
This was SVN commit r10845.
2012-01-01 14:42:58 +00:00
Mythos_Ruler 3cbeb09ae8 Some stats tweaks.
This was SVN commit r10844.
2012-01-01 10:27:18 +00:00
Mythos_Ruler 55e68afc5d Some updated portraits.
This was SVN commit r10843.
2012-01-01 10:03:57 +00:00
Mythos_Ruler 02b7736bce #Balancing: Added a 2x bonus vs. siege engines for melee cavalry.
This was SVN commit r10842.
2012-01-01 06:08:19 +00:00
Ykkrosh ccb51cebb7 # Happy new year
This was SVN commit r10841.
2012-01-01 00:00:03 +00:00
Ykkrosh e1f7d7e599 Detect and fix characters missing from fonts
This was SVN commit r10840.
2011-12-31 16:34:42 +00:00
Mythos_Ruler 4d41b064a8 This was SVN commit r10839. 2011-12-31 10:26:05 +00:00
Mythos_Ruler f556df8e68 Updated Roman portraits.
This was SVN commit r10838.
2011-12-31 07:00:37 +00:00
Mythos_Ruler 616ed1e366 A bunch of Roman template and actor stuff.
Added siege weapons.

This was SVN commit r10837.
2011-12-31 05:15:57 +00:00
Mythos_Ruler 7cefd9a94c Template work.
Converted Ekdromos to swordsman.

This was SVN commit r10836.
2011-12-30 08:19:00 +00:00
quantumstate dca6d41d45 Added civ support to the attack bonuses and removed unnecessary classes
This was SVN commit r10835.
2011-12-29 22:08:59 +00:00
janwas 325c344ddd increase size of error message buffer, don't complain about "invalid image hash" (known issue with aken.sys on Win7 x86).
fixes #1083

This was SVN commit r10834.
2011-12-29 20:15:47 +00:00
Ykkrosh ca56add718 Add GUI and civ files to reference checker
This was SVN commit r10833.
2011-12-29 19:25:41 +00:00
Ykkrosh a18195d0a1 Add checks for terrain texture references
This was SVN commit r10832.
2011-12-29 17:57:01 +00:00
Ykkrosh 3e28d9124c Fix filename cases
This was SVN commit r10831.
2011-12-29 17:47:31 +00:00
Ykkrosh 7380d2c615 Add incomplete script for detecting data errors (broken references and unused files)
This was SVN commit r10830.
2011-12-29 17:39:27 +00:00
Ykkrosh 1e0074e9da Fix crash with missing shader support
This was SVN commit r10829.
2011-12-29 13:35:07 +00:00
Mythos_Ruler 081feaad34 Some name fixes and tweaking a map.
This was SVN commit r10828.
2011-12-29 10:23:55 +00:00
janwas 78ba79209d more minor fixes. rename uname.machine to x64 (less confusing than amd64)
This was SVN commit r10827.
2011-12-29 09:47:42 +00:00
janwas 23308f0259 wsdl: add error checks, add support for bpp in sdl_surface
This was SVN commit r10826.
2011-12-29 09:01:09 +00:00
Ykkrosh 1e210165f2 Fix some MSVC static analysis warnings
This was SVN commit r10825.
2011-12-29 02:06:09 +00:00
Ykkrosh 9ef1cd8ba8 Avoid the deprecated (and fallible) SHGetMalloc, per current MSDN documentation
This was SVN commit r10824.
2011-12-29 01:50:18 +00:00
Ykkrosh dbf27dbc5e Fix #1065 (incorrect printf format string), based on patch by Echelon9
This was SVN commit r10823.
2011-12-29 01:40:24 +00:00
Ykkrosh c4bb67a1ca Fix #1064 (use ++it instead of it++ for consistency), based on patch by Echelon9
This was SVN commit r10822.
2011-12-29 01:17:03 +00:00
Ykkrosh 6ac6d4f1ec Fix #1062 (incorrect check for empty string), based on patch by Echelon9
This was SVN commit r10821.
2011-12-29 01:07:20 +00:00
Ykkrosh eb45a8e0f0 Fix profile visualiser
This was SVN commit r10820.
2011-12-28 22:01:30 +00:00
Ykkrosh 52756535f3 Fix crash in GL_EXT_timer_query profiler
This was SVN commit r10819.
2011-12-28 22:00:52 +00:00
janwas c134221739 minor fixes
waio: ensure error is disk_full on failure
cache_adt: scaffolding code wrongly used std::remove_if instead of
list::remove. thanks to Echelon9 for catching this! fixes #1063

This was SVN commit r10818.
2011-12-28 11:21:05 +00:00
Mythos_Ruler 4946b079f3 Fixed up the Celtic Homestead with proper prop points.
Added some new smoke particles.

This was SVN commit r10817.
2011-12-28 05:02:39 +00:00
janwas 0d05c96be2 [gcc] compile fix.
fixes #1074
thanks to Echelon9!

This was SVN commit r10816.
2011-12-27 18:56:20 +00:00
janwas 3537ae31d5 sync with work:
x86_x64: update MSR definitions to include model 2F (westmere ex);
update bus clock computation for sandy bridge; remove unused
cpu_Serialize; use namespace, add model names
mahaf: cope with stricter security for services/drivers
ApicId -> GetApicId, move to apic module
aken: add batch file to install driver (optional)

This was SVN commit r10815.
2011-12-27 14:12:31 +00:00
Yves 9911f561d3 Closes #1050 (Codeblocks not relinking after static libraries change)
This was SVN commit r10814.
2011-12-25 21:25:04 +00:00
Mythos_Ruler 1bca9ce693 fixed by zaggy
This was SVN commit r10813.
2011-12-25 01:15:05 +00:00
Mythos_Ruler 480bda4e99 This was SVN commit r10812. 2011-12-25 00:48:46 +00:00
Mythos_Ruler 02bbcd4c34 Fixed some spellings per Infy. Lion riggings needs fixed now though.
This was SVN commit r10811.
2011-12-25 00:30:20 +00:00
Mythos_Ruler b5e18a3ff6 #Updated chicken animations by Zaggy.
This was SVN commit r10810.
2011-12-24 22:59:34 +00:00
Mythos_Ruler dba2bd2da2 First Roman map.
This was SVN commit r10809.
2011-12-24 08:32:06 +00:00
Mythos_Ruler 2ad69c8603 This was SVN commit r10808. 2011-12-24 04:37:52 +00:00
Mythos_Ruler 8535f33f26 Moving more stuff from Internal to Public.
This was SVN commit r10807.
2011-12-24 04:25:02 +00:00
Mythos_Ruler 99e4fb4c0e Moving all Roman materials from Internal to Public.
This was SVN commit r10806.
2011-12-24 04:19:36 +00:00
Mythos_Ruler 4d2c87c5a0 This was SVN commit r10805. 2011-12-24 03:59:28 +00:00
Mythos_Ruler 8b511dd053 #New ATTACK BONUSES code.
This was SVN commit r10804.
2011-12-24 03:49:30 +00:00
4737 changed files with 37349 additions and 27765 deletions
+17 -14
View File
@@ -40,6 +40,9 @@ noautomipmap = true
novbo = false
noframebufferobject = false
; Disable hardware cursors
nohwcursor = false
; Linux only: Set the driconf force_s3tc_enable option at startup,
; for compressed texture support
force_s3tc_enable = true
@@ -52,6 +55,9 @@ force_s3tc_enable = true
; but will reduce performance and features when a modern graphics card is available.
renderpath = default
; Prefer GLSL shaders over ARB shaders (not recommended)
preferglsl = false
; Adjusts how OpenGL calculates mipmap level of detail. 0.0f is the default (blurry) value.
; Lower values sharpen/extend, and higher values blur/decrease. Clamped at -3.0 to 3.0.
; -1.0 to -1.5 recommended for good results.
@@ -60,12 +66,6 @@ lodbias = 0
; Opt-in online user reporting system
userreport.url = "http://feedback.wildfiregames.com/report/upload/v1/"
; Font mappings:
font.console = console
font.default = palatino12
font.misc = verdana16
; Colour of the sky (in "r g b" format)
skycolor = "0 0 0"
@@ -142,10 +142,11 @@ hotkey.cut = "Ctrl+X" ; Cut selected text and copy to the clipboar
; > ENTITY SELECTION
hotkey.selection.add = Shift ; Add units to selection
hotkey.selection.milonly = Alt ; Add only military units to selection
hotkey.selection.remove = Ctrl ; Remove units from selection
hotkey.selection.idleworker = Period ; Select next idle worker
hotkey.selection.idlewarrior = Comma ; Select next idle warrior
hotkey.selection.offscreen = Alt ; Include offscreen units in selection
hotkey.selection.offscreen = Alt ; Include offscreen units in selection
hotkey.selection.group.select.0 = 0
hotkey.selection.group.save.0 = "Ctrl+0"
hotkey.selection.group.add.0 = "Shift+0"
@@ -186,15 +187,15 @@ hotkey.session.massbarter = Shift ; Modifier to barter bunch of resour
hotkey.session.deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting
hotkey.session.rotate.cw = RightBracket ; Rotate building placement preview clockwise
hotkey.session.rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise
hotkey.timewarp.fastforward = Space ; If timewarp mode enabled, speed up the game
hotkey.timewarp.rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game
hotkey.timewarp.fastforward = Space ; If timewarp mode enabled, speed up the game
hotkey.timewarp.rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game
; > OVERLAY KEYS
hotkey.fps.toggle = "Shift+F" ; Toggle frame counter
hotkey.session.devcommands.toggle = "Shift+D" ; Toggle developer commands panel
hotkey.session.gui.toggle = "G" ; Toggle visibility of session GUI
hotkey.menu.toggle = "F10" ; Toggle in-game menu
hotkey.timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
hotkey.fps.toggle = "Alt+F" ; Toggle frame counter
hotkey.session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel
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
; > HOTKEYS ONLY
hotkey.chat = Return ; Toggle chat window
@@ -216,6 +217,8 @@ profiler2.gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mo
profiler2.gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available
profiler2.gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
hotkey.attackmove = Super
; > QUICKSAVE
hotkey.quicksave = "Shift+F5"
hotkey.quickload = "Shift+F8"
@@ -6,7 +6,7 @@
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/iber_fc.pmd</mesh>
<mesh>props/iber_fc.dae</mesh>
<props/>
<texture>props/iber_prop_a.dds</texture>
</variant>
@@ -6,7 +6,7 @@
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/iber_tc.pmd</mesh>
<mesh>props/iber_tc.dae</mesh>
<props/>
<texture>props/iber_prop_a.dds</texture>
</variant>
@@ -5,7 +5,7 @@
<group>
<variant frequency="100" name="Base">
<mesh>props/iber_hc_fancy.pmd</mesh>
<mesh>props/iber_hc_fancy.dae</mesh>
<texture>structural/wrld_stone_iber.dds</texture>
</variant>
</group>
@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/rome_arch_a.dae</mesh>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/rome_cc.pmd</mesh>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<mesh>props/rome_dock_1.dae</mesh>
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/rome_fc.pmd</mesh>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/rome_ff.pmd</mesh>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>props/rome_tc.pmd</mesh>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Roman-Arch-Small">
<mesh>props/rome_alt_arch_sm.dae</mesh>
</variant>
<variant frequency="1" name="Roman-Arch-Short">
<mesh>props/rome_alt_arch_short.dae</mesh>
</variant>
<variant frequency="1" name="Roman-Arch-Large">
<mesh>props/rome_alt_arch_lg.dae</mesh>
</variant>
</group>
<group>
<variant frequency="1">
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>temp/l_shoulder.pmd</mesh>
<texture>props/rome_legion_shldr.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>temp/r_shoulder.pmd</mesh>
<texture>props/rome_legion_shldr.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_cc.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_ff.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_hc.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_ho_1.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_ho_2.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_ho_3.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_mc.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/hele_tc.pmd</mesh>
<props/>
<texture>props/hele_prop_1_winter.dds</texture>
</variant>
</group>
</actor>
@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="base">
<mesh>structural/rome_mc2.dae</mesh>
<props>
<prop actor="props/structures/romans/barracks.xml" attachpoint="root"/>
</props>
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,27 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Civic Center">
<animations>
<animation event="0.5" load="0" name="melee" speed="100"/>
</animations>
<mesh>structural/roman_cc.dae</mesh>
<props>
<prop actor="props/structures/romans/rome_cc_trans.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<texture>structural/rome_struct.png</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_rome.xml" attachpoint="garrisoned"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_cc.pmd</mesh>
<props>
<prop actor="props/structures/romans/civil_centre.xml" attachpoint="props_main"/>
</props>
<texture>structural/rome_struct_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<mesh>structural/rome_dock.dae</mesh>
<props>
<prop actor="props/structures/romans/dock.xml" attachpoint="root"/>
<prop actor=""/>
</props>
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_fc.pmd</mesh>
<props>
<prop actor="props/structures/romans/farmstead.xml" attachpoint="props_main"/>
<prop actor="props/structures/romans/farmstead_hay.xml" attachpoint="hay"/>
</props>
<texture>structural/rome_struct_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_ff.pmd</mesh>
<props>
<prop actor="props/structures/romans/fortress.xml" attachpoint="props_main"/>
</props>
<texture>structural/rome_struct_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="House A">
<mesh>structural/rome_civic_house1.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
<texture>structural/rome_struct.dds</texture>
</variant>
<variant frequency="100" name="House B">
<mesh>structural/rome_ho_b.pmd</mesh>
<texture>structural/rome_struct_1.dds</texture>
</variant>
<variant frequency="100" name="House C">
<mesh>structural/rome_ho_c.pmd</mesh>
<texture>structural/rome_struct_1.dds</texture>
</variant>
<variant frequency="100" name="House New">
<mesh>structural/rome_house_b.dae</mesh>
<texture>structural/rome_struct_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_tc.pmd</mesh>
<props>
<prop actor="props/structures/romans/market.xml" attachpoint="props_main"/>
</props>
<texture>structural/rome_struct_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_mill.dae</mesh>
<props>
<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
</props>
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<mesh>structural/rome_scout_tower.dae</mesh>
<props>
<prop actor="props/structures/romans/scout_tower.xml" attachpoint="root"/>
<prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/>
</props>
<texture>structural/rome_struct.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="roman siege wall">
<mesh>structural/rome_siege_wall.dae</mesh>
<texture>structural/rome_special_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="roman siege wall gate">
<mesh>structural/rome_siege_gate.dae</mesh>
<props>
<prop actor="structures/romans/siege_wall_gate_door.xml" attachpoint="root"/>
</props>
<texture>structural/rome_special_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="roman siege wall tower">
<mesh>structural/rome_siege_tower.dae</mesh>
<texture>structural/rome_special_1.dds</texture>
</variant>
</group>
</actor>
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_hc.pmd</mesh>
<props>
<prop actor="props/structures/romans/temple.xml" attachpoint="props_main"/>
</props>
<texture>structural/rome_struct_2.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>test/globaltest.pmd</mesh>
<texture>structural/global.dds</texture>
</variant>
</group>
</actor>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_hoplite_idle_a.psa" name="Idle" speed="200"/>
<animation file="biped/inf_hoplite_walk.psa" name="Walk" speed="20"/>
<animation event="0.5" file="biped/inf_hoplite_atk_a.psa" name="Attack" speed="200"/>
<animation file="biped/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="biped/forage.psa" name="gather_fruit" speed="35"/>
<animation file="biped/mine.psa" name="gather_stone" speed="150"/>
<animation file="biped/dudebuild.psa" name="Build" speed="150"/>
<animation file="biped/inf_death_a.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_b.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_c.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_d.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_e.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_f.psa" name="Death" speed="400"/>
<animation file="biped/inf_death_g.psa" name="Death" speed="400"/>
<animation file="biped/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="Run" speed="20"/>
</animations>
<mesh>skeletal/m_tunic_a.pmd</mesh>
<props>
<prop actor="props/units/heads/hele_helmet_sacredband.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_e.xml" attachpoint="head"/>
<prop actor="props/units/shields/hele_round_thebes.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_reverse.xml" attachpoint="r_hand"/>
</props>
<texture>skeletal/hele_thebes_sacredband.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,31 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="idle" speed="100"/>
<animation file="biped/inf_sword_ready_e.dae" name="idle" speed="90"/>
<animation file="biped/inf_sword_ready_e.dae" name="idle" speed="75"/>
<animation file="biped/walk_spearshield.psa" name="walk" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="run" speed="8"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/heads/rome_imp_gallic_g_cent.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/rome_scutum_centurio.xml" attachpoint="shield"/>
<prop actor="props/units/cape_m_med.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/xpack/imp_rome_su1_a.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/poly.pmd</mesh>
<props/>
<texture>props/testtexture2.dds</texture>
</variant>
</group>
</actor>
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations/>
<mesh>props/trans.pmd</mesh>
<props/>
<texture>props/testtexture.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant name="a">
<mesh>structural/celt_ho_a.pmd</mesh>
<props>
<prop actor="props/structures/celts/house_a.xml" attachpoint="props_main"/>
</props>
<texture>structural/celt_struct_1_snow.dds</texture>
</variant>
<variant name="b">
<mesh>structural/celt_ho_b.pmd</mesh>
<props>
<prop actor="props/structures/celts/house_b.xml" attachpoint="props_main"/>
</props>
<texture>structural/celt_struct_1_snow.dds</texture>
</variant>
<variant name="c">
<mesh>structural/celt_ho_c.pmd</mesh>
<props>
<prop actor="props/structures/celts/house_c.xml" attachpoint="props_main"/>
</props>
<texture>structural/celt_struct_1_snow.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="1"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_la_4.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/spatha.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/dude.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="1"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_la_4.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/rome_advanced.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="0"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_sm_6.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/falcata.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/iber_advanced.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="0"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_sm_8.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/rome_advanced_2.dds</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="0"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_sm_3.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/xiphos.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/kart_sling_elite.dds</texture>
</variant>
</group>
</actor>
@@ -1,40 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/m_dress_a.pmd</mesh>
<props>
<prop actor="props/temp/placeholder_helmet_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/dude_head.xml" attachpoint="head"/>
<prop actor="props/units/weapons/axe_single.xml" attachpoint="l_hand"/>
<prop actor="props/temp/l_glove.xml" attachpoint="l_forearm"/>
<prop actor="props/temp/l_shoulder.xml" attachpoint="l_shoulder"/>
<prop actor="props/units/weapons/axe_double.xml" attachpoint="r_hand"/>
<prop actor="props/temp/r_glove.xml" attachpoint="r_forearm"/>
<prop actor="props/temp/r_shoulder.xml" attachpoint="r_shoulder"/>
<prop actor="props/temp/breastplate.xml" attachpoint="chest"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
<prop actor="props/temp/cape.xml" attachpoint="shoulders"/>
<prop actor="props/temp/l_boot.xml" attachpoint="l_leg"/>
<prop actor="props/temp/r_boot.xml" attachpoint="r_leg"/>
<prop actor="props/temp/l_sheath.xml" attachpoint="l_hip"/>
<prop actor="props/temp/r_sheath.xml" attachpoint="r_hip"/>
</props>
<texture>skeletal/plac_rome_e.dds</texture>
</variant>
</group>
</actor>
@@ -1,22 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
</animations>
<mesh>skeletal/dudette.pmd</mesh>
<props>
<prop actor="props/units/heads/dudette_head.xml" attachpoint="PropHead"/>
</props>
<texture>skeletal/dudette.dds</texture>
</variant>
</group>
</actor>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/run.psa" name="Idle" speed=""/>
</animations>
<mesh>skeletal/rich_man.pmd</mesh>
<props/>
<texture>skeletal/null.png</texture>
</variant>
</group>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="1"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="0"/>
<animation file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/dude.pmd</mesh>
<props>
<prop actor="props/units/heads/dude_head.xml" attachpoint="PropHead"/>
<prop actor="props/units/shields/rome_sm_6.xml" attachpoint="PropShield"/>
<prop actor="props/units/weapons/csword_a.xml" attachpoint="PropRHand"/>
</props>
<texture>skeletal/iber_advanced.dds</texture>
</variant>
</group>
</actor>
@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="17"/>
<animation file="quadraped/horse_gallop.psa" name="run" speed="8"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/romans/cavalry_spearman_a_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="horse-texture-snipe">
<texture>skeletal/horse_rome_snipe.dds</texture>
</variant>
<variant frequency="1" name="horse-texture-stripe">
<texture>skeletal/horse_rome_stripe.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="horse-color-white">
<colour>255 255 255</colour>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>130 115 68</colour>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>116 116 116</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
@@ -1,32 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="20"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="20"/>
<animation file="cavalry/rider_gallop.psa" name="run" speed="8"/>
<animation event="0.5" file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="melee" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_helmet_boeotian.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_parma_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Chainmail-Plain">
<texture>skeletal/rome_csp_a.dds</texture>
</variant>
<variant frequency="1" name="Chainmail-Shoulder detail">
<texture>skeletal/rome_isp_e_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="17"/>
<animation file="quadraped/horse_gallop.psa" name="run" speed="8"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/romans/cavalry_spearman_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="horse-texture-a">
<texture>skeletal/horse_rome_snipe.dds</texture>
</variant>
<variant frequency="1" name="horse-texture-b">
<texture>skeletal/horse_rome_stripe.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="horse-color-white">
<colour>242 242 242</colour>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>164 145 87</colour>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>116 116 116</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
@@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="20"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="20"/>
<animation file="cavalry/rider_gallop.psa" name="run" speed="8"/>
<animation event="0.5" file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Attack" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/heads/rome_monte_simple.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/rome_parma_b.xml" attachpoint="shield"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="texture">
<texture>skeletal/rome_csp_b.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="17"/>
<animation file="quadraped/horse_gallop.psa" name="run" speed="8"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="100"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/romans/cavalry_spearman_e_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="horse-texture-snipe">
<texture>skeletal/horse_rome_snipe.dds</texture>
</variant>
<variant frequency="1" name="horse-texture-stripe">
<texture>skeletal/horse_rome_stripe.dds</texture>
</variant>
</group>
<group>
<variant frequency="2" name="horse-color-white">
<colour>242 242 242</colour>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>164 145 87</colour>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>116 116 116</colour>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>
@@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="20"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="17"/>
<animation file="cavalry/rider_gallop.psa" name="run" speed="8"/>
<animation event="0.5" file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Attack" speed="100"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/rome_cav_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_parma_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/rome_csp_e.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,80 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="female/f_idle_01.dae" name="Idle" speed="200"/>
<animation file="female/f_walk_01.dae" name="Walk" speed="10"/>
<animation file="female/f_lumber_01.dae" name="gather_wood" speed="100"/>
<animation file="female/f_farm_01.dae" name="gather_grain" speed="150"/>
<animation file="female/f_gather_01.dae" name="gather_fruit" speed="100"/>
<animation file="female/f_mine_01.dae" name="gather_stone" speed="150"/>
<animation file="female/f_mine_01.dae" name="gather_metal" speed="150"/>
<animation file="female/f_build_01.dae" name="Build" speed="150"/>
<animation file="female/f_death_01.dae" name="Death" speed="100"/>
</animations>
<mesh>skeletal/f_dress.dae</mesh>
<props>
<prop actor="props/units/heads/dudette_head.xml" attachpoint="head"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Dress-playercolor">
<texture>skeletal/rome_fem_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle">
<props>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,34 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_dress_a.pmd</mesh>
<props>
<prop actor="props/units/heads/head_hele_healer.xml" attachpoint="head"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="healer-robe-1">
<props>
<prop actor="props/units/heads/hele_hood_priest.xml" attachpoint="helmet"/>
</props>
<texture>skeletal/hele_healer_1.dds</texture>
</variant>
<variant frequency="1" name="healer-robe-2">
<texture>skeletal/hele_healer_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,97 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="250"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="250"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/heads/rome_monte_a.xml" attachpoint="helmet"/>
</props>
<texture>skeletal/rome_isw_e.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/rome_scutum_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/pillum_reverse.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,98 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/javelin/attack/ijv_off_01.psa" name="Idle" speed="1"/>
<animation event="0.3" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="350"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="275"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="282"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="260"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="320"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="290"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/heads/rome_monte_b.xml" attachpoint="helmet"/>
</props>
<texture>skeletal/rome_ijv_b.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/rome_scutum_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/pillum_reverse.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="projectile"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,98 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="250"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="250"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/heads/rome_monte_e.xml" attachpoint="helmet"/>
</props>
<texture>skeletal/rome_ijv_e_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/shields/rome_scutum_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/pillum_reverse.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,92 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="85"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="12"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="75"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="melee" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="100"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="300"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_etrusco_a.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Chainmail-Shoulder Doubling">
<texture>skeletal/rome_isp_a_1.dds</texture>
</variant>
<variant frequency="1" name="Chainmail-No Shoulder Doubling">
<texture>skeletal/rome_isp_a_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,85 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="85"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="12"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="75"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_03.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="death" speed="300"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_etrusco_b.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
<texture>skeletal/rome_isw_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_e.dae" name="Idle" speed="85"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="12"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="12"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="75"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="melee" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="100"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_03.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_04.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="death" speed="300"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_etrusco_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/rome_head_veteran.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="armour-texture-Color Shoulders">
<texture>skeletal/rome_isp_e_1.dds</texture>
</variant>
<variant frequency="1" name="armour-texture-White Shoulders">
<texture>skeletal/rome_isp_e_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="death">
<texture>skeletal/bloodied/rome_isp_e_1.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,83 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="87"/>
<animation file="biped/dudewalk_swordshield.psa" name="walk" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="run" speed="8"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="melee" speed="150"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="corpse" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="200"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_monte_a.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/rome_isw_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,92 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="99"/>
<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="88"/>
<animation file="biped/dudewalk_swordshield.psa" name="walk" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="run" speed="8"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="melee" speed="150"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="corpse" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="200"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/rome_monte_b.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/rome_scutum_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="pectoral--plain">
<texture>skeletal/rome_isw_b.dds</texture>
</variant>
<variant frequency="1" name="pectoral--muscle">
<texture>skeletal/rome_isw_b_2.dds</texture>
</variant>
<variant frequency="1" name="pectoral">
<texture>skeletal/rome_isw_b_3.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,84 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="biped/inf_sword_ready_e.dae" name="idle" speed="99"/>
<animation file="biped/inf_sword_ready_e.dae" name="idle" speed="89"/>
<animation file="biped/dudewalk_swordshield.psa" name="walk" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="run" speed="8"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="150"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="corpse" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="200"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation file="infantry/general/death/inf_01.psa" name="death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/heads/rome_monte_e.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/rome_scutum_e.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/pillum.xml" attachpoint="l_hand"/>
</props>
<texture>skeletal/rome_isw_e.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/gladus.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation file="infantry/general/dude/dudeattack.psa" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudeattack1.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/temp/rome_sign_trader.xml" attachpoint="head_extra"/>
<prop actor="props/units/heads/placeholder_head_rome.xml" attachpoint="head"/>
<prop actor="props/special/eyecandy/crate_a.xml" attachpoint="back"/>
</props>
<texture>skeletal/plac_rome_b.dds</texture>
</variant>
</group>
</actor>
@@ -1,30 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="28"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="112"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_01.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_02.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Attack" speed="100"/>
</animations>
<mesh>test/skeleton.pmd</mesh>
<texture>structural/gravestone.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="28"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="112"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_01.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_02.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="Attack" speed="100"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/skeleton.pmd</mesh>
<texture>structural/gravestone.dds</texture>
</variant>
</group>
</actor>
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