Haryaalcar
fee9f0c1a0
"0001766: Disassembling artifacts in hero and hero meeting screen doesn't work." fix
2014-06-14 16:52:30 +03:00
DjWarmonger
6cbcfbf0a9
Sealed-off treasure piles will be discarded and filled with obstacles.
2014-06-13 12:04:17 +02:00
DjWarmonger
edd46d87c1
Treasure pile entrance/guard will always be aimed at the center of the zone.
2014-06-13 08:00:26 +02:00
AlexVinS
c7390316b7
small cleanup
2014-06-13 07:55:50 +04:00
AlexVinS
d707e55472
restore inGuiThread flag
2014-06-13 07:55:50 +04:00
AlexVinS
41a0319985
remove separate GUI thread
...
+ this fixes OGL
- has some issues(f.e. hero movement)
2014-06-13 07:55:49 +04:00
AlexVinS
0bf7d2b84c
fix server project configure
2014-06-13 07:55:49 +04:00
AlexVinS
15fe37133c
Fix compilation with SDL1
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+ seems to be fully backward compatible (need more testing)
2014-06-13 07:55:48 +04:00
AlexVinS
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
Ivan Savenko
c424677736
- Hotfix: overlay was a pointer
2014-06-13 07:55:47 +04:00
Ivan Savenko
6205d07223
Re-enabled video player, should now work with SDL 2
2014-06-13 07:55:46 +04:00
AlexVinS
47979d28bb
Remove broken assertion
...
* this restores music support
2014-06-13 07:55:46 +04:00
Ivan Savenko
8eb661461c
- vcmi compiles with SDL2 on Linux, video player is disabled for now
2014-06-13 07:55:45 +04:00
AlexVinS
3db7fb4f63
Still try to fix opengl backend
...
- no success
+ make backend selection configurable
2014-06-13 07:55:45 +04:00
AlexVinS
d289c6a34a
Prefere opengl rendering
...
- broken ...
2014-06-13 07:55:44 +04:00
AlexVinS
5bb3d859eb
Nice fullscreen mode++
2014-06-13 07:55:44 +04:00
AlexVinS
04aa76b842
Fix arrow keys moving on adventure map
2014-06-13 07:55:43 +04:00
AlexVinS
6474e37b76
try to fix hotkeys
2014-06-13 07:55:43 +04:00
AlexVinS
ac2896da42
Implemented SDL2 unicode input. Hotkeys are sill broken.
2014-06-13 07:55:42 +04:00
AlexVinS
d50976bf4a
restore some SDL1 code in CMT.XXX
2014-06-13 07:55:41 +04:00
AlexVinS
0ef16feca9
Refactoring towards backward compatibility (WiP)
2014-06-13 07:55:41 +04:00
AlexVinS
1597254399
just a few tweaks and it works!
...
* enable video again
* set default bpp to 32 - SDL2 dont like 24 bit resolution
* now almost everything looks as expected (some issues are present though)
2014-06-13 07:55:40 +04:00
AlexVinS
6890c2650b
fix keyboard state access
...
* is somewhat playable already!
2014-06-13 07:55:40 +04:00
AlexVinS
cd81e85a61
fix loading to pregame. Looks awful. More work to do.
...
* video temprorary disabled
* multithread loading seems to be broken - disabled
2014-06-13 07:55:39 +04:00
AlexVinS
e072b2664f
fix pixel format
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* now it shows intro video (but then crash ...)
2014-06-13 07:55:39 +04:00
AlexVinS
62d42465de
fix compilation
...
* may not even run
* text input disabled
2014-06-13 07:55:38 +04:00
AlexVinS
796905ec42
change VCMI_client.cbp to new externals layout
...
* it will not compile of course
2014-06-13 07:55:38 +04:00
AlexVinS
30fd9987cf
change minizip.cbp, VCMI_lib.cbp to new externals layout
...
* static link with zlib for now - I don`t want to mix with SDLs zlib
2014-06-13 07:55:37 +04:00
DjWarmonger
2c1001f8e0
Making sure that treasure piles and other objects will always be accessible from the center of zone.
2014-06-12 21:51:16 +02:00
DjWarmonger
236b3ec807
Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
2014-06-12 21:10:43 +02:00
DjWarmonger
e468e8453b
Merge pull request #17 from Haryaalcar/develop
...
sorting by filename implemented for save and load screens
2014-06-11 13:10:28 +02:00
Haryaalcar
11955605b5
sorting by filename implemented for save and load screens
2014-06-11 00:03:08 +03:00
DjWarmonger
110aebc5b1
Merge pull request #16 from Haryaalcar/develop
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crash in VCAI::completeGoal() fixed
2014-06-09 15:43:49 +02:00
Haryaalcar
2ee139977f
crash in VCAI::completeGoal() fixed
2014-06-09 11:24:17 +03:00
DjWarmonger
1a34297c33
Rearranged treasure pile info.
2014-06-08 14:35:41 +02:00
DjWarmonger
c82bfd0f3e
- Fixed guard generation
...
- Added Jebus template for comparison
2014-06-08 08:42:29 +02:00
DjWarmonger
fed2821a94
Fixed behaviour with extreme treasure values.
2014-06-07 22:27:36 +02:00
stopiccot
145df56126
different data file locations for different iso files
2014-06-07 17:29:16 +03:00
DjWarmonger
81a64a8e67
Templates can now use multiple configurations of treasure piles.
2014-06-07 15:51:03 +02:00
DjWarmonger
b3a39f4920
Misc improvements & tests.
2014-06-07 14:02:57 +02:00
DjWarmonger
dd5c94fa1e
Fixed overlaping of treasure piles.
2014-06-07 10:47:38 +02:00
DjWarmonger
b68f16e89e
Make sure that non-removable objects have their visitable tile accessible.
2014-06-07 10:13:59 +02:00
DjWarmonger
743d8dcf9f
Treasure piles won't be placed at free tiles.
2014-06-07 09:09:50 +02:00
Ivan Savenko
44742814cd
More cleanup:
...
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00
DjWarmonger
e4ea6727b7
Treasure piles should always be accessible.
...
Boosted treasure value for better overview.
2014-06-05 21:37:39 +02:00
DjWarmonger
1746ab8c12
Added spell scrolls to the mix.
2014-06-05 20:19:42 +02:00
Ivan Savenko
b2e8c92383
Cleanup:
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- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
76bf5351c6
Line endings are now unix-style
2014-06-05 19:57:43 +03:00
Ivan Savenko
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
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- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00