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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
Commit Graph

72 Commits

Author SHA1 Message Date
Arseniy Shestakov
8c39ecf538 moatHexes: add saves and mods compatability 2016-01-28 01:35:01 +03:00
Arseniy Shestakov
ffeb7f253b moatHexes: update faction schema and configuration files 2016-01-06 12:52:52 +03:00
ArseniyShestakov
e91d79414b PathfinderOptions: use settings and move all defaults into schema 2015-11-21 00:32:23 +03:00
AlexVinS
98ea8bf314 Introduce dummy spell animation/ animation pause configuration
* save format changed with backward compatibility, UNTESTED
2015-09-12 21:09:52 +03:00
AlexVinS
83fdce473e Fix mod schema: RMG templates added. 2015-07-27 08:36:19 +03:00
AlexVinS
5f8ecc22d5 Introduce configuration option for editor animation of map object and setup it for hero classes. 2015-06-10 14:21:33 +03:00
DjWarmonger
a68b58d969 - Use straight paths for some connections
- More fixes for template schema
2015-06-02 16:40:32 +02:00
DjWarmonger
d6225f50e1 Fixes for template schema. 2015-06-02 15:26:33 +02:00
DjWarmonger
6890ae9f02 - Fixed improper use of playersCount. Now RMG can generate maps up to 8 players, with CPU players only as well.
- Fixes for template scheme
2015-05-27 11:30:46 +02:00
DjWarmonger
2e70d8a084 - VCMI will now read templates from mods
- Added partial schema for RMG template
2015-05-26 18:19:41 +02:00
AlexVinS
8f84e24aa6 Get rid of mainEffectAnim 2014-11-28 01:03:25 +03:00
AlexVinS
d94f15bdf4 Added configurable animation for SPELL_LIKE_ATTACK 2014-11-28 00:36:14 +03:00
AlexVinS
75b93b070d Implemented configurable hit/affect animation
* need more testing
2014-11-27 16:51:16 +03:00
AlexVinS
16d08b062a First draft of spell animation configuration 2014-11-26 22:25:13 +03:00
AlexVinS
ce8fa33efc Introduced new spell configuration options (not used yet) 2014-11-13 13:37:42 +03:00
josch
b962e11bd7 Launcher: add setting allowing not to automatically check remote repositories
- add a button to the launcher which allows manual downloading
 - add a configuration option autoCheckRepositories to launcher settings
 - add ui elements to settings dialog to change autoCheckRepositories
2014-11-10 08:21:47 +01:00
Ivan Savenko
b551bdb725 Final part of the merge
Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
Ivan Savenko
e692f3f520 Implemnted enemy turn speed selection:
- implemented switch in settings screen
- implemented "0 speed", animation-free. *may* also work for player-owned heroes
- removed no longer used creature window switch
2014-08-11 19:16:39 +03:00
Ivan Savenko
00cda400a1 Miscellaneous improvements for Launcher UI:
- Implemented "show intro" toggle in settings
- Install/Update/Enable buttons are now visible even when mod info is hidden
- Fixed behaviour of show mod info switch, added more obvious button to enable it
- Removed no longer used "Enable mods on install" switch
- Added buttons to open data, user data and temporary directories
2014-08-04 14:03:57 +03:00
AlexVinS
195eae48ca Merge branch 'develop' into SDL2
Conflicts:
	client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
Ivan Savenko
6e3eaeee21 Minor fix to schema, server will print visited objects in debug log 2014-06-25 00:23:56 +03:00
AlexVinS
3b8d0e44d4 Merge branch 'develop' into SDL2 2014-06-24 14:09:44 +04:00
Ivan Savenko
09d595e385 - Implemented "mapObject" entry for hero classes
- Updated schemas
- Some bugfixing
2014-06-16 19:27:26 +03:00
AlexVinS
3db7fb4f63 Still try to fix opengl backend
- no success
+ make backend selection configurable
2014-06-13 07:55:45 +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
Ivan Savenko
7e057b6df8 Bugfixing, game can finally load to main menu without crash 2014-06-04 11:25:13 +03:00
Ivan Savenko
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
Ivan Savenko
dc7f820161 Implemented object schema. Commiting current progress before sync with
upstream.
2014-06-03 21:43:33 +03:00
AlexVinS
f2b61f7e69 Spell configuration: introduce simplifaction mechanism for level conficuration
* also aviable for other handlers
2014-05-18 18:47:18 +04:00
AlexVinS
3209114393 Spell configuration. Introduce absoluteLimit.
* limit will be made negatable.
* now limit and immunity will look more solid.
* unused ATM
2014-05-18 17:22:02 +04:00
Macron1Robot
4a7a952590 Update faction.json
Added videoFile format to tavernVideo property
2014-04-29 21:55:35 +04:00
Macron1Robot
907caedb13 Added "produce" section in "building" structure. Changed dailyIncome. 2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day 2014-04-24 23:36:18 +04:00
Ivan Savenko
1cec8d4cfc Some bits towards replacements of objects.txt, first step towards
configurable objects support:
- fixes for object template loader
- schema for current object template format
2014-03-23 20:26:18 +00:00
Ivan Savenko
9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 2014-03-23 12:59:03 +00:00
Ivan Savenko
9dda194ed3 Support for new fields in mod format including:
- screenshots, repository-only field, will be used by launcher to d/l
screeenshots
- screenshots will be viewed as thumbnails with switch to full view on
click
- changelog that is now visible in launcher
- somewhat better handling of submods by launcher
2014-03-23 12:08:01 +00:00
alexvins
9cac0af7be [Spells] More spell related refactoring
+ smart target modifier
- CREATURE_EXPERT_MASSIVE target type
* save format changed

spell format changes already documented in http://wiki.vcmi.eu/index.php?title=Spell_Format
2014-03-17 13:11:10 +00:00
alexvins
065b8366fb [Spells] Added basic support for icons and sounds
* few changes in spell format
* save format changed
2014-03-10 16:00:58 +00:00
alexvins
afcb7072eb Implemented #1379
+ added new flag for special spells. Special spells can be obtained only with BONUS::SPELL.
* made Titans` thunder special.
2014-03-07 16:10:20 +00:00
alexvins
4203d69525 Part 2 of new spell configuration
1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.

* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
alexvins
c7f57406eb Fix bonus schema to support array in duration 2014-03-01 18:42:31 +00:00
Ivan Savenko
cd8a0c01e4 Data for campaign win/loss conditions. All campaigns should now have
correct conditions.
All custom conditions are now validated using schema.

Note that some of scenarios may not work due to instant win/loss, mostly
because some placeholders fail to import (Mantis #1643)
2014-01-01 13:30:31 +00:00
Ivan Savenko
7d7e65a316 changes in hero class format:
- new property: affinity (might/magic) since in mods it is impossible to
rely on odd/even numeric indexes
- property commander is now part of hero class
2013-12-13 18:27:54 +00:00
Ivan Savenko
122db9963b More string ID's for buildings:
- town hall slots now use string ID's
- converted building requirements to new format
- "upgrades" property from buildings now uses string ID's
- several fixes for improved support of alternative creatures
- removed no longer needed "id" property from structures

Old mods should still work but will produce error messages during
validation
2013-12-04 10:36:39 +00:00
Ivan Savenko
71d6b0fea9 - Fixed some warnings from cppcheck
- Minor improvements to JSON validation
- Cleanup in SDL_Extensions.cpp
- Implemented new propery for creature format: idle animation duration
- Disabled idle animation of some of conflux creatures (was clearly
broken)
2013-11-06 13:42:58 +00:00
Ivan Savenko
c4716d0a9a - reordered files in cmake so files with long compile times will be
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
2013-11-03 12:07:23 +00:00
Ivan Savenko
6cb3cb006d Several minor fixes/features
- moved all traslatable strings into one json file, removed threats.txt file
- implemented "spellbook animation" option
- fixed missing central tower when attacking fort
2013-10-27 13:05:01 +00:00
Ivan Savenko
9237e6d97d Improved json validation
- split JsonNode.cpp into JsonNode and JsonDetail files
- validation should be notably faster (at least 10% faster loading)
- support for "format" field, allows checking existance of files.
- minor fixes in schemas
- msk/msg files are now optional
2013-10-26 19:33:34 +00:00
Ivan Savenko
e2c037402c Unicode support.
- boost-locale library is now required (boost 1.48 or higher)
- Unicode namespace that contains UTF-8 handling
- All non-ASCII strings from H3 data will be converted to UTF-8 during loading
- All JSON files MUST use UTF-8. 
- H3 data encoding can be selected via launcher or directly in config file
2013-10-25 21:45:14 +00:00
Ivan Savenko
208df34fc2 bigfixing & new file: launcher/jsonutils.cpp
- launcher uses json parser from vcmi lib instead of one from Qt #1469
- fixed abilities overrides for some creatures #1476
- fixed hero portraits in seer huts #1402
- ttf fonts will render text in utf-8 mode. Not really useful at this point
- new settings entry, available in launcher: encoding. Unused for now.
2013-09-21 18:29:26 +00:00