DjWarmonger
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63d6cf168f
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- Solved problems with sealed-off objects for once and all.
- Refactoring
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2015-06-03 21:57:22 +02:00 |
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DjWarmonger
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923437bf76
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Corrected offset check for required objects.
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2015-06-03 19:38:53 +02:00 |
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DjWarmonger
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55c1a7eade
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Clear unused tiles to make more space for roads.
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2015-06-03 15:16:11 +02:00 |
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DjWarmonger
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e21b2d9cbd
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Attempt to use A* algorithm for required objects.
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2015-06-02 20:29:37 +02:00 |
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DjWarmonger
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a68b58d969
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- Use straight paths for some connections
- More fixes for template schema
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2015-06-02 16:40:32 +02:00 |
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DjWarmonger
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8b1641d498
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Generate main towns for zones with no player present.
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2015-06-02 09:30:56 +02:00 |
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DjWarmonger
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e08a1f32bd
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Some more fixes, updated changelog.
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2015-05-25 20:04:24 +02:00 |
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DjWarmonger
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c6291412d7
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Fixed one case of missing roads.
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2015-05-25 19:44:03 +02:00 |
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DjWarmonger
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a0ed8e0d6d
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An attempt to straighten roads.
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2015-05-25 19:25:48 +02:00 |
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DjWarmonger
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353f6dc32e
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Roads are generated between all nodes.
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2015-05-25 19:11:44 +02:00 |
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DjWarmonger
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3ec91c550e
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Correct road nodes iteration
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2015-05-25 19:00:00 +02:00 |
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DjWarmonger
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fe6fa895c3
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More or less working RMG roads.
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2015-05-25 18:06:17 +02:00 |
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DjWarmonger
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2c88ddf5ed
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Something works it seems
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2015-05-25 17:47:32 +02:00 |
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DjWarmonger
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6d502ef1a1
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Implemented A* algorithm to draw shortest roads - but not correct roads yet.
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2015-05-25 16:37:57 +02:00 |
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AlexVinS
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6448bc6a50
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[gcc] fix build
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2015-04-12 08:25:53 +03:00 |
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DjWarmonger
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a0840100df
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Different fractalization algorithm that enforces cycle generation.
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2015-04-11 13:46:17 +02:00 |
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DjWarmonger
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69c58c6c25
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Experiment: fractalize RMG zones before placing important objects. The downside is that it won't be possible to draw road as straight line anymore.
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2015-04-11 12:47:41 +02:00 |
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AlexVinS
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84a2623c37
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more experiments
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2015-04-03 07:06:29 +03:00 |
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AlexVinS
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27c46c83d6
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describe roads placement in log
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2015-04-03 05:50:02 +03:00 |
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AlexVinS
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76193c4c5c
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More experiments WIP.
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2015-04-03 05:47:22 +03:00 |
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AlexVinS
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eb60d9737f
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more sensible road placement
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2015-04-03 05:47:20 +03:00 |
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AlexVinS
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4c4ad480c5
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added experimental usage of roads
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2015-04-03 05:47:01 +03:00 |
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Ivan Savenko
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eef45b5ae8
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Fixed warnings
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2015-03-31 00:55:37 +03:00 |
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DjWarmonger
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ed33d99ac7
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Silenced some more logs.
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2015-03-28 22:17:45 +01:00 |
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DjWarmonger
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a0f534146c
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Fixed underground Lava terrain.
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2015-03-28 22:03:38 +01:00 |
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DjWarmonger
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a0d9ae4849
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Refactoring - create underground rock for whole level at once.
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2015-03-28 18:56:28 +01:00 |
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beegee1
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e9b7044c9b
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Fix mantis #1859, unknown pattern in underground
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2015-03-28 16:41:26 +01:00 |
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DjWarmonger
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a1da08f802
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Disabled Seer Huts for 0.97c.
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2015-03-12 10:45:24 +01:00 |
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DjWarmonger
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a832b7efee
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Fixed #2026
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2015-03-12 10:08:10 +01:00 |
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DjWarmonger
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f894abe494
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Unified interface for object template.
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2015-03-12 08:31:30 +01:00 |
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DjWarmonger
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cf74969603
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Fixes, logging for Seer Huts
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2015-03-11 22:17:35 +01:00 |
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DjWarmonger
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61071c46e1
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Fixed monster amounts in Pandora Box.
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2015-03-11 19:21:58 +01:00 |
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DjWarmonger
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3cc9705bfe
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Minor tweak.
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2015-03-11 16:54:42 +01:00 |
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DjWarmonger
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01390e0c2c
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Optimization for random treasures.
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2015-03-11 16:19:03 +01:00 |
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DjWarmonger
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f32849a73e
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Attempt to compile refactored spells in MSVS.
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2015-03-09 19:24:45 +01:00 |
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DjWarmonger
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6ace53d8b9
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Functional RMG Seer Huts, still there are some mysterious bugs.
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2015-03-01 13:26:54 +01:00 |
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DjWarmonger
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9453250e0f
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Spawn quest arts in nearby zones.
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2015-03-01 10:20:49 +01:00 |
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DjWarmonger
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67ab90616d
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Seer Huts with exp / gold rewards.
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2015-03-01 09:46:09 +01:00 |
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DjWarmonger
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dd887eb929
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Fixes for Seer Huts.
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2015-03-01 09:07:43 +01:00 |
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DjWarmonger
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4f1d96e5e8
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Seer Huts part 2.
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2015-02-28 22:37:04 +01:00 |
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DjWarmonger
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607375a9bc
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Generate Seer Huts with creature rewards
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2015-02-28 21:14:45 +01:00 |
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AlexVinS
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685deddac1
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Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
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2015-02-26 08:39:48 +03:00 |
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AlexVinS
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a3f2667376
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Remove some deprecated fields from CSpell
* now only new SpellScholl API is used
(!) untested
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2015-02-26 08:39:43 +03:00 |
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DjWarmonger
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c5e772eb78
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Fixed issue which created large empty areas on two-level maps.
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2015-02-25 19:34:02 +01:00 |
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DjWarmonger
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0acae7a708
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Additional adjustment of zone positions to ensure balanced zone sizes.
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2015-01-16 19:28:27 +01:00 |
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DjWarmonger
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ba604f4e43
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Implemented "junction" zone type.
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2015-01-16 17:39:16 +01:00 |
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DjWarmonger
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b7386250e9
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Fixed fractalized paths inside zones.
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2015-01-16 09:40:11 +01:00 |
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DjWarmonger
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fe180335de
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Important fix that prevents treasures from sealing off, adding too many blocked tiles.
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2015-01-15 11:21:29 +01:00 |
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DjWarmonger
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9f05f53e65
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Corrected monster agressiveness #2034
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2015-01-10 10:23:58 +01:00 |
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DjWarmonger
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7055357996
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Fixed spell scroll generation #2024
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2015-01-02 23:01:14 +01:00 |
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DjWarmonger
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fdd392e47c
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Add some space around unguarded treasures.
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2014-12-26 21:13:13 +01:00 |
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DjWarmonger
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53c39f7d05
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Treasure density and quality now matches OH3.
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2014-12-26 19:35:45 +01:00 |
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DjWarmonger
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f5f0f61076
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Density does not depend on zone size.
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2014-12-26 17:13:41 +01:00 |
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DjWarmonger
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5fbd856a4c
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New rule for placement of unguarded treasures
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2014-12-26 16:17:39 +01:00 |
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DjWarmonger
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121c39a994
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Fixed Jebus and CoD templates.
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2014-12-26 15:14:22 +01:00 |
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DjWarmonger
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51495381ef
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Better obstacle shapes inside zones.
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2014-12-25 10:24:48 +01:00 |
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DjWarmonger
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b208ebbee9
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Increase treasure density to match OH3.
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2014-12-24 14:01:05 +01:00 |
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DjWarmonger
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fee2184996
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Wood & ore mines will be placed close to zone center.
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2014-12-20 22:13:10 +01:00 |
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DjWarmonger
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50dc22fa1b
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Tuned density.
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2014-12-20 14:52:01 +01:00 |
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DjWarmonger
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3886a19771
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More balanced treasure pile distribution.
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2014-12-20 14:01:48 +01:00 |
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DjWarmonger
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9e5cc2d1b1
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Treasure piles will prefer to grow upwards to make space for object accessible from bottom.
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2014-11-22 14:17:53 +01:00 |
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DjWarmonger
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91d89add7c
|
Reverted RMG bug introduced in 6da79d01d7
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2014-11-22 13:01:28 +01:00 |
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KroArtem
|
6da79d01d7
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reverted changes back
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2014-11-20 15:33:22 +03:00 |
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KroArtem
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305ce5b53d
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fixed else statement
|
2014-11-20 15:14:16 +03:00 |
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KroArtem
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e73c60740c
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corrected text in vcmibuilder, corrected errors and warnings from cppcheck
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2014-11-16 20:48:29 +03:00 |
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AlexVinS
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4e9cff3403
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spelling fix
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2014-11-06 15:06:16 +03:00 |
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DjWarmonger
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d280b0ac9f
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Cleaned some logs.
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2014-11-01 09:52:56 +01:00 |
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DjWarmonger
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b61b79b458
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For 0.97 release: generate full underground to avoid many issues
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2014-10-31 18:47:10 +01:00 |
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DjWarmonger
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9eeea7299a
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- Removed unecessary includes
- Fixed town types configured from RMG templates
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2014-10-31 17:09:34 +01:00 |
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DjWarmonger
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ce83db0f43
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- Option to configure monster types spawning in a zone
- 25% chance to get neutral faction in zone with no town
|
2014-10-30 13:03:53 +01:00 |
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DjWarmonger
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530a3e69bf
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Option to allow / ban certain types of town in a template.
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2014-10-30 10:00:29 +01:00 |
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DjWarmonger
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06983fc346
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Fixed issue with empty mage guild on random maps.
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2014-10-26 13:09:59 +01:00 |
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DjWarmonger
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f7882135e6
|
More random paths within zones.
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2014-10-01 14:56:06 +02:00 |
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DjWarmonger
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e40818f2c6
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Fixed incorrect treasure distance on underground maps.
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2014-09-26 13:19:39 +02:00 |
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DjWarmonger
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1f7ce7c1d9
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Cut area around towns to prevent sealing off parts of zone.
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2014-09-23 21:12:10 +02:00 |
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DjWarmonger
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df9d2f8d8f
|
A bit smarter algorithm for cutting paths.
|
2014-09-23 18:32:32 +02:00 |
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DjWarmonger
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87ecd0075e
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Even tighter obstacles.
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2014-09-23 16:53:26 +02:00 |
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DjWarmonger
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3e36d0d88b
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Possible tweak for underground.
|
2014-09-22 15:27:42 +02:00 |
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DjWarmonger
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b96ab55c4d
|
Tighten obstacles to improve map look and feel. It should be now on pair with original maps :)
|
2014-09-22 14:46:52 +02:00 |
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DjWarmonger
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f3d7c658f0
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Ensure distance between treasure piles.
|
2014-09-22 14:18:01 +02:00 |
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DjWarmonger
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0f4608ae01
|
Nicer treasure piles.
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2014-09-22 13:36:55 +02:00 |
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DjWarmonger
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5cb6eaa252
|
Fixed major RMG bug.
|
2014-09-21 20:57:42 +02:00 |
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DjWarmonger
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147ca72f65
|
Fixed RMG Prisons.
|
2014-09-21 15:59:35 +02:00 |
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DjWarmonger
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2c91a10dcd
|
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
|
2014-08-13 07:50:41 +02:00 |
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beegee1
|
c1ac95b288
|
- fixed Clang compiler warnings
|
2014-08-04 20:36:00 +02:00 |
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DjWarmonger
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2bc762fca8
|
Increased treasure density a bit.
|
2014-07-30 15:15:21 +02:00 |
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DjWarmonger
|
e1936b4b0d
|
Corrected treasure value rounding.
|
2014-07-30 15:00:44 +02:00 |
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DjWarmonger
|
e5f3a60c9e
|
Treasure distance now scales depending on zone size. Should be close to OH3 formula.
|
2014-07-30 13:52:21 +02:00 |
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DjWarmonger
|
f9245e67e8
|
Quantize treasure values to let objects at upper bound spawn.
|
2014-07-30 10:58:45 +02:00 |
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DjWarmonger
|
5814a057c8
|
Remove trash treasures from large piles.
|
2014-07-30 10:21:53 +02:00 |
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DjWarmonger
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f8359b4eb5
|
Randomized shapes for treasure piles.
|
2014-07-29 19:19:15 +02:00 |
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DjWarmonger
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2220786d0c
|
Finally placing objects sparsely.
|
2014-07-29 19:05:35 +02:00 |
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DjWarmonger
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930fa21d38
|
Tweaked treasure density.
|
2014-07-29 18:12:27 +02:00 |
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DjWarmonger
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3712b9a48b
|
- Fixed treasure zones touching each other, which sometimes resulted in unguarded paths.
- Fixed some object amounts which seemed wrong.
|
2014-07-29 16:58:08 +02:00 |
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DjWarmonger
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dc03a251f6
|
- Fixed treasure generating formula It should be now identical to OH3.
- Refactorings, tweaks.
|
2014-07-29 15:58:54 +02:00 |
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DjWarmonger
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fe292dfa1d
|
Fixed desync due to uninitialized objects. Added some logging. RMG maps don't work yet, though.
|
2014-07-27 19:30:17 +02:00 |
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DjWarmonger
|
713912574a
|
Fixed duplicated Redwood Observatory on snow and possibly other objects.
|
2014-07-27 07:37:56 +02:00 |
|
AlexVinS
|
b654ea831b
|
[RMG] Fix mingw build, fix some warnings
|
2014-07-26 10:12:45 +04:00 |
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DjWarmonger
|
8f946e4add
|
Denser and bigger obstacles.
|
2014-07-25 18:52:24 +02:00 |
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DjWarmonger
|
a9ddeb665b
|
Place large obstacles first.
|
2014-07-25 17:55:48 +02:00 |
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