Mark de Wever
0f17dc500e
the movement text is also scaled now (bug #6876 , patch #693 )
2007-03-17 13:49:34 +00:00
Mark de Wever
6d67ae6e92
Added a new image type which only depends on the scaling factor,
...
...and used this type for units and haloes.
renamed some items to scaled_to_hex (forgot that in the previous image
change)
I consider this too intrusive to port to the 1.2 branch.
It fixes:
* units are scaled properly when zooming also with tiny gui (bug
#8703 and bug #6570 )
* haloes in tiny gui are now scaled (before unscaled, thus a factor 2
bigger as intended)
* removes the scaling handling in the halo, removing quite some code
2007-03-17 12:07:51 +00:00
Patrick Parker
d2c5800ec7
friendlier boolean matching for unit [filter] and unit [wml_filter]
2007-03-17 03:17:36 +00:00
Mark de Wever
7d4cc5638b
Rewrote the halo render engine...
...
...which solves a few minor glitches but most importantly speeds up the
drawing of the halos.
2007-03-16 20:02:53 +00:00
Gunter Labes
6438df7d23
decreased the holy resistance of the Mermaid Priestess from 40% to 20%
...
decreased the holy resistance of the Mermaid Diviner from 60% to 40%
2007-03-16 19:07:20 +00:00
Mark de Wever
1c4802fde3
The countdown timer is now coloured properly...
...
...when the remaining time is less than 2 minutes. Ported some
changelog entries to players_changelog
2007-03-14 20:53:57 +00:00
Benoît Timbert
97a01c148f
Updated french translation
2007-03-14 10:51:42 +00:00
Jérémy Rosen
e310e2b2c6
fix the improper sliding bug
2007-03-13 23:08:59 +00:00
David Philippi
bc4a95fcbf
hungarian translation update
2007-03-13 17:51:11 +00:00
Mark de Wever
084185e6cd
the first turn starts again with the proper time of day
...
(bug 8637), thanks to fabi
2007-03-13 17:33:22 +00:00
Mark de Wever
54fcb6902f
tiles with overlays are also properly shown if compiled with --enable-tinygui
...
(bug #8720 patch #697 )
2007-03-13 14:20:24 +00:00
Benoît Timbert
2ed280e8af
In attack modification [effect]s:
...
- set_name no longer change the weapon description
- set_description (new key) change the weapon description
2007-03-13 10:32:45 +00:00
Mark de Wever
59394b0f0b
Draw the units 18 pixels higher in their hex.
...
An experimental feature to see how it works ingame.
2007-03-12 19:21:47 +00:00
Jérémy Rosen
4a27d1d3b8
fix a bug that prevented fade-out on death anims from working properly
2007-03-11 23:45:55 +00:00
Mark de Wever
145084823b
Added the option to show an error ingame if deprecated WML is being used.
...
NOTE some versions of Visual Studio (including 6) have a broken
std::getline implementation see
http://support.microsoft.com/default.aspx?scid=kb;EN-US;q240015 when
this compier is used an error will be generated (not really test but
should work.)
2007-03-11 15:32:28 +00:00
Nils Kneuper
dbe2230594
chagned number of turns for the 2nd mission of the tutorial from 20 to 26
2007-03-09 22:57:20 +00:00
Benoît Timbert
f98df010fa
Fix a few messed-up holy resistances (Sky Drake & Hurricane Drake)
2007-03-09 21:32:56 +00:00
Benoît Timbert
ceb21629f4
Remove some old backward compatibilty code,
...
...add comments around another v1.2 backward compatibility code to be
removed soon (after 1.3.2).
2007-03-07 20:14:15 +00:00
Benoît Timbert
489c8527e4
Apply patch #689 (Friendly healer+4 stop poison)
2007-03-07 12:00:15 +00:00
Nils Kneuper
64cbea81ba
updated Norwegian translation
2007-03-07 11:09:52 +00:00
Gunter Labes
819b0103b1
updated map
...
typo fix in TRoW
2007-03-06 16:41:50 +00:00
Patrick Parker
19071a90a9
new WML key for [variable], boolean_equals=, to test boolean equality
2007-03-06 00:58:04 +00:00
Nils Kneuper
2b7e88df11
updated Italian translation
2007-03-05 14:12:44 +00:00
Patrick Parker
d4833e197e
wire in the new UI sounds from zookeeper
...
fix several bugs related to the turn bell
fix the button locations in preferences_display.cpp
fix the disabling of sliders in preferences_display.cpp
2007-03-05 07:46:44 +00:00
Nils Kneuper
04605bb377
updated German translation and Portuguese (Brazil) manpages
2007-03-04 23:47:38 +00:00
Nils Kneuper
1733df7e9a
updated Portuguese (Brazil) translation
2007-03-04 09:12:00 +00:00
Benoît Timbert
7ee3b19d34
Allow effect to toggle the zoc
...
[effect]
apply_to=zoc
value=<new value>
[/effect]
2007-03-03 20:51:25 +00:00
Lari Nieminen
a481843d64
Updated changelog.
2007-03-03 20:26:03 +00:00
Patrick Parker
c078725ba1
complex WML variable substitution (almost everywhere)
...
* fix a bug in own_village code
* other minor fixes
2007-03-03 10:53:02 +00:00
Jérémy Rosen
945c4d54bd
fix bug #8626 (incorrect death sound played)
2007-03-02 20:54:23 +00:00
Lari Nieminen
eea65fcaaf
Made Eonihar join the player permanently...
...
...and the rest of the encountered riders be AI-controlled.
2007-03-02 12:05:38 +00:00
David Philippi
01f40a4797
dutch translation update
2007-03-01 12:14:46 +00:00
Mark de Wever
ed75e8c149
fixed a few typo's found by irrevenant
2007-02-28 21:50:41 +00:00
Gunter Labes
f92d684fbb
[[Balancing changes]]
...
* converted the cold resistance of the Elvish Sorceress line to a holy
resistance
* decreased the holy resistance of the Orcish Assassin line from 20%
to 0%
2007-02-28 15:56:27 +00:00
Lari Nieminen
05de827f82
Prevented some unit types such as desert elf duplicates...
...
...from appearing in the in-game help unit list.
2007-02-28 12:21:10 +00:00
Nils Kneuper
75eda74a2a
updated Bulgarian translation
2007-02-27 22:31:17 +00:00
Mark de Wever
3e907d5436
I added support for the layers, not much tested yet :/
...
It enlarges the glitch that terrains at the edge of the screen don't
get drawn properly. The top row no longer draws overlays eg villages
and forest only have a base terrain. Since this problem is next on my
todo list anyway I don't bother with it too much right now.
It uses a 64 bit datatype which might not be supported by all
compilers so I added a compatibility header but can't test that since
my compiler supports 64 bit integers. I didn't see a license issue
with this header if others do see an issue feel free to remove the
header... Then I have to find another one.
2007-02-27 21:15:14 +00:00
Karol Nowak
66ec68c2ee
Remove --enable-gp2x switch from configure script...
...
...and an obsolete changelog entry
2007-02-27 16:23:06 +00:00
Nils Kneuper
3e289dad70
updated Czech translation and changelog
2007-02-26 22:35:49 +00:00
Benoît Timbert
604fcffdc2
[store_owned_villages] -> [store_villages]:
...
If side is not present, get all the villages.
all the [store_*] tags get a default variable name
2007-02-26 21:02:04 +00:00
Benoît Timbert
2d15be5d9c
- new [own_village] condition to check if someone own a particular village :
...
Keys: - x,y : position
- side (default=1): side number
if side=0 check if the village is not owned
- new [store_owned_villages] tag to store all the owned village by a side
Keys: - variable : variable to store in
- side (default=1): side number
- terrain (optional): list of terrain types
If side=0 store all the unowned villages
If terrain is present matches the villages against the list of terrain types
2007-02-26 20:24:37 +00:00
David Philippi
a4b9d8cb15
added files for indonesian
2007-02-26 17:47:23 +00:00
David Philippi
2d5536cb0a
danish translation update
2007-02-25 22:09:58 +00:00
Mark de Wever
a32f36041e
made an option to set the number of fps that should be shown,
...
...not all code honours this yet
the default is 50 fps
changed the draw delay logic it now determines when the next draw
should take place, this avoids adding a delay when the code is already
lagging. That problem occurs with scrolling and animations. The engine
now stays much closer to the desired fps, provided that the system it
runs on is fast enough.
2007-02-25 18:44:47 +00:00
Nils Kneuper
f0a594651e
version bump to 1.3.1
2007-02-25 17:37:09 +00:00
Benoît Timbert
80740a6f13
Changelog update for 2007-02-25T17:16:16Z!benoit.timbert@free.fr
2007-02-25 17:17:47 +00:00
Thomas Baumhauer
a15d6c59e1
updating the changelog
2007-02-25 16:20:08 +00:00
Gunter Labes
e6c3c02ec3
decreased the cold resistance of the Armageddon Drake from -30% to -50%
2007-02-25 10:24:10 +00:00
Gunter Labes
0e3e10b0b8
implemented the holy damage type redesign as discussed on the mailing list
...
some minor stat bug fixes
I did not modify any campaign units but I'm sure there are several
where a change would make sense now
2007-02-25 10:18:56 +00:00
Mark de Wever
e8c5503a5d
reverted 2007-02-18T16:07:56Z!koraq@xs4all.nl it causes the AI to ignore villages too often,
...
the bug still needs to be fixed, will look after 1.3.1 has been released.
2007-02-24 23:51:29 +00:00