Mark de Wever
c9924cf32d
a multiplayer map with allow_new_game...
...
...causes the selection of a map to show the wrong minimap (bug #9425 )
2007-12-25 18:22:32 +00:00
Lari Nieminen
3a05f21efa
Oops, had forgotten to wire in the merman village variation.
2007-12-25 18:02:48 +00:00
David Philippi
75bc278125
danish translation update
2007-12-25 18:01:27 +00:00
Lari Nieminen
d9942dc15a
Added the thug idle animation.
2007-12-25 16:25:00 +00:00
Mark de Wever
ab6ac6d60f
Older savegames don't have random seed stored,
...
...make sure we can still load them. The problem was discovered by
Zoltic.
2007-12-25 14:38:39 +00:00
Mark de Wever
a23b02fade
units spawned with unit in events can now have random traits...
...
...and also the names are the same (bug #10501 ).
NOTE there's a dummy gamestatus_editor.cpp for gamestatus.cpp which can
be used for the editor, this file is added to avoid the editor need to
pull in a lot more dependencies.
2007-12-25 14:25:47 +00:00
Eric S. Raymond
1549fd9f0d
Added description of linger mode in the manual.
2007-12-25 12:51:04 +00:00
Lari Nieminen
d4ee389852
Some tweaks.
2007-12-25 12:22:40 +00:00
Lari Nieminen
15ecef7638
A few capitalization fixes.
2007-12-25 11:58:47 +00:00
Lari Nieminen
acae1da564
Gave Konrad II ownership of his villages and lowered his starting gold.
2007-12-25 11:57:21 +00:00
Mark de Wever
6b6adb4c57
Some more Makefile.am cleanups
2007-12-25 11:56:00 +00:00
Mark de Wever
a8aefa42f5
Let the gender choice use rand() instead of get_random()...
...
...like the other calls in the function.
2007-12-25 11:42:47 +00:00
Mark de Wever
c708081d39
Added a new library libwesnoth...
...
...so generic code for the main game and editor can be stored
there. This allowed to move some code from the core lib to the new
lib. Also reduced the list of files for the both game and editor.
2007-12-25 11:15:24 +00:00
Eric S. Raymond
0317163be5
Describe linger mode for the in-game help.
...
Also, fix a bug: the about_game topic wasn't actually linked.
2007-12-25 06:27:47 +00:00
Richard Kettering
8219a3ccff
Fixed team color errors and generally sloppy spritework on the general's idle animation.
2007-12-25 06:14:04 +00:00
Eric S. Raymond
b723697484
Another spelling fix.
2007-12-25 06:01:32 +00:00
Eric S. Raymond
2ce4a9e8f3
Spelling-mistake fixes.
2007-12-25 06:00:27 +00:00
Richard Kettering
01c5e8d02b
Enhanced crossbow animations for the sergeant.
2007-12-25 05:28:25 +00:00
Richard Kettering
03d6d239b8
Enhanced crossbow animations for the sergeant.
2007-12-25 05:19:11 +00:00
Richard Kettering
163f7d965d
Enhanced crossbow animations for the lieutenant.
2007-12-25 04:56:57 +00:00
Richard Kettering
63ea380297
Enhanced crossbow animations for the lieutenant.
2007-12-25 04:54:00 +00:00
Richard Kettering
eb3492372f
Enhanced crossbow animations for general and marshal,
...
...ported the general's sword attack over to the marshal, and fixed some
TC issues on the general.
2007-12-25 00:20:32 +00:00
Richard Kettering
6286d2db33
Enhanced crossbow animations for general and marshal,
...
...ported the general's sword attack over to the marshal, and fixed some
TC issues on the general.
2007-12-25 00:14:37 +00:00
Richard Kettering
b7c419d8d6
Enhanced crossbow animations for general and marshal,
...
...ported the general's sword attack over to the marshal, and fixed some
TC issues on the general.
2007-12-25 00:13:16 +00:00
Lari Nieminen
31d6f65050
Make the sword of fire replace the existing sword attack...
...
...instead of adding a new one.
2007-12-25 00:02:17 +00:00
Lari Nieminen
10297b3376
Added scepter variation frames for Li'sar
...
(except for the princess melee animation, which should probably be
redone entirely).
2007-12-24 23:46:37 +00:00
Mark de Wever
2ad8526efc
Let {RANDOM} use the new random generator.
2007-12-24 22:32:58 +00:00
Mark de Wever
06d19f9a4f
Added rand= for [set_variable] which can be used in MP,
...
the user has to make sure it stays in sync.
2007-12-24 22:31:51 +00:00
Mark de Wever
e171ebfa40
Avoid an assertion failure triggered in the replays.
2007-12-24 22:17:20 +00:00
Nils Kneuper
7690221e3e
little balancing change, moving the wose on hard down a little
...
...as recommended by dragonking
2007-12-24 19:42:34 +00:00
Nils Kneuper
f9b33d7567
updated Portuguese (Brazil) translation
2007-12-24 15:45:12 +00:00
Lari Nieminen
1fe360065a
Removed a stray pixel.
2007-12-24 11:22:53 +00:00
David Philippi
a37260ad5a
changelog update
2007-12-24 11:21:57 +00:00
Lari Nieminen
72847621ac
Brought back the old merman village as a variation,
...
...and lightened the ripples around the new one a bit.
2007-12-24 11:21:50 +00:00
Lari Nieminen
30c5ab5045
Wire in the crude hut village (with one variation).
2007-12-24 11:05:29 +00:00
Nils Kneuper
6f7e5f5fda
pot-update
2007-12-24 10:57:02 +00:00
Nils Kneuper
da28af8fea
marked temporary descriptions as untranslateable...
...
...since the real once will differ from those and translators should
not concentrate on those...
2007-12-24 10:49:36 +00:00
Richard Kettering
b0284187a7
Added idle animation for thief.
2007-12-24 08:58:23 +00:00
Richard Kettering
8857faa51c
Added idle animation for thief.
2007-12-24 08:56:09 +00:00
Nils Kneuper
eada6d00f1
updated Chinese translation
2007-12-24 08:53:53 +00:00
Patrick Parker
60d9e1bc0d
spotted a couple of other errors
2007-12-24 07:28:03 +00:00
Patrick Parker
216a7be11f
spotted some bad WML... hopefully this fixes it
2007-12-24 07:22:45 +00:00
Richard Kettering
49dd117a0c
New TC images and animations for the human ranger.
2007-12-24 04:30:42 +00:00
Richard Kettering
361bbc564a
New TC images and animations for the human ranger.
2007-12-24 04:26:11 +00:00
Nils Kneuper
a1a71f6771
updated German translation
2007-12-23 20:07:01 +00:00
Nils Kneuper
234d6606ca
move the campaigns credits strings to the campaigns textdomains
...
since those strings are not really "uniform" over all campaigns
anymore...
2007-12-23 20:01:08 +00:00
Ali El Gariani
b735263221
Also use the new ignore_units pathfinding optimization for show_enemy_moves
...
This avoid the multiple "small world with only 1 unit" creations,
which were done even when not used (when using the not ignoring our
units mode).
PS: it's more to unify the pathfinding methods used than for
performance (except maybe when there is a lot of enemy units)
2007-12-23 16:05:12 +00:00
Ali El Gariani
73eec9bacf
Move hardcoded definition of the footpath-teleport images in [game-config]
...
Still think about allow ability to change it, but I prefer cache the
footpath before adding to much things to the real-time drawing part.
And it's also good to have a default images (works for any
discontinuous path) It will maybe be used if terrain teleport is added
one day.
2007-12-23 15:47:32 +00:00
Nils Kneuper
08383c88a2
updated German translation
2007-12-23 14:46:25 +00:00
Benoît Timbert
51935db484
Fill race descriptions with placeholders...
...
...from http://www.wesnoth.org/wiki/RaceDescriptions
Mechanical & Troll descriptions are still empty
2007-12-23 11:29:30 +00:00