Parent Directory
|
Revision Log
| Links to HEAD: | (view) (download) (annotate) |
| Sticky Tag: |
*** empty log message ***
changed email because ysagoon.com is down
Fixed Nicowar dig out code bug. Fixed new unit allocation system bug. Added new hidden forbbidden zone, which acts exactly like forbidden zone except that it can not be seen or changed by the user. Units that are spinning on the spot (they are trapped or other units are blocking their path) put hidden forbidden zone on themselves, which automatically diverts other units, and breaks up the clogged pathway. Hidden forbidden zones are also placed on buildings that are being upgraded, the area arround them is restricted so that units don't walk arround in the space that the building needs to upgrade.
Reorganized and documented Building-unit interaction code. Removed subscribe system for units wanting to go inside a building.
Numerous code changes, summarrized in mailing list glob2-dev, New Features galore (ps: someone else has to merge)
First revision of new map editor, minor semantic changes in other places
Now you can specify the number of steps you want for a -nox game run.
Minor convention fix.
quick bugfix for forbidden gradients
Now the --nox arguments takes a new argument: number of runs. And the runs display speed in steps per second. Added another way to compute the list for the forbidden gradient computation.
Added Simons idea of initializing forbidden gradients. Added >GRADIENT< to two names.
Changed the way we dynamicaly choose the gradient computation algorithm given new tests.
Fixed listCountRead issue in kai algorithm. Allow gradient value 2. Set default to dynamical gradient version again. Added log ability for simons algorithm.
implemented ability to log d-value in kai algorithm
switched back to simple gradient calculation. made changes to my gradient algorithm
Fixed a tipo in Map::updateGlobalGradient() defines.
Added USE_DYNAMICAL_GRADIENT_VESRION, to use the Kai gradient when possible. Roughly 3% to 5.7% speed improvement.
added new gradient algorithm
added comments to the wavefront algorithms
bugfix: delete[] teams forbidden/guard-gradient and exploredArea in Map::removeTeam
Fixed the test for overflow of listedAddr[] in Map::updateGlobalGradientVersionSimple().
Made the listCountSizeStats[] of check_disorderable_gradient_error_probability to be arrayed from the GradientType, for further information on the behaviour. Ran a test to find out that listedAddr[] queue smashing is more than unlikey to happen. Added a test to improve the gradient quality in case of listedAddr[] smashing anyway.
Added check_gradient_error_probability. Now you can log and see if the listedAddr[] is smashed or not.
Added one Kai's patch for gradients, because I did an error applying another one earlier. Updated the structure so the gradient computation can take the gradient type into account. Updated the structure for it to be ready for dynamic optimisation in the gradients.
Map::updateGlobalGradientSlow::listedAddr composition optimisation.
Added #define to allow easy change of the gradient computation system, and added log of the number of log steps.
automatic placement of fruit
Fixed a bug in gradient (bug #15376). Fixed: now the path lines display the correct direction.
Added a new version on the gradient computation, based on the idea of Simon. This new code is into comments still, until further testing.
Found anotother trick to improve the gradient computation speed. Damn simple one.
Changed the way the Explorers behave. They are expeted to go more likely to the oldest explored ara.
Added some log into Map::incRessource() so next time someone compile it for win32 we can 'hope' to debug it.
Fixed bug #15267. When there an unit where trying to grab a fruit on an empty tree, an assert did fail. We changed the policy about the ressources fields.
When your screen is bigger than half the map, some buildings could disappear. Now it has to be as big as, minus 16.
Now the list of places to upgrade a gradient is computed at the pre-gradient computation time, in order to save the computation of the list from the pre-gradient. Test case on a 256x256 map surprisigley shows from 0% to 1% speed loss. But because it allows further optimisation and cleaner code, the change will be applied
Fixed some tab vs 8-spaces tabulation.
Rewrote Map::checkSum() to use pointers and save a lot of processor time
Fixed a bug in the Bullet::load(), where some value where not initalized. Loading a game with shooted bullet will end up with possible crash, depending on the random memory state.
Added some more quietness, set the island map generator to only create on stone, and backed out the map changes.
The Map::forbiddenGradient and Map::guardAreasGradient where not initalized into random generated maps. This would lead to a crashing bug.
Made the game slightly quieter, and fixed a gradient bug Nuage found.
Rewrote updateGlobalGradient() using pointers
Removed an unnecessary assertion that sometimes fails and would take too long to fix
Removed a needless #include in AIHelper and hid a few more messages
Reviewed and applied Andrew's patch for 0.8.16
Assorted updates, the start of a test suite, and a class to deal with a grid of single elevations
Added gradient dump
Removed warnings due to size_t
This is an initial upload of the changes I made to Map.h/Map.cpp, and knock-on changes that had on the system in general. The Map files are nowhere near ready - they don't even resemble something that might compile. But the basic principles are all there.
Fixed some checkSum() to now use Uint32 instead of Sint32.
Fixed wrapping bug in area handling
Fixed the guard areas gradients to take into account the forbidden areas.
Fixed: Allocated Map::localClearAreaMap with the real size.
Added the clearing area things in header.
new water
Check pathToBuildingCountFar assert, everything seems ok
Improved warrior behaviour around guard areas
Cleaned ressourceAvailable to find the ressource destination
Warrior have correct target when going to guard areas
Fixed warrior bug
Potential warrior fix
Added campaigns, alpha10 pre-release
Fixed nastly bug in gradients
Improved gaurd area
Added guard areas
Huge update. New serialisation model
comments update
AICastor used some specific feature of old-way-to compute gradient. It's now fixed, and AICastor is now working again.
no more warnings for me
Fixed some forbidden areas bugs
Added gradient for big map avaiability. (size>256x256)
Fixed VARARRAY (do not forget, variable size arrays are not allowed in good old C++)
Improved the gradient computation speed, and now the computation is exact.
Fixed unit pathfinding under forbidden (fix bugs #9390), fixed crash with building ddraw when hp>maxHP
Clean and fix
Added some forbidden pathfinding dump.
Added some forbidden pathfinding dump.
Now checksums is made over all the map, and forbidden is included too.
Shilded some variable in the hope to have Map::growRessources() to work correctly with win32.
Moved an assert to prevent a unclean segfault and force a clean one
Forbidden ressources can't be grabed.
Improved AICastor food ecology, and tower placement.
Corrected all Aviable by Available.
Changed dump
Fixed some memory management failures with the call-lists.
Fixed pathfinding, due to forbidden exiting feature.
Now the units can get out of the forbidden area.
Working on forbidden gradients. Still bugged.
Use of BitArray of forbiddenLocal. Forbidden array is always shown
Added a local forbidden layer
Added ability to draw the interdiction zones
Added visualisation of forbidden area
Fixed AICastor ecology system.
Improved the win/lost conditions. Build with regeneration can't be repaired. Better map stats logs.
Working on AICastor. Now it can add food neighbours.
Fixed map loading and working on AICastor.
Tryed to fix some win32 warnings.
Optimised zonableForbidden flags in team usage.
Fixed pathfinding. (again...)
Now clearin flags doenst request units when there os nothing to clear. Plus engine efficency fix.
Added assrtion for flying units.
Fixed a ressources bug.
Added an enable options for each ressoures in the clearing flag.
Fixed ressources amounts.
Improved map editor.
Removed many dependencies.
Inverted a test order in a && operator to avoid a conditional jump on uninitialised value.
Fixed a pathfinding bug, and added a small optimisation to it.
Wide update of the networking system. Added SDL_Ticks in each packets to compute exact latency, gameChecksums in all packets, and more
Ressources now grow and fade between levels 4 & 5 (testing Cyrille's idea
Fixed pathdinfing, that was hard\!
Fixed a lot of pathfinding bugs
Fixed a pathfinding to ressource bug.
Endian fix for ressources
Fixed some minor ressource bug
Fixed a gradient bug.
Ressource fixed and ressource selection added
Added a local gradient system for each units which allow them to avoid others units.
Changed the gradient computation system to avoid glitches.
Updated 2004 (c)
Fixed Warriors behaviour, to avoid attacking exchanging ennemy units; and to attack right better target.
Added the exchange-building functionality.
Cleaned Game.step().
Added a time while you can't add any buildingSite if a new one has been killed.
Switched a logic expression to avoid valgrind to complain. Tough he's right.
Added Happyness level stats.
Fixed a pathfinding possible bug.
Removed legacy code (Map), and updated TODO file.
Units are now able to grab a ressource inside the clearingFlag while they are outside it.
Fixed network desyncronisation
Much faster map load when no game is loaded
Fixed execution trace trash
Fixed mismatch new[]/delete bug
Now you have to see (without FOW) a fruit ressource to be able to grab it!
Fixed a inggameGUI TeamStats graphic bug.
Changed the unit to building allocation system to a sub-optimal system to keep usable CPU performances. More fixes.
Removed a hungry units don't go to food bug, and added optimisation code.
Tryed some optimisations.
Worked all day to optimise code.
Optimised pathfinding code.
Some fixes.
fixed a Building-Locked-Gradient-System bug
Now the units escape the closest forbiddenFlag.
Fixed the Locked-Building Gradient System. Added gradients stats. Started ForbiddenFlag exiting system.
Fixed a computation bug, which make walls assert(false).
Added the Locked-Detection-System for building, to reduce CUP usage in this case. Plus fixes.
Added coordinate in MapEditor, roughly.
Now units won't take ressources beyond the range of forbidden flags.
Added CPU stats. Fixed some assert().
Added ClearingFlag stats.
added real support of ClearingFlags woth gradient system.
The flags work better by setting teh gradient to 255 on all range surface.
Added pathfinding stats, and debugged.
Cleaned Unit.cpp: state graph and pathfinding.
Debugged pathfinding.
Decrease dependencies, removed ressources.xml in favour of ressource.txt, improved compilation speed, removed IntResType, improve code readability
Solved and seeking boring bugs.
Improved and fixed unit-to-building allocation system.
Debugged the unit to building allocation system.
Debugged the unit to building allocation system.
Fixed the WarFlag Pathfinding, and optimised all the local gradient system by minimising the refresh requests.
Searching for a memory-trash.
Now we free the globalGradients when dirty, plus pathfindig bugfixes.
switched ressources type to signed.
Now the gradients are updating when possibly needed, and only when needed!
Now the ForbiddenFlags behave correctly when they overlap.
Added the global gradient system, whithout sharing between buildings.
Greatly improved local gradient for buildings
Added further depth in gradient system to allow more complex obstacles
Added the Gradient-Pathfinding-For-Buildings system base, short range only.
Debugged and improved speed of the gradient system.
Debugging gradient system.
greatly improved gradient speed computation
Debugged the gradient pathfinding, and started to-building pathfinding.
Changed all pathfinding system, to a gradient system. Not finished.
Fixed canceric grow of ressources. Correct handling of multiplicator when giving ressources to building
Fixed setting screen, improved ressource system
Possible speed improvement
decRessource now uses xml config file
Began reowkr of ressource system. Map format changed
Fixed Stone was removable.
Fixed non-upgradale building bug.
Added ForbiddenFlag fonctionality.
Added some support for ForbiddenFlag and fixed a building destruction bug.
Fixed the upgrade building bug.
Fixed and improved the pathfinding.
The Unit-Buindings allocation system has been completely reviewed, cleaned and improved.
Renabled the ressources gowing ressources.
Prevented ressources to be edited over any terrain.
Minor cleaning
Fixed buggy unit selection
Fixed buggy display of units
Buildings, air units and ground units are now on separate layers map. The code compiles, works at 20% but is buggy. This is all work in progress.
Fix to please the compiler
Added correct building name in warning messages
Stone doesn't disappear when harvested. GUIMessageBox header added. Loading of a generated Game fixed
Removed a lot of commented useless code.
Removed BaseMap. Moved mapName into SessionGame. A lot of cleaning by nuage and NCT.
Some fix & structure cleaning
Improved the way warriors do attack.
Removed a bug which prevented to load games!
Fixed (c) date and utf-8
New shader for fow
Now you can see explored enemies buildings
Debugged LANBroadcast a bit. (not tested on macOSX and solaris, but it has to) Changed saving ordering to allow new evolutions on AI, and new beahviors in AI. Added a new state in protocol, to prevent useless long latencies, to avoid the wrong checksum for new player symptom, to reduce brandwith uses at connection, and to allow further firewall watering. Added untested firewall watering.
When a Random Map Generated is modiffied in MapEditor, it is then considered as a hand made map. The Game constructor does no more provide a directly usable Game, because it comes with zero teams, instead of one. The RandomMapGenerator methode Random has been improved. Now you can really play with it. With RandomMapGenerator, the fairness can't be guarantee, especially with numerous teams, because it's a highly random map.
Random generated maps did crashed. Fixed. Others bug fixed.
In random generated maps, the swarms where not "subscrib-able", and no worker did worked on it. In random generated maps, there may be a desynchronisation at the very beginning. Fixed. Now there are no more rand() but only syncRand() in Map; this is needed to create purely synchronous maps.
Added clearing flags. Now swarms stop to produce units if all ratios are zeros. The warrior don't attempt any more to attack units outside flag's ranges. Added Islands map generator system. Changed structure to allow MapGenerationDescriptor to inclue map size. Finished to programm MapGenerationDescriptor Order's propreties. New file version minor 7. Allowed net games with random map generator. (You can play network games without exchanging a map now!)
Changed structure to allow a nice random generation of maps. Then, later, network games may play on random maps. Changed GUI to generate random maps. Added GUINumber and GUIRatio widgets. Removed leaks, bugs, and useless #defines. Tested the random generator.
Added delete[] instead of delete when it is needed
Added network file extension transparency. Cleaned the "starting..." gui in the join screen system. Add AI is now possible in network games. Player name size is now 32. Net's games are now loadable. Net's games are now saveable. Cleaned a lot.
fixed cvs error.
Fixed another bug based on "const feature". Now you can choose the team you wants in net games.
bug: when you lost, you where onable to exit game. fixed. Improved the way buildings choose the unit who doesn't works any more, when player decreases the nuber of working units. Now buildings does free units at the end of construction, this allow better units-to-building efficency.
The const "fix" did added a bug. Fixed. Team.isAlied was not initialised. Fixed. When you open a game, the signature control was not always checked. Fixed.
Added YOG and fixed const
Debugged the network synchronisation error. Debugged loading system. Cleaned Game::load/save to avoid ugly memcpy. Syncronisation error was in Map::GrowRessources. The loading system need an interaction between Engine and GameGUI.
Now Units and Building have a much better way to link together for jobs.
Restored const
NetGame desctructor added. Unit to building system correced and ungraded. AI does saves. Game name saved for saved games.
Fixed win32 version still some bugs : - No Fullscreen (I HATE SDL) - FreeGame don't work (why???)
Info message are more precise now
New clean map format with header and offset
Small bugs removed. Added glob2 -host MapName ability. This start a HostGame server waiting for any players to come. But it can't start yet! I don't know how to link readline() c function.
Tested ressources growth dans AI. Debugged Map::isSand() Changed Map::growRessources()
Ressource grows balanced
cleaned Map::growRessources()
Le propagation des ressources à été refaite et testée 3 heures. Il faut reconsidérer les carte et la manière de jouer, mais ensuite c'est entièrement mieux.
Message when under attack & building finished, space goes to last msg point
There is message when player is under attack
Changed the way ressources grow. Now it is neighbourhood dependant
More fix
Split Preparation Gui in several files
Map thumbnails are now been saved
Added documentation to Map class
Added screen to choose map size and default terrain when entering map editor
Added GPL header
angel > Ca marche sous Win32 sauf en fullscreen pourquoi???
Explorer behaviour improved, ressouces does expand, ressouces consumed, pathfinding debugged aggain and addapted to moving environement, basic AI implemented
Correct some bugs and for ++ stuff...
Glob now works on win32
a lot of bugs removed (path finding, unit, building, gui)
Warp errors debugged in pathfinding; Units search for resources on the map more efficient; Warriors now agressives; Explorer does really explore; flag range of range is different for warflags and explorationflags; order changes local parameters only if another player in the team has done it
Improved ressource search algorithme.
imported sources
Initial revision
This form allows you to request diffs between any two revisions of this file. For each of the two "sides" of the diff, select a symbolic revision name using the selection box, or choose 'Use Text Field' and enter a numeric revision.
| savannah-hackers-public@gnu.org | ViewVC Help |
| Powered by ViewVC 1.1.26 |