Showing 366 changed files with 19,832 additions and 18,417 deletions.
2 changes: 1 addition & 1 deletion 3rdparty/quesoglc/Makefile.am
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@@ -1,4 +1,4 @@
AM_CPPFLAGS = $(FREETYPE_CFLAGS) $(FRIBIDI_CFLAGS) $(FONTCONFIG_CFLAGS) $(WZ_CPPFLAGS) $(OPENGL_CFLAGS) $(GLEW_CFLAGS)
AM_CPPFLAGS = $(FREETYPE_CFLAGS) $(FRIBIDI_CFLAGS) $(FONTCONFIG_CFLAGS) $(OPENGL_CFLAGS) $(GLEW_CFLAGS) -w
AM_CFLAGS =
AM_CXXFLAGS =

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23 changes: 23 additions & 0 deletions ChangeLog
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@@ -1,3 +1,26 @@
2012-01-29: Version 3.1-beta1
* General:
* Change: Incendiary damage doesn't affect allies, affect features (commit:4657de6ee74b3e6c2906b421dec658be10ed2560)
* Fix: Incendiary armour works properly again (ticket:3078, commit:666ea1050e92c50d89b932c841a9a95914d5945d)
* Fix: Patrol order (commit:f2104c18362570d83700a9852204c452d032113d)
* Fix: Make pathfinding find straighter paths on average (commit:bd38bfd28d5b76a390f863a8699c8feb9ac685cd)
* UI:
* Change: Redesign lobby screen, shows disabled tanks/cyborgs/vtols (commit:617e4c01e1a82e4058a38b0973b8eb9a68807d7b)
* Fix: Prevent players from choosing already used colours (ticket:3043, commit:7656d2f84b2db85b373fc0678a5997a8b2c19d37)
* Fix: Make aborted research disappear from its research facility (ticket:3046, commit:03833edf3fc5c5f726f507d5352635fba9c7e475)
* Fix: Make models on buttons (research, build etc.) rotate at all frame rates (ticket:3082, commit:6e00044711222ad4d9309de29226b333d032c32e)
* Fix: Make sure the unit order buttons show the correct unit state, and orders are executed correctly (commit:4b53782254727fc92333325fd33ba9c9b1dbe114)
* Multiplayer:
* Fix: T2/T3 games (ticket:3044, commit:c907d5ab1c554e2fe402ca46bb9d1f9ab96a5360)
* Fix: Don't allow games without opponents (ticket:3049, commit:4d921267d0a40f6870806cd68c0091c557be3318)
* Challenges:
* Fix: Team selection, position lock, allow AI selection (commit:10faa4c77d0b8729e46066744f81f518eca9d4c4, commit:291ca23ccca79d7c6a8691bd39411d6f3ae43d8d)
* Translations:
* Update: French (commit:3c45fde1438a39936097d024a7c6eef6a0b28785)
* Update: Turkish (ticket:3052, commit:311ae3b1cfe5c99cec2552f68e366eaeeea9de75)
* Update: Hungarian (ticket:3031, commit:fadffc05569db5ab1b4323b7aa88067ec56b0464)
* Update: Polish (ticket:1347, commit:23d33f6fffc7fd56cd007e84fb13cdbbe1902dcb)

master_20120109:
* General:
* Change: Stored templates. Automatically adds a unit design when all needed research is available (ticket:1946, commit:a6fa286dcf463d4c6d74e8a874e70f671f3d5018, commit:add866851b5a58e38004a9cb816a22aedc1e10d9, commit:95bdafdffb78826b217860356d7ee546654d67b4, commit:e3a981c4f8a92b054d9962ef0073d2f603e7655e, commit:4f1b79d3d95a8624cd151b016126f20559468ad7, commit:4edc0d77a67f4db3b230f9d3089ee14efc9ad4bd)
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4 changes: 2 additions & 2 deletions configure.ac
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@@ -1,5 +1,5 @@
AC_PREREQ([2.56])
AC_INIT([Warzone 2100],[master],[http://wz2100.net/],[warzone2100])
AC_INIT([Warzone 2100],[3.1_beta1],[http://wz2100.net/],[warzone2100])

AM_INIT_AUTOMAKE([1.10 tar-ustar])

Expand Down Expand Up @@ -255,7 +255,7 @@ AS_IF([test "x$enable_sound" != "xyes"],[
# Add later for stricter checking: -Wextra -Wmissing-declarations -Wstrict-prototypes
AC_ARG_ENABLE([debug],
AS_HELP_STRING([--enable-debug[=yes/relaxed/profile/debugprofile/optimised/no]],[Compile debug version [[yes]]]),
[ enable_debug=${enableval} ], [ enable_debug=yes ])
[ enable_debug=${enableval} ], [ enable_debug=no ])
AC_MSG_CHECKING([whether to compile in debug mode])
AC_MSG_RESULT([${enable_debug}])

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3 changes: 1 addition & 2 deletions data/Makefile.am
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Expand Up @@ -12,15 +12,13 @@ BASELIST = \
palette.txt \
anims \
audio \
challenges \
components \
effects \
features \
gamedesc.lev \
images \
messages \
misc \
multiplay \
script \
sequenceaudio \
shaders\
Expand All @@ -33,6 +31,7 @@ BASELIST = \
PATCHLIST = \
addon.lev \
anims \
challenges \
components \
effects \
messages \
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3 changes: 0 additions & 3 deletions data/base/multiplay/skirmish/semperfi-js.ai

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18 changes: 9 additions & 9 deletions data/base/palette.txt
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Expand Up @@ -49,14 +49,14 @@ ff,50,50,ff // blueprint invalid
a0,a0,0,ff // health medium shadow
a0,0,0,ff // health low shadow
80,c0,ff,ff // health resistance
00,60,00,ff // team1 - green
A0,70,00,ff // team2 - orange
80,80,80,ff // team3 - gray
10,70,10,ff // team1 - green
ff,b0,35,ff // team2 - orange
90,90,90,ff // team3 - gray
20,20,20,ff // team4 - black
80,00,00,ff // team5 - red
20,30,60,ff // team6 - blue
90,00,70,ff // team7 - pink
00,80,80,ff // team8 - cyan
9b,0f,0f,ff // team5 - red
27,31,b9,ff // team6 - blue
d0,10,b0,ff // team7 - pink
20,d0,d0,ff // team8 - cyan
7f,7f,7f,ff // default form background
bf,bf,bf,ff // default form text
ff,ff,ff,ff // default form light
Expand All @@ -75,8 +75,8 @@ ff,ff,0,ff // production run text
ff,0,ff,ff // WZCOL_MAP_PREVIEW_HQ
ff,ff,00,ff // WZCOL_MAP_PREVIEW_OIL
b0,08,5f,ff // fog colour
80,C0,00,ff // team9 - yellow
B0,70,70,ff // team10 - purple
f0,e8,10,ff // team9 - yellow
70,00,74,ff // team10 - purple
E0,E0,E0,ff // team11 - white
20,20,FF,ff // team12 - bright blue
00,A0,00,ff // team13 - neon green
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3 changes: 0 additions & 3 deletions data/base/stats/specialability.txt

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8 changes: 4 additions & 4 deletions data/base/wrf/cam1/cam1a/labels.ini
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@@ -1,18 +1,18 @@
[position_0]
pos = 5184, 2112
label = artifact1
label = "artifact1"

[position_1]
pos = 2496, 4032
label = artifact2
label = "artifact2"

[position_2]
pos = 1856, 1600
label = artifact3
label = "artifact3"

[position_3]
pos = 3776, 4544
label = artifact4
label = "artifact4"

# position of canyon with road block
[position_4]
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14 changes: 0 additions & 14 deletions data/base/wrf/multires.wrf

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1 change: 0 additions & 1 deletion data/base/wrf/stats.wrf
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Expand Up @@ -17,7 +17,6 @@ file SCONSTR "construction.txt"
file SPROPTYPES "propulsiontype.txt"
file SPROPSND "propulsionsounds.txt"
file STERRTABLE "terraintable.txt"
file SSPECABIL "specialability.txt"
file SBPIMD "bodypropulsionimd.txt"
file SWEAPSND "weaponsounds.txt"
file SWEAPMOD "weaponmodifier.txt"
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28 changes: 0 additions & 28 deletions data/base/wrf/tutorial/newtut/newtut.wrf

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89 changes: 0 additions & 89 deletions data/base/wrf/tutorial/newtut/tutaudio.wrf

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3 changes: 0 additions & 3 deletions data/mods/multiplay/old-1.10-balance/stats/specialability.txt

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Expand Up @@ -12,31 +12,38 @@ Description = "Stay behind your AI allies and beat the enemy in close quarters,
team = 1

[player_2]
name = "Ally"
team = 1
difficulty = "Medium"
position = 4

[player_3]
name = "Ally"
team = 1
difficulty = "Medium"
position = 6

[player_4]
name = "Enemy"
team = 2
difficulty = "Hard"

[player_5]
name = "Enemy"
team = 2
difficulty = "Hard"

[player_6]
name = "Enemy"
team = 2
difficulty = "Hard"

[player_7]
name = "Enemy"
team = 2
difficulty = "Hard"

[player_8]
name = "Enemy"
team = 2
difficulty = "Hard"
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4 changes: 0 additions & 4 deletions data/mp/multiplay/script/cam2tech.vlo
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Expand Up @@ -5,10 +5,6 @@ run
//ALWAYS MAKE THIS THE SAME AS THE INDEX OF THE LAST ENTRY IN THE camTech[] array
numCamTech int 115

initialPowerCl int 1000
initialPowerBa int 2000
initialPowerDe int 3000

camTech [0] RESEARCHSTAT "R-Comp-CommandTurret01"
camTech [1] RESEARCHSTAT "R-Comp-SynapticLink"
camTech [2] RESEARCHSTAT "R-Cyborg-Legs01"
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6 changes: 1 addition & 5 deletions data/mp/multiplay/script/cam3tech.vlo
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Expand Up @@ -3,13 +3,9 @@ run
{
//ALWAYS MAKE THIS THE SAME AS THE INDEX OF THE LAST ENTRY IN THE camTech[] array
numCamTech int 253
//ALWAYS MAKE THIS THE ONE MORE THAN THE INDEX OF THE LAST ENTRY IN THE camTech[] array
//ALWAYS MAKE THIS THE ONE MORE THAN THE INDEX OF THE LAST ENTRY IN THE camTechB[] array
numCamTechB int 17

initialPowerCl int 2000
initialPowerBa int 3000
initialPowerDe int 4000

// tech level three
camTech [0] RESEARCHSTAT "R-Wpn-RocketSlow-ROF03"

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20 changes: 1 addition & 19 deletions data/mp/multiplay/script/camtech.slo
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@@ -1,31 +1,13 @@
// technology auto enabler.

public int initialPowerCl, initialPowerBa, initialPowerDe, numCamTech, numCamTechB;
public int numCamTech, numCamTechB;
public RESEARCHSTAT camTech[254];
public RESEARCHSTAT camTechB[17];

event setTechPower(CALL_GAMEINIT)
{
local int playnum, count;

playnum = 0;
while (playnum < MAX_PLAYERS)
{
if(multiPlayerBaseType == CAMP_CLEAN)
{
setPowerLevel(initialPowerCl, playnum);
}
else if(multiPlayerBaseType == CAMP_BASE)
{
setPowerLevel(initialPowerBa, playnum);
}
else
{
setPowerLevel(initialPowerDe, playnum);
}
playnum = playnum + 1;
}

playnum = 0;
while (playnum < MAX_PLAYERS)
{
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Expand Up @@ -2,3 +2,4 @@
name = "Nexus"
vlo = nexus.vlo
slo = nexus.slo
tip = "Default AI"
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