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KJeff01
Update cam2-7 mission.
- Map: Use water triangle correction and move a droid and ground shaker emplacement that caused path difficulties for the AI.
- New assemblies and timer/group management changes suggested by alfred007 to make it work more closely to how it did in 3.1.5.
Matthias Keim
Fix mac compile error
Will resolve this compile error: fatal error: 'QFileInfo' file not found.
Modified with suggestion by past-due.
KJeff01
Format the campaign labels better.
No longer is everything on a single line per label.
KJeff01
Campaign updates.
-Remove "requiredStructures" from a few research topics.
-Do not share alliance vision in campaign with formAlliance().
-sequence.cpp: Introduce a small hack to make cam2diif.ogg play with hackAddMessage().
-cam2-2: Remove hover inferno from the hover factory.
Per Inge Mathisen
Abolish camera rotation at the start of every game for original maps.
Patch by Forgon.
Closes ticket:4642
Per Inge Mathisen
Enable exiting "Campaigns" menu via Escape key. Patch by Forgon.
Closes ticket:4648
Per Inge Mathisen
Cosmetic cleanup of action/order code
Per Inge Mathisen
Some cosmetic cleanups.
KJeff01
Fix score and kills not showing in skirmish.
If in debug mode scores and kills would not be shown. Now
they are without them being saved.

Fixes ticket:3491. Patch by forum member Forgon.
KJeff01
Adjust campaign power again.
Easy and Normal have the bonus time reduced to help with too much power being given when completing a mission. The power modifiers have been changed to be more fair towards Hard and Insane difficulties.
KJeff01
Update campaign labels and assemblies.
- New factory assemblies and labels from forum member alfred007.
- Delete sub2-6 gates file.
KJeff01
Fix a few Alpha campaign regressions.
Emulate behavior closer to wzcam.
-cam1-c: Fix an odd cleanup and base detection situation where essentially two bases (eastScavs) were on top of each other. Move the blip removal trigger father into the valley. Bring a wall corner of LZ1 into the cleanup region.
-cam1-4a: Emulate some blip removal and appearance behavior.
-libcampaign: Transporter blips stay instead of being removed as the transporter leaves the map.
-cam1-d: Make the LZ into a base and use base reinforcements to bring in the transporter.
KJeff01
Update cam2-2 script.
cam2-2: VTOLs are only removed if they have low ammo or health. Commander group retreats back to the NW base if one of the group members are attacked if trying to flee the map.

libcampaign: Only count droids at an LZ for offworld missions.
KJeff01
Campaign library and script fixes.
-Count only finished structures during base elimination.
-Filter out targets that enemy groups can not reach.
-Fix CAM_ORDER_DEFENSE so that the units no longer get distracted by anything and are more determined to get to the defense position.
-cam1-7: Artifact group is not forced to be grouped again. Use the original two minute trigger time again.
-cam1-d: Transporter reinforcement time should be two minutes, not one. Do not remove the objective blip.
-cam2-1: Use original LZ area coordinates.
-cam2-c: Remove lancer template from VTOL factories. Ends even if all civilians do not make it to the player LZ, like in the WZScript version. Delay the rescue sound for a few seconds. Fix detect message for the bases.
KJeff01
Make some campaign factory throttles more fair.
KJeff01
More campaign regression fixing.
-cam1-a: Allow the truck and MG droid templates to be enabled without the HQ.
-cam1-1: Use v1.10 victory: Force return to LZ.
-cam1-2: Bring back v1.10 victory condition -> Forced return to LZ.
-cam1-3: Commander group is aggressive just like in v1.10. Use v1.10 victory -> Forced to annihilate map of all enemies.
-cam1-ca: Player must build seven structures on plateau like in v1.10.
-cam1-4a: Emulate lost behavior where trucks build stuff right away and the base is detected farther south of the red objective blip. Use v1.10 victory: Forced return to LZ.
-cam1-5: Use v1.10 victory: Forced total annihilation.
-cam2-8: Swap extra victory callback for the away mission victory parameter annihilate.
-cam3-b: The westPhantomFactory label used the wrong coordinate. Make
factory groups attack instead of staying in base.
-libcampaign: Introduce two new optional victory parameters: retlz and annihilate. retlz forces the player to return to the LZ to win and annihilate forces the player to destroy all enemy owned droids/structures on map to win.
KJeff01
Convert cam3-ad2{.vlo, .slo} to cam3-ad2.js.
- Delete cam3a-d2.vlo
- Delete cam3a-d2x.vlo
- Delete vtols3ad2.vlo
- Delete cam3a-d2x.slo
- cam3-ad1 & cam3-c: Fixed coordinate typos in setNoGoArea where it made the first x and y coordinate undefined.
Per Inge Mathisen
Change costs of jammer tower to that of jammer droids.
KJeff01
New assemblies for some Gamma missions.
New assemblies from alfred007.
KJeff01
Use the correct sky texture for campaigns.
- Beta and Gamma campaigns erroneously used the Arizona sky texture.
- Remove video at start of cam1-3 which already plays before arriving.
Per Inge Mathisen
Make sure hold order holds for more actions.
Should hold for fix repair, restore and observe.
Per Inge Mathisen
Do not save config file option showFPS twice. Patch by Forgon.
Closes ticket:4645
KJeff01
Fix Nullbot research item and revert a few changes.
Reverts part of 2ce9492 where "Incenediary" was corrected to "Incendiary" so as
not to break mods and savegames.

Fully revert 6000e5e so resolutions can be changed again.

Fixes Nullbot research for super pulse laser cyborg.

Fixes ticket:4639.
cybersphinx
German translation update by Kreuvf and alfred007.
Closes #4597.
Prot EuPhobos
fixed removeTimer function
Fixed incorrect timer deletion.
Closes ticket:4663.
KJeff01
Power limit and cam3-a changes.
- Power limits change for Hard and Insane with Beta and Gamma campaigns.
- Cam3-a: Simplify areas for activating factories and correct the object
ID for two of the factories.
KJeff01
Fix cam3-a script labels.
Bases 2 and 3 were swapped.
KJeff01
Even more campaign updates.
-cam1-d: Use the original coordinates for the NW base as otherwise it was way too big.
-Remove useless message and proximity files that are not used.
-Move cam2-2 commander escape to south road.
-cam1-b: Move enemyBase3 cleanup farther north.
-cam1-4a: Remove blip after reaching LZ 2.
-QtScript: fireWeaponAtLoc(x, y, weapon). Fire a weapon projectile at a given location.
-Fix mixed base detection/elimination.
Per Inge Mathisen
Partial revert of a81b3cf552f207fa3087ae8644edcd79fb273442
Broke the firing of eventAttacked
Per Inge Mathisen
The 'showorders' cheat now shows orders on every unit.
KJeff01
Bug fixes for cam2-7 and cam2-8 scripts.
The mission cam2-8 now functions closer to how it did in 3.1.5.

- Cam2-8: Separate the western tanks into a hover and tracked groups. The hovers patrol while the tracked group defends the path north of the LZ. Truck builds defenses. Factories enabled quicker and new labels from alfred007.
- Cam2-7: Cyborg groups from factories set to four per group.
KJeff01
Fix cam2-b ambush group retreat label
Per Inge Mathisen
Fix Hold order immediately reverting for military droids.
Should fix some other cases where Hold does not hold, as
well.
KJeff01
Campaign videos handled in libcampaign.
- cam1-7: Make artifact group move at different times depending on difficulty.
- cam2-6: Add two VTOL rearming pads for the VTOL droids on map and use water triangle correction and move or remove overlapped objects. Remove truck management. Detecting the main base activates the scouts and defenders and enables the rest of the factories.

- Reduce repeated, and ugly, code relating to playing video sequences. Now it is all handled by the campaign library.
KJeff01
Convert cam3-ad1 {.vlo, .slo} to cam3-ad1.js.
- Make fireWeaponAtLoc() uses tile coordinates for the passed in x and y.
- Fix cam2-b position labels.

- Delete cam3a-d1.vlo
- Delete cam3a-d1x.vlo
- Delete vtols3ad1.vlo
- Delete cam3a-d1x.slo
- Update POTFILES.in
KJeff01
More campaign bug fixing.
cam1-ca: Allow the base building blip to switch on and off depending on the amount of structures there are on the plateau.

cam1-5s: Remove extra eight minutes from insane due to being able to research python in Alpha 8.

cam2-end: Rework some rather ugly looking code. Include a bunker buster template for the heavy ground attackers.

libcampaign: Enemy transporter blips disappear once the transporter exits the map.

cam3-b and cam3-c: Use green for the ally color rather than yellow.
KJeff01
Improve campaign scripts some more.
-cam1-1s: Use a ten minute timer for building the power module. Once completed, the timer is reset to fifteen minutes for the away mission.
-cam2-6: Fix factory activation taking too long and group management for the NW attackers. Cyborgs repair again.
-Remove unnecessary true argument being passed with a few hackRemoveMessage() calls.
-libcampaign: Fix repair behavior for groups. Do not explode base walls because the player can not see them upon saveload.
-Make several Beta enemy factories produce faster.
-cam1-3: Video only plays when the New Paradigm is attacked and the commander has a bigger defense zone.
-Fix most mission script factories to use repair/regroup/count correctly.
-cam1-7: Force return to LZ and show game over only when New Paradigm transport leaves map.
-cam2-end: Reduced reinforcement timers and increase the amount of enemy
units for each queue.
-cam1-d: Victory happens when all bases are destroyed and all enemy
units are destroyed.

--Rework campaign power--
The AI player now has a huge amount of power so as to likely never run out of resources.

Power capacity and modifiers are more harsh for hard and insane. Easy gets a bigger modifier. Extra oil bonus for finishing missions faster has been reduced to 10%.
KJeff01
Cleanup cam1-7 and cam3-ad1 scripts.
- Remove some ugly looking code in cam1-7. Fixes failure condition.
- Correct a few things in the new cam3-ad1 script and remove
camTraces().
Per Inge Mathisen
Balance and bug fixes for ECM jammer.
It used to get its range from the unit's sensor, rather
than the ECM stats. This has been fixed so that instead,
it gets its sensor range from its ECM range. Having two
separate effective ranges would be somewhat difficult
for technical reasons.

This reduces the effective range of the ECM jammer in the
late game quite a lot, since it no longer gets range
increases from sensor upgrades.

Also, ECM jammer stats changed slightly:
Build points from 100 -> 750
Build power from 20 -> 500
Weight from 100 -> 10000
KJeff01
Fix bugs in Alpha campaign.
-cam1-c: Move the scavDerrickBase cleanup further south to prevent an odd cleanup situation that likely results in one of those bases not eliminating correctly.

-cam1-ca: Changed it so that a player does not need to build more stuff if they already have a sufficient amount of structures on the plateau from the previous mission.

-cam1-d: Ignore wall like structures when looking at the total amount of defenses around the New Paradigm LZ.

-libcampaign: Check for shared base cleanup when destroying a base so that shared bases eliminate properly.