MegaGlest Forum

Archives (read only) => Glest Advanced Engine => Bug reports => Topic started by: uncle on 11 March 2012, 22:20:30

Title: [Not a bug] Textures problem
Post by: uncle on 11 March 2012, 22:20:30
This is what I saw when I tried to do something in GAE:

(http://img269.imageshack.us/img269/3319/gaebug.png)

It is not there on purpose, is it?
Title: Re: Textures problem
Post by: -Archmage- on 11 March 2012, 22:39:58
That texture is the placeholder texture... I noticed that GAE has trouble reading things from MG.
Title: Re: Textures problem
Post by: Psychedelic_hands on 11 March 2012, 23:10:40
 GAE just handles missing models better, instead of just crashing it just replaces the missing model. The reson the models are place holder here is because you're playing in Shibboleth, which is the techtree designed to test new features. It's not meant for actually gameplay, use the Magitech techtree for that.
Title: Re: Textures problem
Post by: Omega on 12 March 2012, 23:52:23
Perhaps we need some way to prevent Shibboleth from defaultly being downloaded with the data when pulling the git master? It causes too many problems with unsuspecting players try and play it.
Title: Re: Textures problem
Post by: Bloodwurm on 13 March 2012, 19:32:35
Well besides for testing purposes, that faction is also great as examples. It can show modders how to use certain features.
So I'm not sure it would be such a good idea to remove it from the git.

Maybe change it's name to something like Shibboleth - NOT MEANT TO BE PLAYED..
or even TEST or DEMO would make more sense?
Title: Re: Textures problem
Post by: Omega on 14 March 2012, 01:30:40
I do like like the name Shibboleth and its meanings, though appending [DEVELOPER] or [TEST] to the techtree and faction names could help prevent someone from unknowingly playing it. Of course, it shouldn't be included in official or even beta releases.

Perhaps we could introduce the concept of a "hidden" techtree, by adding <hide value="true" /> to the techtree XML, displayable by adding developerMode=true to the INI. Perhaps we're overthinking this, but regular players unknowingly believing that Shibboleth is a unique GAE techtree (which it is) meant to be played (which it isn't), they could be let down considerably and end up thinking the game is "rubbish".
Title: Re: Textures problem
Post by: John.d.h on 14 March 2012, 02:34:22
Perhaps we could introduce the concept of a "hidden" techtree, by adding <hide value="true" /> to the techtree XML, displayable by adding developerMode=true to the INI. Perhaps we're overthinking this, but regular players unknowingly believing that Shibboleth is a unique GAE techtree (which it is) meant to be played (which it isn't), they could be let down considerably and end up thinking the game is "rubbish".
That would actually be pretty useful for "special" tech trees only meant for specific scenarios.  I think toggling them along with debug mode would be simpler, though.