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Topics - Pizza90

Pages: [1] 2 3
1
It was installed from mod center so it should not happen. Screenshot: https://imgur.com/a/InUcoO1

2
Sorry for the title, I couldn't find a better way to explain it. So let me try here. After years of MG playing MG I just realized that workers mining gold, if told to start mining stone (or vice versa) they don't immediately follow your order. At first I thought it was a bug but then after more observation I realized that it will eventually do it. I think this is counter-intuitive and a bit annoying, especially if you are in a frantic part of the game.

--What happens now--
1 worker is mining gold
2 you tell it to mine stone
3 worker keeps mining gold until he reached his maximum load
4 transport it to the base
5 starts mining stone

--What should happen-- (which is what happens when a worker harvest wood and you tell it to start mining)
1 worker is mining gold
2 you tell it to mine stone
3 worker stops mining gold
4 transport it to the base whatever amount it has harvested
5 starts mining stone

3
Feature requests / Port Glestimals from GAE
« on: 19 April 2019, 13:07:31 »
Reference thread: https://forum.megaglest.org/index.php?topic=3440.0

GAE is dead and one of the cool feature they never implemented was glestimals. Like in Warcraft glestimals would be wandering animals which if killed could give you gold or food. There were plans to make them either neutral, defensive or aggressive towards the player. I am not able to tell the status of the project but from the photos they seem to be quite done so. They would not add much to the game but they would help (maybe) in the first phases of the game, and some dead code would be revived.

4
MegaGlest / Megaglest on GOG?
« on: 31 March 2019, 18:17:46 »
Megaglest time ago was added to steam for less than 1 dollar, but I was wondering what about GOG?

For those of you who do not know GOG is a DRM-free alternative to steam: https://www.gog.com/ and their client is called 'galaxy': https://www.gog.com/galaxy.

I think adding MG to GOG could provide it more visibilty and maybe some revenues? Since MG is on steam...

I have no idea if they have any restriction regardng FLOSS software, but they do host several games free of charge.

Any ideas? What do you think?

5
Water-only units have been a feature request for many years. According to https://github.com/glest/glest-source/issues/84 they have been implemented by mathussummut for his 'Glest'. I suggest to port this feature to MG.

6
Feature requests / Add a searchbox to the mod center
« on: 13 March 2019, 22:54:26 »
So that you don't need to scroll/look too much when you need to find something. Should be case insensitive and would be cool if it could find tags as well (downloadable stuff could have tags to make them easier to find). When the number of mds will grow it will be a very useful feature I think.

7
MegaGlest / Status of project as 2019?
« on: 13 March 2019, 14:40:31 »
After a couple (or more?  :o ) years without 'playing MG I came back and saw many changes. Thus I opened this thread. I saw the thread 'MegaGlest 3.13.0 released: Is this the final version?' but it does not exactly answer to my question(s) so here you go:

I saw that on github the latest commit was by titiger committed Mar 11, 2019, however it looks like the activity of development ended way before, as the previous commit was  committed Jul 7, 2018. Did MG development just stopped or changed platform?

I saw a project called ZetaGlest (and say that andy committed there too but now seems not anymore), which now is confusingly called 'Glest'. Do you have any relationship with that project? I ask because there is not trace about it on the forum (unlik GAE and other forks).

Any chance to implement recent modifications they added?

Is there a roadmap to look at for undrstanding what will be implemented in the future?

Apologies for the many questions but I hav been away for too long, hope everyone is good.
Pizza.

8
Feature requests / Ability to burn trees
« on: 1 May 2016, 11:12:36 »
I had posted this request yeaaaars ago, and i decided to revive it, hopefully some discussion will happen :)

In warcraft 3 trees could be burned and i would like to request the same feature in megaglest.

You might wonder WHY someone would want to burn trees?? Well that adds a bit of realism to the game and strategy because it could be a strategy during  a retreat (burn resources behind you) and open different scenarios (you could open your way through the forest and flee from the enemy or move your troops away from a siege). It was a nice feature warcraft had, so even though it is low priority i think it could be nice :)

9
MegaGlest / Megaglest current situation
« on: 1 May 2016, 11:07:40 »
Hi all, perhaps some of you remembers me :) I use to be active in the community and the forum, Things changed when i started university and the lack of time drove me away from playing videogames (megagelst included). Recently i started playing mg again (mainly quick single player games) and since i have been away for a while (1, 2 years?) I wanted to get some updates about the current status of Megaglest.

I saw that now the projec tis hosted on github and i saw a match listed on the main server labeled where people were testing the dev version, so megagelst is not dead, which is good :D

However to my surprise i noticed that the forum seems to have died out :/ i remember many people working on mods, maps, reporting bugs and asking feature requests. Now apart from some feature requests (i just wrote one :D) the forum seems to be sleeping..which is a pity because open source projects need a living community, especially video games!

Has the development slowed down much? Are titi and softcoder still working on megaglest?
Whats currently being worked on?? What are the future plans for the game?any roadmap?

Sorry for my many questions abut after almost 2 years i have to get updates :D :D

Megaglest is a game i liked a lot and i still enjoy playing, i hope the community will not die!

Greetings to all the guys :)

10
As per title. I noticed how the units that get created from the building to where they reach the meeting point they just walk. if they get attacked they don't answer til they reach the point. You may say "just put the meeting point closer to your base" but that does not work well, especially if you are under siege even a short distance is enough to have your units going towards the meeting point and getting butchered by the enemy before they have time to counter-attack

I think it would be good if units going from the building to the meeting point are able to counter attack if they get attacked, after the enemy is killed they could proceed to reach the meeting point

11
Hi, as per title, I would like to request the possibility to restart a single player game from the menu you get when you put the game in pause. Right now if you don't like how the game is going you have to pause, leave the game, going to the main menu, etc.etc. Whereas you could simply have a "restart game" button so that when you put the game in pause you can click it and restart the game without having to go several clicks :)

12
The title says everything at the moment if you decide to hide your nationality no flag is shown in the lobby page, instead there is a "?" which looks ugly and make you think that a flag didnt load. I think we should have a black flag with a  white "?" or we could use the flag with the globe that flagfox (a firefox extension) uses when the server are located in an unknown place (i think the flag is in public domain since the other flags they use are in public domain i think).

13
Hi all, today after having updated to the latest beta i tried playing "amazons" scenario various times and this is what happened:

First time: the game didnt go further than the loading screen because i got an error about some norsemen models not found (no screenshot sorry)


Second time:
the scenario loaded perfectly (i quit it to try to reproduce the bug again)


Third time:
got another error different and longer. This is what i got in my terminal:

Code: [Select]
megaglest.exe v3.8.0-beta1
Compiled using: VC++: 1600 on: Jul 17 2013 12:45:25 platform: Windows endianness
: little
SVN: [Rev: 4519] - using STREFLOP [SSE] - [no-denormals]
[2013-07-17 12:57:25] *ERROR* In [model.cpp::Shared::Graphics::Model::loadG3d Li
ne: 1309] Error [fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:25] *ERROR* In [unit_type.cpp::Glest::Game::UnitType::loaddd L
ine: 657] Error [Exception caught loading 3d file: C:\Users\Marco\megaglest\data
\glest_game\\techs/megapack/factions/norsemen/units/battleaxe/models/axeman_dyin
g.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:26] *ERROR* In [faction_type.cpp::Glest::Game::FactionType::lo
ad Line: 173] Error [Error loading UnitType: C:\Users\Marco\megaglest\data\glest
_game\\techs/megapack/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:27] *ERROR* In [tech_tree.cpp::Glest::Game::TechTree::load Lin
e: 285] Error [Error loading units: C:\Users\Marco\megaglest\data\glest_game\\te
chs/megapack/factions/norsemen/
Error loading UnitType: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack
/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:27] *ERROR* In [program.cpp::Glest::Game::Program::setState Li
ne: 653]
Error [Error loading Faction Types: C:\Users\Marco\megaglest\data\glest_game\\te
chs/megapack/
Error loading units: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack/fa
ctions/norsemen/
Error loading UnitType: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack
/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de90e9f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de90e9f ZwGetContextThread!ntdll (null)(0) +18
]

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: C:\Users\Marco\AppData\Roaming\megaglest\
file: a52f23cf-8ba3-45fa-b1ca-760417c1aa5b.dmp
Succeeded: 1
[2013-07-17 12:58:02] *ERROR* Access violation. Illegal read by 5916896 at 47165
916896|Unknown module|Unknown function
8380755|Unknown module|Unknown function
5221504|Unknown module|Unknown function
6216805|Unknown module|Unknown function
6205088|Unknown module|Unknown function
6206854|Un []

this is the screenshot of the error message:
http://postimg.org/image/yx1huvezl/

and this is the dump summary:
http://pastebin.com/JP7s30VV

and this should be the full dump file:
http://pastebin.com/P80Pur9c

Forth time: the scenario looked correctly.

By the way in all 4 cases i wasn't able to click the button "next hint" on the page while the game was loading.

My specs:
Processor: AMD Athlon X2 Dual-Core QL-64 2.10 GHz
Video Card: ATI 3200
Installed memory (RAM): 4gb (3,75gb usable)
Operative system: Windows 7 professional N, 64bit Service Pack 1


Gretings.

14
Feature requests / Remove "Mg_" from nicknames in the lobby
« on: 19 June 2013, 16:48:51 »
As the title says i think it would be nicer to have the "Mg_" prefix and the number next the nickname removed or made transparent so you can't see them. It's not something urgent of course but it's something it would make the game nicer, but i wonder if it can be tricky if someone wants to type the name in chat to call someone, example: if someone writes "pizza90: hi" will it work if the "real nickname" is "MG_Pizza90"??

15
MegaGlest / Svn mg slower than the stable version
« on: 9 June 2013, 13:15:10 »
Hi all, playing the svn i can see that it's way slower than the stable version, this sounds strange and talking to titi he told me that i may be caused by a bug in mg for windows 64 and asked me to report my hardware specs, so that's what i am going to do:

Processor: AMD Athlon X2 Dual-Core QL-64 2.10 GHz
Video Card: ATI 3200
Installed memory (RAM): 4gb (3,75gb usable)
Operative system: Windows 7 professional N, 64bit Service Pack 1

On the 3.7.1 i get up to 40fps in render, while the svn up to 25, but in general the game tend to reach 5fps in render quickly (i use the "windowed" mode with both stable and svn).

Anyone on windows 7 64bit who is experiencing slowness with the svn? (various revs).

16
Hi all, Today after having update mg svn i decided to play with the map editor and when i opened it i noticed that the tools icons are displayed in a wrong way, the lower icons are duplicated and cover the upper icons, to show the upper icons you need to click on each lower icon copy.. i dont know if it's a bug related to the r4360 or not because it's the first time i play with the map editor on a svn so i dont know when it was introduced this bug.

A screenshot: http://postimg.org/image/r5f2nspv5/

I am on windows 7 64bit AMD HD3200.


17
MegaGlest / Big units of the romans get stuck among the buildigs
« on: 2 December 2012, 22:54:36 »
I dont know if i am the only one who noticed that the big units of the romas (battering ram and turtle formation) are almost useless if played by the AI because at 99% they get stuck among the buildings. Are there ways to improve the handle of these units by the AI? I remember in the roman factions walls were removed because AI could not play them in a correct way, well then this is the same thing, AI produces the unit correctly but then they are just useless and often block the path to other units.

Maybe forcing the workers to build the military camp X tiles away from the forum (hoping that this space doesnt get all filled by the other buildings) would be a workaround for this?

18
With the current version (3.7.0) if you are alone on an headless server and you want to play alone vs the ai it's not possible, but that's not the problem. The problem is that when you start the game it simply doesnt tell you why you can't play alone, so it's a little confusing, especially for new players, because you click the button but nothing happens. To avoid false bug reports and so on, i suggest to add a message (which should appear when you try to start a game) that says something like "you can't play alone on the headless servers because.. thanks for understanding" :)

19
From what i have understood when a player gets disconnected AI that replaces him is always "normal", tomreyn suggested that the level of the AI the replaces the player that got disconnected should reflect the abilities of the player. If a weak player gets disconnected AI that replaces him should be "easy" or "normal", if the player replaced is strong (had many points during the game) the AI level should be "ultra" or "mega". This would make the miss of the player less obvious since the AI and the player have the same level, even if usually the human player is stronger than the cpu. Tomreyn if you think i missed something feel free to add the missing parts replying to this post :)

20
Hi all, while i was trying to reproduce this bug: https://forum.megaglest.org/index.php?topic=8345.0 i found another bug. When you swich three times the slots and write a word before changing slot for 3 times, then the chat stops to appear when you press enter (also the message that says "press enter to open the chat" is not shown).

Step to reproduce his bug:

- Create a server
- be alone in he server
- write "hello" then switch slot
- write "hi" then switch slot again
- write "hello" then switch slot again
- you wont see the "press enter to open the chat" any more and you wont be able to use the chat

my system is: ubuntu lucid lynx 10.04 (at the latest version) 32bit, AMD Athlon x2 64, ATI Raedon HD3200 with proprietary drivers (8.72.11 old but work well!),4gb of ram but jus 3gb seen by the system.


Not a bug, i didn't notice that when switching slots they also were getting closed, this happens when you test megaglest at 1.30 am and you are half asleep  :| :D

21
I think that it would be useful especially when you produce many units that can morph. Let's say you produce 5 roman engineers. They all go to the same point and then you need to move them in another spots and click the morph button. I think it would be better if you could just click the morph button and send the unit in a specific spot, when the units reaches the spot it begins to morph.

22
It happens very often (at the least to me), that i put a unit in a place to morph it and after some seconds another units (usually a worker) goes close to hit and then i get "not enough space to morph the unit" (or something like that). That's annoying! And in big games (like 4vs4) happens often. I think the units that are morphing should become untouchable by others units (i am talking about the units that you control) so that the other units you control (and maybe you allies' ones too) dont go to disturb the units that is morphing.

23
I think the title says all :) Units that are able to produce other units (like egyptian priest) should be able to send them in a specific point (like happens with the units produced by the buildings). An arrow like the one used or building would be nice too imo.

Edit by Omega: Buildings are no different from units and the exact same meeting point can be used. Thus, I changed the title as this feature already exists in all versions of Glest.

24
Today i was trying to reproduce a bug that victorj found and reported i think (tomreyn was able to reproduce), the bug involved a crash when changing nickname. I wanted to reproduce it on my system, so i changed my nickname to "pppppppppppppp" (15 p) and saved, then when i saw that i could not reproduce the bug because i didnt get any crash, i went to the options to change again my nick and i could not! Clicking on the name doesnt make appearing the "_" that let's you changing your name. Also while you host a game you can't change the name (at the least i can't). The "_" doesnt appear, well i saw it once but only once! If i am not wrong recently softcoder fixed a bug related to nickname so maybe it's a related problem to that change? It's the first time i have this bug.

My system: ubuntu lucid lynx 10.04 (latest version of the 10.04) 32 bits, 3gb of ram, amd athlon X2 64, ATI Raedon HD3200.

25
So with this thread i want to announce my faction, the mongolians :)

It's going to be a megapack compatible faction and megaglest only. There will be good archers (mongolian archer was probably the best archer ever built in acient time).

Why did i i chose to create a mongolian fction?Simply, because i am interested in middle asia and mongolian empire was very huge. I also love the style of mongolians tents (yurts) and many other aspects of the mongolian tradition. Mongolians used to kidnap instead of to kill the engineers and other science men of rivals cities when the city got attacked, to improve their technology, so that's why in this faction there will be a chinese engineer :D with all chinese technologies know by him. This faction will be historical based but not at 100% i will add some fantasy things (like an incendiary bird and a golem), the motto of this faction will be "fun over realism". I dont pretend to make a super cool faction, it's my first faction, but i am working hard on it :)

Cricism is welcome but please dont focus too much on the models, they wont be perfect, i am learning blender making this faction :)

 I have already modelled some of the units, then i will texture them (i noticed that texturing is a boring thing XD) I will post pictures of my work in the next days. Later (today or maybe tomorrow) i will add a list with all the units of my faction.

I think many people after playing megaglest want to try to make (and play) their own faction, me included, so i am here  :D

Units:
- Worker
It will be the worker of the mongolians.
- Archer
It will be weaker (as hp) than archers from other factions, but will be a little stronger and will have a longer range to shot his arrows.
- Archer on Horse
Stronger than the normal archer, more expensive to produce but faster and with a longer range of attack!
- Swordman on Horse
Stronger than the archer on horse, more expensive, fast as the archer on horse, but with less sight and a shorter range of attack.
- Spearman
- A good attack, but not cheap to produce and not fast.
- Shaman
- Weak in hp and without offensive attacks, he will have the capacity to heal all the units withing a range to be yet determined. He will be also able to build the healing rock which will work as the shaman but of course will have more hp and wont be able to go around.
- Gobi Golem
More slow than the golems of other factions, with a very short sight and slow in attacks. It's attacks will be powerful but as i said very slow, he will have a very huge amount of hp.
- Giant worm rider
Strong,fast but hard to manage, every X attacks (i have still to decide, probably 10) he will have the possibility (random) to go to hide under the terrain, and it will cost you money to bring back him into the battle.
- Incendiary Bird
Very strong  against buildings and non flying units, weak against anti air units and other air units.
- Chinese engineer
He is the one that will bring chinese technology to the mongolians! He is also the only living units to do not be cured by the shaman and by the healing rocks.
- Antiair Firework launcer
The anti air unit of the mongolians, strong against flying units and with a long range of attack, very weak against non flying units.
- Fireship
A cheap but very slow wooden boat, it will explode when it reaches the enemy, causing a big splash damage. Perfect to sink other ships (if they dont destroy it first :P ) and to destroy ports and other bildings close to the coast.
- Chinese flamethrower
This special flamethrower consist in a pump that spits fire without interruption, not very fast, but perfect against buildings.
- Chinese trebuchet
A trebuchet with a long range, it wont be able to go around (i think) but it will have a long range of attack.
- Horse
The animal of the mongolians, used for riding but also as food :)

Buildings:

- Ger Tereg (main building)
The main building of the mongolians. It's a yurt trained by cows, in the future it will be able to go around (very slowly) to run away from the battle (moving it it will cost you money)
- Yurt
The basic building of the mongolians.
- Healing stone
Built by the shaman it will have a good amount of hp and it will heal all the mongolian, except the chinese engineer, units within a range (that i have still to determine).
- Blacksmith
The building where you will be able to do your updates to your units.
- Barracks
It will produce the offensive units of the mongolians.
- Training horse camp
This building will produce horse, without it you wont be able to get food and you wont be able to use units that use the horses
- Port
The building where you will be able to build fireships.

Upgrdates:
- Gunpowder
Necessary to use the chinese engineer, without this update you wont be able to use many units of this faction.
- Stronger arrows
With this update archers will become stronger in attack.

Not for some features are not available in megaglest yet, i will add them when megaglest support those features :)

A gallery with some of the units (untextured):

Archer:


Gobi Golem:


Worker:


Incendiary Bird:


Fireship:


Yurt:

Horse Training Camp:

Blacksmith:

Healing stone:

Desert Worm Rider:

Fireworks launcher:


*Note about the yurt, the healing rock and the desert worm rider*:
- Mongolian tents (yurt) are very similar, so yurt,ger tereg (a yurt mounted on wheels and pulled by cows) and blacksmith, have all the same base (a normal yurt) but dont worry they wont look all the same or boring! I will add "frills" to make them looking more different, and every building will have a different style to show the team colour.

-The healing rock while looking simply i think it will be nice when textured, because i will add to the rock texture nice mongolian words written in mongolic script and they will be used as team colour :)

- At the moment the desert worm rider is without rider XD Because i still have to figure out how i can import a blender file into another, (this thing applies also for the other units made by "2 units", like the chinese flamethrower etc.) i plan to add the missing units when i figure out how i can import a blender file into another, if someone knows how to do it please tell me it :)

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