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Topics - titi

#1
Maps, tilesets and scenarios / atze forest
12 December 2020, 11:19:39
I am working on a new tileset ::)   
download for current version: http://titi.megaglest.org/tmp/atze_forest/atze_forest_a4.7z



OLD version a3 pictures:
[spoiler]



[/spoiler]
#2
Maps, tilesets and scenarios / new map "hei"
25 November 2020, 00:44:55
Please test, is A1 already good ?
http://titi.megaglest.org/maps/new_maps/hei_A1.mgm

#3
We played a bit with current git version ...

What you can see is:
- new tileset Coconut island
- multiselect meeting points
- Icons shown red if not enough resources to produce things ( yellow icon, if not all of a selected group can produce )
- new menu, with comboboxes  ( still had a bit bad layout in this version )

https://www.youtube.com/watch?v=i7CX7ch5Tmw
#4
Feature requests / User Profiles
20 October 2019, 23:08:32
Currently there is no real user profile, just one global config ini for all. Looking at features like achievments and all other kind of stats and so on I think its a good idea to start with some basic user accounts.

My first idea for this is to replace the player name in the options with a "create profile" functionality.
This creates properties  file ( and maybe a directory to save more stuff ?)

so in .megaglest it would look like this:
.megaglest->profiles->titi->titi.ini

On start some very basic things of the global glestuser.ini would go there like the UUID of the player for example. I don't want to move too many things there atm, maybe later it makes sense.

Is this a good idea? Are there better ideas ?
#5
[h2]have fun :D[/h2]

[h2]Install it via in game mod center .[/h2]
or here:         http://mods.megaglest.org/tilesets/coconut_island.7z

#6
Every modder likes to have free textures/pictures without license hassle. Sadly pixabay does no longer provide public domain pictures and their new license is not compatible with opensource licenses!!!

But there is a new source now:
https://pxhere.com/ ( and another working clone: https://www.maxpixel.net/ )

I think it has tons of the former pixabay textures with the good old CC0-license. Better use this source now, so wou will get no license trouble.

[h1]Btw best places for texture photos are: [/h1]
https://duion.com/art/texture-photos
http://www.burningwell.org/gallery/textures
#7
We need some more challenging 5 player maps! It happens very often that we end up with 5 players and want to play, but there are not many 5vs3 maps. We need some more!
Please create one( or some ), test it and post it here  :angel:

#8
Here you can find some new maps:
http://titi.megaglest.org/maps/new_maps/
#10
Maps, tilesets and scenarios / 3vs3 map bridges
27 October 2018, 00:06:38
Download
Please give feedback!!!!
#11
Next round:
Are there any maps out there which you would like to see in Modcenter/Headless servers ?

maps currently available in mod center:
[spoiler]caution_landscape.mgm
cliff_valley.mgm
cliff_way.mgm
devils_paradise.mgm
forest_highland.gbm
golden_spots.mgm
long_way_ahead.mgm
lost_river.mgm
meteor.mgm
mountain_pass.mgm
newland.mgm
pathfinder.mgm
path_to_war.mgm
pizza_pie_island.mgm
prevention.mgm
random_hill.mgm
ravine_crossing.gbm
river_of_tears.mgm
sixpack.mgm
strip_mining.mgm
teeth_of_terror.mgm
trapped.mgm
urquan.mgm
wild_lands.mgm[/spoiler]

maps currently available on headless:
[spoiler]
around_the_lake.mgm
big_eight_4vs4_a1.mgm
caution_landscape.mgm
cliff_valley_a1.mgm
cliff_valley.mgm
cliff_way.mgm
clinch.gbm
desanction_a2.mgm
devils_paradise.mgm
forest_highland.gbm
four_free.gbm
golden_spots.mgm
long_way_ahead.mgm
lost_river.mgm
meteor_a2.mgm
meteor.mgm
mountain_pass.mgm
newland.mgm
no_masters.mgm
orlog.gbm
pathfinder.mgm
path_to_war.mgm
pizza_pie_island.mgm
prevention.mgm
randomhill_a2.mgm
random_hill.mgm
ravine_crossing.gbm
river_of_tears.mgm
sixpack_a2.mgm
sixpack_a3.mgm
sixpack.mgm
stone_and_wood.mgm
strip_mining.mgm
teeth_of_terror.mgm
trapped.mgm
urquan_a1.mgm
urquan.mgm
wild_lands.mgm[/spoiler]

maps of the game itself:
[spoiler]2rivers.mgm
4hills8kings.mgm
4kingdoms8kings.mgm
6isle.mgm
6player.mgm
ally_resist_clone.mgm
ally_resist.mgm
another_riverside.mgm
around_the_lake.mgm
base_it.gbm
beat_the_enemy.mgm
canoe.mgm
cauldron.mgm
center_castle.mgm
cliff_valley.mgm
clinch.gbm
conflict6xtreed.mgm
conflict.gbm
confrontation.gbm
coop6_big_river.mgm
desanction.mgm
domination_isles.gbm
eight_gradient.mgm
end_times.gbm
fight_4_your_golden_right.mgm
five_on_three.mgm
forest_divide.mgm
forest_for_four.gbm
four_free.gbm
four_rivers.gbm
fracture.gbm
grandezza.mgm
hells_clam.mgm
highcliff.mgm
highlands.mgm
hills.mgm
intermezzo.mgm
in_the_forest.gbm
island_siege.gbm
kaleidoscope.mgm
lakesway.gbm
land_of_plenty2.mgm
lau_lagoon.gbm
loggerheads.mgm
megakill3vs1.gbm
meteor.mgm
mountains.gbm
no_masters.mgm
one_king_fairplay.gbm
one_king_rules_them_all.gbm
one_on_one.gbm
orlog.gbm
overgrown_city.gbm
over_the_bridge.mgm
paraiso_br.mgm
pentagon.mgm
pot_hole.gbm
prevention.mgm
ragor.mgm
randomhill.mgm
redoubt.gbm
renkontre.mgm
river_crossing.gbm
river_raid2.mgm
showdown_3way.gbm
simple_river_8_player.mgm
six_swamp_of_sorrow.mgm
stone_and_wood.mgm
straight_battle.mgm
swamp_of_hope.mgm
swamp_of_sorrow.gbm
team_island4.mgm
team_island.mgm
teamplay.mgm
three_bridges.gbm
tour_de_force.mgm
tropical4v4.mgm
tropical_arena.gbm
tt_goldrush_v2.gbm
twisty_canyon.gbm
unforgotten.mgm
valley_of_death.gbm
wadi_nefud2.gbm
waterworld.gbm[/spoiler]

Maps I currently have on my computer:
http://titi.megaglest.org/maps/
#13
MegaGlest / game description for steam
14 March 2017, 22:24:25
For steam we need a 2 texts describing the game. one short description and a long descrition.

Here you can see as an example Teeworlds http://store.steampowered.com/app/380840/?snr=1_7_7_151_150_1
Short Description is below the game image on the right and long one is shown as "about the game" on bottom.

Lets try it here :
https://etherpad.net/p/mgdescription
Feel free to write your own description on bottom but feel free to correct typos and so on in my version too :D
#14
Please provide some good screenshots or videos we can use on steam.
Those should mainly show current game content, so nothing painted or rendered which is not in game!

If we will use it, you will get a beta key in return ;) .
Please post those things here.
#15
MegaGlest / MegaGlest 3.13.0 released
9 March 2017, 21:18:34
The MegaGlest team is proud to release v3.13.0

Notable improvements to this release include:

  • Multi-building select and key-binding for production of units Buildings of the same type can be added to a control group, which means multiple units can be produced with a single click.
  • bugfix: A crash (out of sync) that sometimes happened when playing with Fog-of-War disabled has been fixed.
  • improved AI behavior
  • To help keep multi-player games more balanced and to ensure that players are practiced enough to harvest resources and beat a normal CPU, a scenario is automatically launched the first time a user tries to enter the lobby. The scenario must be won before the player can actually enter the lobby.

For a list of other bugfixes and improvements, see the ChangeLog: http://changelog.megaglest.org

DOWNLOAD
#16
MegaGlest / installers to test
7 March 2017, 00:51:46
we are preparing a new release and we need testers for these installers:

Linux: http://snapshots.megaglest.org/linux/MegaGlest-Installer-3.13-dev_x86_64_linux.run
Windows: http://snapshots.megaglest.org/windows/MegaGlest-Installer-3.13-dev_windows_64bit.exe

Do things/install work for you?
Does editor/g3dviewer start up too for you ?
#17
MegaGlest / New maps in mod center
26 January 2017, 01:05:18
There are some new maps in the Mod Center. Start MegaGlest and try them out

new maps are:
cliff_valley
longway_ahead  ( by andy_9559 )
meteor
path_to_war ( by Jammy )
prevention ( by atze )
random_hill
sixpack
urquan
wild_lands

btw please test if all works ( download/picture and so on )
#18
Feature requests / Flatpack release
2 December 2016, 09:56:56
This article made me think about making a flatpack release for linux too: https://www.gamingonlinux.com/articles/valve-are-looking-towards-flatpak-functionality-for-steam.8582

Maybe filux can comment on this  ;)
#20
MegaGlest / Why is it worth to play MegaGlest
19 October 2016, 11:55:29
When I saw the new MegagGlest Greenlight video I realized that people like different things in MG. To advertise the game in the future it would be good to sum things up in one place.
I try to collect those things in this thread. (We should also sum up some point which should not be mentioned when advertising)

This is what the game has
- RTS
- Very aggressive and strong AI
- Good singleplayer gameplay vs AI ( offline! )
- Very fun coop fights vs AI
- seven factions ( indian, persian, tech, magic, norsemen, egypt, romans )
- Scenarios ( singleplayer)
- Tons of game content ( hundrets of hours )
  ( maps, techs, scenarios, tilesets )
- Cross plattform network/online gaming
- Lots of mods available ingame for free
- Very easy to mod
- Tilesets
- Open Source
- Language support in the UI ( but not in the Sounds )

This is what MG does not have, or things MG cannot do so well
- Story ( no there is no story! )
- Adventure ( it has no story and by this the player cannot experience an adventure, but there is an adventure scenario available )
- Campaigns ( MG does not have any kind of campaigns )
- Language specific sound
- competetive Human vs Human fights ( the game can do this and sometimes its fun, but its not its core idea ! Regarding advertising its not really the super highlight I would mention )
- model quality and rendering in general( we all know there are better things out there in the wild, so I would not mention this in the first place )
- Multiplayer Scenarios ( we have them but they are not really used and still have some problems especially regarding security . I would not mention them at this point)
#21
MegaGlest / Megaglest and Steam
5 June 2016, 20:45:08
I am currently preparing a steam account to publish MegaGlest on steam.
Our Current plan is to take money for the game there, but OF COURSE the game stays free and open source!

Wait, MONEY?
The idea is, to sell the game ( for a low price !! ) to pay at least some of the hosting costs of our headless servers we currently mostly pay on our own.
And it has the advantage that you can make "sells" for an even lower price which is good to get new players.

Why publish it there?
The fact is there are the players! And MG really really needs more players! This is the main and only real reason to bring this to steam.
If we only get 10 new serious players like this I call it a big success already.

But WHO will pay something that he can get for free in another place ?
Well to be honest I am not too sure about this part but:
- People are so used to pay for games, that several people where disappointed that it is a free game!! I cannot believe it myself when I hear statements like this but its the truth.
- people are lazy! They want their games in steam and for this service they are willing to pay.
- and I hope there are some idealists who already own/know/love the game and can spend us some money by this easily.
#22
All errors raised by wrong data should be handled in a different way as they are not really a bug/crash/errors in the program itself.
This means, bugs in any kind of xmls, bugs about missing files and so on should NOT be handles as megaglest_runtime_errors with all sort of debug output and so on. This is just confusing and helps in no way neither the modder nor the engine developer ( you get error outputs like this: (http://pastebin.com/raw/PfnsEgkM)

These kind of data bugs should be reported on console only and should just tell the real error and maybe some more info like:

Message: Error no animations found for skill [charge_skill] for parentLoader [/home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml]

Or something similar output which maybe gives more info about the real reason in a stacked/multi line way like this:

Message: Error loading UnitType: /home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml
Message: Error no animations found for skill [charge_skill] for parentLoader [/home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml]


After this error is written to console, just exit the game. Errors I have in mind here are xml-parsing errors, model loading errors and so on, so the things that happen on game launch.
Only direct errors from data should be reported this way, this means scenarios which suddenly crash later while playing them should of course be reported as real exceptions.

#23
Currently we often have the problem that mods work for Windows but not for linux. The reason are case sensitivity problems when opening files. Linux s case sensitive, windows is not.

We should either make linux file opening non case sensitive too or we force windows to be case sensitive.
In my opinion its more correct what linux does and its easier to implement an extra check too . So we should implement and use our own "fopen" to archive this which does extra checks for windows too.
Something like mgFopen() ( this can maybe handle platform specific things too )
#24
1. We somehow need to block complete newbies from playing multiplayer!
2. We need to block people wiith ultra low hardware specs from entering multiplayer.

Especially 1. is very important because there are people who attack their teammates, because they completly don't know how to play the game. They don't get gold and just click around. Those people are very bad for multiplayer.

2. is annoying too, because you start a game and after 5 minutes they drop out .....

Suggestion how to achieve this:
1. we need a scenario that comes up whenever a noob tries to play multiplayer. We do not unlock the real internet menu if the newbie does not win this scenario. In the scenario we shoudl maybe record the fps somehow. If he just gets an average of below 30 or 40fps  we tell him that his hardware is too bad to play multiplayer.

#25
Feature requests / save game setups
18 January 2016, 13:12:50
It would be nice to have a way to save game setups like we already do for the "restore last game settings"-Button, but we should be able to store several setups and cycle through them in the custom menu.

To avoid to just blindly store the last 100 setups or something like this, I suggest to save setups map based! So the file names for the saved game setups should be something like:
<mapname>-last.mgs  ( .mgs= MegaGlestSetup )

This allows us to use the map selector to use this feature too like this:
- select map you want and restore last setup for this map.

Questions:
Would this be good enough or do we want a way to cycle through the last settings ? Or can this be combined somehow? ( keep in mind that the custom menu is already VERY crowded!)

#26
Feature requests / record games
18 January 2016, 12:57:56
It would be nice to have a feature that records every game played. My idea would be to record alll commands given to units in a file, so you can playback the whole game later.

Description:
- The "record" is stored in a temporary file in .megaglest called current_game.mgr  ( MegaGlestRecord )
- when the game starts, the game setup is saved in this file.
- from now all commands wich are executed are recorded in this file.
- when the game ends, you can choose to keep the file on the endgame screen stats and you have to give it a name.

playback of games:
- via commandline parameter
- via ingame menu, where you can select the .mgr-file you want to playback.

#27
MegaGlest / Force maps to be CC-BY-SA ????
17 January 2016, 00:54:33
As it is always really annoying to know which license a map has, I had the idea to force people to use a "good" license for MG maps.
How about the idea to force maps in the game to be licenced under the CC-BY-SA License ? So a field in the map editor where the map creator can apply that his map is under CC-BY-SA license.
If he is not willing to apply to this license the map will not work in the (default) engine later.

I know its a very controversy idea, but what do you think about this idea and do you think this is a legal way to force people to make their maps license compatible  ?
#28
Maps, tilesets and scenarios / 4vs4 map "meteor"
11 October 2015, 23:35:05
A new map i made:

http://titi.megaglest.org/maps/meteor_a2.mgm

[spoiler][/spoiler]

#29
Bug reports / MegaGlest starts spasming
26 July 2015, 19:26:09
originally found by <MathuSum>

Setup was he as observer and 7 Mega AIs:

he showed me this video:
http://www.videosprout.com/video?id=1b4def43-d92b-4c74-82c7-8747ce476fe1

OS was windows 10

Did anyone else saw this ?

#30
Maps, tilesets and scenarios / map urquan
25 July 2015, 16:39:45