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Topics - titi

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1
Maps, tilesets and scenarios / atze forest
« on: 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:
(click to show/hide)

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


3
MegaGlest / Upcoming MegaGlest features in Actions! ( video )
« on: 24 October 2019, 20:21:33 »
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
« on: 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
Maps, tilesets and scenarios / new tileset coconut_island
« on: 16 September 2019, 00:11:09 »

have fun :D



Install it via in game mod center .


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.

Btw best places for texture photos are:


https://duion.com/art/texture-photos
http://www.burningwell.org/gallery/textures

7
Maps, tilesets and scenarios / Call for 5vs3 player maps
« on: 19 August 2019, 23:25:52 »
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
Maps, tilesets and scenarios / fresh maps download location
« on: 10 March 2019, 11:50:19 »
Here you can find some new maps:
http://titi.megaglest.org/maps/new_maps/

10
Maps, tilesets and scenarios / 3vs3 map bridges
« on: 27 October 2018, 00:06:38 »
Download
Please give feedback!!!!

11
Maps, tilesets and scenarios / Missing Maps on Headless servers?
« on: 10 October 2018, 12:31:44 »
Next round:
Are there any maps out there which you would like to see in Modcenter/Headless servers ?

maps currently available in mod center:
(click to show/hide)

maps currently available on headless:
(click to show/hide)

maps of the game itself:
(click to show/hide)

Maps I currently have on my computer:
http://titi.megaglest.org/maps/

13
MegaGlest / game description for steam
« on: 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
« on: 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
« on: 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
« on: 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
« on: 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
« on: 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
« on: 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
Closed bug reports / Errors raised from data
« on: 31 May 2016, 21:56:39 »
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:
Code: [Select]
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:
Code: [Select]
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
Feature requests / [8]Case sensitivity for windows too
« on: 31 May 2016, 19:23:46 »
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
« on: 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!)


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