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Topics - titi_son

Pages: [1] 2
1
Feature requests / Simple Water Waves
« on: 23 March 2017, 15:15:06 »
I just tried if it's possible to add some simple (sinus) waves to MegaGlest to make the water a little less "static".
This is what i came up with until now:

https://www.youtube.com/watch?v=t6vFBpFE35Y

Of course sinus waves arent very realistic but they wont have a great effect on performance like this (also i am lazy ;) )
It would be great though if a big water area has bigger waves than a river has, but i am not sure how to differ a river from an ocean. And maybe some splash effect on hills or something.
But for now i think this would be a nice addition to make mg look greater without great effort. (Really. its a change of ~10 simple lines in the code :D )
One thing i could add would be to have waves from other directions. At the moment the waves always come from east.

What do you guys think about it?
Do we want to have options for that in the tileset? or in the map editor? or just activate it on all maps?
Does anyone have ideas how to improve them without great performance loss?

2
Feature requests / Adding more feedback over chat
« on: 12 July 2015, 16:00:30 »
I thought about adding more feedback to the chat. Feedback means things like "upgrade xyx finished" in this case.
I added this but now it lacks of more ideas for feedback-sentences.
It would be nice if you suggest some more feedback-sentences which could be useful please.
I thought about something like "building xyx is finished". Would this be nice? Should they be techtree specific? (like only if a 'castle' is finished you will get feedback)

3
I "invented"  ;D Produced Resources.

Produced Resources are resources you gain with time.
For example if you want to make a "Goldmine"-unit and want it to produce
one gold per second you can do that by using produced resources. Produced
Resources work like consumed resources (food),
but there are no consumers; only producers.

!I AM STILL NOT SURE IF THIS IS THE RIGHT WAY TO IMPLEMENT THIS!
Maybe we should only add resource reqs for skills. So you can give negative reqs of a resource to the stop skill of a unit.

pull request

XML Syntax:
Code: [Select]
<?xml version="1.0" standalone="no"?>

<resource>
<image path="images/iron.bmp"/>
<type value="produced">
<interval value="30"/>
</type>
</resource>

I will add another aspect to this pull request (or make a new for this) if you want. These would be consumables with specific or zero damage (like in gae)
It would be fairly easy to implement so tell me if you like the idea. For example for oil production; cars would consume the produced oil but will not die if oil is empty (they could still drive of course which would be strange but nevermind  :P)

4
Maps, tilesets and scenarios / New 3v3 Map - Eagle Eye
« on: 6 March 2015, 22:48:33 »
I was bored which resulted in a map.
(click to show/hide)
D o W n L o A d

I played it once in a multiplayer match and it was pretty fun ( because we won :P )

EDIT: While taking the screenshot i realized that you can only preview maps with "forest" tileset. I think i will take a look at this feature request now: https://forum.megaglest.org/index.php?topic=9556.0 :)

5
Feature requests / Better way to show Discount on morph command
« on: 29 January 2015, 20:11:05 »
I prepared a new/additional way to show how much discount a unit has if you morph it, because i mentioned that no one morphs the swordman into guards because they think it is expensive.
Now i display the resource amount you get back after the morph in brackets after the actual req. ( with a minus because it's req-discount=actual req. )

I am not really happy with my new idea though. Any ideas?

6
As i tried to implement the shared team options in scenarios, i launched a multiplayer scenario.
The client crashed. I checked out the develop branch and tried again but the client still crashes.
I tried two scenarios. This crash log is from the official capture_enemy_flag scenario.

Code: [Select]
*ERROR* [2015-01-12 17:37:24] In [scenario.cpp::load 95]
Error loading scenario []:
util.cpp line: 631 pos == string::npos for []
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Shared::Util::lastDir(std::string const&)address [0xbfe194] line: 631
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb25d82] line: 52
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]

*ERROR* [2015-01-12 17:37:25] In [program.cpp::setState Line: 683]
Error [In [scenario.cpp::load 95]
Error loading scenario []:
util.cpp line: 631 pos == string::npos for []
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Shared::Util::lastDir(std::string const&)address [0xbfe194] line: 631
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb25d82] line: 52
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb26a79] line: 99
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]
]
In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:
Error saved to logfile [/home/tscharn/.megaglest/error.log]
*ERROR* [2015-01-12 17:37:25] In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleRuntimeError Line: 641] [In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:
] gameInitialized = 1, program = 0x266d750
*ERROR* [2015-01-12 17:37:26] In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleRuntimeError Line: 660] [In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x71dbf7] line: 651
./megaglest() [0x71df89]address [0x71df89]
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7fc1aab17da0] line: 0
./megaglest:Glest::Game::Gui::getHighlightedResourceObject() constaddress [0x6d44af] line: 164
./megaglest:Glest::Game::World::updateAllTilesetObjects()address [0xaf8304] line: 526
./megaglest:Glest::Game::World::update()address [0xb09927] line: 863
./megaglest:Glest::Game::Game::update()address [0x5f1e71] line: 2174
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]
]
Segmentation fault (core dumped)

7
Closed bug reports / [fixed]g3dviewer Segmentation fault when quit
« on: 23 December 2014, 20:10:07 »
I often noticed that the g3dviewer always "crashes" with a segmentation fault if you quit it. I though this was a known issue but titi said this was never reported.
To get/reproduce the Segmentation fault you need to load a g3d-file and quit the g3dviewer after that ( it doesn't matter if you quit with crtl+q, the menu or the x on the window )

8
Closed feature requests / [done]Lock units in scenarios (lua)
« on: 15 November 2014, 18:16:28 »
I think it would be nice to have a function to block units in scenarios.

Like you need to reach this objective to unlock this unit. I made a scenario using this feature: DOWNLOAD
You need to checkout titison/megaglest-source/tree/feature/lua_blockUnits to try :P

Syntax is
Code: [Select]
setLockedUnitForFaction(unitName,FactionIndex,1=true;0=false)
--Lock the unit
setLockedUnitForFaction('battlemage',0,[color=red]1[/color])
--Unlock the unit
setLockedUnitForFaction('battlemage',0,[color=red]0[/color])

Please correct me (and my pull request) if this is wrong but i think MegaGlest can't read boolean values from lua or there arent any real bools in lua
Or does this even work with true and false? i dont think so.

Of course you can do this already with some kind of hidden upgrade for example but you need a new techtree for this and its inconvenient.
Do you think this is a good idea or just needless stuff?

Pull Request

EDIT:There is a bug i need to fix before you merge this pull request. ( not saved in savegames i think ) fixed

9
Annex: Conquer the World / Scenario: Mini Gunner Using
« on: 10 August 2014, 11:25:14 »
I made a scenario for annex  :O
In the scenario you have to fight with mini gunners against different enemies.
DOWNLOAD
Version 1.1
Code: [Select]
[url=http://yourfiles.to/?d=6A5857A145]DOWNLOAD[/url] sry needed to use filehoster this time
Sadly i was not able to really test the final version. But everything should work. I may make a bugfix version later.

10
Commit: e5d2bbbf9e26da22dfc206542a838655810cc2b1 but i think works with older too.

I get a crash with a scenario i made.
In line 73 i tried to use {SCENARIOPATH} and scenarioDir() (both crashed) for the staticSound and i think there must be the problem. The game somehow cuts of some letters or even lines.
In 3.9.1 the scenario works fine but if i try with git i get:
(click to show/hide)
(click to show/hide)

How to reproduce:
just start this scenario (you need the map "lost river" from mod-center for this)

The download contains the scenario with {SCENARIOPATH}. Change the function dialog to this to get the other crash:
EDIT: Titi tried this too and he only crashes with {SCENARIOPATH}

Code: [Select]
function dialog (dialogname)
if dialogname=="start" then
setCameraPosition(unitPosition(VikingKing))
playStaticSound(scenarioDir()..'/speak.wav')
showMessage("s1","Narrator")
showMessage("s2","Viking")
end
if dialogname=="nofood" then
setCameraPosition(unitPosition(lastCreatedUnit()))
playStaticSound(scenarioDir()..'/worker.wav')
showMessage("w1","Farmer")
showMessage("w2","Viking")
showMessage("w3","Farmer")
showMessage("w4","Viking")
showMessage("w5","Ally")
end
if dialogname=="allyAttacked" then
setCameraPosition({startLocation(ally)[1]-10,startLocation(ally)[2]})
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("a1","Ally")
showMessage("a2","Viking")
end
if dialogname=="allySurvived" then
setCameraPosition(startLocation(you))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("a3","Ally")
showMessage("a4","Viking")
showMessage("a5","Ally")
end
if dialogname=="ownFood" then
setCameraPosition(unitPosition(lastCreatedUnit()))
playStaticSound(scenarioDir()..'/worker.wav')
showMessage("f1","Farmer")
showMessage("f2","Viking")
end
if dialogname=="sowsCanKill" then
setCameraPosition(unitPosition(lastDeadUnit()))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("sow1","Ally")
showMessage("sow2","Viking")
showMessage("sow3","Ally")
end
if dialogname=="endGame" then
setCameraPosition(unitPosition(lastDeadUnit()))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("end1","Ally")
showMessage("end2","Viking")
showMessage("end3","Ally")
showMessage("end4","Viking")
end
togglePauseGame(1)
end

I am using Ubuntu 12.04.

11
I always was angry about the implementation of the start-time and end-time for particles so i made a pull request and now you can make start and end time for each particle file. ( The pull request is already implemented )

The new syntax is:
Code: [Select]
            <particles value="true" start-time="0.8" end-time="1">
                <particle-file path="particles1.xml" start-time="0.28" end-time="0.5"/>
                <particle-file path="particles1.xml"/>
            </particles>
The times of the individual files overrides the times of the particles node.

If  someone has nothing better to do he can add this to all skills in the wiki :D

12
Tools / How to setup a fork on github for develop
« on: 23 July 2014, 19:52:32 »
I really have problems to manage git. Because I would like to develop simple features like the HP-Bar i died i would like to set up myself a fork to develop.
The problem is that i dont understand how?  :confused: Maybe i have a completely wrong understanding of git.

FreshD helped me, but i dont think its working porperly.

So could you please give me a step by step instruction how to set it up and answer to the following questions:
1. Should i better have 2 folders on my pc? One for the original mg-repo and one for mine?
2. How can i setup this remote stuff?
2.1 How do i update my branches in my fork repo? Or shouldnt I?
2.2 Which steps do i need to take to update/to get the newest version?
Code: [Select]
git checkout upstream/develop
git pull
?
2.3 Maybe you could even explain me the stuff with the remotes because i dont get it in any way yet :(
3. How can i let a branch be based on the the newest develop branch from the mg-repo and how can i push it to my repo? Or is creating new branches in my repo the wrong way to do it?
4. When i write git push on a branch which is not in my "online"-repo it will be created right?
5. How do i switch the branches correctly? With git checkout branchname?

OR

Tell me another way to set up something to develop.

Its really sad that i dont get the idea of git, because git is the only thing that prevents me from developing for mg (ok i am a newbie in c++ but i can implement simple features). The last week i really tried to make some things, but most of the time was wasted into understanding git. I think i wasted about 5 hours or more into understanding git and this is definitely to much for a version control system.  >:(
Is it really this hard to contribute to mg???

EDIT: I got it working now and i think i got it but a small instruction to look up if i did everything right would be nice!

13
I developed a HP-Bar showing the current HP-Status.
So i'd like to ask what you think about it?
Should this be in Megaglest as long as the ce-gui is not finished?
Should this be optional? And if should this be specified in the techtree, faction or in the options of each player?
Resizeable?
Colored in red? Or should this be adjustable too?

(I know that I left the original HP:4185/6000 in there)
(click to show/hide)

If you like the idea of a HP-Bar i would add a EP-Bar before this is added to mg.

EDIT: I already tried to make the HP-Bar float above the units ;), but i didn't have much success :D
@FreshDumbledore i opened a new topic even yours is about HP-Bars too, because i dont think this is the way you wanted them :P

14
Maps, tilesets and scenarios / Map: Around The Lake
« on: 23 March 2014, 11:34:45 »
I made a 3v3 map some month ago and never released it here on the forum:

Around The Lake
http://titi.megaglest.org/maps/around_the_lake.mgm




15
MegaGlest / New Camera Shake Feature
« on: 2 February 2014, 01:15:37 »
You can let the camera shake now :)

This feature is meant for tanks shooting big rockets, heavy running elephants or exploding buildings.Like this :D
Or if you want  to see it in an RTS here (when the tower dies)
Here is the syntax:
Code: [Select]
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="375"/>
<anim-speed value="240"/>
<animation path="models/warrior_walk.g3d"/>
<sound enabled="false"/>
<shake enabled="true" intensity="10" duration="40" start-time="0.5">
<self enabled="true" visible="true" in-camera-view="true" camera-distance-affected="true"/>
<team enabled="true" visible="true" in-camera-view="true" camera-distance-affected="true"/>
<enemy enabled="true" visible="false" in-camera-view="false" camera-distance-affected="true"/>
</shake>
</skill>
intensity=intensity
duration=duration in update frames (40 per second)
start-time=start time. works like in <sound>

self=options for the player
self=options for your allies (excluding you)
enemy=options for the opponent

visible=If visible is true the camera only shakes if the unit is visible (not hidden in fog-of-war). ( this is nearly useless for team and self but i am not sure what happens if you kill a not completed building or a unit with sight 0 )
in-camera-view=if true the camera only shakes if the unit is in the actual camera view (watch the video if you dont understand)
camera-distance-affected=the distance between the unit and the camera position is taken in consideration (watch the video if you dont understand)

Video showing the feature:
https://www.youtube.com/watch?v=lt7Sci3wYjs

Should this be added to the glest wiki already or should i wait until this is included in a stable release?
(here it is shown for the stop skill, but works for all skills: https://docs.megaglest.org/XML/Skills#Stop)

16
Closed bug reports / [fixed] rev.4455 Joining a match
« on: 14 June 2013, 20:47:17 »
if you join a match client crashes (after some seconds)

Code: [Select]
[New LWP 7511]
[New LWP 7520]
[New LWP 7515]
[New LWP 7519]
[New LWP 7514]
[New LWP 7513]
[New LWP 7518]
[New LWP 7524]

warning: Can't read pathname for load map: Eingabe-/Ausgabefehler.
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest'.
Program terminated with signal 6, Aborted.
#0  0x00007f91712cc425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007f91712cc425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007f91712cfb8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00007f91712c50ee in ?? () from /lib/x86_64-linux-gnu/libc.so.6
#3  0x00007f91712c5192 in __assert_fail () from /lib/x86_64-linux-gnu/libc.so.6
#4  0x00000000004fb4ea in Glest::Game::GraphicListBox::setSelectedItemIndex (errorOnMissing=<optimized out>, index=<optimized out>, this=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/facilities/components.cpp:413
#5  0x000000000054c962 in Glest::Game::GraphicListBox::setSelectedItemIndex (this=0x3c7d490, index=<optimized out>, errorOnMissing=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/facilities/components.cpp:413
#6  0x00000000008075dd in Glest::Game::MenuStateConnectedGame::setupUIFromGameSettings (this=0x3c7ac50, gameSettings=0x3c7ca70, errorOnMissingData=true) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_connected_game.cpp:4525
#7  0x0000000000813694 in Glest::Game::MenuStateConnectedGame::update (this=0x3c7ac50) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_connected_game.cpp:3138
#8  0x00000000006d08e9 in Glest::Game::Program::loopWorker (this=0x2cbd1a0) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/program.cpp:458
#9  0x00000000006c27d0 in Glest::Game::glestMain (argc=<optimized out>, argv=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:5388
#10 0x00000000006c79b4 in Glest::Game::glestMainSEHWrapper (argc=1, argv=0x7fff4522c968) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:5633
#11 0x00007f91712b776d in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#12 0x00000000005038d9 in _start ()

17
It would be very great if megaglest would ask you if you like to download a missing tileset/map/faction which is needed for a scenario if its available in the mod-center. Like it does if you join a server and you don't have the map.
or if a techtree contains faction links and a faction is missing. This would make the "east vs mega" techtree much smaller  ;)

18
Annex: Conquer the World / Annex map: Mountains BetaV2
« on: 19 January 2013, 10:36:40 »
I made a map for Annex but i had no one to test it until now (no online Players in annex;one time played vs cpu) ...
Pls give me feedback so i can make a final version.

(click to show/hide)

[big]D o W n L o A d[/big]

License of the map: CC0

(click to show/hide)

19
I think it would be a great future for the headless server if you just can write something like
Code: [Select]
stopaftergamein the Terminal and then the headless server close after the game which is running on it.

We often run a headless here if we see that the servers are all full but if we want to shut down the Computer we often see that a new game has Started on the server and we don't want to break this game. But if we could about a hour before we shut down just use this command it would be nice.

I am not sure if i am the only one who want this feature. So what do you think?

20
I don't know how to discribe but i have a screenshot  :D



I think map preview, faction screen, scenario button and chat should be disabled too. Not only the setup and the "publish to masterserver"-button

21
At the end of a game the team of players who changed them (with the change team poll) is diplayed wrong!
Player Titi pressed "new team" in this game. We started with titi and me vs cpus.
(click to show/hide)
And (i think because of this) the ais in this game won when i left, while one of them was nearly killed and the other one was fully killed.

UPDATE: This isn't fixed in svn rev 3482 too

22
I would like to see the hints in centered at top not starting at the middle of the screen.
What do you think?

23
MegaGlest / I want a new release!!!
« on: 28 June 2012, 17:16:31 »
I think its very long time since the last release and i know its hard to make the svn-version playable.
But this have to start ones and i think its time. What about a beta (or alpha) to test?
If you agree me vote "YES  :thumbup:" please

If a new release would come up a new Annex release will be there too. (that told Ishmaru me,I don't know if its right)

24
I would like to a feature where you can show your allies a position on the map.
Like in tribal trouble. (sorry didn't find any screenshot or video)
so you could show your friend where to attack or where is gold...

and what about another pointer (or something like this) if a build skill is finished? or would this be annoying ?

25
If you press 'Esc' ingame you come in a menu:

Exit game
Pause/Resume
...

and the game stops
but if you click on Exit game now, a new window appear and [big]the game goes on[/big] ( I mean the window where it says " Exit Game? [Yes]  [NO]" )

and i found another small bug in this menu... if you press 'Esc' while the Exit-game-window is showed, the ingame-menu appear again and if you click on exit game now, the exit-game-window close instead of open. (  :confused: ;) )

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anything