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Messages - will

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1
Run the headless server under valgrind?

2
Bug reports / Re: trouble with path names
« on: 7 March 2014, 19:33:49 »
My opinion: megaglest ought to insist that all names are lower-case and ascii.

I'm sure this problem regularly haunted people trying to play Mr War's mods, because he authored stuff on windows and the capitalisation on filenames was varied.

Its tricky to get content-authoring to fix itself, although an updated export script may help.  But perhaps MG could automatically lowercase and strip utf8 filenames when transferring and crcing?

3
Mods / Re: Factions Download Center
« on: 25 February 2014, 22:29:32 »
Mr War's Martians Sci-Fi on the list?

4
Feature requests / Re: Ability to easily take screenshots without HUD
« on: 14 February 2014, 09:59:28 »
Would people be happy with shift-screenshot for always-no-hud?

5
MegaGlest / Re: Fuzzy graphics
« on: 31 January 2014, 22:09:41 »
Note to softcoder: if not already, enable antisotropic filtering by default http://en.wikipedia.org/wiki/Anisotropic_filtering

6
MegaGlest / Re: Trebuchet ?
« on: 27 January 2014, 19:25:01 »
Imperial Faction has a Steam Trebuchet:


7
Bug reports / Re: wrong usage of RandomGen ?
« on: 16 January 2014, 12:11:52 »
RandomGen seems a good pseudo-random number generator; its just to call init(time(NULL)) before using it in AI and stuff.

8
I want to make no promises of a quick fix, plus I'm on vacation right now, but I know why this is, its annoyed me to bits, and it is high on my to-fix list.

9
Off topic / Re: Ludum Dare
« on: 18 December 2013, 06:24:43 »

Ursa Miner





Fly around mining gemstones by flying through their centres.

Fire your vapouriser weapon to tunnel through rock and get at buried gemstones.

Here's how that's done:

(click to show/hide)

And don't run out of air!  Always get back to the airlock where you started in time :)

There were a staggering 2064 other games entered, including one by Notch.  You should have entered too!  Need I say more?

10
Feature requests / Re: A switch to limit texture size of models
« on: 16 December 2013, 08:59:05 »
I'm in favour of this, but I would suggest a slight tweak, more in line with 'optimisation level' compiler options.

But I just don't think a whole rich set of individual options is terribly useful to the average player.  A slider would be far better IMO.

If the user has a quality slider, we can tweak how we interpret and set the 'advanced' options like texture scaling (they'd need to be downscaled on load) and eventually mesh complexity and shader complexity etc.  Even setting the shadow mode and number of lights and all the other settings we currently expose could better be hidden behind the slider.

I guess there can always be an 'advanced' button to expose these settings in the UI, but hide them by default.

11
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 8 December 2013, 13:52:53 »
Intriguing, and excellent test files.  I will poke around them on Monday.  I ought to be able to work out what is duplicated, at least.  The why may need learning the blender api to understand what meshes it gives us.

Its an annoying bug, and easy to become obsessed with solving, but its not a crash bug ;)

12
Off topic / Re: Ludum Dare
« on: 8 December 2013, 10:41:47 »
http://www.ludumdare.com/compo/

Come on folks, you know you want to join in, right?

Stop wasting time this weekend, stop playing on your new xboxone/ps4, stop socialising with family, stop browsing reddit!  There are more important things to do:

LUDUM DARE December 13th-16th Weekend

Really, I want to see a bit moreinvolvement and fin from the Glest community! Artists needed, ideas needed, coders needed, play testers needed!  Everyone needed!!

Just reply here saying "I'm in! I'm excited!  Will spare x hours "

13
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 7 December 2013, 14:42:52 »
Do these vertices get removed if you optimise in silnarm's g3d_hack?

I'm just guessing but perhaps towsided meshes are why?

14
Tools / Re: wanted: g3d models with normals map for testing
« on: 2 December 2013, 08:59:27 »
A thousand thanks!  Will use it for testing.

15
Tools / wanted: g3d models with normals map for testing
« on: 1 December 2013, 18:47:04 »
And, if possible, specular map.  And any other kind of texture effect that g3d nominally supports!  And any description of how they were authored and how export support is.

Thanks!

16
In real life, bees don't like smoke.  That's what beekeepers use to subdue them.

17
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 29 November 2013, 01:36:08 »
Pull request https://github.com/MegaGlest/megaglest-source/pull/2/files

Additionally, this contains a potential optimisation for low-end CPU users; you can disable animation interpolation from the command-line or from the INI:

Code: [Select]
--disable-vertex-interpolation=true
I'd be curious to know if this has any impact on performance.

It does also save a small amount of RAM.

18
MegaGlest / Re: 3.9.0 feedback
« on: 27 November 2013, 19:01:44 »
As we played lan games the eeepc has no ai to run.  Also, we ran at 800x600 iirc, rather than highest res.

An eeepc is better than the first rigs that played glest.  Its really not as shoddy as people want to believe.  If mg doesn't run well on it, its really just to profile and optimise, because a game like mg ought to fly on an atom.

19
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 27 November 2013, 15:43:44 »
Titi had an excellent debug line that saves colour picking tgas.  I could easily see units with the same colour, but the uniqueness checks were not being triggered.

I replaced the code with a random sequence instead.  I did not try and optimise the code though.  In github you'll see our first pull request for your code review...

20
MegaGlest / Re: Move repo to git?
« on: 25 November 2013, 22:55:41 »
Thanks Debian Games Team!  The import worked a charm.

There are now three github repos:

https://github.com/williame/megaglest-source
https://github.com/williame/megaglest-data
https://github.com/williame/megaglest-data-source

These are in my name.  This is not a problem.  You just 'fork' them if you want to change them.  You do need a github user account though.

I recommend softcoder and titi make a megaglest user so that we can give out urls like https://github.com/megaglest/megaglest-source

You'd also have static file hosting on http://megaglest.github.io if you wanted to use it for anything.

21
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 25 November 2013, 18:42:15 »
Not only do the colours look duplicate, but the z-order of the units seems wrong too:



When we've moved to git I'll take a stab at working out why and where.

22
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 25 November 2013, 10:55:08 »
(Is it just me or does it look like we have a z-order problem with the units clustered together too?)

23
MegaGlest / Re: Updated Megapack Animations
« on: 24 November 2013, 21:07:10 »
IIRC Mr War's Martians faction the canister has a beacon that beams upwards; a similar particle effect could be an effective soul going to heaven animation?

24
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 24 November 2013, 20:38:52 »
Looks good to me; the new map of used colours should definitely ensure no collisions.

25
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 23 November 2013, 08:42:22 »
Its always tricky to take colour samples if its jpg.  I'm on a phone and can't are if its jpg or PNG.

But generally, colour picking ought to assume a 16 bit buffer and pick distanced colours.  And an assert step could validate no two objects get the same colour.

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