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Messages - MuwuM

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1
Hi,

I do not see  much difference to normal game (just different amount of units?)

Regarding your coding:

I am pretty sure that the following is not valid XML syntax (does this even work in megaglest?):

<scenario>
--Grandezza Peril 1a
--Stay alive long enough for your Egyptian ally to reinforce your armies!
--By Andy Alt
--CC-BY-SA


you should use:

<scenario>
<!--Grandezza Peril 1a
--Stay alive long enough for your Egyptian ally to reinforce your armies!
--By Andy Alt
--CC-BY-SA-->


Your using many for - loops which are not very self-explanatory.
maybe it would help to use some variables for the factions

team_1_player_1 = 0
team_1_player_2 = 1
...
team_2_player_1 = 4
...


and then just write:
createUnit('defense_tower', 0, startLocation(team_1_player_1))
createUnit('defense_tower', 0, startLocation(team_1_player_2))
createUnit('defense_tower', 0, startLocation(team_1_player_3))


instead of:
for i=0, 3 do
    createUnit('defense_tower', 0, startLocation(i))
end   


this would increase readibility


2
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 30 March 2016, 15:23:24 »
That sounds good  :) Thank you for testing.

3
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 13 February 2016, 19:44:53 »
After 9 hours of refactoring and performance improvements I hopefully managed to find a solution.

Cloud you please check the issue again?

available on http://muwns.eu/mgm/


4
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 12 February 2016, 11:28:58 »
Ok, I will debug the issue.

Thank you for providing the information.

I am pretty shure it's an issue with the implementation of contrast. As it is done 100% by CPU now  ::)

I will try to optimize this.

5
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 11 February 2016, 00:54:03 »
Can you tell me which version of Firefox you are using/ is crashing?
Is it just not responsive or does it really break (firefox closes/tab 'dies'/...)
What actions lead to the crash? Any? Even when waiting? Editing giant maps, using randomizor, changing contrast of the map heights?

I develop with Chrome stable release and Firefox DeveloperEdition (depending on the PC I use, both pretty strong, at least for Website rendering) so there might be some issues I did not notice while testing.

It is not so easy to build long running tasks in browsers. Maybe I should have a look into WebWorkers, beside being hard to learn implement, they could help with such issues. Possibly using WebGL instead of Canvas2D would improve Performance, too.


6
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 26 January 2016, 17:13:14 »
Just added some features to edit the map (header data only)

Github and Online Version updated

7
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 19 January 2016, 16:55:57 »
@MuwuM thats still in discussion state, no action needed anywhere yet.  (but the future change will look like this)

I'm totally aware of the discussion state, as I did much work on the map-format I just recommended an implementation.

It was pretty confusing, that there were changes to the map-format without changing the version...

8
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 19 January 2016, 12:47:18 »
then we should allow free text for custom licenses

struct MapFileHeader {
   int32 version;
   int32 maxFactions;
   int32 width;
   int32 height;
   int32 heightFactor;
   int32 waterLevel;
   int8 title[MAX_TITLE_LENGTH];
   int8 author[MAX_AUTHOR_LENGTH];
   union {
      int8 description[MAX_DESCRIPTION_LENGTH];
      struct {
         int8 short_desc[MAX_DESCRIPTION_LENGTH_VERSION2];
         int32 magic; // 0x01020304 for meta
         int32 cliffLevel;
         int32 cameraHeight;
         int32 license; // 0 = other license; 1 = CC-BY-SA (version corresponding to megaglest release); 2 = CC-BY (version corresponding to megaglest release); 3 = Public Domain
         int8 other_license_name[112];

      } version2;
   };
};

9
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 18 January 2016, 09:43:02 »
maybe we should add this to the map file definition. To avoid confusion increase the map version level to 3

struct MapFileHeader {
   int32 version;
   int32 maxFactions;
   int32 width;
   int32 height;
   int32 heightFactor;
   int32 waterLevel;
   int8 title[MAX_TITLE_LENGTH];
   int8 author[MAX_AUTHOR_LENGTH];
   union {
      int8 description[MAX_DESCRIPTION_LENGTH];
      struct {
         int8 short_desc[MAX_DESCRIPTION_LENGTH_VERSION2];
         int32 magic; // 0x01020304 for meta
         int32 cliffLevel;
         int32 cameraHeight;
         int32 license; // 0 = other license/ no license maintained => will not run; 10 = CC-BY-SA; 50 = CC-BY; 100 = Public Domain (sorted from restrictive to not restrictive, numbers enable us to add others between)
         int8 meta[112];
      } version2;
   };
};

We should also provide an easy way to 'upgrade' maps with new license

10
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 8 January 2016, 13:56:01 »
And it could lay the foundation to a HTML/Javascript map editor. If anyone is willing to implement this I'll sure be happy to add an upload backend.
Might be interesting for a personal project. I'm not sure if it's be worthwhile, though. What could it do that a desktop version couldn't?
As desktop app it is written in C++. It can do everything (even embedding a web-browser running the dedicated HTML/JavaScript code).
But as of today HTML5 (and it's infrastructure) is extremly powerful and can do almost everything (only limited by security restrictions).  ;)

Mostly I'd think it'd be more limited, since we wouldn't be able to easily run MG to preview the map
I agree. But we have the megaglest:// URL and we could also add something like support for base64 encoded Map files as url (then we would not even need to save the map as a file if we don't want to)

and there's performance concerns for any kind of larger operations (eg, one feature that comes to mind is treating the height levels of the map as an image and gaussian bluring this to get softer slopes). Probably not an issue at map making sizes, though, and I've done some pretty intensive stuff with JS (my current work involves WebRTC -- sharing video, audio, and screen capture).
As most browsers with good HTML5 support has very optimized code (e.g. GPU-rendering) for Canvas2D (already used in this tool) and WebGL (would be required to preview the map realtime in the browser or WYSIWYG-editing) performance should not be a too big issue. Anyway it is important to write the JavaScript code non-blocking that you won't see the anoying 'This site is not responding'-messages (already used in this tool).

I've done some pretty intensive stuff with JS (my current work involves WebRTC -- sharing video, audio, and screen capture).

I'm not sure what could be done better in a JS version that a desktop version.

e.g. you could use your WebRTC knowledge to add an feature to collaborativly edit maps  ;D

It's probably more a question of preference than what is the technical restrictions. A great thing of JavaScript is the huge amount of small libraries that can handle stuff you do not want to develop by yourself.

There are also already HTML5 painting tools available that provide a huge amount of image editing. http://literallycanvas.com/, https://www.picozu.com/

Ok, regarding painting it would even be better to write a plugin for GIMP :D , but I hope you got my intention

11
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 18 December 2015, 18:01:06 »
I just rewrote the code in JavaScript & HTML5 (as I prefer it much over php).

http://muwns.eu/mgm/ (testing/not stable)


* Should run with all modern browsers

The whole map procressing is now done localy in web browser, so data is not send to server anymore and resistent to hacking (you can also save and start the file locally).

@ titi: I added a feature to change the contrast of the Heightmap.

Some improvements / more readable code will be done during christmas.

Also created a github repository: https://github.com/MuwuM/mgm-map-editor

12
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 17 December 2015, 17:10:58 »
As I did not touch the code for ~ 3 years now, I would need to have a short look at it. I will do later this evening.

13
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 19 May 2015, 17:42:24 »
Up again, was offline a few days, as I am moving from one hoster to another

you might also try http://muwum.net/mgm/

15
Mods / Re: Relaunch of BattleGlest?!
« on: 20 December 2014, 20:57:14 »
If someone wants to see the old version of BattleGlest running please try:

BattleGlest (data only)

with current binaries

To start BattleGlest use:
megaglest --load-mod=$APPLICATIONPATH/mods/battleglest (windows)
./megaglest --load-mod=\$APPLICATIONPATH/mods/battleglest (linux)

please make shure that you have set DisableLuaSandbox=1 in your glestuser.ini

16
Mods / Relaunch of BattleGlest?!
« on: 19 December 2014, 16:34:22 »
Hi,

as a new beta of megaglest was released and I finished studying, I'm thinking of relaunching my development of BattleGlest. I was away from the megaglest project for quite a long time (~10 months) so I'd like to hear your opinion before starting.

I have thought about something to make the mod a bit different from other MOBA-games. The main difference is the volcano in the center of the map. As long as one of the 'Lavalings' (giant powerful lava-creature) is alive that volcano kills all units entering his area (usually all creeps of the mid-lane). Every killed Unit rises the danger level of the volcano. If the danger level passes a threshold the volcano destroys a random tower of the team with fewer units lost/sacrificed  in the volcano. If both Lavalings were killed the volcano is disabled for some time. Which means that every unit can pass. Additionally mid-lane-creeps should be far more powerful to end game fast, if the volcano is disabled.

This mechanic adds a high benefit for controlling the mid-lane and adds some tactical options of sacrificing own units (even your hero) to harm the opponent.



I welcome any idea and any kind of (positive & negative) feedback.

17
This actually was meant to be an april fool (as JSFN combines giant overhead with bad performance with big security risk)

18
I recommend to use JavaScript Function Notation (JSFN) instead of XML in MegaGlest.

Here is a sample unit.jsfn
Code: [Select]

function jsfnUnit(){
this.parameters = function(){
this.size = function(){return 2;};
this.height = function(){return 2;};
this['max-hp'] = function(){return 800;};
this['max-hp-regeneration'] = function(){return 2;};
this['max-ep'] = function(){return 100;};
this['max-ep-regeneration'] = function(){return 5;};
this.armor = function(){return 20;};
this['armor-type']  = function(){return 20;};
this.sight = function(){return 15;};
this.time = function(){return 100;};
...
};
this.skills = function(){
return [
function(){
this.type =  function(){return 'stop';};
this.name =  function(){return 'stop_skill';};
this.speed =  function(){return 100;};
...
},function(){
this.type =  function(){return 'attack';};
this.name =  function(){return 'attack_skill';};
this.speed =  function(){return 150;};
...
},
...
];
};
this.commands = function(){
return [...];
};
}


19
Mods / Re: Anyone needs these files?
« on: 28 February 2014, 19:14:11 »
Battle Glest 0003-008 to 0003-0012 are uploaded  again.

https://forum.megaglest.org/index.php?topic=7742.0
use the update script to get the lastest version

20
Mods / Re: Anyone needs these files?
« on: 27 February 2014, 08:27:05 »
We need a Battle Glest download, the one on the main page is broken.

oh, let me check this. Should be uploaded again in the next 48 hours.

21
MegaGlest / Re: Creative Commons 4.0
« on: 21 February 2014, 13:53:59 »
Yes and no. No CC is version-dependent. But, CC-BY-SA 2.X (and later) can be reused under later CC-BY-SA versions.

Quote
Compatibility mechanism in BY-SA licenses
Under the 4.0 licenses, licensees may use licenses designated by CC as compatible for their contributions to adapted material.

The ShareAlike licenses require that licensees make their contributions to adapted material available under the same terms and conditions, or, where the license allows, under a license designated by CC as compatible. The version 1.0 ShareAlike licenses require that adaptations be made under exactly the same license as applied to the original work. Starting with the release of the 2.x license suites, CC expanded compatibility by allowing contributions to adapted material to be created under the same or later version of the original license, including other ported versions of the same or later version of the license. The 3.0 Attribution-ShareAlike goes one step further, by allowing those contributions to be licensed under under a “Creative Commons Compatible License,” defined to mean licenses approved by CC as essentially equivalent to the 3.0 Attribution-ShareAlike license.

To date, CC has not approved any other licenses as compatible. However, CC will develop a compatibility process shortly following launch of the 4.0 licenses, and begin evaluating other licenses. You can view the list of compatible licenses, and a post about the upcoming compatibility process. You may also want to review CC’s statement of intent for the Attribution-ShareAlike licenses, and a draft statement that sets out further principles for the ShareAlike licenses. [source]

22
MegaGlest / Creative Commons 4.0
« on: 19 February 2014, 13:15:36 »
Creative Commons 4.0 are out for some time now. I personally think we should update our licenses.

Why should I use the latest version of the Creative Commons licenses?
The latest version of the Creative Commons licenses is version 4.0. You should always use the latest version of the Creative Commons licenses in order to take advantage of the many improvements described on the license versions page. In particular, 4.0 is meant to be better suited to international use, and use in many different contexts, including sharing data.
see official CC homepage

23
Maps, tilesets and scenarios / Re: New Map: Hidden Paradise
« on: 19 February 2014, 12:58:35 »
CC-0: your name is optional http://creativecommons.org/about/cc0

CC-BY: requires your name. http://creativecommons.org/licenses/by/4.0/

CC-BY-SA: requires your name and everything that use this have to be CC-BY-SA, too. http://creativecommons.org/licenses/by-sa/4.0/

24
Mods / Re: Revival of BattleGlest?
« on: 28 January 2014, 15:40:03 »
I would prefer a heroic, ironic, funny fantasy theme (similar to http://www.grotesque-game.com). There will be comic-style models and exaggerated voices. I actually have a couple of hobby-voice-artists avaiable, so voice will not be too hard. If I manage bump-mapping and outline effects I'd like to use them, too. But I'd like to keep coloring kind of realistic. I hate purple minotaurs ;), but like red and blue mushrooms ::) . For the UI I think of something similary to the axe in the WIP-logo on first post. Which means colorful, simple, with outline and a little 3D.

Features I like



bumpmapping



e.g. normal mapping

sample normalmap


cel shading / toon shading (+ outline)





combined samples




25
Mods / Re: Revival of BattleGlest?
« on: 27 January 2014, 22:45:43 »
I didn't know you quit this project before

Yes, it was just paused. But after the changes related to the Lua-sandbox some fundamental changes need to be done. So I think starting from scratch is quite helpful for doing it right.

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