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Messages - Baŝto

Pages: [1] 2 3
1
Off topic / Re: Cryengine is announcing Linux support!
« on: 14 June 2016, 09:53:35 »
That’s why the Free Software Foundation hates that term. I mean that concept is cool, they use pwyw, that is definitely an improvement.

But still you are not allowed to modify and redistribute the engine on it’s own (LICENSE.md 2.4. ), but it seems you are allowed to “to develop, maintain, extend and/or enhance CryEngine pursuant to the CryEngine Documentation;”, whatever that means.

I have no idea where you draw the line towards “Serious Games” and “simulation”, that seems very nebulous to me. Is Rigs of Rods a game or just a simulation?

2
Feature requests / Re: [Linux] Tab out
« on: 5 October 2015, 16:07:12 »
In many games I do use windowed mode and make it full screen via my window manager. I can then switch my tags (~desktops) without a problem. This only works if your window manager has a shortcut for fullscreen.

3
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 3 October 2015, 22:16:57 »
This project is frozen at the moment.

Basically it's feature complete if I recall correctly.

It's broken with newest Qt version and titi said, it's to slow on his computer.

4
Mods / Re: Licensing your mod
« on: 23 February 2015, 12:35:13 »
There's also the possibility of fair use. It's not really a clear cut topic, so it's not clear how much of a resource can be used under the concept of fair use. Better to avoid it.

The problem with that is, it depends much on national laws.

In the U.S. you can use something for quotes or parody.

In Germany just for quotes or if it is just a subsidiary part of the whole work.

And I have absolutely no idea what will hapen, if you share it in a world wide scope.

@titi: as far as I can see ‘cease and desist’ and ‘Abmahnung’ are in general the same things. It’s a cheap alternative to a lawsuit.



I think Creative Commons licenses or similar licenses are the best way to deal with this in an international scope and to give the users/modders some security.

Oh and the newest generation of -sa licenses can be mixed with similar licenses https://creativecommons.org/compatiblelicenses

5
Mods / Re: Licensing your mod
« on: 14 February 2015, 14:47:55 »
Best point of CC Licences is … they are translated into so many languages.

To licences in general:

I would say CC-By and Apache 2.0 are for those, who want to raise the reusability of their work.

CC-By-SA and GPL are for those who want to keep as much software and art free as possible.

I would use Apache and GPL just for complex lua code.

Quote
There are unspoken rules.
There is no problem. No need for CC. There are unspoken rules.

Not sure if that’s part of the German mentality in general or just my personal:

But I would rather try to reinvent the wheel than building upon material where I have no garantee, that I can publish and own my work. Especially ‘silently tolerating remixing’ like it’s done in some fandoms is something I absolutely can’t understand.

Why should I respect the copyrights and work done by others, if I can’t be sure if I can publish my work at a later point or all my work done was a waste of time?

Maybe you have to be an artist to understand that *mhm

And GPL is *not* a content license!
Quote
The GNU GPL *can* be used for general data which is not software, as long as one can determine what the definition of “source code” refers to in the particular case.
https://www.gnu.org/licenses/license-list.html#OtherLicenses

I want to release CC by NC-SA So whats so wrong about NC??

As far as I know it is also not absolutely clear what is ‘comercial usage’ and what is not.
But the examples for this are mostly of an extreme theoretical nature.

6
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 13 February 2015, 21:29:08 »
It’s now possible to compile on linux with Qt 5.4 (released Dec 10)

Now I’m trying to reduce the posibilities to cause memory leaks and segmentation faults. (using less pointers in C++)

7
Would say, it doesn't worth it. ("Clear All" also leads to a segfault)

Sooner or later the WxWidget g3dviewer will get a replacement. (I'm optimistic)

8
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 23 December 2014, 17:38:05 »
This time it was easier than expected.

Icons can't be displayed, also opening and saving files crashes … but rest looks good.

Revision 3100276fa79512b068d3860a0fe6ade7e493da48 from windows-test branch should work with VS2010 Express.

You need to install Qt 5.2.1 to C:\Qt\5.2.1\msvc2010_opengl … I plan to change this in the future.

9
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 23 December 2014, 16:49:12 »
Oh forgot to mention, that I can't reproduce that bug.

Also it won't compile with newest Qt versions, will try to fix that next week, this week I try to make the windows version compilable, but with an older version of Qt.

10
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 21 August 2014, 13:59:10 »
If the map size shrinks, this also happens when you open a map or create a blank one, the surrounding view doesn’t. And this view is centered. Did not figure out how to fix this, but this is probably possible.

As long as the whole map fits in the window it’s centered. As soon as it does not fit anymore, the pixel under the mouse cursor is the anchor for zooming. The Gimp has exactly the same behavior.

11
Mods / Re: Total conversion based on the Ryzom assets?
« on: 14 August 2014, 21:29:55 »
A normal faction is maybe a better idea than a MOBA

I don’t know the exact problems MuWuM had.
They broke the savegames, on which the rejoin feature is/was based. MegaGlest is now able to run custom saving and loading code, I use this in my towerdefense.

But MegaGlest lacks those RPG elements WC3 has.
Items are not possible.
MegaGlest has an experience system, but hardcoded improvements. I have no idea how we could realize a leveling system.

We would need to come up with a less hero based and maybe slower MOBA like game.

With heroes we would be as sucessful as everdying engines of war and notadota

12
Feature requests / more options for the map preview
« on: 11 August 2014, 13:12:28 »
Something like --preview-map=mapname=tileset=tech could it make easier to test and take screenshots of maps, which are not destined for megaglests default tech and tileset. Tileset and tech should be optional.

I also could extend the preview feature with dialog for tileset and tech in the Qt-version of the map editor.

Does somebody oppose this feature?

13
MegaGlest / Re: Managing MegaGlest's code
« on: 10 August 2014, 15:58:50 »
I agree, we need to find some standards and apply them bit by bit.

Documentation is definitely necessary and I also documented most headers of my map editor. But I will improve that within the next days, I need to remove some too obvious comments and maybe add some others or reference to others.
I will start a documentation branch and document while I stumble upon header files.
I hope I don’t break git when I pull omega’s commits for this.

Some methods are really hard to guess, like
Code: [Select]
void load(particleFileNode, dir, path, newTexture,loadedFileList,string parentLoader,techtreePath) of unit_particle_type.h, where path needs to start with dir.

For refactoring methods I would use tools like ack to find out where this method gets called and fix them.

I also used many pointers in my editor’s classes, but mainly because I did not understand how to get a new instance of a class without a pointer. But will do better in future code.

For formatting I would suggest:

4 spaces indentation
80 characters
trying to split methods if they exceed 80 lines

and methods like
Code: [Select]
int MyClass::myFunction(Type firstParameter, Type second){
    aMethodWithWayTooManyParameters("something", 1337, "/a/path/to/somewhere",
                                    new UglyClass(), new anotherUglyClass() );
    return ( (1 > 2) ? (4 + 5) : (1337 / 42) ) ;
}

14
MegaGlest / Setting up Geany for MegaGlest on GNU/Linux
« on: 10 August 2014, 13:10:44 »
What is geany?

C++:



If you don’t use C much, you better switch places of C and C++ in filetype_extensions.conf (“Tools” > “Configuration Files”).

Otherwise .h files will be opened with C syntax highlighting by default!

Setting up a project:



Simply click on “Project” > “New” and create a new .geany-project.

Open a C++-File and click on “Project” > “Properties”.

Project:


Name=Megaglest
Base Directory=/pathtoMegaglest/megaglest-source/source/
File Pattern=*.cpp *.h CMakeList.txt *.ui

Build:


Label=Build
Command=./build-mg.sh
Working Directory=%p../mk/linux

Label=Run
Command=./$(zenity --list --radiolist --column "start" --column "application" TRUE megaglest FALSE megaglest_editor FALSE megaglest_g3dviewer FALSE megaglest_tests)
Working Directory=%p../mk/linux

Zenity is further GTK application, which offers simple dialogs.

This way you won’t get all megaglest methode names completed, you still need to open those classes.
But since Geany does not do a conext based completion, it’s better this way.

Interesting plugins:


  • GProject for better project management (search, switching between .h and .cpp...), uses settings of the built in feature
  • GeanyVC for git
  • ClassBuilder for new classes (built in)
  • CodeNav for switching between .h and .cpp files

15
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 8 August 2014, 08:14:42 »
things I would like to see:
- no painting with middle mouse.
- instead move pane with middle mouse down and not with shit + left mouse down
- maybe scroll can be done in smaller steps (2px steps now)

Using middle click turned out being too difficult, also especially some laptops lack a middle mous button.

16
MegaGlest / Re: lua function unitName broken ?
« on: 8 August 2014, 08:08:13 »
I think a techTreeTranslate(string) and scenarioTranslate(string[,string…]) would be in general handy.
I remember having trouble with outputting strings, some functions translated every string, others were not able to replace %s. I guess just outputting the plain string and using the functions mentioned above would be the easiest solution.

17
MegaGlest / Re: Forsaken project (maybe)
« on: 6 August 2014, 16:27:42 »
I doubt a knew release will come soon.

Softcoder is at the moment completely inactive. titi will go on vacation soon.

https://github.com/MegaGlest/megaglest-source/graphs/contributors 37 commits on develop since 23rd March

At the moment I port and improve map editor and g3d viewer. I’m not sure if this is enough for a new version.


18
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 6 August 2014, 16:03:04 »
Today I made some huge changes to the painting of tiles. Thus I can now use a standard-method for zooming, this had also the option to keep a tile under the cursor when scaling. Titi and Tomreyn requested this behavior.

still TODO:

  • Making menus “Edit” and “View” functional
  • Scrolling and moving the canvas
  • Reducing/vanishing pen-lag
  • History (part of Edit)
  • Selection of tiles
  • fixing repainting of objects and resources
  • correctly linking to Qt on windows
  • Catching exceptions and showing warning messages
  • code cleanup

19
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 5 August 2014, 08:44:18 »
The map-editor should be feature complete by now.
If you still miss a feature or a feature does not work as explected, please let me know.
But I don’t promise to include any further features.

still TODO:

  • Making menus “Edit” and “View” functional
  • Scrolling and moving the canvas
  • Reducing/vanishing pen-lag
  • History (part of Edit)
  • Selection of tiles
  • fixing repainting of objects and resources
  • correctly linking to Qt on windows
  • Catching exceptions and showing warning messages
  • code cleanup

20
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 4 May 2014, 06:20:56 »
The main reason is that I’ve never heard of WxWidget before and were more interested in Qt.

Furthermore the old editor used WxWidget and OpenGL, the latter for rendering the actual map. I was able to render it with pure Qt and Qt is much more straight forward than OpenGL … at least when drawing a 2D canvas. Qt is handling the redrawing and moving of the canvas. The old editor sometimes failed to draw the map on the screen proberly … at least on my system.

Qt mostly splits code and UI-design. Every non-programmer can open the .ui-files with QtDesigner and redesign the GUI by dragging stuff around.

We used an obsolete version of WxWidget, so we needed to port it to a never version or a different toolkit.

I think, most features I added, should also be possible with WxWidget. The old editor just did not use the whole potential of this toolkit.

21
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 3 May 2014, 16:07:18 »
I'm an idiot, what does this mean?

I don’t feel what exactly you are referencing to.

If you meant this project in whole:

I’m rebuilding the GUI with Qt, the current editor uses WxWidget

22
MegaGlest / Re: Post Cup Results here!
« on: 1 May 2014, 19:01:42 »
Titi vs. Baŝto -> Titi

23
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 1 May 2014, 18:04:31 »
It should now be possible to compile with Microsoft Visual Studio 2010 Express, if Qt 5.2.1 is installed to C:/Qt/5.2.1/msvc2010_opengl

This is just the 32bit version!



still TODO:

  • Making menus “Edit” and “View” functional
  • Scrolling and moving the canvas
  • Catching exceptions
  • Reducing/vanishing pen-lag
  • History (part of Edit)
  • Selection of tiles
  • fixing repainting of objects and resources
  • correctly linking to Qt on windows

24
MegaGlest / Re: Post Cup Results here!
« on: 26 April 2014, 12:51:17 »
David123 vs. Baŝto -> David123

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