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Messages - titi_son

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1
I think the attack strength is obvious enough. At least i had no problem to find it.
Maybe we should change the dots to a minus (so "100-300" instead of "100...300"), but thats all.
The main problem is, that this number does not state a lot.
The actual damage output is heavily dependent on the damage type of the attack and the armor type of the target.
For example "slashing" damage deals only half of its value to units with "stone" armor.
This is why stickfighters are very ineffective against buildings and catapults can easily destroy a building (well this fact + splash damage)
The only place where you can look up those values is the megapack.xml
I have no idea how you could inform the player about this values. You can't really print them under the damage value because there are up to 5 of them. Or would this be fine?
I think if we would print all information about a unit, there would be a very great amount of text on the screen.

2
Feature requests / Re: Simple Water Waves
« on: 7 May 2019, 08:50:03 »
bit off-topic: are you going to get into coding MG as well? ;)
Well i think i wont start active development. Sorry to disappoint you :P
But i always made some additions to the code.
For example the health bars, blocking units in scenarios and the Uniformselection (this is why you can select multiple buildings)

I just sometimes have an idea or read a great feature request and if i am in the right mood i'll try to implement it.

3
Feature requests / Re: Adding more feedback over chat
« on: 3 May 2019, 17:05:24 »
Since this topic is sticky but nothing happens here, i just added the console message for buildings now and made a pull request.
https://github.com/MegaGlest/megaglest-source/pull/189
Maybe this will rise some attention for the topic ;D

4
Feature requests / Re: Simple Water Waves
« on: 3 May 2019, 16:06:46 »
Pull request is open https://github.com/MegaGlest/megaglest-source/pull/187

Syntax is the following
Code: [Select]
<tileset>
<parameters>
<water effects="true" waves="true" waveAmplitude="0.14" waveSpeed="0.013" waveFrequency="0.4">
</water>
</parameters>
</tileset>
I did not limit those values, but frequencies over 1.0 do not look good (they even look buggy sometimes).
This is because i do not adapt the vertices of the water (which would obviously also slow down performance and cause other issues)
I decided to not implement any options in the option menu.

5
Muwum used some advanced LUA techniques for Battleglest. There is a Lua sandbox in Megaglest which blocks them, because these could be potentially dangerous concerning security. You need to disable the Lua sandbox in the Megaglest settings for Battleglest to work.
Sadly after doing so and creating the files version.txt and subversion.txt (in the main mg folder and with any content) Battleglest does still not work for me. But you may try. Maybe its just my lua version.
(We had problems back then, when i made some models for muwum)

I think this whole Project stopped, because megaglest is not made for such a conversion. Units in Megaglest do not react very fast and Muwum really used a lot of lua which caused further performance issues. It was just not fun to play like that. Maybe someone could improve that further or todays computers have better performance.

6
MegaGlest / Re: My impressions and thoughts
« on: 27 March 2017, 22:48:36 »
Even though i kind of like the dumb AI of megaglest, i think its time for a new AI which does play a little more strategic. And i dont mean in fights at this point but thinks like the fact that you can distract the ai with one scout and delay the first fight by this. Or that the AI always expands too late. (Often you just wait and defend your base, until the ai does not have any new resources). I do NOT want to change or remove the old ai because it leads to funny games, but want a new AI which is smarter. (Call it Cpu EXPERT or whatever :D )

For the other ideas mention in this thread:
Yeah they are great ideas. But they dont fit to the megapack. To have those things for other (more strategic) techtrees would be nice, but as titi (as far as i know) does not really want to develop an engine (which may also be a little bit sad i must admit) but a game.
Because you need to bother about micromanagement, is in my opinion also the reason why we dont have things like poison attacks or the megapack not using area effects and other features, which already exist.

7
Feature requests / Re: Simple Water Waves
« on: 27 March 2017, 22:26:29 »
Before i can make a pull request for this, i need to know how to implement this the best way.
Should there be options in the tileset? or should a mapmaker decide whether to have waves or not? or do i just activate it on all maps?
Or make a default setup which can be overridden by the tileset or map?

8
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?

9
Well this looks really great :D
but uhm... without linux support this wont get a thumb up from me on greenlight, sorry

10
Feature requests / Re: Adding more feedback over chat
« on: 18 July 2015, 23:20:34 »
This is harder... because every unit with a build skill is counted as a worker at the moment :/

11
Mods / Re: Terra Centauri: Last Stand BETA 0.5!!
« on: 12 July 2015, 16:03:43 »
Yeah i never need more than two barracks for winning. I think this is fine.

12
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)

13
Mods / Re: Terra Centauri: Last Stand BETA 0.5!!
« on: 1 July 2015, 13:35:44 »
Ok i played a game now... was easy for an experienced mg player  :P (played islands)

Just one more question: Of course i "hacked" that i could play devourers once :D and i saw that you can't build the cannon. Is it intended that you use the xml file without be_built skill so cpus does not built them? because there is a "correct" one in the folder :)

14
Mods / Re: Terra Centauri: Last Stand BETA 0.5!!
« on: 30 June 2015, 18:17:34 »
Just had time for a really short test and played the very basic "How to play" tutorial  :P
The look of Terra Centauri is indeed amazing :)
Can't say anything about the gameplay cause i didnt play any "real" match until now :D but it looks really promising.

minor Bugs (don't get this wrong i just want to help you ;) ):
  • on linux you need to run megaglest/terra centauri with the "start_megaglest" script because this searches for libs. You need to adjust this (replace ./megaglest $@ with ./terra_centauri $@ at the end)
  • Typo in the Scenario (see how_to_play_english.lng): [...] WHITE=Ore, YELLOW=Experence.
  • if i start the "how to play" scenario the message about heal stones instantly pops up (before the Welcome message)
    this is because in the if-statement the value for hunters is one too high: if unitCountOfType(0, 'hunter')==3 and levelc ==0 then
    You could also use a cell trigger event for this
  • in the credits its said that terra centauri uses megaglest 3.9.1 but if i use ./start_megaglest --version it says "v3.11.1"

15
I showed titi a week ago that beating two megas with him is not hard at all, after he lost several times with other people :D (with and against japanese of course ;) )

Looking forward to updates of course... I think Japanese is rank two on the list of mods i play most (after megapack).  :angel:

16
Mods / Re: Terra Centauri: Last Stand
« on: 26 June 2015, 17:32:54 »
wohoo  :thumbup:
Along with ARK: Survival Evolved for linux :)

17
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 26 May 2015, 21:48:49 »
this should work very well together with the heightmap random generator of tribaltrouble:
https://github.com/ftomassetti/procedurality-lands
There was a download page on the oddlabs page but since it has been taken down, you can't download it anymore:
https://web.archive.org/web/20080629000920/http://oddlabs.com/procedurality.php

18
Mods / Re: Terra Centauri: Last Stand
« on: 17 May 2015, 16:45:59 »
 :o

Looks amazing. I this designed to let the cpu play bugs and you play humans only?
In addition you could optimize the dying particles of the bugs. At the moment it looks a bit weak compared to the other great models and particles.
Maybe some kind of splatter using this: https://www.youtube.com/watch?v=jGjIlm57OTY and add some "bug parts" as splatter to it. Like on this picture but in green:
http://www.nvnews.net/reviews/xmicro_gf2mx/images/ut_2.jpg

19
I think i need to revive this topic because its important.

20
NEED TO CHECK SOMETHING!

don't accept pull request yet to avoid a bug which may occur

*fixed*

21
You know how food works, don't you?
This works the same way. You just need to give a building negative reqs of that resource.
For example a goldmine has reqs:
wood: 100
stone: 200
gold: -10

this will produce 10 gold per interval

22
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)

23
Mods / Re: Goblin faction
« on: 24 April 2015, 14:05:11 »
Looks really good until now :D

But do you know why this does not work with megaglest 3.11.1? I needed to use the git version

And i think you forgot to export some meshes on the firebelly because i get this errors but that does not matter much (only in idle and move animation):
Code: [Select]
Warning: Particle system is trying to find mesh'stick.003', but just found:
'burn.001, stick.002, cloth.002, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_idle.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail
Warning: Particle system is trying to find mesh'burn.001', but just found:
'stick.003, cloth.003, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_move.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail

24
MegaGlest / Re: Glest Multiplayer Is Quite Empty..
« on: 11 April 2015, 11:36:32 »
To avoid something like this alket and filux could have their MegaGlest already running. Then Kreeith could see they want to play.

25
Feature requests / Re: more options for the map preview
« on: 6 March 2015, 23:10:59 »
Son finished it :D

Will make a pull request tomorrow.
EDIT: Pull request is now there.

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