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Messages - hailstone

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126
General discussion / Re: Shroud of darkness and network issue
« on: 12 May 2011, 13:28:09 »
The client nearly always disconnects because of data sync error if shroudOfDarkness is there (it worked once somehow).

Code: [Select]
29215: Frame: 0 :: Glest::Net::ServerInterface::dataSync
29215: Frame: 0 :: DataSync Fail: UpgradeType 183: energy_compression of FactionType: magic
29215: Frame: 0 :: DataSync Fail: UpgradeType 184: energy_sharpening of FactionType: magic

If I try to load Shibboleth two UpgradeTypes fail for it too. It should be the same since I copied the files and it was working before adding the member.

Edit:
I set the same data dir and it still has data sync fail, even after removing shroudOfDarkness.  :scared:

127
General discussion / Shroud of darkness and network issue
« on: 12 May 2011, 01:24:16 »
I set the shroud of darkness and fog of war to off in a network game (on the same computer). It worked for the server but not the client. It also shows units at the edge of the shroud instead of hiding them.

Left is server, right is client.



Edit:
I think it's just a matter of adding shroudOfDarkness to LaunchMessage but I'm not sure how the message size/type works

128
Mods / Glest Community Development Monthly - Issue 41
« on: 11 May 2011, 11:07:27 »
Welcome to the forty-first issue of Glest Community Development. Below you will find events I have recorded over the last month from the forums (usually for things that can be downloaded or a screenshot of progress). Thanks go to the people who have been busy improving Glest with patches, mods and providing support. :)

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

----------------
Additions are more likely to be added to this list if it uses the same format I have used.

Format:
day Month
- Poster does something. link/reference

Note the capital letter for the poster and 0 is in front for single digit day numbers (ie 01-09).
----------------

The next issue is scheduled for 11 June 2011 (GMT+10).

GAE Bug Tracker fixes:  https://sourceforge.net/apps/trac/glestae/
MegaGlest project/tracker: http://sourceforge.net/projects/megaglest/ | http://sourceforge.net/tracker/?func=browse&group_id=300350&atid=1266779

General Announcements:
- One year anniversary of Malevolent Rising on May 5.

2011 (April - May)
11 May
- Will shows shield effect. https://forum.megaglest.org/index.php?topic=7021.msg72783#msg72783
09 May
- Mr War shows infantry trooper of Martian mod. https://forum.megaglest.org/index.php?topic=7021.msg72694#msg72694
- ElimiNator shows Dinosaur faction screenshots. https://forum.megaglest.org/index.php?topic=7061.msg72745#msg72745
08 May
- Ishmaru shows tech tree and models of Annex mod. https://forum.megaglest.org/index.php?topic=6517.msg72667#msg72667
- Mr War shows Martian mod. https://forum.megaglest.org/index.php?topic=7021.msg72657#msg72657
- ElimiNator shows Pterodactyl of Dinosaur faction. https://forum.megaglest.org/index.php?topic=7061.msg72632#msg72632
07 May
- Silnarm releases G3dHack & G3dScan - Alpha6. https://forum.megaglest.org/index.php?topic=7083.msg72681#msg72681
- Softcoder releases MegaGlest 3.5.1. https://forum.megaglest.org/index.php?topic=7086.msg72624#msg72624
06 May
- Will makes animated gifs of Martian mod. https://forum.megaglest.org/index.php?topic=7021.msg72534#msg72534
- Zoythrus shows Constellus window decal merchandise. https://forum.megaglest.org/index.php?topic=6027.msg72556#msg72556
04 May
- ChupaReaper shows new GUI of Malevolent Rising. https://forum.megaglest.org/index.php?topic=5394.msg72438#msg72438
- Hagekura uploads Japanese faction v0.82a. https://forum.megaglest.org/index.php?topic=6103.msg72455#msg72455
03 May
- John.d.h shows Project Red screenshots. https://forum.megaglest.org/index.php?topic=7035.msg72415#msg72415
02 May
- Will releases GlestTools. https://forum.megaglest.org/index.php?topic=7057.msg72225#msg72225
01 May
- Will makes animated gifs of Project Red. https://forum.megaglest.org/index.php?topic=7035.msg72178#msg72178
21 April
- Tomreyn releases MegaGlest 3.5.0. https://forum.megaglest.org/index.php?topic=6959.0
20 April
- Hagekura makes icons for Japanese faction. https://forum.megaglest.org/index.php?topic=6103.msg71503#msg71503
19 April
- Hagekura updaes castle model. https://forum.megaglest.org/index.php?topic=6103.msg71318#msg71318
18 April
- Mr War updates Imperial faction. https://forum.megaglest.org/index.php?topic=6404.msg71053#msg71053
17 April
- Mr War shows Imperial Faction tech tree. https://forum.megaglest.org/index.php?topic=6404.msg70925#msg70925
16 April
- Hagekura uploads new techtree map for Japanese faction. https://forum.megaglest.org/index.php?topic=6103.msg70852#msg70852
14 April
- Mr War makes alpha playable MG version of Imperial faction. https://forum.megaglest.org/index.php?topic=6404.msg70677#msg70677
11 April
- Mr War releases Imperial Faction beta. https://forum.megaglest.org/index.php?topic=6404.msg70525#msg70525
- Hailstone posts GCD 40. https://forum.megaglest.org/index.php?topic=6796.0

129
General discussion / Re: GAE 0.3.2
« on: 10 May 2011, 02:41:33 »
I don't understand what I need to do though. Do you want me to download the replacement .exe and .pdb and overwrite the existing exe and pdb? Even after I do that, will the game run?
Yes. Replace the files as it asks. This was just a once off to avoid reuploading 64MB. Future versions won't require additional steps.

130
Bug reports / Re: Bug: Unloading Units
« on: 9 May 2011, 10:54:34 »
It seems like something to do with the command icons on the mouse cursor. I've changed the custom mouse cursor code to be a bit more like the hard coded one so hopefully that fixes it (commit 59977b5ed6..).

131
General discussion / Re: adding nightime attributes to units
« on: 9 May 2011, 10:44:15 »
Keep in mind that a lot of code will be changing soon so anything you do might not be compatible.
well, should i wait, then? (or will you even be touching what i plan on working with?)
Don't wait, coding is only part of it so even if it needs to be reimplemented you'll have a better understanding of the challenges. It might be good to create a new local branch in Git so it doesn't get affected by mainline development.

132
General discussion / Re: adding nightime attributes to units
« on: 7 May 2011, 23:56:56 »
Quote from: Zoythrus
oh yeah, do you guys want me to go over how i plan on implementing my idea?
Sure. It can help to share thoughts when working out how to code.

These are the files I would be looking at when starting:
- for day/night info - game\world\time_flow.h/cpp
- for reading in xml info (look at base classes too) - game\prototypes\unit_type.h/cpp
- for modifying a unit entity (look at base classes too) - game\entities\unit.h/cpp

Then depending on what you want to do:
- graphical representation you would need rendering of some kind (user_interface, renderer, etc)
- a command would need to go in a command_type class in game\prototypes

Keep in mind that a lot of code will be changing soon so anything you do might not be compatible.

133
Zoythrus had similar troubles loading. I recommended moving addons out of config dir and then logfiles, then when he put addons back it worked (with trying to run after each).

134
General discussion / Re: attack-strenght
« on: 2 May 2011, 01:54:37 »
Yes. It's currently supported for skill types but not upgrade types. I've made a fix. Thanks John.

135
General discussion / Re: 0.4 beta1
« on: 2 May 2011, 01:22:51 »
I added a build date line to the crash file on April 27 so it should be in this binary. The "Time" in the crash file is also before the release of the binary. So I'm thinking the crash is not related. Should we delete the log/error files each run to avoid confusion?

Example:
Code: [Select]
Built: Apr 27 2011

136
Fixed commit 339e827b0961eae1ef90fa5..

137
git describe might be an ok way to reference an untagged commit.

Code: [Select]
0.3-640-g475cfcfThe first is the tag, then number of commits in addition to the tag commit, abbreviated object name for the commit.

138
Bug reports / Re: Minor GUI bugs in git master
« on: 1 May 2011, 01:51:43 »
vim can change file encoding (emacs should be able to as well). http://stackoverflow.com/questions/778069/how-can-i-change-a-files-encoding-with-vim

139
Bug reports / Re: Minor GUI bugs in git master
« on: 30 April 2011, 01:13:27 »
How would we fix it? Would using UTF-8 encoding solve the problem?
The problem was actually a little different to what I thought. The reason why it was negative was because it was stored as a char in a string which goes -128 to 127 so any of the extended characters, above 127, were becoming negative. It is now casted to unsigned char (0 to 255) in that place and it works.

140
Bug reports / Re: Minor GUI bugs in git master
« on: 29 April 2011, 06:11:26 »
If the diatric is outside of the [extended] ASCII range (0-255) it gets read/stored as negative (or at least the ones I saw are). This means that when it comes time to get the width for the character in FontMetrics::getTextDiminsions it throws off the x position with an invalid value ( m_pos = {x=-1073741681 y=3 w=-1073741681 ...} ).

Code: [Select]
width += widths[str[i]];
Code: [Select]
[6] = -31 'á'
[2] = -15 'ñ'

Although "Leñadores" works for me but "CPU (Fácil)" doesn't.

141
General discussion / Re: Discussion about Gametypes
« on: 28 April 2011, 22:24:08 »
You forgot DoTA and tower defense :P. Combining DoTA and CTF might be interesting.

142
Bug reports / Re: BUG - Enemy workers repaired YOUR buildings
« on: 28 April 2011, 08:12:06 »
I committed a fix now (d7ff2a5e..). I only tested human repairing AI unit but it should apply the other way too. Not being in the repair list might still be an issue.

143
General discussion / Re: Crash at during combat
« on: 26 April 2011, 22:04:47 »
I can't get the crash to occur. I vaguely remember something to do with an assert in the function was fixed before, so it might have been this. If someone else can confirm I'll have another look.

144
General discussion / Re: Crash at during combat
« on: 26 April 2011, 07:56:44 »
What map are you using?

145
I think of it more as per command rather than an individual hire of 3 but it should be up to the modder. Created ticket 335.

146
General discussion / Re: Looking For Testers ...
« on: 23 April 2011, 01:32:21 »
With regards to the Ultra AI:
It's built on the Ultra AI already in place, so if the Ultra AI had a built in resource multiplier then yes, it uses that. I didn't see anywhere for this, so maybe i'm just blind, it'd be nice to turn it off (since that was the original idea).
Look in MenuStateNewGame::updateControlers. It's not a good spot right now but I don't want to go refactoring code when we are nearing release. It should be moving to lua after the merge with MG.

147
Bug reports / Re: FTB: d38f8c8a4afb98f17078f766db472829d198b988
« on: 22 April 2011, 05:54:22 »
I've applied a fix to make it compile.

148
General discussion / Re: Problems with add-ons
« on: 19 April 2011, 22:49:07 »
Perhaps there should be a manifest file that was talked about before to load as a proper addon.

149
General discussion / Re: Problems with add-ons
« on: 19 April 2011, 03:19:29 »
Quote from: ultifd
Others don't...
Such as?

150
I've made it possible to load random factions with -lastgame now.

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