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Messages - hailstone

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151
Starting a game with --lastgame makes the model shader all black. Cycling the shader to fixed function adds the colour back. I don't think it's the shader itself because it works when going through new game menu.

152
General discussion / [Fixed] Crash when going to load game menu
« on: 17 April 2011, 04:58:11 »
I have no save games.

Code: [Select]
> glestadv.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Grow(unsigned int _Newsize=7, bool _Trim=false)  Line 2122 + 0x3 bytes C++
  glestadv.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="FPS: 58", unsigned int _Roff=0, unsigned int _Count=4294967295)  Line 1055 + 0xe bytes C++
  glestadv.exe!Glest::Widgets::TextWidget::setText(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & txt="FPS: 58", int ndx=0)  Line 1152 C++
  glestadv.exe!Glest::Menu::MenuState::setDebugString(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & s="FPS: 58")  Line 283 C++
  glestadv.exe!Glest::Menu::MainMenu::tick()  Line 161 C++
  glestadv.exe!Glest::Main::Program::loop()  Line 294 + 0x1b bytes C++
  glestadv.exe!Glest::Main::glestMain(int argc=3, char * * argv=0x01a02b80)  Line 206 C++
  glestadv.exe!main(int argc=3, char * * argv=0x01a02b80)  Line 224 + 0x10 bytes C++
  glestadv.exe!__tmainCRTStartup()  Line 266 + 0x19 bytes C
  glestadv.exe!mainCRTStartup()  Line 182 C

m_texts = [2380380992]({m_text={...} m_pos={...} m_colour=??? ...},{m_text={...} m_pos={...} m_colour=??? ...},{m_text={...} m_pos={...} m_colour=??? ...},{m_text={...} m_pos={...} m_colour=??? ...},{m_text={...} m_pos={...} m_colour=??? ...},{m_text={...} m_pos={......

153
I noticed in sdl/window.cpp Window::handleMouseDown, eventMouseDown and eventMouseDoubleClick are called together but in the Windows version they aren't.

154
Invalid loading of tech trees was throwing a runtime_exception that was being unhandled. The problem is that it thinks Random is a faction when loading with --lastgame. Should the previously determined factions be saved then used or new random factions each time it's run?

155
It works every time for me. What I think could be happening is that you're trying to click a moving unit and you move the mouse as you double click to keep it over the unit but it activates the selection box instead. Is this the case?

156
I've disabled it for now. If someone really wants it then I'll add an option to enable it after the merge. Locking topic.

157
The steps I went through for read/write access for Git Extensions is at http://sourceforge.net/apps/trac/glestae/wiki/ObtainingSource . The process should be similar for other programs.

edit: Another way is to use git format-patch command and then attach it to a ticket or send it to us somehow (preferably a ticket though). Git gives you credit for the commits as if you committed yourself.

158
General discussion / Re: Cannot build secondary Mage Tower
« on: 15 April 2011, 05:01:23 »
I was so close. Silnarm reverted the changes when he merged widget_invert to master so it should work now. Selecting another command on the second tier takes you back to the first tier though. I can change the behaviour so you can reselect a command on the same tier but clicking on the active command won't deactivate it (instead you would need to click the cancel button or right click mouse).

159
Feature requests / Re: MG particles in tilesets
« on: 15 April 2011, 01:03:53 »
What ultifd posted. Also please use a subject that is specific to the topic. "Something we need" is far too generic.

160
Bug reports / Re: "make" error with git master
« on: 14 April 2011, 08:29:28 »
I think I fixed it. Try again.

161
General discussion / Re: Shadow's are all glitchy...
« on: 12 April 2011, 04:38:54 »
Move the camera around and you will see it still has issues. I thought the same at first too.

162
Mods / Glest Community Development Monthly - Issue 40
« on: 11 April 2011, 09:53:16 »
Welcome to the fortieth 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 May 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:
- MegaGlest is officially available in the FreeBSD Ports Tree. https://forum.megaglest.org/index.php?topic=6774.msg70289#msg70289

2011 (March - April)
10 April
- Njam2 makes trailer for Glest Total War. https://forum.megaglest.org/index.php?topic=5382.msg70438#msg70438
- ElimiNator makes Girls faction. https://forum.megaglest.org/index.php?topic=6784.msg70430#msg70430
07 April
- Hagekura shows Archer concept art. https://forum.megaglest.org/index.php?topic=6103.msg70297#msg70297
06 April
- Njam2 shows Glest Total War screenshots. https://forum.megaglest.org/index.php?topic=5382.msg70237#msg70237
05 April
- Psychedelic_hands shows icons. https://forum.megaglest.org/index.php?topic=6027.msg70083#msg70083
03 April
- Mr War shows tank. https://forum.megaglest.org/index.php?topic=6404.msg70025#msg70025
- Mr War shows concept art. https://forum.megaglest.org/index.php?topic=6404.msg69996#msg69996
02 April
- Tiger shows icons. https://forum.megaglest.org/index.php?topic=6666.msg69961#msg69961
- PT shows icons. https://forum.megaglest.org/index.php?topic=6666.msg69948#msg69948
01 April
- ElimiNator shows temple and the pyramid. https://forum.megaglest.org/index.php?topic=6482.msg69919#msg69919
- GAMeboy shows Elf building. https://forum.megaglest.org/index.php?topic=3944.msg69881#msg69881
31 March
- Hagekura shows concept art. https://forum.megaglest.org/index.php?topic=6103.msg69839#msg69839
- -Archmage- uploads Constellus beta. https://forum.megaglest.org/index.php?topic=6027.msg69849#msg69849
30 March
- Zoythrus shows Constellus screenshots. https://forum.megaglest.org/index.php?topic=6027.msg69811#msg69811
28 March
- ElimiNator shows monster/alian factions. https://forum.megaglest.org/index.php?topic=6666.msg69710#msg69710
- Mr War shows Imperial Faction water units. https://forum.megaglest.org/index.php?topic=6404.msg69713#msg69713
26 March
- ElimiNator shows pyramid icon. https://forum.megaglest.org/index.php?topic=6482.msg69623#msg69623
- Mr War uploads Imperial Faction beta and shows tech tree diagram. https://forum.megaglest.org/index.php?topic=6404.msg69563#msg69563
23 March
- Amuk makes Kill Arena map. https://forum.megaglest.org/index.php?topic=6711.msg69500#msg69500
22 March
- Anonymousjim posts mars xml editor. https://forum.megaglest.org/index.php?topic=6650.msg69414#msg69414
21 March
- ElimiNator shows Aztec building. https://forum.megaglest.org/index.php?topic=6482.msg69407#msg69407
19 March
- Psychedelic_hands shows Quantum reactor. https://forum.megaglest.org/index.php?topic=6027.msg69279#msg69279
17 March
- MirceaKitsune makes map. https://forum.megaglest.org/index.php?topic=6684.msg69197#msg69197
16 March
- ElimiNator shows jaguar warrior. https://forum.megaglest.org/index.php?topic=6482.msg69136#msg69136
- ChupaReaper shows Ice Golems. https://forum.megaglest.org/index.php?topic=5394.msg69129#msg69129
15 March
- Tiger updates Whimsical Forest. https://forum.megaglest.org/index.php?topic=5229.msg69072#msg69072
- Tiger makes Stranded scenario. https://forum.megaglest.org/index.php?topic=6678.msg69073#msg69073
- ChupaReaper made new frost units. https://forum.megaglest.org/index.php?topic=5394.msg68984#msg68984
- Mr War shows Steam Trebuchet. https://forum.megaglest.org/index.php?topic=6404.msg68971#msg68971
13 March
- Mr War shows Imperial faction.  https://forum.megaglest.org/index.php?topic=6404.msg68910#msg68910
12 March
- Weedkiller shows wargrider. https://forum.megaglest.org/index.php?topic=5171.msg68853#msg68853
- Tiger shows monster/alien factions. https://forum.megaglest.org/index.php?topic=6666.msg68828#msg68828
- ElimiNator shows eagle warrior. https://forum.megaglest.org/index.php?topic=6482.msg68823#msg68823
11 March
- Hailstone posts GCD 38. https://forum.megaglest.org/index.php?topic=6664.0

163
General discussion / Re: Shadow's are all glitchy...
« on: 10 April 2011, 00:37:25 »
It does that at 2048 for me. I thought it might be a max texture limit but I tried glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize); and it showed 16384.

It seems like it's limited by the resolution. Make sure the game resolution is larger than the texture size (ie if your resolution is 1024x768 the max is 512). I've added a check to make sure texture size stays below resolution.

There are other ways to make nicer looking textures but the algorithm would need to be changed and for an RTS I don't think it's a big priority.

Created ticket 328.

164
Try run cmake if you haven't already. Also see if there is glestadv-error.log file. Maybe the graphics drivers aren't working.

https://sourceforge.net/apps/trac/glestae/wiki/CompileGuideLinux

166
They assemble without needing another unit.

From Shibboleth tech - Defense Tower:
Code: [Select]
<skill>
  <type value="build_self"/>
  <name value="build_self_skill" />
  <ep-cost value="0"/>
  <speed value="300"/>
  <anim-speed value="300"/>
  <animation path="../../../../../magitech/factions/tech/units/defense_tower/models/defense_tower_construction.g3d"/>
  <sound enabled="false"/>
</skill>

<command>
  <type value="build-self"/>
  <name value="build_self" tip="under_construction"/>
  <display value="false"/> <!-- Display == false commands must come after all non-false command -->
  <image path="images/none.bmp"/>
  <unit-requirements/>
  <upgrade-requirements/>
  <build-self-skill value="build_self_skill"/>
</command>

167
I'm not out to make a clone either but it's a feature I've liked from other RTS games. It's not a compulsory part of play. Please explain how it is "nonsense in the world of glest".

168
Good find Psychedelic_hands, I've made a fix (see ticket 326). It was trying to access the cloak type of the "morph to" unit when it doesn't exist. I don't think the number of units or that it is air to ground matters.

Not sure what's with the screenshot. All it does is call the OpenGL function glReadPixels to get the pixels from the frame buffer. Maybe there's a problem with your graphics card drivers.

169
The idea is in every Command & Conquer game since at least Red Alert 2 and in several other RTS games (often as middle mouse) whether you use it or not (I'm guessing you've played other RTS games). So I think it's the implementation rather than the idea that is annoying you.

What version are you using? I changed it previously so you would need to move the mouse with right click held down for a distance before it would do anything. Nobody ended up giving any feedback (I probably should have used a new topic). https://forum.megaglest.org/index.php?topic=6537.msg67167#msg67167

Other games have it as more of a drag rather than a scroll. Would this be better? Another option would be to set the distance to an impossible distance if an ini option is set so it never scrolls (not possible yet).

Edit: Does resolution or fullscreen affect the distance?
Edit: changed wording.

170
General discussion / Re: questions thread
« on: 3 April 2011, 21:36:33 »
None of the newer features are in 0.3.2. Get the snapshot.

171
Thanks for wanting to help tomreyn. The ticket tracker is a good place to start looking. Not everything will be listed there though. It's hard to know how long it will take to stabalize GAE. Silnarm committed a lot of code for GUI and shaders in a seperate branch recently that needs to be tested.

Edit:
Here's a list that might be a bit more helpful:
cloak
teleport
transport/carry/housed units
water units
shaders
unit particles
GUI
custom mouse cursors (including for faction)
custom faction starting images
scroll move with mouse
jpg loading
png writing
save
multiproduce
self building units
cast spell
attack notification sound and image on map

172
General discussion / Re: questions thread
« on: 2 April 2011, 22:13:33 »
Which version are you using?

Cloaking: There's another example with the archer in Shibboleth tech.

173
General discussion / Re: glestadv.ini documentation?
« on: 31 March 2011, 21:16:20 »
If you click on the link it just redirects to https://docs.megaglest.org/MG/INI so there's no need to create another page. :P

As for GAE you could look at source/game/config.db in the git browser for the defaults and min/max values. There's not too many that you could change from the default to improve speed. renderShadowTextureSize (change to 256 or 128 or 64). renderFogOfWarSmoothing (to false), renderDistanceMax (to smaller value) and making the resolution smaller are the only options that come to mind.

174
General discussion / Re: GAE Crash Report
« on: 31 March 2011, 03:19:59 »
Do you have mouse.png in data/core/misc_textures/ ?

Are you running the latest version? The commit hash is from 40 or 50 commits ago.

It might not be able to find the data if you're running the binary directly.

175
General discussion / Re: Snapshot release for testing 0.4
« on: 26 March 2011, 11:24:55 »
That makes sense. I have mine setup with seperate user folder and bin/data together. I'm not sure if we're planning to move back to the classic VG/MG "all-in-one" structure, I haven't had much to do with the current installer.

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