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Messages - hailstone

Pages: 1 ... 57 58 59 60 [61] 62 63
1501
Mods /
« on: 22 May 2007, 21:50:48 »
An extension project of Glest, Glevolution, seems to be adopted as a community version of Glest. Just contact a project admin to get svn write privileges. Goma is working on multiplayer and I've become semi-familiar with the code.

1502
Linux and other ports /
« on: 20 May 2007, 05:25:28 »
There is a small tutorial on getting started and some strategies taken from the forum on the Wikia.

1503
Mods /
« on: 20 May 2007, 05:21:05 »
If your making a tutorial, firedeathbot, you should add it to the Wikia when you're done, if you weren't going to do that already.

1504
Mods / -
« on: 20 May 2007, 05:16:56 »
I was going to make an editor for the xml but it didn't seem like people were interested
Code: [Select]
([url=http://www.glest.org/glest_board/viewtopic.php?t=2030]post[/url]), people might change their minds after it's made and working though. My
Code: [Select]
[url=http://glest.wikia.com/wiki/Tech_Tree_Editor]old design[/url] is on the Wikia. Add me to msn for discussion.

1505
General discussion / Tips for Build Scripts
« on: 18 May 2007, 23:28:08 »
There is good information about things to keep in mind when building build scripts at the IBM website.

Title: Automation for the people: Remove the smell from your build scripts

1506
General discussion /
« on: 18 May 2007, 23:14:37 »
It depends on the video card you have and OS you use. Check the manufacturer's website. I've added a link to NVIDIA and ATI Radeon drivers in the FAQ. If NVIDIA on Windows, forceware might need to be installed or updated to the latest version.

1507
General discussion /
« on: 18 May 2007, 10:00:22 »
This question has been answered many times on the forum and is in the Glest Wikia FAQ.

1508
Bug report /
« on: 17 May 2007, 08:17:18 »
An access violation problem was mentioned in another post. I'm not sure if it was caused by the same problem but it was suspected to be radeon video cards. Although, from what you are talking about it could be a problem with something in the tech tree (not necessarily loading).

1509
General discussion /
« on: 10 May 2007, 06:39:13 »
Quote
What would be pushing it would be an all out internet mode, but I understand that that is a lot of work.


Running a multiplayer over the internet is essentially the same as over a lan. I'd say the only major difference would be the speed considerations. Multiplayer is being worked on in the Glevolution project.

1510
Mods /
« on: 1 May 2007, 08:04:01 »
I found this tutorial on skinning in the blender documentation.

1511
General discussion / Art of Illusion 3d Animator
« on: 30 April 2007, 13:08:44 »
I was wondering if anyone has tried Art of Illusion

Quote
Art of Illusion is a free, open source 3D modelling and rendering studio. It is written entirely in Java, and should be usable on any Java Virtual Machine which is compatible with J2SE 1.4 or later.

1512
Mods /
« on: 23 April 2007, 06:27:03 »
Ninjas or mutant people/animals. Might be a bit too much like Ninja Turtles though. Maybe a race that uses steroids to become stronger.

1513
Mods /
« on: 22 April 2007, 03:03:19 »
What about just a validator instead of a full editor?

1514
Forum discussion /
« on: 22 April 2007, 03:00:48 »
what about checking an external link to content ratio? not sure if its possible though.

1515
Mods /
« on: 19 April 2007, 20:48:14 »
Maybe we should have a vote?

1516
Mods / GUI Editor for Tech Tree
« on: 19 April 2007, 11:42:10 »
What do people think of using a GUI program for editing the XML files (tech tree)? It could also be used to create easyExtension files, provide previews, error checking and other features. I've been learning QT to create it but I would like to know if people would use it before I commit myself to it.

1517
General discussion / Login Problems
« on: 14 April 2007, 06:35:56 »
Several times I have tried to login but it doesn't seem to create a session or something becuase it doesn't say that I am logged in and I can't use any member functions, although it says I have logged in down the bottom in the stats. After a few tries I manage to login but the 'view posts since last visit' doesn't show the posts that I havn't read.

1518
Bug report /
« on: 13 April 2007, 08:18:13 »
The advice I mentioned before was for that error. Just do a search on the forum.

1519
Bug report /
« on: 12 April 2007, 12:33:33 »
Is that the exact error message?

Try upgrading sound drivers or disabling hardware/sound acceleration. (mentioned for previous sound problem posts)

1520
Mods /
« on: 12 April 2007, 12:16:07 »
Glest seems to use the Abstract Design Pattern which provides a way to encapsulate a group of individual factories that have a common theme, such as using different sound libraries for different OS types. (In the shared_lib/sound folder there is a folder for direct sound 8 and openAL. On a Linux system the direct sound files are ignored and the openAL files are used.)

If the compiler complains about not finding the DirectX libs remove the encapsulated dx files from the project include files.

Mac uses OpenGL for graphics and can use http://www.un4seen.com/ (is free for non-commercial use) for sound. I think xerces can be compiled under Mac.

1521
Mods /
« on: 12 April 2007, 11:29:58 »
I suppose they would be  :-[

I reckon shape shifters would be good but as a distraction unit that would lower the enemies morale. The attack and defense would be smaller than actual unit it looks like.

1522
Mods /
« on: 11 April 2007, 13:56:53 »
Undead Eqytians  :D

I don't think it needs to be completely original, just something that is different to RTS games. Maybe think of characters from books or movies, they could provide inspiration.

1523
General discussion /
« on: 11 April 2007, 13:49:53 »
Also checkout Glest Wikia

1524
Linux and other ports / Jam
« on: 10 April 2007, 02:02:26 »
There is currently a Jam file available to compile on Linux. Has anyone considered using other variations of this original Perforce Jam tool such as KJam or Boost Jam which seem to have more documentation, KJam especially. I tried using Boost Jam to compile becuase it is meant to be backward compatible with Perforce Jam but it didn't work.

1525
Bug report /
« on: 9 April 2007, 13:48:10 »
In world.cpp:
Code: [Select]
//computes the fog of war texture, contained in the minimap
void World::computeFow(){
...
//fire
for(int i=0; i<getFactionCount(); ++i){
for(int j=0; j<getFaction(i)->getUnitCount(); ++j){
Unit *unit= getFaction(i)->getUnit(j);

//fire
ParticleSystem *fire= unit->getFire();
if(fire!=NULL){
fire->setActive(map.getSurfaceCell(Map::toSurfCoords(unit->getPos()))->isVisible(thisTeamIndex));
}
}
}
...

If it's not to do with that it would be something that needs to be changed in that file or unit_updater.cpp:
Code: [Select]
// ==================== updateAttack ====================

void UnitUpdater::updateAttack(Unit *unit){

Command *command= unit->getCurrCommand();
    const AttackCommandType *act= static_cast<const AttackCommandType*>(command->getCommandType());
Unit *target= NULL;

//if found
    if(attackableOnRange(unit, &target, act->getAttackSkillType())){
if(unit->getEp()>=act->getAttackSkillType()->getEpCost()){
unit->setCurrSkill(act->getAttackSkillType());
unit->setTarget(target);
}
else{
unit->setCurrSkill(scStop);
}
    }
    else{
//compute target pos
Vec2i pos;
if(command->getUnit()!=NULL){
pos= command->getUnit()->getCenteredPos();
}
else if(attackableOnSight(unit, &target, act->getAttackSkillType())){
pos= target->getPos();
}
else{
pos= command->getPos();
}

//if unit arrives destPos order has ended
        switch (pathFinder.findPath(unit, pos)){
        case PathFinder::tsOnTheWay:
            unit->setCurrSkill(act->getMoveSkillType());
            break;  
case PathFinder::tsBlocked:
if(unit->getPath()->isBlocked()){
unit->finishCommand();
}
break;
default:
unit->finishCommand();
}
    }
}

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