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Messages - hailstone

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201
Bug report / Re: Problem when running in VirtualBox 4.X
« on: 6 March 2011, 08:13:07 »
The guest additions install but afterwards a message shows up.

I installed Vanilla Glest from the Ubuntu repository and it seems to work as well as it did before. I installed glxgears and it works but part way through testing all the guest additions down to 3.2.0 it's just grey.

Are you able to run Chromium B.S.U properly? Loading from the console every second time it shows up but a lot of the textures aren't there and the input is weird.

202
Mods / Re: Glest Talk: Constellus on the Rise
« on: 4 March 2011, 23:10:31 »
I like the talks. It reminds me of FLOSS weekly.

203
General discussion / GAE-devel Mailing List Spam
« on: 3 March 2011, 23:03:07 »
It seems one of the previous poster's emails was hijacked by a malicious user. I've put the email into needing moderation before accepting a post. The list has been put into "Emergency moderation of all list traffic".
(click to show/hide)
Do not click on the link sent by P. R. if you received the email. It has been excluded from the archives.

204
Bug report / Re: Problem when running in VirtualBox 4.X
« on: 3 March 2011, 01:37:00 »
Yes, 3.2.12 and the ones from the ubuntu repo ( 3.8 ). Also uninstalling and reinstalling guest additions. I'll try with xubuntu since that's what I was using before with 3.2.

Edit: I blindly clicked away a message box that told me the guest additions version needs to match the host VirtualBox version to have 3D acceleration work. I'll uninstall VirtualBox 4 and install 3.2.12 and see if that works.

205
Bug report / Re: Problem when running in VirtualBox 4.X
« on: 2 March 2011, 22:43:03 »
OK. I did some searching and I couldn't find an example of someone running 3D in Linux guest from Windows host. I don't remember if I tried VirtualBox 3.2.12. I'll try the 3.2.12 guest additions and see if that helps.

Edit: It didn't work. It doesn't recognise 3D acceleration as enabled even though the box is checked.

207
Bug report / Re: Problem when running in VirtualBox 4.X
« on: 1 March 2011, 08:09:59 »
Are you running Linux or Windows host?

208
Bug report / Re: Problem when running in VirtualBox 4.X
« on: 1 March 2011, 00:21:48 »
They sure are. It locked up on me when loading Chromium B.S.U when it worked perfectly before. Do you get the issues like I got when testing the older ones? http://blog.nturn.net/?p=132

Previously Windows host with Windows guest seems to work but Windows host with Linux guest doesn't.

209
General discussion / Re: GAE 0.3.2
« on: 27 February 2011, 00:28:12 »
I like the stat symbols idea. I've created a new topic if people want to continue the discussion and added a ticket.

210
Feature requests / Stat symbols instead of words
« on: 27 February 2011, 00:23:56 »
Would the use of 'stat symbols' help? Basically instead of saying Attack/Damage display a small image of a sword, instead of defence have a small shield icon, etc.
Ticket 310

211
General discussion / Re: Decision Making AI
« on: 25 February 2011, 14:29:01 »
GAE has a bug/feature where you can share control with an AI. The GUI was changed to prevent this since it hasn't been tested properly (or some other reason I forget now) but you can still do it if you modify last_gamesettings.gs. In the faction that has <control value="1" /> change the 1 to 3, 4, 5 or 6 for the different AI then run the game without changing the control types in the new game menu (otherwise it will make it human control again).

212
Bug reports / Re: Crash: Problems when loading two factions
« on: 25 February 2011, 01:30:00 »
The AI log is normal. It's just that the invalid value is being used as the component unless you meant something else. It should probably be changed to general or misc or something.

Quote
LOG_AI(aiInterface->getFactionIndex(), AiComponent::INVALID, 2, "Executing rule: " << (*it)->getName());

Added ticket 309

213
Feature requests / Re: Preset mipmaps?
« on: 25 February 2011, 00:06:33 »
Are mipmaps even being used? Doing a search for gluBuild2DMipmaps and glTexImage2D in the source shows that the level is set to 0 which is base only and therefore mipmapping isn't really being used (Edit: nevermind, I read the code wrong). Even if it is being used it takes an additional 1/3 of the texture size (the larger the level the less impact on size). So it's something you will need to work out with a texture allowance. I imagine other games dynamically load textures but for an RTS it really needs to be loaded from the start (maybe I'm wrong though).

There's a discussion on TA:Spring engine textures.
Other links:
http://www.dansdata.com/gz014.htm
http://stackoverflow.com/questions/3028574/finding-opengl-texture-size-in-bytes-after-it-was-loaded

214
Bug reports / Re: Crash: Problems when loading two factions
« on: 24 February 2011, 07:19:29 »
Are you sure the crash report is recent? It's dated 20 days ago and it looks like it's caused by using left click to issue a command then something happens with requirements.

215
General discussion / Re: GAE 0.3.2
« on: 23 February 2011, 01:03:46 »
For some reason I'm getting this now on 0.3.2:
...
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?

Why no keyboard commands for camera/zooming with the camera. Or are there?
I think the patch by asmodeus fixes this which has been applied in git-master. I don't think there will be a 0.3.3 so focus on bugs for 0.4. A ticket for screenshot formats (ticket 306) has been added. No new enhancements are being accepted for 0.4 so in the meantime just resave it like John suggested. I remember there being issues with certain keyboard keys but even letters aren't working for zooming (added Ticket 307).

Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG).
Not to get too far off topic but Fernland only uses one jpg for a rock. If it bothers you that much convert it to png. I have jpg loading working but haven't committed since it will break people's builds. It'll be sorted before 0.4 is released.

216
Feature requests / Re: Addon Manager
« on: 22 February 2011, 11:32:02 »
This is already ticket 209.

217
General discussion / Re: Glest forks to join forces?
« on: 20 February 2011, 02:10:08 »
I agree to a merge but I think both projects should still exist. By name GAE is an engine so why not have the target audience be modders and the MG project can focus on players. The teams would combine and we work together on both projects or GAE team creates a project for FPM as a total conversion. From an outsider's view not much would have changed but we still get the benefits of a merge.

Code: [Select]
[URL=http://www.mediafire.com/imageview.php?quickkey=3dqgh8khotaydx9&thumb=5][IMG]http://www.mediafire.com/imgbnc.php/2dfb9b9d75f2e95512bb739f811f0bc7bb694f3363cb3fa05dc5effdf7736a932g.jpg[/img][/URL]
This is what I see as the benefits of this setup:
- All the work setting up projects, promotion (and buying domain for MG?) is not wasted
- Everybody is working on the same codebase and engine documentation
- Less problems with conflicting gameplay decisions
- Focus on a single audience - modders for GAE and players for MG. Although I want to note that the player will still need to be thought of with GAE in terms of features but it won't have a pretty website, player manual, the best GUI layout/appearence or tweaked gameplay, etc.
- Distribution of interests (ie if someone is more interested in gameplay they can create a total conversion or work on MG and vice versa).
- Better code reuse. With the game part separate the engine can be linked with tools.

The difficulty would be in determining common features vs game (total conversion) specific features but it would still be something to sort out if the projects were combined, although maybe to a lessor extent (think game and shared_lib).

I agree with everything in Titi's post. Although I want to add that the GAE coding conventions is important to me.

218
Feature requests / Re: Faction loading screens
« on: 16 February 2011, 22:41:02 »
I'd like to suggest (if not already) a random faction loading screen where you can define a list of loading screens which gae choose from randomly.
Then to expand on that suggestion, maybe GAE could show one loading screen for 10 seconds (or an xml defined amount of time) then fade to another random faction loading screen?

this would be good for tips and stuff before the game

@ChupaReaper
I setup the loading screens in the xml so that in the future they could be as you describe (although the fading is new to me but it should be possible too).

@Zoythrus
Having text in the background images makes it hard to accomodate for internationalised text since there would need to be one for each language. I want to set it up so that you can specify a lang file for tips then use GUI customization to move it where you want.

Also welcome to the forums Kashi.

219
Translations / Re: UTF-8 Support and Font Rendering
« on: 16 February 2011, 11:50:37 »
Quote from: titi
Does the last ressource fonts license really fit? No export to .....
I don't think this is CC-BY-SA v3 compatible.
Good thing I wasn't planning on packaging it :P. The GNU FreeFonts seem like a better fit. FreeSerif.ttf has more characters and glyphs than Microsoft's arial.ttf but doesn't have any kern pairs.

Quote from: will
Bitmap fonts are the norm in OpenGL and DirectX games. Given the inappropriate choice of truetype fonts on Linux by the Glest engines, I'm doubtful that truetype conversion on load is really getting the kind of control that bundling your own fonts - which might as well be bitmapped - gives you.
You should really provide at least one reference if you're going to make such a claim. According to the NeHe tutorial 43, Blizzard uses the FreeType library. Fonts can be changed so I'm not terribly worried about that right now.  It might just be the terminology but from the FTGL Tutorial bitmap fonts look to be one of the least desirable choices whereas pixmap seems to be as good if not better than textures from playing around with their demo.

Quote from: Yggdrasil
Not only translation needs unicode support but also file and folder names. At least the path to config dir because it contains the user name. The problem currently is just how we obtain the home directory (getenv()) and save it in GAE. Physfs is able to mount it.
I hadn't thought about that. getenv() might be ok as long as it doesn't mangle the string internally since it returns a char pointer. If there are problems we'll have to convert to/from wchar_t versions of the functions (for Windows there are function that do it, or we can use utfcpp).

I've uploaded the modified font tutorial. It has a problem with glyph positioning and it's not the font that causes it.

220
General discussion / Re: GAE translations and lang files
« on: 15 February 2011, 23:04:41 »
I thought that was the case. They're in the repository now.

221
General discussion / Re: GAE translations and lang files
« on: 15 February 2011, 10:45:43 »
Thanks John.

I dont know about this one though:
-archmage_tower=Archmange Tower
+archmage_tower=Archmane Tower

222
Translations / Re: How many additional characters are needed?
« on: 15 February 2011, 10:22:28 »
The article is good but it doesn't really go into using utf-8 in C++. I found these to be useful: utfcpp, utf-8 and unicode faq, another utf faq, the last resort font is useful to determine missing glyphs.

If someone is trying to learn unicode I suggest not looking at forums or help sites. They did more harm than good for me. Also if using Visual Studio remember to change the source file encoding to "Unicode (UTF-8 without signature) - Codepage 65001" (in File->Advanced Save Options) if you're wanting to hardcode test strings.

Now I understand how to use it I've modified the NeHe freetype tutorial to work with utf-8. I'm fairly confident I can get it working in GAE but I'm going to wait until after 0.4 is released. There are around 170 instances of internationalised text being used and I'd need to go through each to make sure the strings are being handled correctly.

My original idea was more like code pages. The ASCII characters would be loaded and the rest would be remapped to handle the characters loaded from the lang files. The problem is it would still be limited to 256 characters which is why I was asking the question but hopefully it shouldn't be a problem now.

Font chaining can be added on later. Just having utf-8 support is big step forward. Keyboard input needs to be considered too.

I'll upload the modified tutorial code for peer review after I've cleaned it up a bit.

223
Translations / UTF-8 Support and Font Rendering
« on: 13 February 2011, 09:15:19 »
To help me with adding support for unicode how many additional characters after ASCII would be approximately needed for different languages?

Edit: Changed subject

224
Feature requests / Re: GUI: Sliders
« on: 12 February 2011, 22:59:43 »
Sliders are already being used.

225
Mods / Glest Community Development Monthly - Issue 38
« on: 12 February 2011, 00:08:59 »
Welcome to the thirty-eighth issue of Glest Community Development. Below you will find events I have recorded over the last month from the forum (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 March 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:
- Conzar interviews Ishmaru. https://forum.megaglest.org/index.php?topic=6524.msg66802#msg66802

2011 (January - February)
11 February
- Hagekura gives an update about his Japanese faction. https://forum.megaglest.org/index.php?topic=6103.msg67157#msg67157
- ElimiNator shows Aztec faction. https://forum.megaglest.org/index.php?topic=6482.msg67147#msg67147
8 February
- ElimiNator uploads beta of Greek faction. https://forum.megaglest.org/index.php?topic=6112.msg66926#msg66926
4 February
- Ishmaru releases Annex Conquer The World. https://forum.megaglest.org/index.php?topic=6517.msg66705#msg66705
2 February
- ChupaReaper shows faction symbol for Gians. https://forum.megaglest.org/index.php?topic=5394.msg66605#msg66605
- Titi releases Mega Glest 3.4.0. https://forum.megaglest.org/index.php?topic=6506
1 February
- Ultifd tweaks Ally Resist map. https://forum.megaglest.org/index.php?topic=6510.msg66549#msg66549
- Drogon223 shows model. https://forum.megaglest.org/index.php?topic=6473.msg66454#msg66454
31 January
- Will shows terrain under building. https://forum.megaglest.org/index.php?topic=6343.msg66436#msg66436
30 January
- Olaus releases techtree-flowchar v0.5. https://forum.megaglest.org/index.php?topic=6400.msg66398#msg66398
27 January
- Tiger shows dart thrower and elephant for Africa faction. https://forum.megaglest.org/index.php?topic=4518.msg66235#msg66235
25 January
- Drogon223 shows heat ray tower stalk model. https://forum.megaglest.org/index.php?topic=6473.msg66086#msg66086
- Mr War shows tech tree for Imperial faction. https://forum.megaglest.org/index.php?topic=6404.msg66096#msg66096
24 January
- ElimiNator updates Vbros pack 4. https://forum.megaglest.org/index.php?topic=4511.msg66060#msg66060
- Sir Dog shows concept art for A third race of bugs. https://forum.megaglest.org/index.php?topic=6186.msg65989#msg65989
- Mr War shows land ship war-machine. https://forum.megaglest.org/index.php?topic=6404.msg66002#msg66002
19 January
- Mr War shows models. https://forum.megaglest.org/index.php?topic=6404.msg65826#msg65826
17 January
- Psychedelic_hands shows concept art for Constellus. https://forum.megaglest.org/index.php?topic=6027.msg65752#msg65752
16 January
- Weedkiller shows Orc models. https://forum.megaglest.org/index.php?topic=5171.msg65710#msg65710
- Hagekura releases Japanese faction v0.80a. https://forum.megaglest.org/index.php?topic=6103.msg65707#msg65707
12 January
- Mapmaster makes 3 island maps. https://forum.megaglest.org/index.php?topic=6433.msg65497#msg65497
11 January
- Hailstone posts GCD 37. https://forum.megaglest.org/index.php?topic=6422.msg65407#msg65407

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