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Messages - hailstone

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76
General discussion / Re: Complex widgets; Compound widgets missing
« on: 17 August 2011, 08:07:45 »
The code was shuffled around to other files and those files were deleted. When files are added or deleted you will need to rerun cmake so the project files get updated.

Commit 20426f09a46.. was the one where they were deleted.

77
General discussion / Re: a62e44 fails to build
« on: 16 August 2011, 12:09:32 »
It looks like there's a define that needs to be set to 1 in wxWidgets setup.h called wxUSE_GUI otherwise the needed headers aren't included in wx.h. setup.h is in a folder called msvc so it might be different on Linux.

78
Mods / Glest Community Development Monthly - Issue 44
« on: 16 August 2011, 11:07:51 »
Welcome to the forty-fourth 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 September 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:

2011 (July - August)
11 August
- Mr War shows flat tracks. https://forum.megaglest.org/index.php?topic=7439.msg76361#msg76361
10 August
- Hagekura releases updated Japanese faction. https://forum.megaglest.org/index.php?topic=6103.msg76345#msg76345
09 August
- Mr War shows Cold War mod units. https://forum.megaglest.org/index.php?topic=7439.msg76314#msg76314
08 August
- Mr War shows Cold War mod. https://forum.megaglest.org/index.php?topic=7439.msg76282#msg76282
04 August
- Mr War shows Alliance faction tech tree diagram. https://forum.megaglest.org/index.php?topic=7366.msg76216#msg76216
03 August
- ElimiNator shows mukade unit. https://forum.megaglest.org/index.php?topic=7366.msg76177#msg76177
02 August
- Mr War shows Alliance faction units. https://forum.megaglest.org/index.php?topic=7366.msg76153#msg76153
01 August
- TotalNoob updates Polish translation for MegaGlest. https://forum.megaglest.org/index.php?topic=3224.msg76126#msg76126
31 July
- Mr War shows concept art for Robotic Mukade. https://forum.megaglest.org/index.php?topic=7366.msg76087#msg76087
- Mr War shows Alliance faction. https://forum.megaglest.org/index.php?topic=7366.msg76070#msg76070
29 July
- ElimiNator makes smaller scrobo. https://forum.megaglest.org/index.php?topic=7366.msg76036#msg76036
26 July
- ElimiNator completes Aztecs. https://forum.megaglest.org/index.php?topic=6482.msg75971#msg75971
25 July
- Mr War shows Will style plasma shield. https://forum.megaglest.org/index.php?topic=7366.msg75929#msg75929
- Omega shows faction diagram. https://forum.megaglest.org/index.php?topic=3802.msg75938#msg75938
24 July
- ElimiNator modifies scrobo texture. https://forum.megaglest.org/index.php?topic=7366.msg75902#msg75902
- Omega updates Apocalyptic Dawn tech tree diagram. https://forum.megaglest.org/index.php?topic=3802.msg75917#msg75917
- Mr War shows Alliance faction. https://forum.megaglest.org/index.php?topic=7366.msg75882#msg75882
22 July
- Mr War shows model. https://forum.megaglest.org/index.php?topic=7366.msg75804#msg75804
- Weedkiller does update of ORCS for MG. https://forum.megaglest.org/index.php?topic=6710.msg75839#msg75839
21 July
- Omega writes backstory for Apocalyptic Dawn. https://forum.megaglest.org/index.php?topic=3802.msg75788#msg75788
17 July
- ElimiNator shows Iroquois faction. https://forum.megaglest.org/index.php?topic=7358.msg75667#msg75667
13 July
- MuwuM does music demo for Alliance faction. https://forum.megaglest.org/index.php?topic=7366.msg75465#msg75465
12 July
- Mr War shows Alliance faction units in game. https://forum.megaglest.org/index.php?topic=7366.msg75440#msg75440
- Mr War shows Mech unit for Inustarons. https://forum.megaglest.org/index.php?topic=7366.msg75431#msg75431
11 July
- Hailstone posts GCD 43. https://forum.megaglest.org/index.php?topic=7379.0

Edit:
- Added Japanese faction update

79
Hi lee,

Are you using a non-standard mouse? Which mouse button do you push for it to crash?

Here's the comment from the function that's failing an assertion:
Code: [Select]
static MouseButton getMouseButton(int nativeButton) {
// Fail an assertion for debug builds so we can add the new mouse button codes, otherwise
// send MouseButton::UNKNOWN.

80
Bug reports / Re: BUG - Scenario not end on death
« on: 30 July 2011, 07:26:06 »
Testing some stuff for scenarios, with the default winning conditions on, even if you are completely wiped out, the game will not give the "you lose" message. Normally if the default winning conditions are on, you win and lose based on the buildings destroyed.
I changed this a while back so that it wouldn't count as losing if your team still had buildings left and the game wouldn't end until there was a winner (ie teams with buildings = 1) instead of "if this faction has no buildings then lose and exit". It might be good to have the previous early out behaviour for scenarios (see comment in current code).

Previous code:
(click to show/hide)

Current code:
(click to show/hide)

81
General discussion / Re: Options Menu
« on: 17 July 2011, 08:15:32 »
This is mostly completed as of commit 74b2d0b8.. . Please let me know if there are any bugs.

82
Off topic / Re: Hardware advice.
« on: 14 July 2011, 09:48:03 »
- [~$300] 64bit Operating System
Windows 7 64-bit is $110 (USD) for the OEM Home Premium.

For parts newegg is nice, though dunno about Aussie shipping.
You are right. The OEM version is cheaper but it's only meant to be installed on the one machine. I only looked at the Microsoft website quickly.

http://www.microsoft.com/australia/windows/buy/default.aspx
Windows 7 Home Premium
$299 RRP*

83
Off topic / Re: Hardware advice.
« on: 13 July 2011, 08:50:23 »
Do you already have OS, mouse, keyboard, monitor and sound device (headphones or speakers)? If not they could take a big chunk out of your budget. If you just mean for the box components I read in PC & Tech Authority that the Intel i3 and i5 are the best value CPUs, in Australia anyway.

Parts to take into account:
- [~$80] Case (and PSU which needs to be able to power everthing; need to make sure there is enough space in the box for all the parts)
- [~$150] Graphics card
- [~$100] CPU
- [~$140] Motherboard (check components are supported)
- [~$100] HDD x 2
- [~$50] CD/DVD (possibly burner)
- [~$80] RAM 2GB+ (two sticks of same type)

- [~$300] 64bit Operating System

(The prices are just a starting point)

Don't forget a wireless card or network cable if you used wireless with your notebook. The next stage would be to buy a good PC mag, look at review sites and computer part store websites for your location until you've found a good balance between price and performance.

Edit: @ultifd: no way you would get a PC that good for $1000 in Australia. i7 alone is about $300. I use http://www.umart.com.au/ and http://www.pcland.com.au/
http://www.umart.com.au/newindex2.phtml?bid=6 That one is over the budget but it comes with monitor and mouse/keyboard.

84
Bug reports / Re: BUG: .deb package fail
« on: 10 July 2011, 03:47:48 »
I've tried installing glestae-0.3.2-Linux32.deb in a virtual machine with Ubuntu 11.04 32bit and it shows this:

(click to show/hide)
and so on for the rest of the files. Posting them all would exceed the 50000 character limit.

Installing anyway shows this error:
(click to show/hide)

85
Mods / Re: Military Tech Tree
« on: 10 July 2011, 02:44:03 »
EDIT: 0:48 GMT, 25 June 2011

Um... Crawling through GAE's source, I rediscovered a long long forgotten earthquake effect. While I haven't tested it to see how well it still works, I think it might be rather interesting for nukes to create a sort of mini earthquake on impact too.  The earthquake is linked to an attack skill, and doesn't do damage itself, but is a visual effect that sounds quite pretty, just reading what it does in the source (and understanding less than half of what I read :P).

Code: (FPM's Priestess) [Select]
<earthquake>
<magnitude value="0.25"/>
<frequency value="1.5"/>
<speed value="4.75"/>
<duration value="8"/>
<radius value="10"/>
<initial-radius value="2.0"/>
<sound-file path="sounds/earthquake.wav"/>
<shifts-per-second value="10"/>
<shifts-per-second-var value="2"/>
<shift-length-multiplier x="1" y="0.25" z="1"/>
</earthquake>

I'll re-add it to the wiki after I finish the page I am currently editing, so that these things won't get "lost" again (know any other features that aren't on GAE/Features? Please tell me or add them yourself!).
Does it actually do anything? Last I saw it was all commented out.

86
I'm not planning on making anymore changes to it for 0.4. The syntax is the same as for faction.

Code: [Select]
<loading-screen>
<background-image path="loading_screen.png" />
</loading-screen>

87
Quote
Faction specific background loading screen (looks like it allows multiples, am I correct?)
That is the intention but it's only setup to use the first one for now. The priority of which loading-screen tag is used: sceneraio->faction->tech->default.

Quote
Faction specific mouse texture: didn't see any XML reference, does it just have to exist in the faction folder?
That's right. All supported image types are ok to use. The priority of which mouse image is used: faction->tech->default. The image is split into tiles corresponding to different actions (not really used at the moment).


88
General discussion / Re: Time and production speed
« on: 26 June 2011, 04:55:16 »
Javascript should be good for doing the task. Make sure the types match though. C++ is using int so use number.toFixed() to make sure no decimal values are in the result. Also when you do it I think you should show what the equation is not just the inputs (in case you weren't going to).

Quote
Also, devs, if I am correct in assuming that the division by 40 is meant to be the world frames (defaults to 40) shouldn't it be float(WORLD_FPS) or whatever instead, just in case someone changes the setting in their INI? Obviously, there's no reason for anyone to do such a thing, but...
Yes if that is what it is. Ideally there shouldn't be any duplicated data or magic numbers. Silnarm might know better than I do.

Code: [Select]
time * floor((1 / (speed / 4000)) + 1) / 40speed is between 1 and MAX_INT. It also depends on the SkillType.

Here are the ones that differ from speed. These come from their respective getSpeed().
Code: (skill_type.cpp) [Select]
MoveSkillType: speed * unit->getMoveSpeedMult() + unit->getMoveSpeed();
AttackSkillType: speed * unit->getAttackSpeedMult() + unit->getAttackSpeed();
BuildSkillType: speed * unit->getRepairSpeedMult() + unit->getRepairSpeed();
HarvestSkillType: speed * unit->getHarvestSpeedMult() + unit->getHarvestSpeed();
RepairSkillType: speed * unit->getRepairSpeedMult() + unit->getRepairSpeed();
ProduceSkillType: speed * unit->getProdSpeedMult() + unit->getProdSpeed();
UpgradeSkillType: speed * unit->getProdSpeedMult() + unit->getProdSpeed();
MorphSkillType: speed * unit->getProdSpeedMult() + unit->getProdSpeed();

unit->getMoveSpeed(); type calls are affected by additional multipliers while unit->getMoveSpeedMult() seems to be the base multiplier speed (?).
Code: [Select]
void UnitStats::addStatic(const EnhancementType &e, fixed strength) {
...
moveSpeed += (e.getMoveSpeed() * strength).intp();
...
}

void UnitStats::applyMultipliers(const EnhancementType &e) {
...
moveSpeed = (moveSpeed * e.getMoveSpeedMult()).intp();
...
}

89
General discussion / Re: Options Menu
« on: 20 June 2011, 04:05:08 »
Space is always an issue and adding every option increases the workload without much benefit. I want to focus on the options that will give the most benefit to users.

Filtering out the ones already implemented and some that don't need to be edited by players:
CameraInvertXAxis
CameraInvertYAxis
DisplayRefreshFrequency
DisplayWindowed
GsAutoRepairEnabled
GsAutoReturnEnabled
RenderShadowFrameSkip
RenderShadowTextureSize
RenderEnableBumpMapping
RenderEnableSpecMapping
'Resolution' <- DisplayHeight, DisplayWidth
UiConsoleMaxLines
UiFocusArrows
UiScrollSpeed

'Shadow Quality' could group a few but I'll leave them seperate for now.

I wrote a script that generates the ini descriptions for the wiki. So when one is added the description can be added right next to it at the same time.

90
General discussion / Options Menu
« on: 20 June 2011, 00:21:54 »
Are there any particular options that people want, that are already set with glestadv.ini and isn't already, in the options menu? I know resolution is one.

------------------------------------

Progress:
RenderShadowTextureSize (Partially added, needs to be updated with resolution)
'Resolution' <- DisplayHeight, DisplayWidth, DisplayRefreshFrequency (Silnarm added Windows implemenation, Yggdrasil added SDL implementation, needs testing)
CameraInvertXAxis (Added, needs testing)
CameraInvertYAxis (Added, needs testing)
GsAutoRepairEnabled (Added, needs testing)
GsAutoReturnEnabled (Added, needs testing)
RenderEnableBumpMapping (Added, needs testing)
RenderEnableSpecMapping (Added, needs testing)
DisplayWindowed (Added by silnarm, needs testing)
RenderShadowFrameSkip (Added, needs testing)
UiConsoleMaxLines (Added, needs testing)
UiFocusArrows (Added, needs testing)
UiScrollSpeed (Added, needs testing)

Controls keymap (Added by silnarm, needs testing)

Problems:
- I think I've messed up the anchoring again. (fixed)
- Toggle fullscreen doesn't seem to work properly on Windows. (fixed by silnarm)
- Lang strings need to be added for the new options. (added for English)
- Might need to rearrange the widgets to fit the text better.

91
General discussion / Re: Compiling for Windows 64 bit
« on: 18 June 2011, 02:18:15 »
It might be possible but you would need the 64bit versions of the dependencies. Something to put on the list for 0.5 maybe.

92
General discussion / Re: Documenting Widget.cfg
« on: 17 June 2011, 02:17:30 »
Is there any documentation for the widget layout code? I made a bit of a mess of the options tabbing using trial and error.

93
General discussion / Re: WxWidgets
« on: 15 June 2011, 01:00:29 »
I don't think wxWidgets_wxrc_EXECUTABLE is required. I have wxWidgets_wxrc_EXECUTABLE-NOTFOUND set for it.

94
General discussion / Re: adding nightime attributes to units
« on: 14 June 2011, 06:20:31 »
That's ok. It's as much about understanding how the program is built as it is about understanding the language. Let me know if want help understanding something.

95
Mods / Glest Community Development Monthly - Issue 42
« on: 13 June 2011, 03:27:21 »
Welcome to the forty-second 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 July 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

2011 (May - June)
11 June
- Mr War shows unit. https://forum.megaglest.org/index.php?topic=7021.msg74222#msg74222
10 June
- Will uploads industarons_dev. https://forum.megaglest.org/index.php?topic=7021.msg74194#msg74194
- ElimiNator shows Liopleurodon. https://forum.megaglest.org/index.php?topic=7061.msg74182#msg74182
08 June
- Anonymousjim shows Dogs of War tech tree diagram. https://forum.megaglest.org/index.php?topic=7233.msg74038#msg74038
- ChupaReaper shows faction symbols. https://forum.megaglest.org/index.php?topic=5394.msg74045#msg74045
07 June
- Tiger uploads newest version of Monster/Alien faction. https://forum.megaglest.org/index.php?topic=6666.msg74059#msg74059
05 June
- Mr War shows Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73985#msg73985
04 June
- Anonymousjim shows Dogs of War models. https://forum.megaglest.org/index.php?topic=7233.msg73940#msg73940
03 June
- Loveheaven makes import script for Blender 2.57. https://forum.megaglest.org/index.php?topic=7230.msg73922#msg73922
02 June
- Mr War shows Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73890#msg73890
01 June
- Wciow shows Grey Elves models. https://forum.megaglest.org/index.php?topic=7224.msg73859#msg73859
30 May
- Mr War shows Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73764#msg73764
29 May
- Mr War shows Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73740#msg73740
- ChupaReaper releases Malevolent Rising v2.0. https://forum.megaglest.org/index.php?topic=5394.msg73744#msg73744
27 May
- ChupaReaper shows Malevolent Rising tilesets. https://forum.megaglest.org/index.php?topic=5394.msg73648#msg73648
- Will does concept art for Tower. https://forum.megaglest.org/index.php?topic=7189.msg73647#msg73647
- MuwuM retextures Tower model. https://forum.megaglest.org/index.php?topic=7189.msg73643#msg73643
26 May
- Mr War shows Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73583#msg73583
- Mr War releases beta of Martian Invasion mod. https://forum.megaglest.org/index.php?topic=7021.msg73575#msg73575
- -Archmage- completes The Renewer animation. https://forum.megaglest.org/index.php?topic=7035.msg73581#msg73581
- MuwuM shows Tower model. https://forum.megaglest.org/index.php?topic=7189.msg73594#msg73594
- Softcoder releases MegaGlest 3.5.2. https://forum.megaglest.org/index.php?topic=7187.msg73587#msg73587
- John.d.h shows Turtle unit. https://forum.megaglest.org/index.php?topic=7035.msg73512#msg73512
24 May
- John.d.h shows Project Red ships. https://forum.megaglest.org/index.php?topic=7035.msg73483#msg73483
22 May
- Ishmaru shows video of Annex Conquer the World. https://forum.megaglest.org/index.php?topic=6517.msg73350#msg73350
18 May
- ElimiNator shows Dinosaur faction. https://forum.megaglest.org/index.php?topic=7061.msg73169#msg73169
17 May
- ChupaReaper shows Vestirus faction symbol. https://forum.megaglest.org/index.php?topic=5394.msg73142#msg73142
- Mr War shows Martian mod. https://forum.megaglest.org/index.php?topic=7021.msg73103#msg73103
13 May
- Mr War shows Martians tech tree. https://forum.megaglest.org/index.php?topic=7021.msg72941#msg72941
- ChupaReaper shows Hyperion loading screen. https://forum.megaglest.org/index.php?topic=5394.msg72925#msg72925
11 May
- Hailstone posts GCD 41. https://forum.megaglest.org/index.php?topic=7104.0

96
General discussion / Re: Glest forks to join forces?
« on: 11 June 2011, 01:38:43 »
I think people are giving MG less credit than the devs deserve. Getting multiplayer to work is one of the most difficult tasks in game development (Wikipedia). Any feature used in multiplayer (which means most if not all of the single player features) could potentially break it. GAE has had the luxury of not having to worry about that. GAE has also focused more on getting features out rather than worrying about producing the best gaming experience. Like multiplayer, it is a difficult task and the MG team has worked really hard to make both single player and multiplayer a fun experience (regardless of anyone's subjective opinion).

I can understand the frustration of having two programs that appear to serve the same purpose. This is the nature of open source (more specifically GPL software). Another fork could appear tomorrow and that would be ok. If this were not possible then there might not be a stable multiplayer at all. When it comes down to it the people that do the work get the say. This was stated from the beginning of discussing the merge.

A possible compromise is to only promote GAE for modding and treat MG as a stand-alone game for the MegaPack and treat any other compatible mods for MG as secondary. This will allow MG to expand into other areas without worrying about the modding community (ie they can break compatability to make a better experience) and (almost) remove the choice that modders are having trouble deciding. I think both can exist together but they need to be treated as separate projects with separate goals and audiences, not two forks that can be mashed up to make one.

97
General discussion / Re: adding nightime attributes to units
« on: 9 June 2011, 14:16:05 »
How are you going with this?

98
General discussion / Building the Git-Master for Military
« on: 1 June 2011, 17:07:49 »
If git doesn't override existing files you could copy the data files in before trying to clone.

99
General discussion / Re: Latest GIT: Error Building
« on: 1 June 2011, 05:06:45 »
Maybe glestadv.lib is for the stack traces. http://msdn.microsoft.com/en-us/library/67wc07b9%28v=vs.80%29.aspx

I got it to compile as Release with Visual Studio 2008 so maybe it's a 2010 issue. I don't think debug version in CMake has anything to do with build configuration.

100
General discussion / Re: Latest GIT: Error Building
« on: 1 June 2011, 00:32:14 »
Try rerun CMake and do a clean rebuild. It should be glestadv.exe not lib.

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