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Messages - will

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176
Feature requests / Re: better standalone/total conversion options
« on: 24 November 2011, 13:57:53 »
yeah what we want is for all downloads to go through MG itself.  It already has a download centre, so perhaps what is needed is to put a mod picker at the top-level menu there with a 'more' that takes you to the current management-style screen; and the currently selected mod, if it contains all the total-conversion-type files, themes the whole UI?

177
I haven't investigated but i imagine you are describing how much faster it renders at game start before shadows are turned on?

178
Mods / Re: Glest Total War
« on: 16 November 2011, 18:30:49 »
Minecraft might inspire warcraft?

179
MegaGlest / Re: New default font?
« on: 15 November 2011, 11:45:46 »
Most games draw the text five times; they draw it in black to the left, to the right, slightly above and slightly below, and finally draw the main text in the right place in white.

180
Off topic / Re: Massive Tanks and armored vehicles
« on: 14 November 2011, 17:07:43 »
They finally plan to make something the Tornado might stand an outside chance of hitting just as it finally retires...

181
Mods / Re: Enemies and Allies NEW!
« on: 12 November 2011, 16:01:42 »
Maybe it'd feel different if each era was something you research at your hq and that, when earnt, upgraded all units to their continuation in the next period?  So there is never a mix of periods on one side.

182
MegaGlest / Re: pathfinding
« on: 11 November 2011, 06:33:13 »
I will create github issues so we can all see what I've asked for :)

I played with it for http://aichallenge.org.  Even I understood the API.  That's why I'd like 4-way movement and wrapping issues - not directly for glest.  I've gone made my own astar-jps just for my contest anyway now, so not much to lose.

JPS is so enticing, and I could imagine retro-fitting to our existing pathfinder might be more profitable.  We have a lot of features, some of which I've captured in the github issues; we are also interested in solutions to coordinated movement http://www.gamasutra.com/view/feature/3313/coordinated_unit_movement.php

183
Mods / Re: Community awards?
« on: 10 November 2011, 22:21:15 »
+1

184
MegaGlest / Re: pathfinding
« on: 10 November 2011, 20:08:41 »

185
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 10 November 2011, 06:31:35 »
absolutely, staggeringly, beautiful :)

excellent resume portfolio also

makes me wonder how the engine might better sport grass and such, so that close up units actually seem to be in contact with the ground...

186
MegaGlest / Re: Profiling MegaGlest 3.5.3 beta 1
« on: 7 November 2011, 11:07:01 »
running in valgrind is a good thing - I did it a lot when I contributed particle code - but its not a great way to profile.

On ubuntu, you can get the 'perf' tools.  Just type 'perf' at the commandline and it tells you what to do.

then you run "perf record ...."

after that, "perf report".

/Will

187
quick thought; the music isn't fading, is it?

188
Its reproduceable.  Its just about 5 minutes in, when my side - Warloads - gets attacked by Imperial for the first time.

189
Core 2 Duo laptop with 4GB RAM, Integrated Intel graphics, Vista 32bit.  Using the installer.

190
I haven't been playing with the svn recently so to me the new intro and such was new and fresh and very nice.

The whole thing pauses at times when I change menus or the first time I click on any unit in-game.  This could be related to it being a debug build perhaps?

When its not pausing, it runs nice and fast.  I have integrated Intel graphics and it feels much snappier than previous releases.

I still click through the exit dialog; most annoying, that really ought not be allowed; dialogs ought to be modal, and clicking on the dialog outside the button should not drill through it buttons underneath.  Shame!

Sadly after about 5 minutes of gameplay it always crashes for me, but gives me no info why:

Code: [Select]
v3.5.3-beta1-VC++: 1500-Oct 19 2011 04:54:43, SVN: [Rev: 2782M], [STREFLOP]
[2011-11-04 19:41:44] *ERROR* In [..\..\source\shared_lib\sources\graphics\model.cpp::Shared::Graphics::Mesh::loadV3 Line: 374] Error v3 model is missing texture [C:\Users\Will\AppData\Roaming\megaglest\techs/imperial_2/factions/warlords/units/crossbow_tower/models/texture_defense_tower.tga] meshHeader.properties = 2 meshIndex = 0
[2011-11-04 19:41:44] *ERROR* In [..\..\source\shared_lib\sources\graphics\model.cpp::Shared::Graphics::Mesh::loadV3 Line: 374] Error v3 model is missing texture [C:\Users\Will\AppData\Roaming\megaglest\techs/imperial_2/factions/warlords/units/defense_tower/models/texture_defense_tower.tga] meshHeader.properties = 2 meshIndex = 0
[2011-11-04 19:41:46] *ERROR* In [..\..\source\shared_lib\sources\graphics\model.cpp::Shared::Graphics::Mesh::loadV3 Line: 374] Error v3 model is missing texture [C:\Users\Will\AppData\Roaming\megaglest\techs/imperial_2/factions/warlords/units/moving_castle/../defense_tower/models/texture_defense_tower.tga] meshHeader.properties = 2 meshIndex = 0
[..\..\source\shared_lib\sources\graphics\gl\font_textFTGL.cpp::Shared::Graphics::Gl::TextFTGL::Render] Line 243 Error = 1282 [invalid operation] for text [50/150(0)]
Error saved to logfile [C:\Users\Will\AppData\Roaming\megaglest\error.log]
[2011-11-04 19:46:25] *ERROR* In [..\..\source\glest_game\main\main.cpp::Glest::Game::ExceptionHandler::handleRuntimeError Line: 409] [Unknown error!] gameInitialized = 1, program = 027F4258
[2011-11-04 19:46:25] *ERROR* In [..\..\source\glest_game\main\main.cpp::Glest::Game::ExceptionHandler::handleRuntimeError Line: 502] [Unknown error!]
[2011-11-04 19:46:25] *ERROR* (null) Exception: 0x6167654d [0x73656c47]

 []

And the error.log.  Like I said, it's not giving much away:
Code: [Select]
[2011-11-04 19:46:25] Runtime Error information:
======================================================
Unknown error!

191
General discussion / Re: Discussion on Effects
« on: 4 November 2011, 10:41:28 »
Well, before I left in 2009, I was working on expanding the particle effects, including enabling an "effect" to induce particle effects on the unit being effected.  Unfortunately, the particle system in glest was designed pretty strictly around the simulation of projectiles and attacks, so it needs some more work.  I've got a lot of ideas if I ever get back to that part :)

In MG/GAE, unit-particles are specified per skill.  In MG, these can have child particles and such.  They are not influenced by any effects, but the particles themselves are there ready to be connected to effects.

192
Mods / Re: Imperial Faction (***Full Release*****)
« on: 1 November 2011, 06:03:28 »
Love it!

I'm going to be super annoying but I have difficulty picking out the letters in the splash even though I know what it says.

Maybe some glow behind them to pick them out?

193
Mods / Re: Imperial Faction (***Full Release*****)
« on: 26 October 2011, 16:13:17 »
I wish you could specify a scaling factor and offset in the xml... (a whole transform matrix even)

It would also be nice if the validator warned you if a model was bigger than it's game size.

Then, finally, Mr War could fix all the intersection bugs from the wrong sizes in his models? ;)

194
Feature requests / Re: Lack of food alert
« on: 23 October 2011, 07:31:19 »
I was thinking of having it in the xml so that the modder can customise the colours to ensure contrast with hud and to be able to disable it or otherwise change it - imagine the future where the faction has lua hooks that fire in the human player's context - they might want to do these things themselves.

195
MegaGlest / Re: Desura
« on: 22 October 2011, 09:55:07 »
It is not necessary that the sourcecode is available through the same channel as the distribution, only that it is available.

Clearly you couldn't make any modifications or adaptions for Desura that you were required not to share freely.

But you can make a vanilla binary distribution of the standard game as long as the source is available (as it is, via the web).

196
Feature requests / Re: Further evolving multiple animations
« on: 21 October 2011, 18:07:06 »
For g3d this could work, although best if specifed in unit xml by multiple tags or something rather than filename number based, as Mr War and others regularly reuse files or have inconsistant naming.

I would imagine a system using md5 would be superior and differently specified.

197
Feature requests / Re: Lack of food alert
« on: 21 October 2011, 14:01:11 »
Ideally, can be specified in the techtree or faction xml?

198
Off topic / Re: Off Topic - Main
« on: 15 October 2011, 10:44:01 »
Jobs and dmr both without parallel in their facets of the field

Apple products very much embody the personal clarity and vision of Jobs.  Most programmers i know use macs at home - a fairly new trend.

199
MegaGlest / Re: .OBJ model format support, coming soon ???
« on: 14 October 2011, 05:53:11 »
.OBJ is still good because, as you say, its a good interchange format.

If static models could be .OBJ then it would be that much easier for others to edit; no chasing around looking for an original nor needing an importer.

An interesting tangent is OBJF; supporting OBJF (or running the algorithm inside Glest on our models - even the animated ones!) would make mods a much much smaller download (at least 25% saving on total .7z output size from my early tests).

The next model format to support would be MD2.  It is analogous to G3D but, again, you can import and export it into various artwork programs that little bit more easily.

MD5 is bone-based and, if Glest supported it, would be super.  MD5 would need some special bone naming convention such as 'turret' and 'barrel' and flags in the name string so we can know which bits to tilt with the terrain and to face the enemy and so on.

200
I would imagine that a script ought to be able to filter message each message that is sent or received by a player: for each message in, it can let it through or replace it or suppress it.  And at any point in can choose to send new messages, with a choice of whether they are echoed to the player's own console.

And there should be shared state in the script for these different event hooks, so it can consume all sent messages and then, a while later, send them.  With this, it is not necessary for all messages that are understood by scripts to be one-liners.

You can imagine scripts that communicate with each other without their messages to each other being displayed to either player.  This might make very interesting team-based collective scripts possible; AI meta-players, even.

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