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Messages - will

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201
MegaGlest / Re: Brightness
« on: 10 October 2011, 08:37:24 »
SDL_SetGamma might be useful?

Might be disabled in linux if the app is launched in windowed mode, for reasons stated in docs

202
Mods / Re: Cold War Pack v1 (download)
« on: 6 October 2011, 14:55:39 »
64-bit linux works great in ubuntu!

The intro animation is fantastic and really fits.  The gameplay is nice, although its odd to see the workers shoveling at the base of some crates labelled 'metal'.

I too find the boom of the guns monotonous.  But its hardly a big problem.

Is it possible to have multiple sounds that get picked randomly each time?

203
Mods / Re: Cold War Pack: USSR + FRENCH Factions RELEASE
« on: 4 October 2011, 05:00:19 »
If not Berlin, perhaps the Prague Spring?

204
Mods / Re: Project Red: official announcement
« on: 29 September 2011, 17:48:56 »
How about fixing GAE to allow float emission rates?

(Its often the only incompatibility)

205
Off topic / Re: Massive Tanks and armored vehicles
« on: 28 September 2011, 08:37:27 »
largest != heaviest ?

207
Feature requests / Re: Selectable Difficult for scenarios
« on: 26 September 2011, 06:17:27 »
The approach I think is infinitely more flexible is for the scenario to expose some 'settings' that are shown in the UI when starting the scenario so that the user can change them.

Then a difficulty setting would just be something some scenarios exposed and did something based on the values of.

Other scenarios could expose all kinds of scenario-specific properties for the user to tweak before starting.

In GAE terms this might mean a bit of UI layout XML and such in the scenario, which is given space as some kind of panel in the start game screen.

208
MegaGlest / Re: benchmark
« on: 26 September 2011, 05:27:27 »
So, in summary, those with big cards are slightly slower, but they are still measuring the fps in 100's.

And those with low-end cards are slightly to noticeably faster, and inch upwards towards playable fps.

Sounds like a good tradeoff?

209
Mods / Re: Cold War Pack: USSR + FRENCH Factions RELEASE
« on: 26 September 2011, 05:25:26 »
I can't watch that scene without a horrid taste in the mouth

https://www.youtube.com/watch?v=ZkH5Ak4wAnY

210
Mods / Re: Project Red: official announcement
« on: 25 September 2011, 12:01:17 »
As long as you abide by the license terms, you don't need to ask the sci-fi pack's author for permission.

I'm sure in this case you even get their blessing.

211
MegaGlest / Re: How we will run in ipad megaglest on?
« on: 25 September 2011, 10:46:26 »
It should be possible to port glest to both android and ios and even chrome nacl.

The challenges are moving to opengl es2 and the networking.  Of these, networking is perhaps most code churn, and there is a risk that despite streflop that games between arm and x86 don't work.  But there is a good chance they do, and certainly they ought to be able to play other players on the same arch.

A touch-optimised ui (no rigght-click
etc) would be needed.

The big barrier is not code - its time and money.  Developing for ios is not free, and all tablets need access to hardware

212
General discussion / Re: Reworking the editor
« on: 22 September 2011, 05:24:18 »
A very good idea!

I would advocate making it from scratch using the map rendering and camera control from the game itself to make the editor.

213
MegaGlest / Re: New Feature, switch teams in game
« on: 22 September 2011, 05:22:39 »
It sounds a very cool feature!

I don't think the AI should be chosing at all. I fail to see how it would help anything.

Perhaps the default for AI should be 100% accept, but that can of course be changed under the advanced custom game settings?

214
Mods / Re: Cold War Pack: USSR Faction
« on: 13 September 2011, 20:23:30 »
 :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:  ;D

215
MegaGlest / Re: mailinglist for multiplayer announcement
« on: 12 September 2011, 12:55:44 »
I'd recommend that a special 'news' channel shows in the mail game screen when you launch MG.

If MG says "big multiplayer game this Saturday!" or some other specific ad, it will get noticed and it will help addict people to the game.

216
When you create a new custom game, at the bottom right corner is the option to show 'advanced' settings.  Show the advanced settings, and change the 'fog of war' setting.

Now you can see the whole map even whilst playing.

217
General discussion / Re: Your favourite unit!
« on: 9 September 2011, 06:25:11 »
From a charm perspective I really like the Martian's workers.



From an awesomeness perspective its the Martian beacon/capsule.

When playing classic I usually go with Tech.  I like building lots of airships, but I am not effective using them.

218
Closed bug reports / Re: Issues with spawn attack on latest alpha
« on: 8 September 2011, 08:42:48 »
that's what I thought the bug is.

If you 'attack' something and the attack spawns an attacker unit, that unit should actually always go and attack  the enemy - and even perhaps self-destruct if that is not possible - rather than be autonomous and go attack others.

You agree that that is what the user intended to happen?

219
Closed bug reports / Re: Issues with spawn attack on latest alpha
« on: 7 September 2011, 23:08:10 »
As in they self-acquire the target, or as in they know who the player explicitly targeted the spawner at?

220
MegaGlest / Re: Paypal donations
« on: 7 September 2011, 19:59:22 »
I like the idea of you all ganging together to buy me a mac so I can maintain the MG port on it  :o

221
Closed bug reports / Re: Issues with spawn attack on latest alpha
« on: 7 September 2011, 14:49:44 »
spawning them seems to work, but the units that are spawned don't have orders to attack the opponent?  When I tried to use it, they just sit there.

223
MegaGlest / Re: Patch for FPS Limit for Megaglest 3.5.2
« on: 5 September 2011, 18:06:09 »
Here's the patch for limiting megaglest's FPS, since it would otherwise burn up my CPU.

I'm trying to understand the problem this is solving;  something like your patch may indeed be useful to you.

What spec CPU and GPU do you have?

What OS do you use?

What FPS do you currently have?  (You can show this in-game using the ? key)

224
Feature requests / Re: Please add a mod translation system
« on: 5 September 2011, 09:47:57 »
Translatable names perhaps are a bad idea for reasons Titi mentioned.

But that you can't have uppercase names like MIRV and such is an annoying limitation that has bitten the sci-fi mod and likely others.  I hope that is fixed.

Also, being able to specify the display-name of a resource in it's xml would save a lot of renaming efforts with renaming files and xml entries just because the modder wants to tweak the resource name.

225
Tools / Re: Balancing tool (beta)
« on: 1 September 2011, 23:19:06 »
Code: [Select]
=IF(OR($D17="Both",$D17=O$4),IF(ISERROR((($I17-O$5)*VLOOKUP($F17,armor.$C$7:$R$27,MATCH(O$6,armor.$C$7:$O$7,0),0))/O$7),"",(($I17-O$5)*VLOOKUP($F17,armor.$C$7:$R$27,MATCH(O$6,armor.$C$7:$O$7,0),0))/O$7),0)
I *bow*

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