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Messages - will

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676
General discussion / Re: Rendering G3D using OpenGL
« on: 27 January 2011, 06:45:06 »
yeah, but if you are saying 2.0+ then you can go wild with vbos and shaders and things?

as I pointed out, the MS Windows SW driver is strictly 1.1

677
General discussion / Re: Rendering G3D using OpenGL
« on: 27 January 2011, 01:06:09 »
What is the policy for textures whose dimensions are not powers of 2?

I think that in OpenGL < 2.0 - and that includes the software renderer that comes with MS Windows - it is required that they are powers of 2, right?

(A few are slipping into recent mods)

678
Mods / Re: Unit ideas
« on: 26 January 2011, 08:13:28 »
There could be a Norman/Feudal feel to all this perhaps?



Code: [Select]
digraph g{
  Bailey -> Serf [label="produce"]
  Bailey -> Motte [label="upgrade"]
  Motte -> Castle [label="upgrade"]
  Motte -> ManAtArms [label="produce"]
  Village -> LongBowMan [label="produce"]
  Village -> Billman [label="produce"]
  Serf -> Field [label="produce/tend"]
  Castle -> Knight [label="produce"]
}

679
Closed bug reports / Re: micro-bugs
« on: 24 January 2011, 22:04:07 »
  • (Fairly sure this is the popular accepted history that any Brit knows) The longbow was a Welsh invention many hundreds of years after the Romans went feral in Britain?  The Roman Army used recurve bows like the rest of the ancient world.  ... Take out the longbowman, the Romans already have the fire archer?
[li]My Roman turtles got stuck trying to pass between a lake edge and a tree in 2rivers.  They were completely stuck and had to be sent to the other end of the lake and then resent to their destination.  There is a kind of map of it at [/li][/list]
Code: [Select]
[url=http://img560.imageshack.us/img560/7540/2riversturtlestuck.jpg]http://img560.imageshack.us/img560/7540/2riversturtlestuck.jpg[/url]
    [/li]

680
Off topic / mixed games programming links
« on: 24 January 2011, 06:28:10 »
this http://gamedev.stackexchange.com/questions/3223/game-development-blogs caught my eye - especially http://gafferongames.com/ and what it has to say about networking, timesteps and everything else that I see applicable to Glest engine development

681
Closed bug reports / Re: micro-bugs
« on: 23 January 2011, 21:32:52 »
yet the arrow keys are not referred to by their scancodes in the UI...

682
Mods / Re: Internet mod
« on: 23 January 2011, 09:53:19 »
Surely it only matters that those doing it like it - permission to make a mod is not needed?

683
Closed bug reports / [(p) fixed] micro-bugs
« on: 22 January 2011, 20:10:47 »
two tiny things I noticed when playing MG; apologies if already fixed

  • the trees in autumn tileset are too high and the airships fly through them
  • in keyboard settings, resetting the camera is shown as 32 - perhaps [space] instead?

684
MegaGlest / Re: Mega Glest 3.4.0-beta1 ready for testing
« on: 22 January 2011, 18:23:18 »
The upgrade went smoothly, simply unpacking the binary and data patches over my linux-x86-64 3.3.7.2 installation.

The engine game is much polished - a marked improvement without me being able to put my finger on exactly what it is.

It was very nice to play in single-player mode.

It would be very cool if ubuntu would push this as a Glest upgrade.

685
Armatures and Bones would be very nice.

In this thread ?topic=6260.msg63877#msg63877 the g3d_stats.py https://github.com/williame/GlestTools/blob/master/g3d_stats.py script does go looking for immutable sub-parts of meshes and such.  Its not exhaustive, but its a start.

Being able to represent immutable meshes that rotate/transform in terms of rotate/transform would avoid wobbly wheels in interpolated frames.

Being able to work out the immutable sub-meshes and then, for those vertices that move, work out how they are glued to the adjacent parts of the immutable sub-meshes would give you an inferred bone-system.

If there is a difficulty, its that the meshes in many models have 'holes' in in the sense that they have points aligned on the edges of other triangles rather than sharing corners.  Throw in some float imprecision and it can be challenging just working out what is attached to what.

So two things:

1) do we not have the original blender files that many models were generated from?  Exporting models with bones/armatures, and preferably with multiple animation sequences in one file so they can share data rather than duplicate it, would be very cool (and a new version of the format, or adopting support for a new format)

2) an export that avoids a separate xml exe processing step would have saved Mr War a lot of trouble recently.

686
Mods / Re: Internet mod
« on: 21 January 2011, 09:56:03 »
It was/is called "fortune" as in a cookie (http://en.wikipedia.org/wiki/Fortune_%28Unix%29)

Now I can rest

687
Mods / Re: Internet mod
« on: 21 January 2011, 06:10:52 »
You mean like having workers that pipe qotd (I'm sure there used to be a linux command called that) through festival (http://www.cstr.ed.ac.uk/projects/festival/) when you click on them?

688
Tools / Re: Blender --Help Center--
« on: 19 January 2011, 12:52:10 »
https://forum.megaglest.org/index.php?topic=6437.0

The script in this thread shows how to load G3D models in pure python; it ought to be straightforward to also export G3D models in pure python, rather than going via the XML and an external tool...


689
Feature requests / Re: Allow units to destroy trees
« on: 17 January 2011, 18:22:29 »
AoE2 had this - catapults could attack land, as I remember - and it openned up interesting strategies and was a popular feature

690
Bug reports / Re: Crash report - GAE.0.3.2 - Access violation
« on: 15 January 2011, 12:26:36 »
Should there be any reading or writing whilst game is playing?

Do the entry points get executed each time a thread is created, or?

(I guess this is windows, so I have only vague memory on that point)

691
MegaGlest / Re: What about a ladder/league Server
« on: 15 January 2011, 12:23:05 »
Perhaps a upvote (no downvote) system where the upvotes of those you upvote count for more, so everyone sees the reputation based on the views of those they themselves upvote

Th point being that people loose respect for cheaters, but nobosy can themselves guage how others see them, so it is largely self-policing

692
General discussion / Re: Rendering G3D using OpenGL
« on: 14 January 2011, 23:47:56 »
(so are maps already VBO in GAE now?)

693
An anecdote about performance on my Intel integrated GPU on my laptop

I am drawing a 10K polygon model that fills the screen.

I could find no measurable difference between calling glVertex/glNormal/glTexCoord for every triangle, or using glVertexArray.  They were both as slow as each other, and was around 23 fps.

Using VBOs however, and it shoots to 60 fps - my screen refresh rate, and I have vysnc glSwapBuffers() so that's expected.

That its such a big deal on integrated graphics I had not appreciated.  I hope this is an illustrative datapoint for both MG and GAE planning.

694
Off topic / Re: Automatic Mip-Map & Texturing
« on: 13 January 2011, 13:58:15 »
awesome link thx

(somewhat tangential and at a much less awesome level: http://sites.google.com/site/williamedwardscoder/home/extendingeisenscript )

695
Tools / Re: Blender --Help Center--
« on: 13 January 2011, 06:55:56 »
(Side note: https://github.com/williame/GlestTools/raw/master/g3d.py shows how to read a g3d in python; it ought to be straightforward for anyone who is  proficient in blender scripts to modify titi's script so it writes the g3d files directly rather than via xml perhaps?)

696
That was spot on.

Additionally, if I have a gripe about tile-based maps its that units align to them.  I rather want nice reeling groups of units moving fluidly in formation.

Ambitious?  Certainly?  Fun and challenging too though

697
I got distracted with generating worlds again:


698
MegaGlest / Re: MegaGlest Website
« on: 10 January 2011, 08:46:22 »
I created a simple script to create thumbnails - g3d_thumb.py in GlestTools

Code: [Select]
[img]http://img585.imageshack.us/img585/6461/swordmancharging.gif[/img]
I hope you can adapt and extend this to your needs; please fork the project on github and then when you've committed your changes I can pull them back into GlestTools

The scaling in g3d.py might need to be looked at more closely

You might want to use convert to also optimise the gifs better

Transparency is problematic, because GIF is 256-colour; and at 256 colour, these files are hardly high-fidelity.  I'd say its easiest to live with opaque thumbnails.

Regards team colours, I haven't looked into it, but I bet its a flag in the g3d per-mesh header and it'd be implemented by using glColor before drawing those meshes that are team-coloured.

699
MegaGlest / Re: MegaGlest Website
« on: 9 January 2011, 15:35:55 »
If you want to fork glesttools on github I can pull your changes and scripts back when you're done happily

A 45o rotation on the xz axis might be pleasing?

If you make n frames as img001.png, img00n.png then you can pipe them through imagemagick's convert to make good optimsed gifs.  Saving as jpg and using ffmpeg to make videos would be even better (but slightly less portable to embed on the web)

Glad my script was a good base

700
Mods / Re: opening: a jihad faction
« on: 9 January 2011, 11:38:45 »
The air units could be passenger planes?

This mod seems to me grotesque and liable to offend.

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