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Messages - Pizza90

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101
I think that it would be useful especially when you produce many units that can morph. Let's say you produce 5 roman engineers. They all go to the same point and then you need to move them in another spots and click the morph button. I think it would be better if you could just click the morph button and send the unit in a specific spot, when the units reaches the spot it begins to morph.

102
It happens very often (at the least to me), that i put a unit in a place to morph it and after some seconds another units (usually a worker) goes close to hit and then i get "not enough space to morph the unit" (or something like that). That's annoying! And in big games (like 4vs4) happens often. I think the units that are morphing should become untouchable by others units (i am talking about the units that you control) so that the other units you control (and maybe you allies' ones too) dont go to disturb the units that is morphing.

103
I think the title says all :) Units that are able to produce other units (like egyptian priest) should be able to send them in a specific point (like happens with the units produced by the buildings). An arrow like the one used or building would be nice too imo.

Edit by Omega: Buildings are no different from units and the exact same meeting point can be used. Thus, I changed the title as this feature already exists in all versions of Glest.

104
Today i was trying to reproduce a bug that victorj found and reported i think (tomreyn was able to reproduce), the bug involved a crash when changing nickname. I wanted to reproduce it on my system, so i changed my nickname to "pppppppppppppp" (15 p) and saved, then when i saw that i could not reproduce the bug because i didnt get any crash, i went to the options to change again my nick and i could not! Clicking on the name doesnt make appearing the "_" that let's you changing your name. Also while you host a game you can't change the name (at the least i can't). The "_" doesnt appear, well i saw it once but only once! If i am not wrong recently softcoder fixed a bug related to nickname so maybe it's a related problem to that change? It's the first time i have this bug.

My system: ubuntu lucid lynx 10.04 (latest version of the 10.04) 32 bits, 3gb of ram, amd athlon X2 64, ATI Raedon HD3200.

105
Yesterday me and Victorj reproduced this bug on the svn version r3500 but seems that happens on the stable too, Victorj when did you find this bug? A week ago? On my terminal i didnt get any error and neither Victorj got anything (seems). I invite titi or softocoder to try to reproduce the bug and see if they can understand the problem, i can help you to reproduce the bug but i am not an expert so i can't tell what happens.

I explained what i saw when victorj reproduced the bug with me: Before staring the name his name disappeared from the slots and then when he clicked "play" the game loaded correctly but once loaded i saw the message "you won the game do you want to leave or not' i didnt click anything but i saw in the background that Victorj was moving my unis.

I dont know what happens if you press disconnect because i didnt try it. Hope it helps :)

106
Mods / Re: Nubian Civilization (Historically Based)
« on: 23 July 2012, 11:38:32 »
As i said in the thread of my faction (the mongolians) Your mod seems very promising! And it's based on a not so common (at the least here in Italy) civility so it's even more interesting!! I can't wait to play it :)

107
Thanks all for for the compliments :)

@ElimiNator: yes that's true, but i am very motivated, even if the development wont go very fast because i have a lot of things to do (as i said finishing to model,texture,and learn how to animate and write the xml things)

@PT: thanks! Yes that's true i hae searched informations about how to use blender etc. for more than a month XD Actually from what i have understood the things that are not yet implemented in megaglest (and that i want to use in this faction) are:

- water units
- automatic healing of units in the range of a unit/building
- picking a random number every x attacks and get a random cause (could be a morph,or other things).

I dont know if you can have a building that moves (maybe yes?) the first version of the Ger Tereg wont be able to go around i think because i have higher priorities for the mod. And yes i meant "upgrades" not "updates" i will correct it :)

@Tyrannosaurus: Thanks to you too. Yes i noticed it too! I will fix it before to texture them :) I used a different way to model (i made a left side with half body 1 leg and 1 arm, then doubled it, bridged the two parts and added a head) and surely there is space for improvements :D i will polish the more i can. By the way your Nubian mod seems very promising and you have great 2D skill! When your faction will be finished i will sure play it :) By the way, are you african? You seem to know very well the Nubian history etc. :)

I will soon post more pictures of my new models!

108
I tried to reproduce it the day you had fixed it and i saw the error message about the space (so the bug was fixed), but then i tried 1 minute ago with the latest svn (r3488) and i got this buffer overflow (i dont know if it's related to the segmentation fault):  http://pastebin.com/PREXSRUg (i know the first part of the output is missing but that's all i got on the terminal).

109
I am still working on the faction! The faction is far from being done, i have to finish to model my units,texture them animate them and write the xml stuff :)

About blender i use the 2.63, i am using lucid lynx and there is no stable ppa for it so i use a workaround which consists in using a daily ppa and updating blender just when a new stable is out :)

110
So with this thread i want to announce my faction, the mongolians :)

It's going to be a megapack compatible faction and megaglest only. There will be good archers (mongolian archer was probably the best archer ever built in acient time).

Why did i i chose to create a mongolian fction?Simply, because i am interested in middle asia and mongolian empire was very huge. I also love the style of mongolians tents (yurts) and many other aspects of the mongolian tradition. Mongolians used to kidnap instead of to kill the engineers and other science men of rivals cities when the city got attacked, to improve their technology, so that's why in this faction there will be a chinese engineer :D with all chinese technologies know by him. This faction will be historical based but not at 100% i will add some fantasy things (like an incendiary bird and a golem), the motto of this faction will be "fun over realism". I dont pretend to make a super cool faction, it's my first faction, but i am working hard on it :)

Cricism is welcome but please dont focus too much on the models, they wont be perfect, i am learning blender making this faction :)

 I have already modelled some of the units, then i will texture them (i noticed that texturing is a boring thing XD) I will post pictures of my work in the next days. Later (today or maybe tomorrow) i will add a list with all the units of my faction.

I think many people after playing megaglest want to try to make (and play) their own faction, me included, so i am here  :D

Units:
- Worker
It will be the worker of the mongolians.
- Archer
It will be weaker (as hp) than archers from other factions, but will be a little stronger and will have a longer range to shot his arrows.
- Archer on Horse
Stronger than the normal archer, more expensive to produce but faster and with a longer range of attack!
- Swordman on Horse
Stronger than the archer on horse, more expensive, fast as the archer on horse, but with less sight and a shorter range of attack.
- Spearman
- A good attack, but not cheap to produce and not fast.
- Shaman
- Weak in hp and without offensive attacks, he will have the capacity to heal all the units withing a range to be yet determined. He will be also able to build the healing rock which will work as the shaman but of course will have more hp and wont be able to go around.
- Gobi Golem
More slow than the golems of other factions, with a very short sight and slow in attacks. It's attacks will be powerful but as i said very slow, he will have a very huge amount of hp.
- Giant worm rider
Strong,fast but hard to manage, every X attacks (i have still to decide, probably 10) he will have the possibility (random) to go to hide under the terrain, and it will cost you money to bring back him into the battle.
- Incendiary Bird
Very strong  against buildings and non flying units, weak against anti air units and other air units.
- Chinese engineer
He is the one that will bring chinese technology to the mongolians! He is also the only living units to do not be cured by the shaman and by the healing rocks.
- Antiair Firework launcer
The anti air unit of the mongolians, strong against flying units and with a long range of attack, very weak against non flying units.
- Fireship
A cheap but very slow wooden boat, it will explode when it reaches the enemy, causing a big splash damage. Perfect to sink other ships (if they dont destroy it first :P ) and to destroy ports and other bildings close to the coast.
- Chinese flamethrower
This special flamethrower consist in a pump that spits fire without interruption, not very fast, but perfect against buildings.
- Chinese trebuchet
A trebuchet with a long range, it wont be able to go around (i think) but it will have a long range of attack.
- Horse
The animal of the mongolians, used for riding but also as food :)

Buildings:

- Ger Tereg (main building)
The main building of the mongolians. It's a yurt trained by cows, in the future it will be able to go around (very slowly) to run away from the battle (moving it it will cost you money)
- Yurt
The basic building of the mongolians.
- Healing stone
Built by the shaman it will have a good amount of hp and it will heal all the mongolian, except the chinese engineer, units within a range (that i have still to determine).
- Blacksmith
The building where you will be able to do your updates to your units.
- Barracks
It will produce the offensive units of the mongolians.
- Training horse camp
This building will produce horse, without it you wont be able to get food and you wont be able to use units that use the horses
- Port
The building where you will be able to build fireships.

Upgrdates:
- Gunpowder
Necessary to use the chinese engineer, without this update you wont be able to use many units of this faction.
- Stronger arrows
With this update archers will become stronger in attack.

Not for some features are not available in megaglest yet, i will add them when megaglest support those features :)

A gallery with some of the units (untextured):

Archer:


Gobi Golem:


Worker:


Incendiary Bird:


Fireship:


Yurt:

Horse Training Camp:

Blacksmith:

Healing stone:

Desert Worm Rider:

Fireworks launcher:


*Note about the yurt, the healing rock and the desert worm rider*:
- Mongolian tents (yurt) are very similar, so yurt,ger tereg (a yurt mounted on wheels and pulled by cows) and blacksmith, have all the same base (a normal yurt) but dont worry they wont look all the same or boring! I will add "frills" to make them looking more different, and every building will have a different style to show the team colour.

-The healing rock while looking simply i think it will be nice when textured, because i will add to the rock texture nice mongolian words written in mongolic script and they will be used as team colour :)

- At the moment the desert worm rider is without rider XD Because i still have to figure out how i can import a blender file into another, (this thing applies also for the other units made by "2 units", like the chinese flamethrower etc.) i plan to add the missing units when i figure out how i can import a blender file into another, if someone knows how to do it please tell me it :)

111
MegaGlest / Re: New Russian Translation
« on: 17 July 2012, 02:47:29 »
You are welcome :)

112
I tried to reproduce the bug on the latest stable version and guess what? I get the error that tells me (correctly) something like "there is not enough space for all the units", so the bug was introduced in one of the svn version (dont ask me which because i dont know  ;D ).

113
It's obvious that the map conflict is too small for all those units, if i play with a larger map it's works perfectly, the problem is that megaglest should not get a segmentation fault if there are too many units, but it should tell you it and dont start the game (i remember i saw an error like this, the problem is that is not shown).

114
MegaGlest / Re: New Russian Translation
« on: 16 July 2012, 10:35:30 »
Here there is the "how to": https://docs.megaglest.org/MG/Linux_Compiling (if you are using linux, if you use windows just scroll down the page and there is the windows how to, too). Testers are always welcome, if you have problems join the IRC channel #glest  on freenode :)

115
Hi, i like playing megaglest in single mod, especially playing mods that are not played so much as the megapack. I usually modify the xml files to make the game more fast at the start (so i usually skip the "gather resources" phase). Today i played a game on the latest svn with the mod "enemies and allies" with the modified xml file and i got a segmentation fault! I think (but i am not sure) the error happened because the map i played was too small to contain all the units. It's not the first i have too many units for a map, it happened two other times and i got 2 different results:

1 time ) megaglest shown me an error message saying like "there are too many units for the map"
2 time ) megaglest loaded/shown just one faction (of the two that should have been loaded/shown)

And this time (the third) i got a segmentation fault as i said above.

This error is reproducible (at the least on my system: lucid linx 32 bits,4gb of ram (but just 3 and something used), amd athlon x2,ATI HD raedon 3200) following these steps:

1) modify the xml file called "enemies_and_allies.xml" that you can find in: /home/yourusername/.megaglest/techs/enemies_and_allies/factions/enemies_and_allies
like this:
Code: [Select]
<?xml version="1.0" standalone="no"?>

<faction>
   <starting-resources>
      <resource name="gold" amount="4000"/>
      <resource name="wood" amount="2000"/>   
      <resource name="stone" amount="2000"/>   
      <resource name="oil" amount="2000"/>   
   </starting-resources>
   <starting-units>
      <unit name="oil" amount="200"/>
      <unit name="headquarters" amount="1"/>
      <unit name="recruit" amount="10"/>
      <unit name="rifleman" amount="150"/>
      <unit name="outpost_i" amount="20"/>
      <unit name="flame_thrower" amount="50"/>
      <unit name="gun_trap" amount="0"/>
      <unit name="nuclear_missile_launcher" amount="0"/>
      <unit name="sleeping_gas_solder" amount="0"/>
      <unit name="uragan_vehicle" amount=""/>
      <unit name="carbine_solder" amount="100"/>
      <unit name="leclerc_tank" amount="0"/>
      <unit name="conqueror_tank" amount="0"/>
      <unit name="boeing_bomber" amount="0"/>
      <unit name="motorcycle" amount="0"/>
   </starting-units>   
   <music value="true" path="music/the_shining_city.ogg"/>
</faction>

2) run megaglest (svn r3455) from the terminal

3) create an offline game with the following specs: 
-map: conflict
-player0: you, player1: CPU easy,player 2: CPU easy, player 3: CPU easy
-2vs2
-pathfinder type: regular
-fog of war: on
-tileset: pine peat
-techtree: enemies and allies

4) start the game

5) megaglest will load everything but then the screen will become black and after some seconds you will get a segmentation fault  similar to this (at the least i got it two times):

http://pastebin.com/XMk8ZLSR

I know that the first part is truncated but that's all i got in the terminal!

 :)

116
MegaGlest / Re: Can I help with somethink?
« on: 15 July 2012, 11:39:38 »
If you want to install and test the svn version you can join the irc channel (on freenode) #glest

There you always  find someone that will help you :)

117
Feature requests / Re: enable descriptions about unit
« on: 14 July 2012, 12:38:23 »
I think descriptions could be good if they would be an option, because for example expert players dont really need (i think) to see the description since they know how the units work,what they do etc. so they would be on by default but could be disabled in options. And descriptions would also fix the old "problem" "names of units translate yes or no?".

My opinion: +1 to the description if they are not too hard to implement (there are more higher priorities right now i think) and they can be disabled in the options menu.
                      -1 if they can't be disabled and require a long work :)

118
Feature requests / Re: [done] Dragging minimap screen
« on: 13 July 2012, 11:22:29 »
Thanks softcoder :)

119
Ah ok, then i must have connect accidentally to the GIS headless server, because when i tried to play i saw no error, sorry for "false" report :)

120
In the latest svn (or something like that) it  was added a "block" to avoid that 1 player use one of the headless servers to play alone with the cpu and waste the efforts of those who run headless servers to improve the quality of the multiplayer experience on mg. I tried to play on a headless server 1vs1 (me vs a cpu) and the "block" works, the problem is that there is no messages that tells me why i can't play on that server in this way! If you click on "play now" nothing happens, this could cause confusion and/or false bug report about "it's impossible to play alone on the headless servers". I suggest to show a message when someone is alone on the headless server and clicks on "play now" that explains why he can't play alone keeping an headless server busy for a game that he could play in single player.

Something like " we are sorry but playing alone on an headless server damages the others player online experience because it doesnt allow other players to use it while you use it just to play alone vs the cpu" or something like that would be good imo :)

121
Feature requests / Re: Dragging minimap screen
« on: 12 July 2012, 00:51:41 »
I think the lag would appear when you use this function (dragging the minimap on the screen), i am not  a developer but i heard it would have caused lag, so it wasn't implemented.

122
Feature requests / Re: Dragging minimap screen
« on: 11 July 2012, 12:58:01 »
I think it would be a nice feature, but from what i have heard in the past it's not implemented because it would cause lag, maybe there is someone more informed than me that know something more about it? :)

123
MegaGlest / Re: MG FB adds
« on: 11 July 2012, 12:56:05 »
I dont use facebook much but i think these ads could catch the attention of some player so they are not a negative thing! :) You had a good idea eliminator :)

124
Some factions (for example romans) have buildings made up by two buildings or that contain spaces, these spaces are not clickable, i think they should because they are within the borders of the circle (the one that appears when you select buildings) and because it would be handy :)

I add a picture to explain better the thing :) :

http://postimage.org/image/hajivph9p/

(the red parts are those you can click now and  that you could click with my idea)

125
Feature requests / Restart the game directly from the game
« on: 7 July 2012, 19:03:30 »
hi all, i think that having the possibilty to restart the match simply pressing "esc" and then "restart game" would be very good. Some of you my say "but there is already a way to do it, simply create a game and click "reload the previous game settings" (or something like that, i dont know the exact translation since i dont play mg in english), this is true, but it can be handy if you want to play the same game time later than the game you played. If you want to restart the game after 5 min of game (wrong strategy etc.) you could simply restart the game and in 5 seconds you would be playing again the game. I am thinking about this feature for people (that like me) play megaglest also in single player, but could be useful for multiplayer too. i think this idea should work like this:

- create a game
- mg loads the tileset,factions etc.
- mg creates a file called for example "currentgame" that contain the things that mg loaded before
-you press esc->restart game
-mg loads the "currentgame"
-the game restarted

This could be implemented as i said also for multiplayer, and probably would be even more useful, since many times happens that we want to restart the game (a player got disconnected, bad strategy,bad team cooperation, someone away from keyboard without saying it etc.). I dont know how hard is to implement this feature but i think it would be useful. The "currentgame" file could be deleted when mg gets closed and recreated during the loading of the next game or simply left there (if not so big) and overwritten the first time you load another game.

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