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Messages - Pizza90

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51
Mods / Re: Magic Mod
« on: 13 March 2019, 22:47:57 »
Any chance to port the improvements to MG's magic?

52
Mods / Re: vbros pack 1 and 2 downloads not working
« on: 13 March 2019, 22:47:15 »
Can confirm, MG throws a curl error. Does anyone know how/who hosts the mods? Can we get this fixed?

53
MegaGlest / Re: Status of project as 2019?
« on: 13 March 2019, 22:14:36 »
Thank you very much Andy!

Is there any chance you will commit some code to MG? It is really a great project so it deserves to continue, that's the greatness of FLOSS.

About my "Any chance to implement recent modifications they added?" you are right and I will definitively keep an eye on MG and report features i like from ZG and the new Glest.

One more question, I am assuming that such forks don't use the same masterserver as MG. This unfortunately disperse the already not so big userbase. Do you have any idea of how many players play ZG or the new Glest? At the least do you think the numbers are simila to MG or bigger or lesser?Thanks again for answering and if I hav more question I will do as you suggested!

54
MegaGlest / Status of project as 2019?
« on: 13 March 2019, 14:40:31 »
After a couple (or more?  :o ) years without 'playing MG I came back and saw many changes. Thus I opened this thread. I saw the thread 'MegaGlest 3.13.0 released: Is this the final version?' but it does not exactly answer to my question(s) so here you go:

I saw that on github the latest commit was by titiger committed Mar 11, 2019, however it looks like the activity of development ended way before, as the previous commit was  committed Jul 7, 2018. Did MG development just stopped or changed platform?

I saw a project called ZetaGlest (and say that andy committed there too but now seems not anymore), which now is confusingly called 'Glest'. Do you have any relationship with that project? I ask because there is not trace about it on the forum (unlik GAE and other forks).

Any chance to implement recent modifications they added?

Is there a roadmap to look at for undrstanding what will be implemented in the future?

Apologies for the many questions but I hav been away for too long, hope everyone is good.
Pizza.

55
Mods / Re: Requesting Offline Factions
« on: 1 May 2016, 11:15:11 »
could all these factions (after checking the licenses and checked for incomplete factions) be uploaded on the mod center?

56
Feature requests / Ability to burn trees
« on: 1 May 2016, 11:12:36 »
I had posted this request yeaaaars ago, and i decided to revive it, hopefully some discussion will happen :)

In warcraft 3 trees could be burned and i would like to request the same feature in megaglest.

You might wonder WHY someone would want to burn trees?? Well that adds a bit of realism to the game and strategy because it could be a strategy during  a retreat (burn resources behind you) and open different scenarios (you could open your way through the forest and flee from the enemy or move your troops away from a siege). It was a nice feature warcraft had, so even though it is low priority i think it could be nice :)

57
MegaGlest / Megaglest current situation
« on: 1 May 2016, 11:07:40 »
Hi all, perhaps some of you remembers me :) I use to be active in the community and the forum, Things changed when i started university and the lack of time drove me away from playing videogames (megagelst included). Recently i started playing mg again (mainly quick single player games) and since i have been away for a while (1, 2 years?) I wanted to get some updates about the current status of Megaglest.

I saw that now the projec tis hosted on github and i saw a match listed on the main server labeled where people were testing the dev version, so megagelst is not dead, which is good :D

However to my surprise i noticed that the forum seems to have died out :/ i remember many people working on mods, maps, reporting bugs and asking feature requests. Now apart from some feature requests (i just wrote one :D) the forum seems to be sleeping..which is a pity because open source projects need a living community, especially video games!

Has the development slowed down much? Are titi and softcoder still working on megaglest?
Whats currently being worked on?? What are the future plans for the game?any roadmap?

Sorry for my many questions abut after almost 2 years i have to get updates :D :D

Megaglest is a game i liked a lot and i still enjoy playing, i hope the community will not die!

Greetings to all the guys :)

58
As per title. I noticed how the units that get created from the building to where they reach the meeting point they just walk. if they get attacked they don't answer til they reach the point. You may say "just put the meeting point closer to your base" but that does not work well, especially if you are under siege even a short distance is enough to have your units going towards the meeting point and getting butchered by the enemy before they have time to counter-attack

I think it would be good if units going from the building to the meeting point are able to counter attack if they get attacked, after the enemy is killed they could proceed to reach the meeting point

59
Hi, as per title, I would like to request the possibility to restart a single player game from the menu you get when you put the game in pause. Right now if you don't like how the game is going you have to pause, leave the game, going to the main menu, etc.etc. Whereas you could simply have a "restart game" button so that when you put the game in pause you can click it and restart the game without having to go several clicks :)

60
The title says everything at the moment if you decide to hide your nationality no flag is shown in the lobby page, instead there is a "?" which looks ugly and make you think that a flag didnt load. I think we should have a black flag with a  white "?" or we could use the flag with the globe that flagfox (a firefox extension) uses when the server are located in an unknown place (i think the flag is in public domain since the other flags they use are in public domain i think).

61
Feature requests / Re: In-game Lua Console
« on: 31 July 2013, 12:33:29 »
Sounds as a good idea, maybe for the 3.9?

62
Hi Titi, not to sound pessimist but maybe the lack of reported bug is just because it's summer and people are in vacancy? (the mod forum seems quiet). Me on Windows 64bit with the beta 3.8-1 i had some error but sound very specific to the 64bit platform: https://forum.megaglest.org/index.php?topic=9153.0  I recently installed a service pack for windows 7 64bit sp1 (they dont call it 2 but it's like if it was a second sp for windows 7) and now the system seems more stable, i will test the beta again this week.

63
I checked the model and it's not 0kb so the data is not corrupted, the check disk gave no errors and this is the result of the hd test (no error logs reported):

http://postimg.org/image/mydlprkn1/

Anyone on the same platform (windows 7 64bit) who experienced the same problems?

I am willing to test more on this platform but the more we are the better is!

64
Hi all, today after having updated to the latest beta i tried playing "amazons" scenario various times and this is what happened:

First time: the game didnt go further than the loading screen because i got an error about some norsemen models not found (no screenshot sorry)


Second time:
the scenario loaded perfectly (i quit it to try to reproduce the bug again)


Third time:
got another error different and longer. This is what i got in my terminal:

Code: [Select]
megaglest.exe v3.8.0-beta1
Compiled using: VC++: 1600 on: Jul 17 2013 12:45:25 platform: Windows endianness
: little
SVN: [Rev: 4519] - using STREFLOP [SSE] - [no-denormals]
[2013-07-17 12:57:25] *ERROR* In [model.cpp::Shared::Graphics::Model::loadG3d Li
ne: 1309] Error [fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:25] *ERROR* In [unit_type.cpp::Glest::Game::UnitType::loaddd L
ine: 657] Error [Exception caught loading 3d file: C:\Users\Marco\megaglest\data
\glest_game\\techs/megapack/factions/norsemen/units/battleaxe/models/axeman_dyin
g.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:26] *ERROR* In [faction_type.cpp::Glest::Game::FactionType::lo
ad Line: 173] Error [Error loading UnitType: C:\Users\Marco\megaglest\data\glest
_game\\techs/megapack/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:27] *ERROR* In [tech_tree.cpp::Glest::Game::TechTree::load Lin
e: 285] Error [Error loading units: C:\Users\Marco\megaglest\data\glest_game\\te
chs/megapack/factions/norsemen/
Error loading UnitType: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack
/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
]
[2013-07-17 12:57:27] *ERROR* In [program.cpp::Glest::Game::Program::setState Li
ne: 653]
Error [Error loading Faction Types: C:\Users\Marco\megaglest\data\glest_game\\te
chs/megapack/
Error loading units: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack/fa
ctions/norsemen/
Error loading UnitType: C:\Users\Marco\megaglest\data\glest_game\\techs/megapack
/factions/norsemen/units/battleaxe/battleaxe.xml
Exception caught loading 3d file: C:\Users\Marco\megaglest\data\glest_game\\tech
s/megapack/factions/norsemen/units/battleaxe/models/axeman_dying.g3d
fread returned wrong size = 0 on line: 1193.
Stack Trace:
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8deae45f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91def ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de91b7f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de9110f ZwGetContextThread!ntdll (null)(0) +18

Stack Trace:
00000000 00000000 00000000 8de90e9f ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 8de90e9f ZwGetContextThread!ntdll (null)(0) +18
]

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: C:\Users\Marco\AppData\Roaming\megaglest\
file: a52f23cf-8ba3-45fa-b1ca-760417c1aa5b.dmp
Succeeded: 1
[2013-07-17 12:58:02] *ERROR* Access violation. Illegal read by 5916896 at 47165
916896|Unknown module|Unknown function
8380755|Unknown module|Unknown function
5221504|Unknown module|Unknown function
6216805|Unknown module|Unknown function
6205088|Unknown module|Unknown function
6206854|Un []

this is the screenshot of the error message:
http://postimg.org/image/yx1huvezl/

and this is the dump summary:
http://pastebin.com/JP7s30VV

and this should be the full dump file:
http://pastebin.com/P80Pur9c

Forth time: the scenario looked correctly.

By the way in all 4 cases i wasn't able to click the button "next hint" on the page while the game was loading.

My specs:
Processor: AMD Athlon X2 Dual-Core QL-64 2.10 GHz
Video Card: ATI 3200
Installed memory (RAM): 4gb (3,75gb usable)
Operative system: Windows 7 professional N, 64bit Service Pack 1


Gretings.

65
Hey Hagekura i am glad you are still active :)

I hope you and your family are fine, i hope i didn't sound pretending with the earlier post, i just hoped the development was still active ;)

66
First of all sorry for being so absent <.< i have been busy but since a month (more or less) i am back. About the faction, the project is not dead! I have had problems with my desktop pc (the one i used for modelling), it had problems with hard disk and fans, now i am on my laptop and i have been able to retrieve all the models of the faction :) so the development will continue, slowly due my studies, but will continue!:) ideas and feedbacks are always welcome.

ps: Thank you hagekura for your help! I will try doing what you wrote! (by the way did you switch to blender 2.6x?)

67
Any update Hagekura?I hope you didnt stop working on this faction!:)

68
Mods / Re: Undead faction [UPDATED!] WIP
« on: 22 June 2013, 16:19:32 »
Thanks! If you would improve the workers with my idea (see above) it would be great too!

ps: if i am not wrong your mod was more GAE oriented right? Now that GAE development seems stopped you could make it more megaglest oriented and upload it on the mod centre :)

69
Mods / Re: Prax Mod
« on: 20 June 2013, 17:16:04 »
I like your faction atze, the only things i dont like are the defense tower, it doesnt fit the style of the other buildings (imo), and the colours of the units it looks too vivid and cartoonish.

ps: i already told you about the bug while building the red/white tent. In my case it was built close to another building and while the building there was no model visible. If clicked i could see a a pile of woods.


70
Tools / Re: scenario editor
« on: 20 June 2013, 17:13:19 »
Any update treba?? On sourceforge there are no alpha or beta downloadable,  i hope the project is not dead. From the screenshot it's amazing and very user friendly, once it's finished it should be included in megaglest imo.

Ps. if you need testing on windows 7 64bit i am here :)

71
Oh cliffway was cool! Not very strategic but it was a tough map! What's the problem?AI?

72
Mods / Re: Undead faction [UPDATED!] WIP
« on: 20 June 2013, 17:08:31 »
Yes the link says the file has been removed by the author or by mediafire, is still wciow around?If yes can you upload the mod again? If wciow is not active any more does someone have this mod in his/her pc?It would be good if someone would reupload it. It's a good faction and one of those i would like to see in megapack (together with japanese).

73
MegaGlest / Re: Svn mg slower than the stable version
« on: 20 June 2013, 17:06:25 »
I think this problem is fixed, at the least for me (full screen):

3.7.1   render: 40   update 22
r4472  render: 39   update 24
r4474  render 40:   update 27

74
I can confirm the improvements (full screen), not so drastic though:

3.7.1   render: 40   update 22
r4472  render: 39   update 24
r4474  render 40:   update 27

+5 fps!

my pc specs:

Processor: AMD Athlon X2 Dual-Core QL-64 2.10 GHz
Video Card: ATI 3200
Installed memory (RAM): 4gb (3,75gb usable)
Operative system: Windows 7 professional N, 64bit Service Pack 1

75
Feature requests / Remove "Mg_" from nicknames in the lobby
« on: 19 June 2013, 16:48:51 »
As the title says i think it would be nicer to have the "Mg_" prefix and the number next the nickname removed or made transparent so you can't see them. It's not something urgent of course but it's something it would make the game nicer, but i wonder if it can be tricky if someone wants to type the name in chat to call someone, example: if someone writes "pizza90: hi" will it work if the "real nickname" is "MG_Pizza90"??

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