Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pizza90

Pages: 1 2 3 [4] 5 6 7 8 ... 12
76
MegaGlest / Re: Svn mg slower than the stable version
« on: 10 June 2013, 21:17:22 »
I did the benchmark 3 times on the stable and 3 on the svn (4400):

3.7.1               avg update: 39, render 16-15-14

3.8.1 (4400)   avg update: 39, render 14-12-13

77
MegaGlest / Svn mg slower than the stable version
« on: 9 June 2013, 13:15:10 »
Hi all, playing the svn i can see that it's way slower than the stable version, this sounds strange and talking to titi he told me that i may be caused by a bug in mg for windows 64 and asked me to report my hardware specs, so that's what i am going to do:

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

On the 3.7.1 i get up to 40fps in render, while the svn up to 25, but in general the game tend to reach 5fps in render quickly (i use the "windowed" mode with both stable and svn).

Anyone on windows 7 64bit who is experiencing slowness with the svn? (various revs).

78
I still have some graphical problems in svn r4381: http://postimg.org/image/8vsq6bcvx/

Can someone confirm them?If not maybe it's a problem of my drivers..

79
Hi all, Today after having update mg svn i decided to play with the map editor and when i opened it i noticed that the tools icons are displayed in a wrong way, the lower icons are duplicated and cover the upper icons, to show the upper icons you need to click on each lower icon copy.. i dont know if it's a bug related to the r4360 or not because it's the first time i play with the map editor on a svn so i dont know when it was introduced this bug.

A screenshot: http://postimg.org/image/r5f2nspv5/

I am on windows 7 64bit AMD HD3200.


80
I was talking about autorepairs, i am in favour of patrolling and/or guarding feature, but i think it would be more fun not losing all the freedom of management an rts should have (imo) .

81
A way to make mg more known among the brazilian people (but this would be good for every nationality) would be to have the website translated in portuguese and (if possible) adding some keywords to make the website more known on the internet. (but then every language should have 4 or 5 keywords and i dont know if you can have like 40 keywords for a website..)

As tomreyn said,making reviews or writing articles on websites would be a good idea too.

However i think what matter is the quality not the quantity. It's useless that 1.000 players download the game but then think "wow it sucks" and delete it, it's better if 100 players download it, like it and play it online.

82
I think automatizing things like would happen with autorepairs would make mg less fun to play you remove management parts from a rts game, but this is my opinion as player.

Talking about omega's words, what if the team doesnt want to include your code (we are talking theoretically)?the one who codes it would fork mg, which seems not good since there are not many players yet.

83
Maps, tilesets and scenarios / Re: Jungle-HD 1.0 FINAL Released!
« on: 17 December 2012, 12:30:21 »
Archmage i haven't tried your tileset yet (i will try it later) but from the pics looks awesome!

Just few things:

- I dont know how many mb weights a "standard" tileset, but aren't almost 20mb a little too much for a tileset? I understand that today space on hd is not so important, but if all the tilesets gets an HD upgrade maybe the download of the whole game becomes huge.

- Are there ways to make your tileset less "heavy"? Like disabling animations/shadows an so on (if present), because otherwise you cut off those players with not so good hardwares or with bad connections.

- I think the grass fits more the style of 0 A. D. than the style of mg (which is more cartoonish), but thats just my 2 cents ;)

84
Mods / Re: I've been thinking this for a looong time.
« on: 17 December 2012, 12:24:05 »
Megaglest as "game engine" evolved in these years, most of the megapack factions didn't. Romans have some of the recent features, but the rest of the faction dont.

Making new animations, replacing old/ugly texture with better ones, improving models and so on are all things that surely will help megaglest, but we (as community) can't pretend that titi or softcoder work on it, there are many good artists here they should work together to implement the changes (that should be approved by the team and by the community).

We could organize the community in "groups" like:

animation group: people who make the animations of the models
story group: people who write various plots for each factions (then after a poll the best plot win)
texturing group: people who texture the models
modelling group: people who make the models

and so on. (by the way i am willing to be the part of the story group ;) )

Of course to do this we need people willing to work on it.

I support the fact of having 1 techtree, and i still dont understand why you are able do download mods from the mod centre which are not compatible with the main techtree! The "average user" expects to download a mod and play it, without getting compatibility errors. (it's like finding ie addons in the mozilla addons site!)

85
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 02:58:43 »
If the problem is the fact that some models/animation are not of high quality i think someone can remake them and then we could replace the older ones. But i think that the real problem with megaglest is that the factions are not tied with a story. We have various factions but (except for magic and tech) we dont know why they are there and why they fight,their stories etc. I think this is a crucial thing because without a good story behind every faction the factions seem to be put in the game, random and this is not nice imo. With the campaign mode could be made a "story mode" explaining why the factions are in the game and so on :)

86
MegaGlest / Big units of the romans get stuck among the buildigs
« on: 2 December 2012, 22:54:36 »
I dont know if i am the only one who noticed that the big units of the romas (battering ram and turtle formation) are almost useless if played by the AI because at 99% they get stuck among the buildings. Are there ways to improve the handle of these units by the AI? I remember in the roman factions walls were removed because AI could not play them in a correct way, well then this is the same thing, AI produces the unit correctly but then they are just useless and often block the path to other units.

Maybe forcing the workers to build the military camp X tiles away from the forum (hoping that this space doesnt get all filled by the other buildings) would be a workaround for this?

87
Feature requests / Re: MegaGlest for IPAD
« on: 2 December 2012, 22:46:17 »
I dont think an ipad is powerful enough to run megaglest, and what about the controls? It would be very hard (i think) to implement them. Without thinking that apple doesnt accept gpl software in it's store and mg it's gpl.

88
With the current version (3.7.0) if you are alone on an headless server and you want to play alone vs the ai it's not possible, but that's not the problem. The problem is that when you start the game it simply doesnt tell you why you can't play alone, so it's a little confusing, especially for new players, because you click the button but nothing happens. To avoid false bug reports and so on, i suggest to add a message (which should appear when you try to start a game) that says something like "you can't play alone on the headless servers because.. thanks for understanding" :)

89
Thanks again hagekura!

I just wanted to give a little update, i haven't done much about this mod in these weeks, i have been busy and my laptop with ubuntu is "unusable" because of a bug with drivers on amd64, so i am using my old windows desktop, which is not the best to model in 3d.

My latest model is the model of a port, in the next days i will post a picture of that :) It's a simple model but i think it fits well in the mod.

Trying to use the option "append" in blender to import a model into another one doesn't work :/ does someone know why? or if there are alternatives to do so? Thanks all :)

90
MegaGlest / Re: user accounts / ranking system
« on: 9 September 2012, 16:33:08 »
Ranking system could be a nice "frill" to add, but only if before there is a strong and solid system to authenticate users (using the forum account or maybe openid too) that is secure and so on. As said above having a ranking system imo could penalize new users and discriminate them (ie: player X doesnt want player Y in his team because he is a top rank while player Y lost 90% of his battles). There should be also a way to avoid people creating 1000 accounts to win a lot of games without much efforts (one could play 1vs1 with 2 of his accounts).

I think before releasing a version with this system implemented we should be sure that almost everything is perfect or mg could lose players because of this and at the same time it would be filled with "ranking cheaters".

91
Feature requests / Re: Uploading new mods to a headless server
« on: 9 August 2012, 21:03:49 »
Well i think that for stand alones mod we should find another solution, while for non stand alone mods well, modders should use the mod centre! It's there to be used not to take dust and modder should understand it i think :) Implement something more complicate while you can implement an easier one because someone doesnt want to use the easier one seems a little time wasting.

92
From what i have understood when a player gets disconnected AI that replaces him is always "normal", tomreyn suggested that the level of the AI the replaces the player that got disconnected should reflect the abilities of the player. If a weak player gets disconnected AI that replaces him should be "easy" or "normal", if the player replaced is strong (had many points during the game) the AI level should be "ultra" or "mega". This would make the miss of the player less obvious since the AI and the player have the same level, even if usually the human player is stronger than the cpu. Tomreyn if you think i missed something feel free to add the missing parts replying to this post :)

93
Feature requests / Re: Uploading new mods to a headless server
« on: 9 August 2012, 20:44:17 »
Would not be easier/better just to sync the mods of the mod centre with the headless server? So if the mod centre has 5 factions the headless server has the megapack + 5 factions, if another faction goes in the mod centre the headless servers get it too. Of course this should work also for updates so that players can always play the latest version and the headless servers have it.

94
@john.d: thanks for the tip i will try to see if i find that option!

@Hagekura: grazie mille! Those images are great! I hope they will help me to make better models (especially for the horses models). I didnt know mongolians had also a "light" version of horsemen without an armour! I found only pics with heavy armours on them! So now i was thinking to make the horsemen "light" and then make an upgrade to add them the armour :D

95
Thanks all for the compliments :)

@Hagekura: Grazie mille! :) Yes texturing is hard, i thought it was the easiest part but i was wrong! Luckily blender has the "smart unwrap" function so at the least i don't have to select manually all the faces XD Thanks for the links, those draws could be useful! About the number of faces, i think in blender (you use blender right?) there is an option to remove the unnecessary faces, do you know how to do it? And thanks for the pictures you will post! I have some good pictures about mongolians i found on internet but yours are welcome too! Do you have tipps for horses? I made some horse models but they all have fat legs :/ and i dont want to use someone else models (i prefer making my own models). I can't wait to play mongolians vs japaneses  :D

96
@Tyrannosaurus: Yes i meant if you were black/african/living in africa :) And you are welcome!

@Wyvern: Thanks! I feel that having too many humans/cavalry units would make the faction too much all the same (by the way i have problems at modelling horses -___-)  that's why i wanted to add more variety, however the mod is not finished and i am open to improvements/new ideas :) Yes "stronger arrows" is a funny name XD But it's just a "sketch name" i will change it for the final version, i just needed a quick name for the techtree.

ps: i added new pictures of my units  :D

97
Maps, tilesets and scenarios / Re: New Map: 4bridge8kings
« on: 28 July 2012, 02:59:05 »
Cool map victorj you should submit it to the mod centre!

98
Hi all, while i was trying to reproduce this bug: https://forum.megaglest.org/index.php?topic=8345.0 i found another bug. When you swich three times the slots and write a word before changing slot for 3 times, then the chat stops to appear when you press enter (also the message that says "press enter to open the chat" is not shown).

Step to reproduce his bug:

- Create a server
- be alone in he server
- write "hello" then switch slot
- write "hi" then switch slot again
- write "hello" then switch slot again
- you wont see the "press enter to open the chat" any more and you wont be able to use the chat

my system is: ubuntu lucid lynx 10.04 (at the latest version) 32bit, AMD Athlon x2 64, ATI Raedon HD3200 with proprietary drivers (8.72.11 old but work well!),4gb of ram but jus 3gb seen by the system.


Not a bug, i didn't notice that when switching slots they also were getting closed, this happens when you test megaglest at 1.30 am and you are half asleep  :| :D

99
Still happens with svn r3505! (i tested it with tomreyn).

Pages: 1 2 3 [4] 5 6 7 8 ... 12