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Topics - titi

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176
MegaGlest / user accounts / ranking system
« on: 4 September 2012, 07:43:14 »
The discussion came up to have player accounts and a ranking system in future versions of MG.
A problem we faced is how would a ranking system look like? How do other ( maybe similar games ) handle this?

Pleae give us some ideas!

177
If I have the same tileset in .megaglest/tilesets or in the installation directory I get different CRCs for the same tileset . Thats bad ....

Code: [Select]
tscharn@P60-X2:~/Desktop/glest/megaglest/megaglest/mk/linux$ ./megaglest --show-tileset-crc=volcanic_island
megaglest v3.6.1-dev
Compiled using: GNUC: 40403 on: Sep  1 2012 21:21:33
SVN: [Rev: 3535:3537M] - using STREFLOP [SSE] - [no-denormals]
CRC value for tileset [volcanic_island] is [2487422969]
tscharn@P60-X2:~/Desktop/glest/megaglest/megaglest/mk/linux$ ./megaglest --show-tileset-crc=volcanic_island
megaglest v3.6.1-dev
Compiled using: GNUC: 40403 on: Sep  1 2012 21:21:33
SVN: [Rev: 3535:3537M] - using STREFLOP [SSE] - [no-denormals]
CRC value for tileset [volcanic_island] is [679878642]


178
Tools / how to import g3d with current blender 2.63?
« on: 31 August 2012, 19:41:24 »
How can I import a g3d-file with current blender? I tried to import it ( after installing the g3d_suppport.py ) but nothing happens :( .
Anyone has a hint for me?

179
MegaGlest / latest features in svn revision 3461
« on: 16 July 2012, 12:55:31 »
Quickmarker:
I added a new feature which will let you show places on the map to your team members in  multiplayer.
Default key is 'x'. To use it, hold down x-key and click wiht the left mouse button on minimap or ground.
Original request was this: https://forum.megaglest.org/index.php?topic=8397.0
Additionally there is some work to have another markersystem ( with text ) in the future ( not done yet )

minimap movable camera in svn
Another feature which was added by softcoder is the possibility to move the camera via minimap according to this request: https://forum.megaglest.org/index.php?topic=8462.0

non selectable unit parts
you are able to make models whith some non selectable parts. Details see here: https://forum.megaglest.org/index.php?topic=8165.msg82930#msg82930


Display hints in loading screen

MG Displays some hints for players in the loading screen

180
I tried to fix the CRC comparison in the mod menu yesterday. To do so I added a new column called crcnew to the glestmaps table. The php script now looks for a version number and returns the old or the new crc depending on the request.
In the code we now send a get parameter called version ( ?version=0.1 at the moment ) .

Now the problem:
After adding all the new CRCs in the glestmaps table I still see conflicts in the mod menu. Some maps have conflicts, others don't. So I rechecked the stored CRC numbers for maps shown as conflicted, but they were ok ....
I think something must be wrong in the CRC calculation of the mod menu.

181
linux 32 (ubuntu 10.04.4) svn rev 3421

If you are running a headless server and then you start a second instance of mg and enter the custom menu, you get a crash ...

this is the output ( including stacktrace):  http://megaglest.pzt.me/5d60@raw

182
A game launch on a headless server should only be possible with at öeast two connected players. By this people don't block our rare headless servers so easy.

183
Yesterday I experimented with the way different AI types attack in fights.

What I did is, I told the CPU-ULTRA/MEGA to first attack standing, not running units in firering range ( only regarding fighters of course ).
I made it a bit random if this new logic is used or the old one where only the nearest enemy unit was choosen.

To show an example of the new logic:
Imagine you have an swordman and an archer attacking you and you have 2 archers. As long as the enemy swordman runs over to you the archers will now attack the enemy archer which is also in range, as its eaier to hit standing units. Once the swordman has arrived they will start to fight the swordman, as its the nearest enemy unit with an attack skill.

I first thought the AI would play very evil wiht this, but it was ok in singleplayer. So I tried it with tomreyn, but we always got out of syncs up to now, so its now commented out in the code :/

184
MegaGlest / armor/attack related behaviour and more ideas
« on: 30 May 2012, 21:52:16 »
Today i talked to JammyJamJamman and an idea came up:
We started with this:
How to make it possible that a swordman cannot attack a castle?

In the techtrees xml-file we have
<attack-types> and <armor-types>,
followed by <damage-multipliers> setting something about how much damage an attack will cause.

If we set the damage multiplier for slashing(sword) and armor stone to 0 for example, a swordman will not be able to cause any damage on a stonewall. But the problem is, he will still try to attack this building.
This should be changed! When searching for a target to attack things that cannot be damaged wiht the units attack should be ignored!

This would change the gameplay a lot and something like "walls" would get much more interisting .....

And this made another idea come up. What about making for example ultra CPUs taking into account the damage-multipliers when looking for targets in the attack range ....


185
Maps, tilesets and scenarios / map hells clam
« on: 1 May 2012, 22:33:12 »
here is a new map hells clam for 6 players. What do you think?

http://www.titusgames.de/maps/hells_clam_2.mgm


186
Off topic / The best about Ubuntu 12.04 is ...
« on: 27 April 2012, 12:04:13 »
The best about Ubuntu 12.04 is, that a Mate repository exists for it :-D. Mate is a fork of gnome2 which I still like a lot more than all the other desktops....

http://mate-desktop.org/
http://mate-desktop.org/install/#ubuntu

187
MegaGlest / No rain in Menu is bad
« on: 5 April 2012, 23:49:31 »
I played a bit without rain effect and now every time MG starts the whole scenerie looks like dead. I really don't like it becasue the whole scene looks very simple  and cheap by this.
Ok, before it always looked very said with all the rain, but it looked alive and vivid. Now it simply looks like a dead scene.
Beside of this the rain was a good graphics card performance test :D . If someone already had trouble in menu  you could be sure he will drop out of your game in multiplayer .....

I want either the rain back in general, or a seperate ( best in glestuser.ini only ) switch. Lets keep the ingame switch for no rain in games only. What do you think?

188
Off topic / special list of bugs :-P
« on: 1 April 2012, 17:44:54 »

190
In the map editor you can set a Height Factor in ->Edit->Advanced. This factor effects the height differences of a map ( 1 results in very high hill for example ). Up to now you were not able to set a value like 1.5 as this Height Factor was an integer value in the map format.

But thats is what I wanted!
To keep compatibility wiht the map format I kept it as an integer . In the game itself it already was a float value so I used the following trick.
If you now choose a Height Factor of more than 100 its interpreted like this:
For example 150: heightFactor=heightFactor/100 which results in an effective heightFactorof 1.5 .

What do you think ( its in svn )? ( GAE should do this too if we keep it !)

191
MegaGlest / producable resources and more ...
« on: 30 March 2012, 23:54:57 »
Hi, I added 3 new optional switches to unit.xml ( its in svn now ):

"count-unit-death-in-stats"
"count-unit-production-in-stats"
"count-unit-kill-in-stats"
update:
"count-kill-for-unit-upgrade"

This is meant for units which are for example just projectiles ( fo attack spawned units ) or to finally make resource production work.

How to do resource production now:

In general its done with an unvisibal unit, but this units is instantly killed after it is born ...

1. define a resource like this:
Code: [Select]
<resource>
<image path="images/housing.bmp"/>
<type value="static">
<recoup_cost value="false"/>
</type>
</resource>

( "recoup_cost value="false"" will keep the resource if the unit dies. )

2. build an "unvisible" unit with an empty model.
In this unit set:
- set a cellmap "0"
- set <max-hp value="10" regeneration="-10"/>  ( by this the unit instantly dies after its produced, and you hear its death sound ... )
- set <count-unit-death-in-stats value="false"/>
- set <count-unit-production-in-stats value="false"/>

 

192
Look at this savegame. On the screeenshot there is smoke. Load this scenario and there is no more smoke .....
http://www.titusgames.de/bug/bug.xml
http://www.titusgames.de/bug/bug.xml.jpg

Edit (tomreyn): Fixed image URL

193
Closed bug reports / [fixed] save game: Terrain is not saved
« on: 17 March 2012, 20:35:51 »
When you build in MG the terrain is flattened so the building fits to the ground. This state of the ground is not stored in a savegame.
example:

(click to show/hide)
(click to show/hide)
In this state the game was saved!
After loading I saw this:
(click to show/hide)
(click to show/hide)

194
For some buildings you can set a blue target arrow. Its state is not saved/restored yet.

195
I have finished my new tileset now, but I cannot cleanup it automatically ( which is very annoying )

It would be really nice to have a new commandline option to validate a tileset as we already have it for factions/techtrees and scenarios

something like:
--validate-tileset=x=purgeunused=svndelete

196
I am not sure what is the cause of this, but after playing a game I saw this white thing in the menu scene ( on bottom):


197
Maps, tilesets and scenarios / tileset volcanic island ( done )
« on: 7 March 2012, 00:46:35 »
Its done and available in the ingame mod section now.



For those(Mac OS? ) who really need a download:
http://mods.megaglest.org/tilesets/volcanic_island.7z

198
MegaGlest / how to make hills more visible?
« on: 6 March 2012, 20:21:53 »
You maybe all noticed that you cannot see the ups and downs very good in megaglest. I am asking myself why this is so hard to see ?
Anyone has an idea how to make them more visible and myabe has some hints for openGL how to do it?

199
I wanted to update tigers munchy mod by adding teamcolor to the textures. To do so I wanted to convert all the jpg textures to png ones. I used this command:

Code: [Select]
./start_megaglest --convert-models=/home/tscharn/.megaglest/techs/munchy_tt/factions/monsters/units/defense_tower/models/dftsit.g3d=png

it just crashes everytime I try it :-/ ( sometimes it taks a while until crash )

200
Feature requests / [done] Techtree downloads from modmenu first.
« on: 31 January 2012, 23:26:17 »
If you open a multiplayer game with another techtree many people join your game and want to download the techtree ( from my computer ).
Wouldn't it be better first trying to download the techtree from the mod repository ? Same for maps/tilesets .

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