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Topics - titi

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201
MegaGlest / two new particle features ( already in 3.6.0.3 )
« on: 25 January 2012, 13:16:36 »
there are two new features for particles :

   <isDaylightAffected value="false"/>
    <particleSystemStartDelay value="0" />

description is here at the end of the list:
https://docs.megaglest.org/XML/Unit_Particle#Elements_of_particles

isDaylightAffected
If set to true, the tilesets day/night light coloring of the current moment affects the particle colors ( meant to be used with mode "black" ). By this the coloring of the particles fits to the daytime. By default it's set to false. ( this is good for dust of walking or moving units and fog , make it look much better in the night )

particleSystemStartDelay
This delays the start by the given number of particle system update cycles (integer). Default is 0.

202
MegaGlest / New feature faction links ( in svn )
« on: 17 January 2012, 01:40:43 »
Now Modders can link factions from other techtrees ( if compatible with their own techtree )

Here is an example how to link the megapack indians in your techtree. Just unpack and put this as a "faction" into your techtree:
http://www.titusgames.de/indian_link.zip

Code: [Select]
<?xml version="1.0"?>
<link>
     <techtree name="megapack"/>
</link>

( warning: multiplayer might still have some problem with this! At least downloads will be tricky so everyone has to have all needed techtrees! )

203
MegaGlest / (FIXED)Masterserver and website are down (FIXED)
« on: 2 January 2012, 17:03:05 »
Just for info:

Our website: http://www.megaglest.org/ is down at the moment, same with our masterserver. This means you cannot arrange multiplayer games at the moment. Only manually arranged games are possible at the moment.

At the moment we don't know whats going on but we hope things get fixed soon.

manual games:
Find partners in IRC.
Open your server via custom game and NEVER publish the game there to the masterserver! Clients can connect now via LAN menu by enterig the IP and clicking on "connect".

204
MegaGlest / Masterserver fallback ( ideas? )
« on: 2 January 2012, 16:17:51 »
Today the Masterserver was down and caused some strange behaviours in MG.
Anyone has an idea how to handle a fallback masterserver in case the original one is unreachable?

205
Bug reports / 3.6.0.2 no server without masterserver
« on: 2 January 2012, 15:16:47 »
Today the masterserver was down....
In this situation we were not even able to setup local lan games! You can open a server ( without publishing ) and then others can try to connect via find lan games. They find the server and are shown there for some seconds, but without successful connect!

Same happens to others on the internet if you give them your IP adress.
Somehow the masterserver must be used too often ...

UPDATE:
OK, playing is possible, but once you publish the game / or you maybe had any kind of masterserver communication, connecting is impossible.

Update2:
I think the problem is, that the communication with the masterserver(who is down ) gets stucked and by this all other communication is handled the right way. This is why the clients get dropped.

206
Bug reports / v3.6.0.2 frozen server
« on: 27 December 2011, 00:48:37 »
 :scared: :'(
It happened in the middle of a multiplayer game....
suddenly the server(me) froze and everyone got diconnected. the server itself never came back to life again ..

Platform was linux 32 bit ubuntu 10.04
I used the official binary from 3.6.0.2 linux installer.

here is the stacktrace:
http://pastebin.com/2Xa0cdcP

update: a very very strange stacktrace, he is frozen in a debug output to a logfile?

207
MegaGlest / Blend files for Megapack
« on: 18 December 2011, 01:03:39 »
Becasue we are preparing to get into the debian linux distribution I was forced to cleanup my blender file hell ....

Here you find blend files for nearly all the models from the megapack

The factions ( beside tech/magic of course ):
http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk-data-source/techs/megapack/

and here are the tilesets ( not all of them yet, I am still saerching )...
http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk-data-source/tilesets/

Some of the things might look like they have no texture, but they have!.  This is becasue they have the texture path from my filesystem in it which shouldn't be too hard to fix for those who know something about blender ;-).

All stuff as usual CC-BY-SA v3 unported . If you want to give credits detailed see the AUTHORS.data.txt from megaglest ( in docs )
( or here: http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/docs/AUTHORS.data.txt?revision=3004 )
very roughly its: romans are made by eliminator most of the other stuff is from me.

Update:
Maybe someone with more free time than me is willing to upload some of this stuff to http://opengameart.org/ too?
( And I still have trouble to get an account there, becasue i get no email after registering )

208
the switch "View map at end game" in custom game menu has no more effect. ( advanced options )
It always shows the map now.

Maybe thats ok and nearly noone uses it,so we remove the switch from the custom menu?

209
To see teh problem, just start any kind of setup ( best is you alone without oponent ).
Once the game started don't move the camera position and switch debug info on to see the fps.
Now move the camera ( just a tiny bit with the cursor keys ).

=> you will immidialy see a big fps loss
Examples:
for me ( geforce 9600GT 160 fps down to 100 fps )
tomreyn ( 60 fps -> 30 fps )

We also had this fps loss in 3.5.2, but it was less worse  ( for me 160 fps -> 130 fps )

( Is there some kind of cache management going mad ? )

210
MegaGlest / New default font?
« on: 15 November 2011, 01:16:35 »
As you all know we still have a problem with the slightly transparent fonts. As we obviously cannot fix it ( at the moment ) we started to think about using a bold font as default font, because it looks whiter and is more easy to read ( for me ).

This is the same font, but with bold,
which would look like the following. What do you think, better? (

(click to show/hide)
 
(click to show/hide)
 
(click to show/hide)
 
(click to show/hide)
 
(click to show/hide)
(click to show/hide)
 

211
Maps, tilesets and scenarios / New Maps!
« on: 11 November 2011, 01:44:59 »
Come on guys, everytime i play multiplayer and connect to the server of someone else I can download a new map!
Some of them are really good! So don't be shy and show/post them here on the forum too. Everyone likes new and fun to play stuff  !  8)

( BTW The upcoming new MegaGlest release needs some new maps! )

212
Bug reports / mega cpu is bad in beta ( with possible fix )
« on: 11 November 2011, 01:24:56 »
Ultra CPUs fights llike mad now and mega is bad :/ . Somehow this is caused by the fast unit reaction and  our AI got a different behaviour now.

What about the idea of having this fast unit reaction only attack related?
So anycommand->attack command and attack command->anycommand is fast now. Everything else is like in 3.5.2.
This fixes many bad behaviours( fast steps and so on ) of the workers and the AI behaves different.
I already tried it and ( at least for me ) its much better now and Mega is mega strong again   ;D .

this is the patch:
put/replace this in unit.cpp line 1251:
http://pastebin.com/28zpuzJK

Attention if we check this in, svn is no longer compatible to the beta and we must switch the version string!

213
Closed bug reports / [not a bug] r2794 The night is not really dark
« on: 9 November 2011, 00:46:09 »
Is it just me or are the nights much too bright in MG ?  At least in linux the night never gets really dark!
For a test I have set 0,0,0 as the moonlightcolor which should be VERY dark, but it was still very good playable.
I think last time i tried it in windows the nights were very dark!

Is there really such a big difference between linux/windows nights? Or is there something wrong with the lighting of the nights in general?

I already looked at the code, but I didn't saw anything suspicious. I also tried MG 3.4.0 which had the same bright nights.

214
MegaGlest / MegagGlest 3.5.3-beta1 feedback
« on: 6 November 2011, 00:21:35 »
Thanks a lot for the installers softcoder!
I played round about [big]10[/big]  hours today!

good things:
1. The new AI is great :D.
Beginners should be really careful with the multiplier settings now!  :P
2. Romans are much better balanced now and have good new animations
3. the new maps combined with the new ultra cpu are great. They find you everywhere when you try to hide ;-)
4. I like the improved mod menu I made. If you don't like the icons, send me better ones and i will use them  :P

bad things:
1. Like Pizza I still think the fonts are somehow transparent and by this often hard to read :/ . maybe we should try the according bold font instead to make it more readable
2. we had one crash ( without stacktrace/corefile   :'( ). I tried to reproduce it the whole day, but no luck yet. It happened in the middle of a multiplayer game after round about 30 minutes. The server just crashed without saying anything and I had no ulimit set :(
3. sometimes fast skill finishing without need: If you select a worker and let him wlak and then you click right on gold/wood he makes a very fast step. Right click the normal ground again and a next fast step will follow . Maybe this can be improved somehow.


215
MegaGlest / FPS discussion
« on: 1 November 2011, 17:49:57 »
current svn (2736) at  least for me has less fps than 3.5.2 had and tomreyn reported some serious frame drops when using the tileset dark forest or similar. Lets use theis thread to iron out these problems

Some major things which are new are:
1- new terrain render system
2- new font system

Here is one test from me showing some trees without fog of war:

v3.5.2:
tileset desert: 128 fps
tileset dark forest: 100 fps

svn(2736):
tileset desert: 97 fps
tileset dark forest: 74 fps


216
Closed bug reports / [fixed] 2722 too many "InvalidPosition"
« on: 28 October 2011, 22:09:37 »
I think this is related to changes from rev. 2721
Ingame you see many "Invalid Position" messages now on the console also there is no reason to do this!

One example can be reproduced like this:
-  start a game with you playing indian faction
- tell the three workers to buidl a second main tent
- now directly select the 3 building/repairing workers and tell them to build a third tent.

Becasue you have not enough resources the command is aborted, but you see two "Invalid Position" messages now.


As I say, this is only one example:

In a multiplayer game I saw many mesages like this on the ingame console, sometimes without commanding any of my units!
Maybe these console messages were somehow caused by the others players?


217
If you select the control for one player slot you were abel to switch the list box through all possible controls in both directions.
Now you can select "human" only when you switch to the left. Is it a bug or a feature? Its not really intuitive in my opinion.

Another idea how to handle the "human" switch:
We are doing it the same way a network player chooses a slot, beside the fact that you can switch to every slot.
Control list box is fixed to human and non editable in this case. All other list boxes cannt select "human".

218
If you connect to a headless server and you are the first you can control the settings. But if the server( or client too) has some special mods installed you often cannot switch some settings anymore.
For examples we were not able to toggle through all tilesets.

219
If you have two different animations for the die skill and the unit gets killed, the dead body flips between the two animation end states .

220
Closed bug reports / [fixed] headless server problems in rev 2588
« on: 29 September 2011, 09:02:24 »
tomreyn and me tested yesterday and we found the following problems with headless servers:

1. we were both connected to he headless server and we were both able to control the setup. ( We maybe both connected in nearly the same moment )

2. empty slots are skipped:
you cannot setup something like this from the client:

player 1     cpu
player 2     empty
player 3     empty
player 4     network

everything empty will be ignore and occupied slots are shifted up. It results in:

player 1     cpu
player 2     network
player 3     empty
player 4     empty

3. empty network slots change the setup:
This is something similar to the problem  2.  this setup:

player 1     cpu
player 2     network-not connected
player 3     network-not connected
player 4     network-connected

will result in this game setup after you launched the game:

player 1     cpu
player 2     network-connected
player 3     empty
player 4     empty

( btw you should NOT be able to start a game on a headless server with only one network player connected :D )

221
Feature requests / [done] multiplayer game name
« on: 27 September 2011, 23:47:56 »
This should be settable by the one who opens the server.
Headless servers should show that they are headless inside their name .

222
Closed bug reports / [fixed] Revision 2560 report ( bugs and success)
« on: 25 September 2011, 22:57:53 »
1. we had very stable multiplayer game! No problems with cross platform. Is the command grouping active by default? If yes, it looks like it works now!
Game play was smooth and really ok ( we only played 2vs2 )


2. Problems we found regarding the new headless mode:

2.1 crash for the server while the client was switching maps very fast( I think he was switching )
http://pastebin.com/Wx2dpbvK

2 2. you can chat in the menu when you are the headless server. But the name that is shown is the name of the master client.

2.3. although nothing is rendered for the server he can chat ingame. ( also with the name of first client )

2.4.  If a connected client ends his game the server returns to menu again. If the server was in background ( I worked in the browser )
the server suddenly starts to render in fullscreen mode again. In this moment you cannot toggle to windowed mode again, becasue all keyboard inputs are going to another process ( the browser in my case ). The mouseinput was ok.


223
Feature requests / [done] voting to pause multiplayer game
« on: 25 September 2011, 18:34:23 »
If one of the players requests a game pause, the others can vote if its ok .....
the one who made the request is the one who will continue the game again.

224
MegaGlest / benchmark
« on: 24 September 2011, 20:52:23 »
In mod menu there is a benchmark now in scenario sections.

Tomreyn and me tried it with 3.5.2 and svn - 2554.
our results:

me (  AMD Athlon(tm) 64 X2 Dual Core Processor 4200+
OpenGL renderer string: GeForce 9600 GT/PCI/SSE2/3DNOW!
OpenGL version string: 3.2.0 NVIDIA 195.36.24 )

3.5.2:  93 fps
svn:   87 fps


tomreyn:

Code: [Select]
$ awk -F= '/^DISTRIB_DESCRIPTION/ {print $2}' /etc/lsb-release
"Ubuntu 11.04"

$ awk -F: '/^model name/ {print $2}' /proc/cpuinfo | head -n1
  Intel(R) Core(TM)2 Quad CPU    Q9400  @ 2.66GHz

$ free -m | awk '/^-\/\+ buffers\/cache:/  {print $NF}'
6516

$ lspci -knn | fgrep -A 3 VGA
01:00.0 VGA compatible controller [0300]: ATI Technologies Inc Radeon X1650 XT (Primary) (PCIE) [1002:7291]
   Subsystem: Micro-Star International Co., Ltd. Device [1462:0730]
   Kernel driver in use: radeon
   Kernel modules: radeon

$ glxinfo | grep -E '^OpenGL (renderer|vendor|version)'
OpenGL vendor string: X.Org R300 Project
OpenGL renderer string: Gallium 0.4 on ATI RV560
OpenGL version string: 2.1 Mesa 7.10.2

$ xrandr | head -n1
Screen 0: minimum 320 x 200, current 1680 x 1050, maximum 8192 x 8192

v3.4.0: 20 FPS
v3.5.2: 25 FPS
r2554: 29 FPS


225
MegaGlest / MGViewer ( Tool like MGTray )
« on: 20 September 2011, 00:08:10 »
Sorry i couldn't resist....

Launch it with java webstart:
http://www.titusgames.de/javaws/mgviewer/MGViewer.jnlp

... and yes, next version will be able to start MG directly.

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