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Topics - titi

Pages: 1 [2] 3 4 5 6 ... 18
26
Feature requests / record games
« on: 18 January 2016, 12:57:56 »
It would be nice to have a feature that records every game played. My idea would be to record alll commands given to units in a file, so you can playback the whole game later.

Description:
- The "record" is stored in a temporary file in .megaglest called current_game.mgr  ( MegaGlestRecord )
- when the game starts, the game setup is saved in this file.
- from now all commands wich are executed are recorded in this file.
- when the game ends, you can choose to keep the file on the endgame screen stats and you have to give it a name.

playback of games:
- via commandline parameter
- via ingame menu, where you can select the .mgr-file you want to playback.


27
MegaGlest / Force maps to be CC-BY-SA ????
« on: 17 January 2016, 00:54:33 »
As it is always really annoying to know which license a map has, I had the idea to force people to use a "good" license for MG maps.
How about the idea to force maps in the game to be licenced under the CC-BY-SA License ? So a field in the map editor where the map creator can apply that his map is under CC-BY-SA license.
If he is not willing to apply to this license the map will not work in the (default) engine later.

I know its a very controversy idea, but what do you think about this idea and do you think this is a legal way to force people to make their maps license compatible  ?

28
Maps, tilesets and scenarios / 4vs4 map "meteor"
« on: 11 October 2015, 23:35:05 »
A new map i made:

http://titi.megaglest.org/maps/meteor_a2.mgm

(click to show/hide)


29
Bug reports / MegaGlest starts spasming
« on: 26 July 2015, 19:26:09 »
originally found by <MathuSum>

Setup was he as observer and 7 Mega AIs:

he showed me this video:
http://www.videosprout.com/video?id=1b4def43-d92b-4c74-82c7-8747ce476fe1

OS was windows 10

Did anyone else saw this ?


30
Maps, tilesets and scenarios / map urquan
« on: 25 July 2015, 16:39:45 »

31
A)
I added a new feature to current git version which allows "shift" incombination with group recalls.
So if you have bound some unit groups to the numbers, you can recall those while holding the shift key. Now the groups are added to the current selection.

Please test this as this changed something with the key handling ( does this work on windows ? )

B)

Additionaly I added the possibility to add units to an existing group. To do so you select a unit ( or some units ) and then you press ctrl+shift+groupnumber. So  Ctrl+shift+groupnumber adds the current selection to this group.  I am not sure if this is too complicated and if this is really needed with the new feature A) above. Please try it and tell me your opinion.

32
Maps, tilesets and scenarios / avatar like tileset ( pandora )
« on: 18 March 2015, 23:43:06 »
Update: first alpha is here:
http://titi.megaglest.org/tilesets/pandora_a1.7z

Screenshot:
(click to show/hide)

I am working on a pandora like tileset now and here are some screen shots. What do you think about my first tree, should it glow or not ?

Ground textures so far:
(click to show/hide)

new plants and night glowing flowers:
(click to show/hide)

first tree ( should it glow or not ? );
(click to show/hide)

33
MegaGlest / new feature: glow effect for models
« on: 18 March 2015, 00:05:27 »
I am working on a new glow effect for models. ( nearly done, will be checked in tomorrow )
The idea is to allow a mesh to be rendered like a glowing particle. for this I madea new switch in the g3d format and the blender importer/exporter.

With this you can make things that glow at night without using particles! Like eyes of a Dragon or whatever. A tiny problem is that things get more and more transparent ( like particles do ) when using darker colors, but play with it to see,

(click to show/hide)

Herer its used in a tileset:
Day:
(click to show/hide)

Night:

(click to show/hide)

Glowing eyes in team color and flowers ( only 50% of possible glow effect ):
(click to show/hide)

34
MegaGlest / MegagGlest 3.11.1 released
« on: 9 March 2015, 22:11:53 »

MegaGlest 3.11.1 released 



Get Downloads on our official download page
Or directly from GitHub:
v3.11.1
- no more false clicks when commanding via mini map
- map editor has a more useful and powerful map height randomizer
- map editor saves all maps with .mgm ending by default.
- fixed map editor ( several linux distributions had trouble )
- for missing tilesets and techs optional download from mod center instead of server. (bugfix)
- healthbar default set to "if needed"
- nicer tilesets as defaults
- improved camera startposition on game start ( main building in center ).
- attackBoosts: Ep + Hp regeneration is shown in description
- MegaGlest can be build easier on MacOS ( sadly noone was willing to test )

37
Maps, tilesets and scenarios / new 8 player map "newland"
« on: 17 February 2015, 23:21:24 »
http://mods.megaglest.org/maps/newland.mgm   
Available via ingame  modcenter too.

38
MegaGlest / New feature in map editor
« on: 10 February 2015, 01:17:51 »
The map editors "randomize height" function was quite useless. I replaced it with something more useful:
 :angel:

39
MegaGlest / MegagGlest 3.11.0 released
« on: 22 January 2015, 19:32:10 »

MegaGlest 3.11.0 released 



Get Downloads on our official download page
Or directly from GitHub:
v3.11.0
- healthbars with a lot of options
- multi shot / multi-projectiles with different timings,sounds and particle systems
- several camera shake effects
- new tileset "pine rock"
- some new maps
- improve switching settings when connected to a headless server
- support for team unit sharing
- team resource sharing
- tags feature 
- Attack boosts fixed in many ways
- Attack boosts and upgrades now support upgrading attack speed
- timed particles and mesh bound particles really work now.
- unit height independent particle positioning ( flat-particle-positions )
- CPU players multiplier are displayed in debug view
- You can have non commandable units
- Units spawned by an attack skill can get an attack command 
- Unit and Splash particles can be sped up ( accelerated )
- Looting https://github.com/MegaGlest/megaglest-source/pull/17
- HP and EP starting values
- <target-height> <burn-height> can be given https://docs.megaglest.org/XML/Unit#target-height
- +several bugfixes


40
When you load a game that had shared resources enabled, you see no more resources displayed in the GUI. ( Yes I introduced this bug :-/ . I will fix it as soon as possible).

41
MegaGlest / No more trouble with colorpicking?
« on: 12 January 2015, 09:28:20 »
I changed something with colorpicking so it uses the depth buffer now.  It looks like this fixed problems with colorpicking in general! Noone had any more false clicks up to now ( 4 big games ) .
Please report if you still have trouble using colorpicking.

Explanation: Using the depth buffer means the units are rendered in the right order. So if there is one unit in front of the another the most front one is selected and its no longer random which unit is selected like before.
Using this I also needed to change the rendering for colorpicking a bit. Now we first render the buildings and then we reset the depth buffer. Then we render the mobile units on top of it. By this you can select "normal" units which hide behind buildings too.


42
Feature requests / Checking for newer version on game start
« on: 1 January 2015, 16:38:40 »
Softcoder added a new ( currently disabled by default ) feature that checks if  a new version of MG is available and auto downloads this.

In general I like this feature, but after thinking about this I don't like that this functionality is part of the game. This auto updating should be done by using an external tool ( which can be written by us too ) but  this is nothing MG specific. and makes things more complicated and may raise security concerns for some people.
For the moment it's ok to have this code for vejvoda internal use,  but in general this should be changed to something external which is launched by the startscript or something like this..

( on a first thought git with a bit scripting might be a good option to implement this )


43
MegaGlest / MegaGlest 3.11-beta2.0
« on: 27 December 2014, 00:34:14 »
As we fixed many bugs and we had many changes by this, I decided to make another beta version before release.

You can download current beta2 as full data+binary package here:

Changes since 3.9.1:
- healthbars with a lot of options
- multi shot / multi-projectiles with different timings,sounds and particle systems
- several camera shake effects
- new tileset "pine rock"
- improve switching settings when connected to a headless server
- support for team unit sharing
- team resource sharing
- tags feature 
- Attack boosts fixed in many ways
- Attack boosts and upgrades now support upgrading attack speed
- timed particles and mesh bound particles really work now.
- unit height independend particle positioning ( flat-particle-positions )
- CPU players multiplier are displayed in debug view
- You can have non commandable units
- Units spawned by an attack skill can get an attack command 
- Unit and Splash particles can be speeded up ( accelerated )
- Looting https://github.com/MegaGlest/megaglest-source/pull/17
- HP and EP starting values
- <target-height> <burn-height> can be given https://docs.megaglest.org/XML/Unit#target-height
- +several bugfixes

v3.10.0 This version was skipped because of version number trouble.

44
Closed feature requests / [closed] statically linked binaries
« on: 27 December 2014, 00:07:19 »
For linux binaries it would be nice to have the option to create a statically linked binary ( or at least something with very little dependencies ).
This would fix possible problems for upcoming linux versions when people try to run an old executable ( from installer for example )

Edit: Situation is better thx to more advanced start scripts which fix a lot of bad situations in the dynamic linking area.

45
I list here some possible problems I saw when I made the betas. These are not bugs just possible packaging issues!

- glest-dev.ini might be delivered ?

- in Data we already have "data/cegui/" , no need to deliver this at this point

- tx-cleanup.sh shows up in githubs snapshot of data master, is this maybe in installer too  ( is it needed ? )  ( this snapshot: https://github.com/MegaGlest/megaglest-data/archive/master.zip )

- CMakeLists.txt  shows up in githubs snapshot of data master, is this maybe in installer too  ( is it needed ? )

( .... And a hint for me: "titi add new maps" :) )

-----------
( I will add more when I find more  )

46
The game froze and this is the stack:

Code: [Select]
#0  0x00007ffa53c2989c in __lll_lock_wait () from /lib/x86_64-linux-gnu/libpthread.so.0
#1  0x00007ffa53c25080 in _L_lock_903 () from /lib/x86_64-linux-gnu/libpthread.so.0
#2  0x00007ffa53c24f19 in pthread_mutex_lock () from /lib/x86_64-linux-gnu/libpthread.so.0
#3  0x00007ffa53e8edee in SDL_mutexP () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#4  0x0000000000b23d11 in Shared::Platform::Mutex::p (this=0x3d7d598) at /home/tscharn/gitglest/source/shared_lib/sources/platform/sdl/thread.cpp:532
#5  0x0000000000b5acf2 in Lock (this=0x7fff76e58f70) at /home/tscharn/gitglest/source/shared_lib/include/platform/sdl/thread.h:193
#6  setMutex (ownerId=..., mutex=<optimized out>, this=0x7fff76e58f70) at /home/tscharn/gitglest/source/shared_lib/include/platform/sdl/thread.h:175
#7  Shared::PlatformCommon::IRCThread::isConnected (this=0x3d7d4e0, mutexLockRequired=true) at /home/tscharn/gitglest/source/shared_lib/sources/platform/posix/ircclient.cpp:671
#8  0x00000000007d4e8d in Glest::Game::MenuStateMasterserver::render (this=0x3d7b750) at /home/tscharn/gitglest/source/glest_game/menu/menu_state_masterserver.cpp:741
#9  0x000000000079459f in Glest::Game::MainMenu::render (this=0x2e01930) at /home/tscharn/gitglest/source/glest_game/menu/main_menu.cpp:190
#10 0x000000000071a8c8 in Glest::Game::Program::loopWorker (this=0x200bda0) at /home/tscharn/gitglest/source/glest_game/main/program.cpp:431
#11 0x0000000000709868 in Glest::Game::glestMain (argc=<optimized out>, argv=<optimized out>) at /home/tscharn/gitglest/source/glest_game/main/main.cpp:5518
#12 0x000000000070cf1a in Glest::Game::glestMainSEHWrapper (argc=1, argv=0x7fff76e61a78) at /home/tscharn/gitglest/source/glest_game/main/main.cpp:5764
#13 0x00007ffa5084276d in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#14 0x000000000050d3b9 in _start ()

47
When a server hosts a game and a client is connected and the server quits the game while the game is running , the server crashes ( very often ).

I already searched a lot and this check in introduced it:
https://github.com/MegaGlest/megaglest-source/commit/7d8af94a44ab7dfa824d54cae8817144bf6b55a0

48
Bug reports / 3.10-beta ( git version) ingame crash when typing
« on: 15 December 2014, 00:18:06 »
I was server and i crashed with this below. I don't know what I did exactly and what was wrong, but i tried to give an attack command while I was in chat. When I saw it I pressed ENTER to quit the chat mode and I gave the attack command very quickly.
I tried several times, but I cannot reproduce it. ( The last line number from the stack does not make sense to me) .

Code: [Select]
[2014-12-14 23:45:55] Runtime Error information:
======================================================
In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5668] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x704518] line: 651
./megaglest() [0x70479f]address [0x70479f]
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f8915d9e150] line: 0
./megaglest() [0x6b7294]address [0x6b7294]
./megaglest:Glest::Game::Gui::clickCommonCommand(Glest::Game::CommandClass)address [0x6bbeac] line: 619
./megaglest:Glest::Game::Gui::hotKey(SDL_KeyboardEvent)address [0x6c125d] line: 416
./megaglest:Glest::Game::Game::keyDown(SDL_KeyboardEvent)address [0x599c0d] line: 4893
./megaglest:Glest::Game::Program::keyDown(SDL_KeyboardEvent)address [0x725451] line: 338
./megaglest:Glest::Game::MainWindow::eventKeyDown(SDL_KeyboardEvent)address [0x6e8435] line: 1113
./megaglest:Shared::Platform::Window::handleEvent()address [0xb47022] line: 234
./megaglest:Glest::Game::glestMain(int, char**)address [0x70fd74] line: 5430
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x71343a] line: 5765
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f8915d8976d] line: 0
./megaglest() [0x50bd39]address [0x50bd39]

49
MegaGlest / Discussion: Shared Units / Shared Ressources
« on: 9 December 2014, 23:42:50 »
We tested quite often with shared units and shared resources now,  and I have some questions/concerns about it:
Two resource displays are complicated and there is not enough place on the display in my opinion. For example the network status is unreadable using it and I am sure it will break many HUDs.

Shared units mode:
1)  Why are there 2 resource displays  in shared units mode? Is it not enough to see only one showing the resources of the first units faction which is currently selected?
I know you always see your own resources by this, but I personally think thats not needed.
My suggestion would be to only show one resource bar and if its not your faction, underlay the resource display with team color, so its very obvious its not yours.

2) Why are there displayed all resources? I would prefer to only show the resources of the faction. This means if you have a non-food faction, there is no food display. Maybe if we stay with two displays just leave some space.
 ( as I said above only one display would just render the resources as they are. )

Shared resources:
3) I see no reason to see my own resources. It's all calculated/played on a team basis, so I see no need to display my own resources. ( just for debugging )
4) maybe resources can be shown based on the first selected units faction as I said above so not all resources are shown at once typically.


Bug?:
I think there is a bug with calculating the team food, if its like this we should split this to the bugs section:
 Somehow the calculation in an update is done like this: first calculate food for each faction, then sum it all up to get the teams food state.( which is used to calculate the damage if negative )
but when a factions personal food state is calculated there must be a place where the food is set to 0 although it should be negative for the overall team calculation. But something i wrong there, because if you have many hungry units and they starve, suddenly the team has nearly no more negative food and can survive much longer than it should.

Cheat possible?:
Is it possible that someone with a modified client can control units of others factions now? This case should result in a "out of sync" or a proper error message.


update: I added some debug and I think he does not cheat.
Bug with resource calculation ?
This is just a wild guess, but using the current beta/git version the CPU player plays a lot better than before and has tons of units. Maybe it is just that we played bad very often, but I started to think about it what could cause this. One thing that I could imagine is that the CPU-players maybe work with negative resources now somehow ? This would explain a stronger CPU. But as I said its a wild guess....



50
Feature requests / [done]Color for teams in menu
« on: 4 December 2014, 14:48:25 »
To make the team setup more obvious in the menu it would be good to show a colored background for the team settings making it very obvious if something is wrong there.
This is a typical problem for new players. (less obvious would be setting the font color for the team number)

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