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Topics - titi

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351
General discussion / c++ problems :/
« on: 21 February 2010, 12:09:04 »
Hi, I have a little problem with typedefs:

in skill_type.h I want to define this:

Code: [Select]
typedef list<UnitParticleSystemType*> UnitParticleSystemTypes;
// =====================================================
// class SkillType
//
/// A basic action that an unit can perform
// =====================================================

class SkillType{

   
protected:
    SkillClass skillClass;
string name;
int mpCost;
    int speed;
    int animSpeed;
    Model *animation;
    SoundContainer sounds;
float soundStartTime;
public:
UnitParticleSystemTypes unitParticleSystemTypes;

....

and in unit.cpp I want to use the type "UnitParticleSystemTypes" like this:
Code: [Select]
if((!currSkill->unitParticleSystemTypes.empty())
&& (unitParticleSystems.empty()) ){
for(UnitParticleSystemTypes::iterator it= currSkill->unitParticleSystemTypes.begin(); it!=currSkill->unitParticleSystemTypes.end(); ++it){
UnitParticleSystem *ups;
ups= new UnitParticleSystem(200);
(*it)->setValues(ups);
ups->setPos(getCurrVector());
ups->setTeamNumber(getTeam());
unitParticleSystems.push_back(ups);
Renderer::getInstance().manageParticleSystem(ups, rsGame);
}
}

I get an error in this line :
for(UnitParticleSystemTypes::iterator it= currSkill->unitParticleSystemTypes.begin();it!=currSkill->unitParticleSystemTypes.end(); ++it){
...

saying
Code: [Select]
C++ ./build/i686-pc-linux-gnu/optimize/glest_game/type_instances/unit.o
glest_game/type_instances/unit.cpp: In member function 'void Glest::Game::Unit::setCurrSkill(const Glest::Game::SkillType*)':
glest_game/type_instances/unit.cpp:324: error: conversion from 'std::_List_const_iterator<Glest::Game::UnitParticleSystemType*>' to non-scalar type 'std::_List_iterator<Glest::Game::UnitParticleSystemType*>' requested

Whats wrong? how can I fix it?

352
General discussion / REGULAR_ENUM--STRINGY_ENUM ...
« on: 14 February 2010, 22:56:11 »
Sorry I'm new to C++, so please help me, all theses defines and switches in GAE are really not easy.

So, what are these defines good for? Why are they better than normal enums?

And what does all this mean ( from game_constants.h ):
Is this also some kind of precompiler directive in the comment?

Code: [Select]
/** The control type of a 'faction' (aka, player)
  * <ul><li><b>CLOSED</b> Slot closed, no faction</li>
  * <li><b>CPU</b> CPU player</li>
  * <li><b>CPU_ULTRA</b> Cheating CPU player</li>
  * <li><b>NETWORK</b> Network player</li>
  * <li><b>HUMAN</b> Local Player</li></ul>
  */
STRINGY_ENUM( ControlType,
CLOSED, CPU, CPU_ULTRA, NETWORK, HUMAN
);

I don't know what to do here and how to add my megaCPU  :-\ .

353
General discussion / problems with gae in eclipse
« on: 12 February 2010, 23:10:23 »
I have some problems to setup GAE in eclipse.

I get these errors, whats that?
Looks like some unit test things ...? What is cppunit and why is it needed?
Code: [Select]
../source/test/main.cpp:22:32: Warnung: cppunit/TestRunner.h: No such file or directory
../source/test/main.cpp:23:32: Warnung: cppunit/TestResult.h: No such file or directory
../source/test/main.cpp:24:41: Warnung: cppunit/TestResultCollector.h: No such file or directory
../source/test/main.cpp:25:45: Warnung: cppunit/extensions/HelperMacros.h: No such file or directory
../source/test/main.cpp:26:47: Warnung: cppunit/BriefTestProgressListener.h: No such file or directory
../source/test/main.cpp:27:52: Warnung: cppunit/extensions/TestFactoryRegistry.h: No such file or directory
../source/test/main.cpp:50:2: Warnung: Kein Newline am Dateiende
../source/test/main.cpp: In function »int main()«:
../source/test/main.cpp:32: Fehler: »CPPUNIT_NS« wurde nicht deklariert
../source/test/main.cpp:32: Fehler: expected `;' before »controller«
../source/test/main.cpp:35: Fehler: »CPPUNIT_NS« wurde nicht deklariert
../source/test/main.cpp:35: Fehler: expected `;' before »result«
../source/test/main.cpp:36: Fehler: »controller« wurde in diesem Gültigkeitsbereich nicht definiert
../source/test/main.cpp:36: Fehler: »result« wurde in diesem Gültigkeitsbereich nicht definiert
../source/test/main.cpp:39: Fehler: »CPPUNIT_NS« wurde nicht deklariert
../source/test/main.cpp:39: Fehler: expected `;' before »progress«
../source/test/main.cpp:40: Fehler: »progress« wurde in diesem Gültigkeitsbereich nicht definiert
../source/test/main.cpp:43: Fehler: »CPPUNIT_NS« wurde nicht deklariert
../source/test/main.cpp:43: Fehler: expected `;' before »runner«
../source/test/main.cpp:44: Fehler: »runner« wurde in diesem Gültigkeitsbereich nicht definiert
../source/test/main.cpp:44: Fehler: »CPPUNIT_NS« wurde nicht deklariert
../source/test/main.cpp:47: Fehler: »system« wurde in diesem Gültigkeitsbereich nicht definiert

354
General discussion / gae 0.2.13-development
« on: 12 February 2010, 19:48:30 »
I checked out the current 2.x version. It builds and works fine under linux. i also used the original GAE data from the svn.

Now for the problems we found so far ( only single player of course ):

- there are no death animations shown at the moment.

- We had a strange behaviour of a horse, I think its maybe a pathfinder problem.
  The CPU attacked me in the map Fourrivers  and we fighted at the river. There were too many units fighting at the river so they got stucked.
 One of them was a horse. This horse  was standing sideways and was always showing the running animation, also it didn't moved.
 when all the units in front of it were killed, the horse still was standing sideways and running on the place. Then it suddenly( after about 3 seconds )    started to with its normal behaviour and started the attack.

- I think we need a linux startscript like original glest. this adds libs to LD_LIBRARAY_PATH and so on and changes to the right directory for the start.

- CameraZoomReset  is not set to a key in keymap.ini by default and it doesn't work :/  . I would vote to set it to "Space" as a default.
Why is the keymap.ini always written/touched when gae starts?
( By the way, are really all those things in keymap.ini useful ? and do they all work ? )

- when attacking someone with there is shown a red arrow at the upper left corner of the attacked unit, I think this is a bug too.

( I update this post until someone else posts )

355
Maps, tilesets and scenarios / Should all tilesets be the same?
« on: 3 February 2010, 14:16:08 »
There are some differences in the current tilesets up to now:

in my opinion "normal" are:
Forest, Evergreen, Autumn, Mediterran, (New) Winter , desert2, jungle , hell  are all the same

Some kind of unusual are the following:
In Winter_forest the water object ( reed and so on,which is ice in winter_forest ) is not walkable !

Dark_forest, scrubland:
Custom 1 Object is walkable! ( Custom 1 is something like Tree/DeadTrees/Ilivetree/DeadPalm... )


356
Linux and other ports / Compiling the glest editor
« on: 30 January 2010, 15:07:47 »
Hi anyone knows how to successsfully compile the glest editor in linux?
Configure finds everything it wants:
Code: [Select]
checking for wxWidgets version >= 2.6.0 (--unicode=yes)... yes (version 2.6.3)
But it doesn't compile, I get:
Code: [Select]
C++ ./build/i686-pc-linux-gnu/optimize/glest_map_editor/main.o
In Datei, eingefügt von /usr/lib/wx/include/gtk2-unicode-release-2.6/wx/setup.h:1035,
                 von /usr/include/wx-2.6/wx/platform.h:85,
                 von /usr/include/wx-2.6/wx/defs.h:19,
                 von /usr/include/wx-2.6/wx/wx.h:15,
                 von glest_map_editor/main.h:7,
                 von glest_map_editor/main.cpp:1:
/usr/include/wx-2.6/wx/chkconf.h:100:9: Fehler: #error "wxUSE_PROLOGIO must be defined."
/usr/include/wx-2.6/wx/chkconf.h:488:9: Fehler: #error "wxUSE_NEW_GRID must be defined."
/usr/include/wx-2.6/wx/chkconf.h:1184:9: Fehler: #error "wxUSE_DYNAMIC_CLASSES must be defined as 1"
In Datei, eingefügt von /usr/include/wx-2.6/wx/platform.h:88,
                 von /usr/include/wx-2.6/wx/defs.h:19,
                 von /usr/include/wx-2.6/wx/wx.h:15,
                 von glest_map_editor/main.h:7,
                 von glest_map_editor/main.cpp:1:
/usr/include/wx-2.6/wx/chkconf.h:100:9: Fehler: #error "wxUSE_PROLOGIO must be defined."
/usr/include/wx-2.6/wx/chkconf.h:488:9: Fehler: #error "wxUSE_NEW_GRID must be defined."
....

Anyone knows how to fix it( It should still work in windows too if posible )? I want to fix this in megaglest so everyone can compile it .
When I get it to compile I also want to add some more speaking strings like those:

"Gold ressource" instead of "Custom 1"
"Stone ressource" instead of "Custom2"
"Big Rock" instead of "Custom 4"
...

 
 

357
MegaGlest / MegaGlest (MAIN)
« on: 13 January 2010, 23:18:43 »
This is a deprecated topic! Please visit megaglest.org






Wiki  --  Welcome to MegaGlest!   --  [/color]Screenshots
                  [/color]Project Homepage on SourceForge

Latest Full MegaGlest Release - 3.4.0


  • 5 new factions
  • Many new tilesets
  • 2 more AI players
  • Cross platform multiplayer
  • Masterserver
  • New maps and scenarios
  • New particles
  • Attack Alarm system
  • extended Lua support
  • .....
-----------------------------------------------
For more info about Megaglest please visit the new homepage  http://www.megaglest.org

MegaGlest Release History:
Code: [Select]

Version 3.4.0:
- new attack alarms use visual and audio cues to indicate when and where you or your team are under attack
- new auto router configuration for Internet hosted games will auto port forward (for UPNP enabled routers)
- new network file transfer system current allows servers to send missing maps and tilesets to clients
- new IRC client built into the Internet lobby (uses freenode's megaglest-lobby channel)
- improved sound handling for better stability and smoother game play
- CPU AI players now can have their resource multiplier manually changed
- new fog of war setting allows showing resources on the map at game start (thanks GAE team)
- many new commandline options (try --help to see)
- texture compression for video cards that support it
- improved AI players are much harder to defeat
- new Romans_beta faction in megapack
- new language translations
- new tilesets, maps, scenarios and tutorials
- G3D Viewer enhancements including PNG screenshots with alpha transparency option
- performance improvements for both rendering and network play
- FreeBSD support has been added in this release
- bugfixes discovered in 3.3.7.2

Version 3.3.7.2:
- Bugfixes discovered in 3.3.7

Version 3.3.7:
- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvements
- Map Preview in game lobby
- Added ability to pick a random faction in the game lobby
- Added ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.

Version 3.3.6:
- More performance updates to rendering and game updating
- Improved network play for slower clients (new game options for lagging players)
  - Added the ability to toggle Pause or Disconnect for lagged clients per game
  - Better error detection of network state
- Updated client and server lobby screens to show more game information
- Added more per game changable settings for network games
- Updated support for GAE pathfinder (but should ONLY be used in single player mode as network use is experimental)
- Added new commandline parameter for modders to validate their techtrees, usage:
  ./glest --validate-techtrees
- Added new commandline parameter to display openGL driver information, usage:
  ./glest --opengl-info
- Added support for Open Suse
- Fixed bugs where invalid IP addresses were used for NIC's that are not active
- Added the ability to turn OFF sounds via the options menu
- Some bug fixes and changes were made to the AI
- Fixed issue where command queues and multi-unit selecting was broken
- Fixed map editor for windows users where tooltips didn't show properly and memory corruption.

Version 3.3.5:
- Added loads of Network features (See below)
- Added multi-platform network play support
- network performance improvements.
- Added master server support to help the community find online Internet games.
- Added Internet lobby to display Internet Game Hosts.
- Added client lobby where clients may chat and configure their player
  settings before the game begins.
- Added Network LAG checking for network games.
- Added Server / Local based AI control for Network games.
- Added customizable hotkey support
- Introduced native Linux 64 bit binaries and installer
- added queued commands (hold shift while continue clicking future unit commands)
- added new maps, tilesets and improved particle effects
- fixed many bugs found during the release cycle.
- added particle viewing support in the G3d Viewer

Version 3.3.4.3:
- Fog of war in scenarios is fixed

Version 3.3.4:
- Fixed multiplayer related crashes from 3.3.3
- 'M'-key to redisplay faded messages
- Some fontwork again
- Windows is using OpenAL as default
- Waterbug fixed. Walking in water volume is now releated to the camera position.

Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- [color=red]Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.[/color]
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.

Version 3.3.1:
- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 )
- network consistency checks are reported more user friendly (on server and client )
- all network related errors should be handled with a dialog and doesn't crash glest any more.

Version 3.3.0:
- New multiplayer version of megaglest! It should be much more stable now
  and less choppy than original glest !
- New disconnect messages and chat in connect menu .....
- Now with several particles for every skill!
- black particles!
- Fire with smoke for every "burnable" unit ( even walking/flying ones )
- 8 player support
- Individual particle systems for damage indication
- More particles everywhere in the data
- New snow
- Ingame option to switch off all the new particles ( for slow machines )
- Morphing ground units to flying units
- Damage-all switch in splash definition works now
- Linux editor/g3dviewer/configurator are working and part of the linux
  distribution too now
- New maps
- New tileset scrubland
- Editor with lots of comfort functions and 8 player (*.mgm) support.
  The editor includes things like undo/redo, brush copy , mouseover display now

since Version 3.2.3:
- Only needed factions are loaded ( thanks silnarm ).
- a weeker CPU player was added for real beginners
- two new CPU players were added ( CPU-Mega and CPU-Easy )
- much much more data compared to glest ( factions/maps/tilesets ...)

Previous Releases:
Version - 3.3.7.2
Version - 3.3.7
Version - 3.3.6
Version - 3.3.5
Version - 3.3.4.3
Version - 3.3.4
Version - 3.3.3
Version - 3.3.2
[/color]Versions prior to 3.3.2 are disorganized, and do not have one specific topic, feel free to hunt around for earlier versions though.

358
Linux and other ports / MegaGlest for Linux
« on: 6 January 2010, 01:55:00 »
MegaGlest is a continuation (and fork) of Glest. Please read more about MegaGlest on its website: http://megaglest.org

359
MegaGlest / megaglest 3.2.3 beta
« on: 6 January 2010, 01:33:04 »
Here is a new glest release , please test it. ( how should I call it? Should I stay with glest or should I call it something like megaglest? )
Code: [Select]
http://www.titusgames.de/glest-source-3.2.3-beta1.tar.bz2
Whats new?
- Only needed factions are loaded ( thanks silnarm )
- a weeker CPU player was added for real beginners
- A somehow better CPU player was added ( CPU-Mega )

Mega-CPU: Please test this one! Especially in the end of a game this CPU make huge armies/attacks!
I know it could be better and I will try to improve it if you like it!

Linux 32bit version is comping soon( tomorrow ), but I currently cannot build a linux 64 bit version here at home.
Same with a Windows Version,  who can help?

You may ask why not GAE?
Simple answer, it still has no official/stable release yet and no working multiplayer. I want to go on modding :) so I needed this one.

update: Here is the linux 32 bit binary(+libs) build on ubuntu 8.04:

Code: [Select]
http://www.titusgames.de/glest3.2.3-beta1_i386_linux_bin.tar.bz2Simply use the glest 3.2.2 data ( Attention if you test this in your installation!! Backup "glest.bin" and the "lib" directory first which are new in this release! )   

update2: Here is the windows32 binary ( thanks silnarm ! ):

Code: [Select]
http://www.titusgames.de/glest_3.2.3_beta1_win32.zip

360
Off topic / Happy new year!
« on: 1 January 2010, 01:05:06 »
Happy new year to everyone!

361
This was a great game ( 1h 30min !! ) from me and my oldest son! I nearly died in the middle of the game, but my son came to help me in the last second. Really huge battles on ground and in the air! One of our best glest games ever!

I really recommend the map "Wadi Nefud" ! ( https://docs.megaglest.org/Maps )

Look at this ( screenshot was made from his computer ):

362
Mods / Mods in the official Wiki!
« on: 13 November 2009, 22:07:49 »
This is a call to all modmakers!
Please make an entry for your mod in the official glest wiki! Please only list mods there which reached some kind of a playable state.
The list should be ordered by importance, so try to find your position in this list.

There are currently missing lots of good mods like the vbros packs!
If you want, you can also setup a page for your mod too! There you can have screenshots,(install)descriptions,videos and so on if you have something like this!

And by the way, look at the wiki in general there are many good modding infos available too!

update:
the site I'm talking about is this https://docs.megaglest.org/Mods

363
Maps, tilesets and scenarios / surface5a ( extra ground texture)
« on: 7 November 2009, 19:25:29 »
Mediterran was the first tileset where surface5a was used in a map by Trappin (original version of Wadi Nefud.gbm).
When I saw this , I thought it would be a good idea to have this ground texture available in every tileset.
So I started to create these missing textures for all the tilesets.

I made the missing extra textures(custom 5) for the tilesets:
autumn
winter
evergreen
desert2
jungle
scrub_land

I want to include these in the upcoming megapack v5. You can try them now, what do you think?:
http://www.titusgames.de/tmp/surface5a.zip

ATTENTION!!!! If you patch your tilesets, you cannot play multiplayer with others with these tilesets any more!
So backup first!


the setup is meant like this in all cases:
Code: [Select]
<surface>

<texture path="textures/surface5a.bmp" prob="0.2"/>

<texture path="textures/surface5b.bmp" prob="0.2"/>

<texture path="textures/surface5c.bmp" prob="0.2"/>

        <texture path="textures/surface5d.bmp" prob="0.2"/>

                        <texture path="textures/surface5e.bmp" prob="0.1"/>

                        <texture path="textures/surface5f.bmp" prob="0.1"/>

</surface>


364
General discussion / Current state of GAE?
« on: 2 November 2009, 13:19:23 »
Whats the current state of GAE?

Is there soon any hope of a version that
- has all glest 3.2.2 features included
- has any kind of working multiplayer support?
- is really stable( regarding at least the glest 3.2.2 features ) or on the way to get a stable version? ( Probably in its own branch a branch with some kind of "feature freeze" )
If there is anything like this in the pipe, please give us some official alpha or beta versions that we can test ( not only svn access )!

If a stable GAE release like this is not really possible yet, maybe you can give us an improved version of glest 3.2.2?
With all the upcoming and released mods the current glest really has a big problem with its way of loading. It loads all the factions in a techtree, used or not. So maybe you can give us such a patched 3.2.2 Version now if you need more time to create a first stable GAE.
I think all the glest modders would be really really happy to get something new official and stable whats better then 3.2.2 .
We (the modders/content creators) really need one official version that we can base on, please give it to us!

365
Tools / Gimp Resynthesizer Plugin ( ground textures )
« on: 2 November 2009, 11:00:23 »
I think this plugin is really worth a discussion!
It's really perfect for creating similar looking tilable glest ground textures!
If anyone finds a good tutorial about this plugin and how to use it, please publish it here. If noone finds something, I will probabaly create a tutorial how to use it glest related...

http://www.logarithmic.net/pfh/resynthesizer

UPDATE:
I made a tutorial now!
http://www.titusgames.de/resynthesize_tut/000-01-layers.jpg.html
Start with the first picture. On the left side you'll find some describing text!

366
Maps, tilesets and scenarios / Mediterran tileset (released)
« on: 25 October 2009, 23:18:56 »
I don't know what it will be called, but there are palms :)

here it is ( its still called mediterran for now )
http://www.titusgames.de/tilesets/mediterran2.7z (~4,4 MB)

more screenshots ( click on the small image! ):



actual screenshot ( big multiplayer fight me with my son vs AI. The AI won in the end, because we ran out of ressources )


367
Tools / Special Modding Infos ( from this forum )
« on: 12 August 2009, 20:53:08 »
This topic is a collection of links to useful  topics in this forum

!! Important !!
Don't miss the General Modding Overview . This is only a collection of forum knowledge !!
And have a look at the Wiki too! Especially the Blender Section

Tutorials
Glest blender video - Some videos made by titi which are very useful for modding beginners which try to create first models for glest.
Game art tutorials - Useful information from tucho the orginal glest 3d artist
Glest Guide - Guides to modding, tutorials, and mod download center.

Ressources
textures/sounds/models/knowledge - a topic about free textures/sounds/models/knowledge
Original glest models - The original Glest models for download.

Extras
Skill Cycles....and other related stuff (for coders mostly...)

368
Mods / sticky topics
« on: 12 August 2009, 09:38:56 »
There are these two vbros packs now, which I really want to make sticky for a while, but we already have too much stickied topics in my opinion.

Any ideas how we can reduce the amount of sticky topics?
Can some of the things be joined in one (probabaly new) topic?
Give me your ideas.

369
Mods / update for persian mod
« on: 10 August 2009, 21:32:20 »
I played several games with the persian faction now and I think especially in Multiplayer mode the persian faction is very weak in the end.
This is why I decided to start with something battlemachine like ....
I thought of a (ground)dragon which is a morph of the magician throwing fire.
What do you think?


370
General discussion / More than 4 players
« on: 6 April 2009, 07:23:46 »
Currently glest allows 4 players and 4 different teams.
What about the idea to extend these limits a bit?
I think 4 teams are ok, but why only 4 players?
OK 4 real players might be a limit for the network traffic, but
something like this should be possible (or not?)

team1..player1..
team2..player2
team3..player3
team4..cpu1..cpu2..cpu3..cpu4 ( probably all with different factions? )

For this we will need a new mapformat where it is possible to set several ( but a fixed number for example 4) of starting points which are numbered for one team and probably the AI must be extended a bit to handle this. This number of starting points will limit the number of players which are possible for one team. And with the limit of 4 teams we have no trouble with teamcolors and so on, because we stay with 4 teams.

What do you think of this?
How much will this effect the network code/traffic?


371
Linux and other ports / Glest 3.2.2 for Linux
« on: 3 April 2009, 20:54:45 »
Download binaries and data.  ( !! If the game works modify file glest.ini to setup a better display resolution! !!)

The sourcecode is also available, but we recommend the official binaries, compiled by me:
http://downloads.sourceforge.net/glest/glest_source_3.2.2.zip  ( official source code package )
or
http://www.titusgames.de/glest-source-3.2.1.tar.bz2 repackaged source tarball ( with right version string (by titi))

The official binary was compiled on an old ubuntu 6.06 to be as comptible as possible (glibc 2.38).
Hint: If you have a very up to date debian/ubuntu system, you might get in trouble with
libopenal.so.0 which is not available on these systems. Try this workaround:
Code: [Select]
ln -s /usr/lib/libopenal.so.1 <PathToGlestInstallation>/lib/libopenal.so.0


Linux 32-bit installer: https://forum.megaglest.org/index.php?topic=3031.0

372
Linux and other ports / Linux: Glest 3.2.1 patch1 (multiplayer)
« on: 29 March 2009, 20:32:38 »
I described a problem with multiplayer in glest 3.2.1 a while ago:
https://forum.megaglest.org/index.php?topic=4161.0
But now there is a fix for this( thanks  a lot softcoder!!):
https://forum.megaglest.org/index.php?topic=4241.0

Here is a ( currently ) inofficial binary with this patch included:
http://www.titusgames.de/glest3.2.1_patch1_i386_linux_binary_only.tar.bz2

or as a full bin package with libs and so on:
http://www.titusgames.de/glest3.2.1_patch1_i386_linux_bin.tar.bz2

Here is a source package including this patch:
http://www.titusgames.de/glest-source-3.2.1_patch1.tar.bz2

373
http://www.titusgames.de/scenarios/center_punch.zip

It's not a scripted scenario, but this setup gives you a really good fight.

Code: [Select]
<?xml version="1.0" standalone="yes" ?>

<scenario>

<difficulty value="3"/>

<players>

<player control="cpu-ultra" faction="magic" team="2"/>

<player control="human"  faction="norsemen" team="1"/>

<player control="cpu-ultra" faction="persian" team="2"/>

<player control="closed"/>

</players>

<map value="overgrown_city"/>

<tileset value="desert2"/>

<tech-tree value="megapack_v4"/>

<default-resources value="true"/>

<default-units value="true"/>

<default-victory-conditions value="true"/>

<scripts/>

</scenario>

374
Mods / Screenshots for every mod post
« on: 18 March 2009, 09:36:38 »
For all people creating mods:
Please always try to add a screenshot ( or more screenshots ) to the first post of your mod, as soon as this is possible!
There are currently much too much things going on and it would be a really nice feature to get a quick first imression of every mod.
(By the way, use the 'e'-key to take a ingame screenshot ) .

I will also try to do this for my mods.


375
If you like blood and gore, this is your tileset ....
Here is the hell....
http://www.titusgames.de/hell.zip ( 2.7 mb  of blood and gore )




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