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Topics - titi

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376
Maps, tilesets and scenarios / creating bamboo is hard....
« on: 20 February 2009, 20:05:24 »
I'm currently working on a new tileset "bamboo_garden", but its very hard to create good looking bamboo.
The screens look ok, but when I choose a smaller size for the bamboo, it doesn't look good any more :( .



377
Bug report / Multiplayer bug in glest 3.2.1 :-(
« on: 19 February 2009, 19:11:09 »
We found an annoying bug in glest 3.2.1 ( its in Linux but I think its of general kind )

Multiplayer:
When we start a multiplayer 2 player game it often happens that the client only sees a black screen after starting the game.
The game doesn't crash or gives an error and the music is playing and ressources are shown, it looks like fog of war everywhere.
This also happens with a clear magitech only installation!
I think this must be some kind of timing problem, because it happens more often if you start with big mods.
We didn't checked this in windows yet, but I'm quite shure it will happen there too. I will verify this If I find the time.

Another error we sometimes saw is the following:
If you give the ghost armor an attack command in the fog of war coverd area, it starts walking there, but he doesn't attack any units which he met.
Normally the units attack everything in attack mode. This doesn't happen always but sometimes. The point where he attacks was NOT a unit or building, we discovered that it was just a point in the grass. For me this error was new today, but my son said that it was always there.

378
Mods / autumn trees in nexuiz
« on: 19 February 2009, 13:00:45 »
Yes yes, its a bit offtopic, but it all started here:
FruitieX from the nexuiz community made a nexuiz map using models from my autumn tileset:

http://alientrap.org/forum/viewtopic.php?t=4106




379
see here (they are using the official binary):
http://liflg.org/?catid=7&gameid=87

Please give them feedback here ( also positive feedback please! ):
http://www.liflg.org/forum/viewtopic.php?t=939

380
Download binaries and data. Source code also available (but we recommend the official binaries, compiled by me ).

Or simply use this Installer (official binary is included!):
http://liflg.org/?catid=7&gameid=87

The official binary was compiled on an old ubuntu 6.06 to be as comptible as possible (glibc 2.38).

Update:
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
Update2:

There was a bad multiplayer bug, more see here:
https://forum.megaglest.org/index.php?topic=4246.0

381
Linux and other ports / Glest 3.2.0 For Linux
« on: 8 February 2009, 20:28:08 »
Glest 3.2.0 is released!

Download the data and use the binaries below.
Binaries for linux(32bit):
http://www.titusgames.de/glest3.2.0_i386_linux_bin.tar.gz  ( ~6MB )
( Binaries include glest.ini, some libs and a startscript too )
THIS WILL BE THE OFFICIAL BINARY FOR MULTIPLAYER! SELF COMPILED VERSIONS WILL CRASH!

Source code package ( from titusgames.de src release for linux)
http://www.titusgames.de/glest-source-3.2.0.tar.bz2
or from sourceforge ( not so linux ready )
http://downloads.sourceforge.net/glest/glest_source_3.2.0.zip?use_mirror=

Linux: Source code and data is available at the SVN: https://glest.svn.sourceforge.net/svnroot/glest

382
General discussion / my greatest glest game
« on: 7 February 2009, 20:47:20 »
Ok, it might be boring for you but for me and my sons it was the best game ever!

Look at this screenshot from a 2 hour game!
Look at the kills and units and harvested ressources! This was the biggest fight we ever had!
I played versus my sons in the map OvergrownCity. I played indian, and my sons persian and norsemen.
In the end the computers slowed down massivly, but we didn't get out of sync ( In fact we never get out of sync in local network games )
This was a very very good game with real monster battles (Your eyes could not follow the battles in the end ).




383
General discussion / Multiple OS / glest.ini ...
« on: 3 February 2009, 13:48:45 »
For a common release with multiple operating systems binaries it would be nice to have all OS dependend stuff separated by extentions/suffixes.

for example like this:

glest.ini  ( windows )
glest_linux.ini  ( linux )
or in special subdirectories....

Same for the libs directory and executable files.
It would be nice to have something like nexuiz has in its distributed zip file,
where all OSses are distributed together ready to run in one package. (www.nexuiz.com)
One windows exe and one shellscript which devides the different Linux/unix types and starts the correct binary.

Idially we end up in ONE distribution for the most commonly used OSs( like they do ). ( currently for example linux_x68 linux_64 windows )

What do you think of this?

384
Mods / New blender export script with direct .g3d export available!
« on: 30 January 2009, 21:46:47 »
Sorry I forgot to release it  a bit earlier  :-[.

more info here:
http://www.titusgames.de

Thanks a lot for this Yggdrasil!!!

Info from the header:
Code: [Select]
#INSTALLATION :
#       Copy this Script into your .blender\scripts directory.
#       if you want direct .g3d support unpack all needed glexemel files to this directory too:
#       LINUX:
#       In case of linux its only: xml2g and g3d.dtd ( included is a binary for linux32 bit).
#       The sourcecode can be found here:
#       http://www.glest.org/files/contrib/tools/glexemel-0.1a.zip
#       WINDOWS:
#       If you are using windows, all files from the "bin" directory from the
#       following zip files are needed:
#       http://www.glest.org/files/contrib/tools/glexemel_win32_0.1a.zip
#


385
Try to survive the amazones!
This is my lua scripted scenario amazones(_light) for the megapack_v3 and glest 3.2_beta3

http://www.titusgames.de/scenarios/amazones.zip ( for real glest gamers  ;D)
http://www.titusgames.de/scenarios/amazones_light.zip ( for "beginners"  ;))

( My old post is lost, so I post it again..... )

386
Maps, tilesets and scenarios / new winter tileset
« on: 28 January 2009, 01:06:56 »
It's winter in the forest .....
download(updated to beta2): http://www.titusgames.de/winter_beta2.7z (~4MB)

387
General discussion / eclipse
« on: 23 January 2009, 12:31:16 »
I also want to start doing something in the code too but for now I have to learn somthing about C++ and Eclipse....
I already successfully made some changes ( just for me, just for testing ) and I added an new CPU player which is a bit stronger than the current CPU-Ultra for example.

I still have huge problems setting up the all things in eclipse correctly.
For example includes:
I put the whole glest source directory into a source folder. He does find all external includes like sdl and so on, but he doesn't find the includes in other subdirectories. How can I add the includes from the source folder(and its subdirectories) to the includepath in eclipse?

388
General discussion / tileset features
« on: 11 January 2009, 11:34:16 »
Here some ideas to expand the possibilities of the tilesets:

- water: currently we can define it with some TGAs which are played back like some kind of animated gif.
  What about one (or more) implemented water surfaces using the posibilities of modern graphics cards that can probably be configured a bit with xml. ( water surfaces like in other 3d-games )

- Objects with animations(animated trees) or effects ( turrets for example )
  But for the effects we must pay attetion not to get too much in trouble with existing maps.

- bigger bmp-files or tga files for ground textures 64x64 is not enough

something that would be nice too:
support for compressed textures like png or compressed tga. This would be good for the models in factions too, because the texture files get smaller.

389
General discussion / new board....
« on: 11 January 2009, 09:33:24 »
Ok, anyone knows what happend?

Looks like we have a new board now, but I think we have no lost posts.( or is anything missing? )
My password didn't work anymore. But I could set a new one to log in.

By the way, we already had 3 spam posts up to now ( I removed one, but I could not delete the user due to missing rights  https://forum.megaglest.org/index.php?action=profile;u=5627 )
and there are lots of new users which doesn't look realy good like this one:
https://forum.megaglest.org/index.php?action=profile;u=5633

390
General discussion / Glest T-shirt
« on: 26 December 2008, 22:39:15 »
Here is what my son wears for christmas ;)
I have attached some PNG-files too if you also want to create a T-shirt like this....[attachment=2:2echej3c]tshirt.jpg[/attachment:2echej3c]

391
Mods / plant model
« on: 15 December 2008, 15:23:34 »
Hi I made some plant models for nexuiz, but I think they can be useful in glest too( these are all blender files + tgas ):

This is the one shown in the screenshots below:
http://www.titusgames.de/nexuiz/andromeda_plant.zip

and here two more palms without screenshots:
http://www.titusgames.de/nexuiz/phoenix.zip
http://www.titusgames.de/nexuiz/palm2.zip


here ingame in glest (just a test, it  doesn't fit very well in size and place here ..... )


license is public domain, but please credit me.

392
General discussion / Burning units
« on: 12 December 2008, 12:28:54 »
These ideas are inspired by the black particles(smoke) idea

1. In original glest, moving units cannot burn. If you try this, you get fires which burns forever.... It would be nice if this whould be possible, for airships for example)

2.burning units / particle system in general: if you have for example a campfire it would be nice if it would be possible to have "real" fire in it.
Other nice things are energy towers which spray around with some particels while producing energy, smoking chimneys and so on.
For this we need a possibility to define particles/fire for every skill.

393
Maps, tilesets and scenarios / Anyone has a good new map for me?
« on: 9 December 2008, 09:00:36 »
Anyone has a good and fun new map for me :)

394
Mods / Megapack V3
« on: 27 November 2008, 09:02:05 »
That's it:
http://www.titusgames.de/megapack_v3.zip   (160 MB)
!! remove existing tileset evergreen and desert2 before you start installation !!

Please test it and tell me if you find any  bad bugs.

Whats new:
new tilesets ( evergreen/autumn(final)/desert2 )
new maps
new scenarios
new sounds
better balance and much more fun to play!
.....

BUT: No persians yet :(         ( I don't have the time, but I promise I will do it in december)


Hint: try the scenarios m3_beehive_castle and m3_my_island !!

395
Linux and other ports / how to record a glest game video in linux?
« on: 19 November 2008, 09:20:38 »
Anyone knows how to do it?
I tried recordMyDesktop but the results are not so good(for me) lots of dropped frames and jumping playback ...

Is it a problem of my cpu power? Athlon x2 4600 ,2GB Ram

396
General discussion / Harvesting "Big Trees"
« on: 19 November 2008, 08:21:22 »
There is a discussion going on if so called "big trees" should be harvestable or not.

Here is what I think:
I (personally) don't like this idea very much because this will change the whole gameplay!
Lots of maps will completely change when this feature will be added and cannot be played any more the normal way, because ways that are meant to be impassable suddenly can get passable in the game and some places suddenly get too much wood ressources.
For me it's more a problem of the tileset if you can't see that theses models (only called big tree in the tilesets xml! ) look like harvestable trees!


So, this is only my opinion, but what do you think about this? Discuss!

397
This is something that I really miss:
When you play with other players you only see their computer names. It would be nice to have a player name in the settings!
This will mak the setup of games much easier, because you know who is who ....
If no playername is set the defaultname could be something like
unknown("computername").

The Playername should be used:
- in game chat
- in game network state
- game setup/connect menu

I hope this is something for the 2.x branch which can be easily included. What do you think daniel?
( Is it easily possible to setup the player name ingame ? )

398
Mods / new linux xml2g (glexemel)
« on: 4 November 2008, 01:42:03 »
Hi I wrote some scripts that makes the handling of xml2g
much more easy. NO MORE DTD is needed next to converted files!

simply call
xml2g mymodel.xml
or
g2xml glestmodel.g3d
wherever you want!

With (un)installscript and precompiled linux 32bit binary!
( you can use your own binaries too ! Rename them to xml2g.bin/g2xml.bin | put them in the glexemel dir | then call included install.sh )

http://www.titusgames.de/glexemel/glexe ... 386.tar.gz

( What is xml2g? https://docs.megaglest.org/Converter )

[attachment deleted by admin]

399
General discussion / Bugs in GAE 0.2.8
« on: 29 October 2008, 22:51:22 »
Please list all bugs for GAE 0.2.8 in this thread
-------------------------------------------------------

the bugs:
( I had some compile problems see here: viewtopic.php?f=15&t=3901)

1- When you play indians you cannot see the bees / norsemen cannot see the arrows of the crossbow / magic cannot see stones of the golem.
  So projectile models are currently not visible.

2- freezing when playing
  If you have lots of units and you start selecting multiple of them( with a rectangle ) the game suddenly freezes for 1 second. This gets more worse with more units.

3- when game ends( you have lost ) game stops ( bug or feature? )

4- performance problems: GAE is much slower than glest but this can be for the same reason as number one. I think this has somethig to do with each other.

400
General discussion / compile problems gae_0.2.8 ( linux 32bit )
« on: 29 October 2008, 20:09:49 »
Hi, I have problems compiling GAE 0.2.8 in Ubuntu 6.06 32 bit.

I downloaded
http://glest.codemonger.org/files/glest ... 0.2.8.tbz2
in gae/mk/linux
i typed:
./autogen.sh
./configure
jam

I can compile all other glest versions on this computer (official binaries were made by me).
So whats wrong here?
Code: [Select]
tscharn@p60-3000:~/Desktop/glest/gae/mk/linux$ jam
...found 535 target(s)...
...using 1 temp target(s)...
...updating 146 target(s)...
C++ ./build/i686-pc-linux-gnu/optimize/shared_lib/sources/platform/window_gl.o
shared_lib/include/platform/types.h:50: Fehler: expected initializer before »*« token
.....

Code: [Select]
tscharn@p60-3000:~/Desktop/glest/gae/mk/linux$ gcc --version
gcc (GCC) 4.0.3 (Ubuntu 4.0.3-1ubuntu5)

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