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Topics - titi

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51
from irc:
Quote
[15:28] <titi_at_work> we need to change the errormessage saying "wrong router setup" when trying to host.
[15:29] <titi_at_work> we should guide/encourage them to use a headless server in case tehy don't know what the error talks about
[15:29] <titi_at_work> and when they are connected to a headless we must have some kind of blinking label saying: "Waiting for other players" if only one is connected

52
MegaGlest / 3.10.0-beta1 is available Please test and translate!
« on: 4 December 2014, 09:53:37 »
The next step for a release is done, please test the current beta and report all bugs you can find.

Its available here:
http://snapshots.megaglest.org/

Data Package: http://snapshots.megaglest.org/data/

Linux 64 bit: http://snapshots.megaglest.org/linux/megaglest-binary-linux-x86_64-3.10.0-beta1.tar.xz
Windows: http://snapshots.megaglest.org/windows/saved-beta/megaglest-binary-win32-i386-3.10.0-beta1.7z

Install: Download data and binary package and extract both in an empty directory directory. Start with "./start_megaglest" ( or "megaglest.exe" ) .


MG features added since 3.9.1
- tags feature  https://forum.megaglest.org/index.php?topic=9543.0
- 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  https://github.com/MegaGlest/megaglest-source/pull/22/
- Unit and Splash particles can be speeded up ( accelerated )
- Looting https://github.com/MegaGlest/megaglest-source/pull/17
- multi shot / multi projectiles with different timings,sounds and particle systems  https://docs.megaglest.org/XML/Skills#Alternative_way_to_handle_multiple_projectiles:_.28_Megaglest.3E3.9.1_.29
- HP and EP starting values
- several camera shake effects https://docs.megaglest.org/XML/Skills#shake
- support for team unit sharing
- team ressource sharing
- Attack boosts and upgrades now support upgrading attack speed
- improve switching settings when connected to a headless server
- healthbars
-  <target-height> <burn-height> can be given https://docs.megaglest.org/XML/Unit#target-height
- +several bugfixes
      


53
MegaGlest / What to do with GAE descriptions in Wiki?
« on: 26 November 2014, 14:03:09 »
We have our own Wiki now, but we still see many GAE specific things there.
I would vote to remove them as its just confusing, what do you think ?

54
MegaGlest / help needed with skill description ( Wiki )
« on: 26 November 2014, 14:00:51 »
Thanks to alket this page is already much more usable: https://docs.megaglest.org/XML/Skills ( I tweaked it a bit too  ;))
I think some things are still missing there like boost effects ( I think this is not attack skill only, no ? ) Who can help, please edit this page and correct it or add missing things.


56
MegaGlest / Positions of particle systems ( CHANGED in git version! )
« on: 26 November 2014, 10:41:53 »
Yesterday I found out that the positions for particle systems are given relative to the units height!
This means if you change the height of a unit, its attack and unit particles are in a wrong place.

As I am sure many of the modders will adjust their mods to show the healthbar in a proper height for every unit they will run into the same problem I had too.
Thats why I changed the code and added a new feature:

In the faction.xml you can set the following now:
<flat-particle-positions value="true"/>
By this the positions of the particle systems ( attack and unit particles )
can be done based of the units centered ground position and by this height independend.

If there is no flat-particle-positions in the faction.xml or its set to false the old behaviour is used.

!!! I encourage everyone to use this switch when he starts to fiddle around with unit height to show healthbars in a good position!!!

57
MegaGlest / MG with small fonts in debian
« on: 26 November 2014, 10:09:24 »
As far as I know the fonts cannot be fixed, because debian decided to use other fonts than the fonts the MG team choosed.
https://github.com/MegaGlest/megaglest-data/tree/master/data/core/fonts
MG uses default fonts if the fonts are not found and this might look ugly. So this is nothing we can fix.
Hint hint hint: you can join the debian team for MG maintaining and try to fix it  :angel: :thumbup: :thumbup:

58
MegaGlest / New beta very soon! Any known showstopper ?
« on: 25 November 2014, 13:59:38 »
After a long time we are nearly release ready again. Beside some long awaited changes like healthbars, we mainly have lots of bugfixes and improvements in many places.
The next step should be a beta which allows us to finish translations and play/test cross platform to see if we did not forgot something serious.

So, do you know any bug which should really be fixed before a beta ?

59
Closed bug reports / [fixed] crash with attack particles
« on: 24 November 2014, 22:02:38 »
While testing I got  crash

Code: [Select]
Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x703f18] line: 651
./megaglest() [0x70419f]address [0x70419f]
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f861cc8c150] line: 0
./megaglest:Glest::Game::ParticleSystemType::setValues(Shared::Graphics::AttackParticleSystem*)address [0x660f5b] line: 624
./megaglest:Glest::Game::ParticleSystemTypeProjectile::create(Shared::Graphics::ParticleOwner*)address [0x6611cd] line: 509
./megaglest:Glest::Game::UnitUpdater::startAttackParticleSystem(Glest::Game::Unit*, float, float)address [0xa01961] line: 2684
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xa03991] line: 209
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xa2d6b2] line: 717
./megaglest:Glest::Game::World::update()address [0xa3771a] line: 876
./megaglest:Glest::Game::Game::update()address [0x5a39c5] line: 2163
./megaglest:Glest::Game::Program::loopWorker()address [0x721feb] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x70f798] line: 5517
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x712e3a] line: 5765
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f861cc7776d] line: 0
./megaglest() [0x50bc99]address [0x50bc99]

Update  this bug is reproducable:
Use these lastCustomGameSettings: http://titi.megaglest.org/bugs/particleCrash/lastCustomGameSettings.mgg
speed up the game a lot and wait until white and pink start to fight....

60
This is only a reminder for me to not to forget it. (git c798f875042a5150f0163816a3bcedc9147f1e31)
This is a bug I made and I will fix it.

61
MegaGlest / Multishot in MegaPack?
« on: 30 October 2014, 14:28:32 »
As you maybe know we now have something called "multishot" in current git Version.
This feature allows to fire several different shots on different times in one attack cycle/animation. For example a an airplane shooting with two rockets one after another or something like this.
Do you have an idea where we can use/show this in the megapack? We want to show  features as an example in the MegaPack ( if it fits somehow ).

Let the golem throw stones with both hands is one thing I can imagine, but this would need new animations and is maybe tricky with a too long attack animation.

So any other suggestions?

62
MegaGlest / switching settings when connected to a masterserver
« on: 30 October 2014, 09:31:27 »
Switching the settings when you were connected to a masterserver was not really good ( for example in 3.9.1 ). It was very annoying to switch to a map and so on.
I tried to improve this in git version.
Please test it and tell me your experience and if there are any problems left.

http://snapshots.megaglest.org/

 

63
MegaGlest / Regeneration of units in MegaPack
« on: 29 October 2014, 15:02:18 »
I would like to add a regeneration of at least 1 to all "living" units in megaglest. I would especially like to do this when the healthbars come which are shown on top of damaged units. With this recovery they will heal themself a bit over time. And because all living things typically recover over time this makes sense to me too.

What do you think ?

65
MegaGlest / lua function unitName broken ?
« on: 7 August 2014, 17:41:42 »
I am not sure if this is a bugreport or just something to discuss.

Currently the lua function "unitName" returns the currents units "displayname" which si for example translated too. Is this really meant like this or did this return the naem of the unit type in the past ?
I personally cannot really imagine why there should be a function unitName but no function returning the unitType .

66
Feature requests / Non selectable non commandable uints
« on: 4 August 2014, 16:05:36 »
There is a new pull request about new swtiches which allows to make a unit non selectable and non commandable.
please discuss:
https://github.com/MegaGlest/megaglest-source/pull/23

67
Closed feature requests / [done]particle acceleration
« on: 4 August 2014, 16:03:56 »
There is a new pull request https://github.com/MegaGlest/megaglest-source/pull/24 about particles which can accelerate.
Please comment/discuss

68
MegaGlest / hunting colorpicking bugs
« on: 2 August 2014, 21:06:17 »
Colorpicking still has serious trouble somehow. You often get false clicks also you hit a unit and in very very rare cases you get strange effects. I added some debug code now so I can see whats going on there.
One problem I see from time to time is shown on the following screen. there is some color on right top and on bottom left which has nothing to do with rendered units. This does only happem form time to time and I have the feeling this has somehting to do with memory management trouble. This might cause the very bad effects you sometimes see when using colorpicking. Does anyone have an idea whats wrong there ?
(click to show/hide)


69
MegaGlest / General view on new features
« on: 29 July 2014, 21:21:21 »
Currently we see many new code contributors showing up adding new features, which is really nice. But here are some concerns I have with features that are just added to maybe use them later:

A problem I see is, that there is a certain danger that every new feature might introduce new bugs. This is especially a problem when those features are more of a cool idea but they don't get instantly used. MGs main target is to be a playable game and not about  trying to be a featue loaded enginge which is maybe used by "someone" .
In my eyes It is ok to add new features if there are existing mods ( which already showed some good progress )  are asking for them and they will instantly use,. But it is not ok to add a feature which is just used by someone to play around a bit with the engine. The risk to break something just to make someone have a good time to try funny things with the engine is not worth it!

So please keep this in mind when you add/suggest new features.

70
Closed feature requests / [done]Multi shots
« on: 10 July 2014, 08:52:09 »
As it turned out the idea with the child particles wasn't that good we ( FreshDumbledor and me ) started to create real multi shots.
Our current state is that you can several shot aprticle systems. Those start at the same time and hit the same target, but can start from different positions ( and all what is possible with 2 different particle systems ).

Things we still think about:
Damage per projectile:
At the current state the damage is calculated for both shots, so two shots, double damage.

Splash damage:
At the current state only one splash particle is played back and only one splash damage is calculated.

Start time:
At the moment there is no way to let the two shots start in different moments ( Imagine a fighter  with two guns in his hand shooting with one after another in one animation.)
If we start in different moments, we would need one splash per shot !

Not directly related at the moment, but maybe worth thinking about is "multi attack":
One unit attacks more than one unit at a time.

71
Mods / What kind of main building for barillion bugs?
« on: 23 June 2014, 11:47:39 »
I need help to get a good idea!
The general story in barrilion is about a planet where alien factions arrive. Those factions are humans and bugs ( and later robots and maybe something simply called aliens ). Those factions arrive on the planet with their mothership and the fight for ressources begins.

The problem I have are the bugs! How should a bug mothership look like ?( That's the Main building in the meaning of MegaGlest )
Do you have any good idea what to use and how it should look like ? ( if possible show an example picture what you mean ).

72
MegaGlest / Post Cup Results here!
« on: 1 April 2014, 22:22:37 »
I think it's fun to see the results directly here in the forum:

Those results are known to me yet:

titi vs David-Belgium  -> David-Belgium
titi vs yogurtur -> titi
titi_son vs tomreyn -> titi_son

Official stats are here :
Code: [Select]
Preliminary Round: https://www.ssl-id.de/bullsheet.de/T/MegaGlest_Cup_-_group1_v4f3ODqvRXXt
Second Round: https://www.ssl-id.de/bullsheet.de/T/MG_Cup_-_Second_Round_hNkXQ26yiRnl

73
MegaGlest / The Cup
« on: 31 March 2014, 19:50:54 »
Results:
Preliminary Round: https://www.ssl-id.de/bullsheet.de/T/MegaGlest_Cup_-_group1_v4f3ODqvRXXt
Second Round: https://www.ssl-id.de/bullsheet.de/T/MG_Cup_-_Second_Round_hNkXQ26yiRnl

-----------------
As all players were somhow happy with the setup I made, lets start the cup with theses settings/rules.

(  This topic is locked. If you want to comment on this start another thread. I want to keep this thread clean for results and so on. !!)

Rules:


- we have 18 players so 2 groups of 4 player and 2 of 5 players
- in one group everyone plays vs everyone 1on1
- if players have same place in the end of one round, they need to play an extra match to find out who is better.
- all results must be played "online" so that we can see the results on the masterserver.
- if a game is not played until the given time for each round the game is counted as a draw or if one player is simply not reachable all the time the referee decides what happens.
- people with too slow hardware and/or too bad connection drop out of the game all the time, they will be counted as looser. But I will decide in this case ( contact me via PM ) . (  please try more than one game in this case )

- for all other problems/unclear things, ask me, I will decide and I try to find a good solution all are happy with.

Which map/faction to play?:


Default map is conflict!
Default techtree is indian!
Default tileset is Desert2
BUT: you can play whatever you want if both players agree to it. Choose your map/factions/tilesets as you want in this case
If you cannot find an agreement for a game you must play the default setup.

------------------------
preliminary round
------------------------


group1:
    titi_son
    tomreyn
    Baŝto
    rydestyler

group2:
    Derek
    vibe
    kratos
    dadadu66
    niti

group3:

    Jammy
    david123
    Mytos7ita
    alket

goup4:
    titi
    yogurtur
    Angel Yoda
    David (David-Belgium on the forum)
    caki

------------------------------------------------------
second round:
------------------------------------------------------


group A1:
    winner group1
    second group2
    winner group3
    second group4

group A2:
    second group1
    winner group2
    second group3
    winner group4

+ games for place 9 to 18 in 2 groups

------------------------------------------------------
half final
------------------------------------------------------


group B1:
    winner groupA1
    second groupA2

group B1:
    winner groupA2
    second groupA1

--------------
Final
--------------


Game for first place:
    winner groupB1
    winner groupB2

+ games for all places, played with such a group system too. By this we ensure everyone gets enough games



74
Maps, tilesets and scenarios / Map "hills"
« on: 23 March 2014, 01:49:28 »
I made a new map. It's still alpha so please tell me what should be better.
This is meant as 8 player map, 4 humans vs 4 cpus.

http://titi.megaglest.org/maps/hills_a1.mgm
(click to show/hide)



75
Bug reports / [8]trouble with path names
« on: 7 March 2014, 18:44:39 »
When you name a techtree with an upcase first letter you get problems in cross plattform multiplayer. When you start you get "techtree different on client and server "
 You also get trouble with other commandline options for example when you try to convert the textures with to another format.

How to reproduce:
I used the techtree Sst (starship troupers mod ) from titusgames and tried to make it work with current MG:
http://titusgames.de/news2007.html#otherswork

The first thing I did was trying to convert the textures which gave me several errors. I fixed this temporaray by renaming the techtree to "sst"  instead of "Sst" and all worked.
When this was done I renamed it back to "Sst" and I tried to play with someone using windows. This gave us "techtree different on client and server ". We renamed the techtree again to "sst" instead of "Sst" and the trouble was gone.

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