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Messages - titi

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126
fixed

128
MegaGlest / Re: Ever wondered what 13,139 units on a map looks like?
« on: 20 February 2017, 22:42:47 »
LOL how much Ram did it take ?

129
Feature requests / Re: Some pointer which can by controlled in lua
« on: 20 February 2017, 16:23:01 »
Will we need a way to fix the camera too, or do we need two things?  One thing marks things map based, the other thing marks things screen based ( to explain the GUI for example )

130
Feature requests / Re: Possibility to disable the vanishing corpses
« on: 20 February 2017, 16:19:15 »
Some parts of the game logic depends on real "death" of units, like game end for example.  So its not just a display thing and by this a bit more complicated. ( I myself will not add this in the near future  )

131
Closed bug reports / Re: Errors raised from data
« on: 20 February 2017, 16:13:44 »
looks like this is ok now

132
Feature requests / Re: setting cpu strength
« on: 20 February 2017, 16:11:17 »
or

a checkbox "All AI Players have same Multiplier". If its activated ( default ) controlling one AI changes all AI-Multiplier.

or

a new select box "AI multiplier" setting the multiplier for all AIs.

133
Mods / Re: Assault Command MOD v2.1
« on: 20 February 2017, 10:08:49 »

134
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 20 February 2017, 10:07:57 »
Just a hint: Use latest git version of MG to test, this gives much better error messages.

135
Mods / Re: Dark Magic Project Incomplete
« on: 13 February 2017, 10:14:25 »
My son and me worked some more on this some time ago, but its more a new faction based on dark_magic:
https://github.com/titiger/dark_side

136
MegaGlest / Re: Epic 5v2 game! :D
« on: 10 February 2017, 14:28:16 »
WOW  :o

137
Mods / Re: Assault Command MOD v2.1
« on: 7 February 2017, 00:35:08 »
uhm thats it. Well I uploaded a bit modified 2.1 now.
( !! The mod center version is not compatible with the latest GIT version !! )

Modified was:
1. fixed case problems
2. removed all unneeded files using ( ./megaglest  --validate-techtrees=assault_command=purgeunused )

This is the version up in the modcenter now, please test and tell me which text I should show in the modcenter.


138
Mods / Re: Assault Command MOD v2.1
« on: 6 February 2017, 23:52:20 »
I found some some case trouble with defense/units/panther_tank/tank/*.G3D
I'll fix it for mod center.

139
I have no idea why there are errors, I packed it straight out of my copy of MG there shouldn't be any missing files. :look:

abover error says that commondata//sounds/ab_attack1.wav does not exist. You may have added something to commondata but thats not in the 7z yet. Looks like just packing the faction isnot enough ( thats the trouble with commondata and the reason I don't like it that much )

140
Its always a bit tricky to try out the versions, I suggest making your own techtree unsing faction liks like I did it for wciow here:
https://forum.megaglest.org/index.php?topic=9658.msg93031#msg93031
Or see how the magitech techtree is done.

And another suggestion what about using a version control system like git ( using github ) ?
This would allow you to hold techtree/faction and sources well ordered in a version controled way.

UPDATE:
I tried to setup a techtree for you, but I was not able to to run the latest version. Looks like some data is missing in the 7z file. ( egypt_remaster-1-6-17.7z )
I ran it and get this: ( in MGs git version which give much more useful errors )

Code: [Select]
Error [Error loading Faction Types: /home/tscharn/.megaglest/techs/egypt_remastered/
Message: Error loading units: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/
Message: Error loading UnitType: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/units/air_pyramid/air_pyramid.xml
Message: Error opening wav file: /home/tscharn/.megaglest/techs/egypt_remastered//commondata//sounds/ab_attack1.wav]

141
Bug reports / Re: unconfirmed - pressing x produces no sound
« on: 3 February 2017, 10:20:11 »
should be fixed, please try

142
MegaGlest / Re: New maps in mod center
« on: 1 February 2017, 21:17:35 »
Maps are on git-version headless too now. ( available after next restart/game on git version )

143
Maps, tilesets and scenarios / Re: Pizza Pie Island - map
« on: 1 February 2017, 10:39:44 »
modified one is good, still too many resources on start position   8)

144
Maps, tilesets and scenarios / Re: new map river of tears
« on: 1 February 2017, 10:38:26 »
I want to see a screenshot, at least from the map editor :D.

About map license, if you don't mind, please release all maps as public domain, everything else makes trouble .... Your name will be in the map info anyway ( editor does this )

145
MegaGlest / Re: New maps in mod center
« on: 1 February 2017, 09:36:30 »
The headless server needs to be restarted, so play at least one game and the new upcoming headless server will know the map. ( I only added those on stable MG servers yet)

146
MegaGlest / Re: New maps in mod center
« on: 1 February 2017, 01:27:38 »
Can these maps be put on the headless server?
done

147
Mods / Re: Goblin faction
« on: 1 February 2017, 01:18:23 »
Uhm oh .... I will look at this, maybe a bug I introduced, thanks for reporting.
(Update:  indeed a bug  ... fixed in git now )

148
Mods / Re: Goblin faction
« on: 29 January 2017, 23:39:23 »
wooohoooo :D welcome back wciow!

Update:
Looks like your uploaded version has some bugs. Some animations were missing.
To test its better to have all this in its own techtree. I made one called golblins including all megapack factions ( made with faction links ).

So here is a fixed version in its own techtree: http://titi.megaglest.org/goblins/goblins.7z

@wciow: use latest git version to build mods! Error messages ( especially about xml problems ) are much more userfriendly in this versions.
Either check it out for yourself, or download from snapshots: http://snapshots.megaglest.org/. ( unpack data and binary in the same NEW directory, DON'T put in your current MG installation directory )

149
MegaGlest / Re: New maps in mod center
« on: 29 January 2017, 23:36:34 »
thanks, I will add your name

150
MegaGlest / New maps in mod center
« on: 26 January 2017, 01:05:18 »
There are some new maps in the Mod Center. Start MegaGlest and try them out

new maps are:
cliff_valley
longway_ahead  ( by andy_9559 )
meteor
path_to_war ( by Jammy )
prevention ( by atze )
random_hill
sixpack
urquan
wild_lands

btw please test if all works ( download/picture and so on )

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