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Messages - titi

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151
MegaGlest / Re: Proposed changes to Magic
« on: 20 January 2017, 00:28:13 »
Did yo try latest development version?  Filux made many changes to the magic faciton and added hints for the AI too, so it should be better now.

152
MegaGlest / Re: Megaglest and Steam
« on: 18 January 2017, 01:23:41 »
Excatly those you see, but steam typically displays them even smaller, so everyhting like fighting or something will not be seen by people in those tiny things. Those things here are shown while downloading or in shop and so on.
These pictures are not meant to be screenshots!

153
MegaGlest / Re: Megaglest and Steam
« on: 17 January 2017, 09:56:47 »
I made images for steam, what do you think? I choosed the blue pictures instead of the green ( in the spoilers on bottom ), because it somehow better fits to the blue steam layout.

1.

2.

3. green one:

4. green one:


The following are not used yet:


5.
(click to show/hide)
6.
(click to show/hide)
7.
(click to show/hide)
8.
(click to show/hide)

154
I suggest to first start with a modcenter release, using faction links to provide a full megapack clone.
Replacing the egypt faction in the game is for sure a future option. Only problem I see is that the new egypt faction looks a lot better than the other factions. This is of course very good, but you must admit that the result might look a bit strange maybe. Thats why it simply must be played when its complete to see how alien this higher quality looks like in the game.

update: maybe I am forced to update some models in the other factions too ;)

155
This is much better now with less vertices and the models look eally good.
A problem I see is the snake which is too thin. It looks very good no question, but it will be hard to play. Selection is will be a problem with this and you will often miss one becasue you don't see it in high grass or something like this.

156
Closed bug reports / Re: Errors raised from data
« on: 7 December 2016, 13:21:24 »
This should be done now, did I miss anything?

157
Child partices: We already  have child particles, see here: https://docs.megaglest.org/XML/Projectile_particle.

- Animated particles would be good yes, problem is I don't know a lot about handling spritesheets but should be possible.
- Random starting Rotation: Is this not possible to use energy-var to change it ? If not, what exactly do you need there ( pseudo xml example )?
- Soft Particles: I have no clue what "scene depth" is and I don't understand the feature request at all .

158
Feature requests / Flatpack release
« on: 2 December 2016, 09:56:56 »
This article made me think about making a flatpack release for linux too: https://www.gamingonlinux.com/articles/valve-are-looking-towards-flatpak-functionality-for-steam.8582

Maybe filux can comment on this  ;)

159
Bug reports / Re: Megaglest Crashing to desktop when saving username
« on: 29 November 2016, 10:25:08 »
Does this still happen with latest git version ?

160
Closed bug reports / Re: Errors raised from data
« on: 27 November 2016, 00:49:00 »
yes thats true, but at the moment the luaLine is the line in the xml file reduced by the offset where xml code is written.

so if the first 24 lines are xml code and you get "Lualine=14" it means the error is in line 24+14=38. It was the best info I could give and in my opinion better than what we had before. I also moved all the lua error handlimg to one single place(method). By this a better output should be much more easy to handle if we can calculate a better "luaLine" output in the future.

161
Closed bug reports / Re: Errors raised from data
« on: 26 November 2016, 15:06:14 »
I checked in more changes which effect the scenario error handling and give much more useful error outputs. Please test and comment.

162
Feature requests / Re: Spawn on death
« on: 25 November 2016, 13:10:51 »
New features are never in master as this is our release branch. To try new things always use branch "develop".

163
Mods / Re: Unit capturing
« on: 25 November 2016, 13:07:42 »
You would need a mapping which unit to spawn for which unit. By this you get a dependency of one faction to another. Up to now there is no such dependency and you can move factions around.
I dont really want to introduce this dependency, but if it would exists it is possible to implement somehting like you suggested.

( completly offtopic but please test this and give feedback: https://forum.megaglest.org/index.php?topic=9837.0 )

164
Closed bug reports / Re: Errors raised from data
« on: 23 November 2016, 10:07:33 »
If anyone is interested, please test current version, its not perfect yet, but its already much better now.

To test:
change some xml in the factions and so on to something faulty like missing tags and see what happens when the game starts.
Best is to start from console too to see the output there too.

165
Closed bug reports / Re: Errors raised from data
« on: 21 November 2016, 22:09:58 »
More ideas:
Currently the error handling is based on megaglest_runtime_error , but all errors are megaglest_runtime_errors. I think things should be more specific so they can be handled differently.

My idea would be to start with an megaglest_xml_error which is derived from a megaglest_runtime_error. By this its still a megaglest_runtime_error and if I miss something while replacing we still have a proper error handling but we get the option to handle xml errors in a better way.

166
Feature requests / Re: Spawn on death
« on: 21 November 2016, 14:45:44 »
Another thing my son sugested is sadly not possible at the moment as the information is missing:
A "spawn at enemy" like its possible for attack spawns.  So if a unit A is killed by a unit B the spawned units surround unit B. This would be nice, but is not possible. I think I leave it like it is for the moment.

( btw you can try things by either building for yourself https://docs.megaglest.org/MG/Development or more simply get the data and binaries from here: http://snapshots.megaglest.org )

167
Mods / Re: Unit capturing
« on: 21 November 2016, 14:40:45 »
I understand it, but as I said too complicated to do for the benefit you get. Saying: I will not do this at this point  ;)

168
Mods / Re: Unit capturing
« on: 21 November 2016, 10:46:56 »
This is quite complicated to do and in my eyes a too special feature. It would mean you need a transition map of which unit is mapped on which unit while capturing and so on.
I  don't think I want to add something like this and I think these kind of things should be done with scenario code.

169
Feature requests / Re: Spawn on death
« on: 21 November 2016, 10:41:38 »
Start time is the moment based ont he death animation when the unit spawns. By this you can get a better timing to let the technician "exit" the catapult for example.

You cannot let spawn differrent types of units on death like this, you can just set teh number of spawned units. Multiple types ( like your syntax suggested ) was a bit more complicated and I skipped it. Do you really think its needed ?

170
Feature requests / Re: Spawn on death
« on: 20 November 2016, 15:19:32 »
A problem I see is that this syntax is not really the same as for spawn attacks.

171
Feature requests / Re: Spawn on death
« on: 20 November 2016, 14:54:13 »
I made something like this now, is this good enough ?

Code: [Select]
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="120"/>
<anim-speed value="120"/>
<animation path="models/catapult_dying.g3d"/>
<sound enabled="true" start-time="0.1">
<sound-file path="$COMMONDATAPATH/sounds/catapult_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die3.wav"/>
</sound>
<fade value="false"/>
<spawn start-time="0.1">
<unit value="catapult"/>
<amount value="1"/>
<health-percent min="80" max="100"/>
<probability value="100"/>
</spawn>
</skill>

And I think units created this way should not count in the stats as "created units". I removed this from the attackSpawn too.

172
this should be fixed in svn now.
https://github.com/MegaGlest/megaglest-source/issues/139

A workaround in 3.12 is to enable numlock ( or disable any other kind of modifier key which is active ). This caused a double handling of some pressed (hot)keys, like normal letters.

173
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 7 November 2016, 09:58:47 »
Which maps are not in MG yet? I would like to add those in the modcenter.

174
MegaGlest / Re: How brown cow? units, units, units!
« on: 4 November 2016, 14:56:41 »
WHAT ????  :o :o Jammy had no kills and just 19 death ?

update: I asume shared resources was on, yes ?

175
The real problem is where to place such a switch in the already very crowded custom game menu ? And to be honest I don't get the point of this change yet.

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