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Messages - titi

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201
Closed bug reports / Re: Errors raised from data
« on: 6 June 2016, 12:39:09 »
A popup is critical because the game might be in a state were it cannot render anymore. But on the other hand we have this state already in those cases.
My idea was to write the error message to a file too and then exit the game. After this, an "error display program" is started which shows the error.
This can be done by starting MG inside a script and displays the error when the game process itself has ended.
Or if the MG process itself starts a new process which monitors the MG process and displays the error message form the file, once the process finished.

202
MegaGlest / Megaglest and Steam
« on: 5 June 2016, 20:45:08 »
I am currently preparing a steam account to publish MegaGlest on steam.
Our Current plan is to take money for the game there, but OF COURSE the game stays free and open source!

Wait, MONEY?
The idea is, to sell the game ( for a low price !! ) to pay at least some of the hosting costs of our headless servers we currently mostly pay on our own.
And it has the advantage that you can make "sells" for an even lower price which is good to get new players.

Why publish it there?
The fact is there are the players! And MG really really needs more players! This is the main and only real reason to bring this to steam.
If we only get 10 new serious players like this I call it a big success already.

But WHO will pay something that he can get for free in another place ?
Well to be honest I am not too sure about this part but:
- People are so used to pay for games, that several people where disappointed that it is a free game!! I cannot believe it myself when I hear statements like this but its the truth.
- people are lazy! They want their games in steam and for this service they are willing to pay.
- and I hope there are some idealists who already own/know/love the game and can spend us some money by this easily.

203
Its hard to reply on this without making you angry about us :-/

But I try it with just the facts:

The background music:
If the Music is not made by you you must tell us who made the music and which licence the music had.

To give you an idea of which risk it means for us to host "bad music" in a mod I tell you how it works in germany:
You suddenly get a letter from a lawyer telling you you have to pay 3000$ because you publish a copyrighted song on your website. You either have to pay this directly or ... its going to court. There the value of such a song is something like 160.000$ for example and if you loose this court procedure ( which is more than very very likely ) you are done .... You maybe have not to pay really the 160.000 but something like 10.000$ -20.000$ can happen easily.  And thats not a horror story it's the current reality here. As I have family I am not willing to joke aroound with this, it is that drastic here! You better punch someone in his face than upload a copyrighted song here in germany.
We have no "fair use" clause or anything like this. The first warning already means you have to pay a minimum of 1000$ .
And its the same with all other "art" things that were not made by yourself. We need a reference where it is from.

And you are not the only one! Original romans faction from the vejvodas brothers had music which was a very famous one. I had to insist that it must be changed to get the faction into the game. And believe me they were not happy ..... Even softcoder, their father did not understand the situation first.

About the modcenter:
The Modcenter is meant for more or less final things which are ready to play for the normal player.
As this is a new mod noone had played before you must respect that we first have to test/play it to know a bit about its quality like :
- is it a bit fun to play
- not too many bugs
- copyrights things ok

The benfit for you is you get some feedback ( hopefully ) on this so you can fix bugs, maybe include ideas form others and so on.
In the end I( or someone else ) will for sure upload it in the mod center.

204
Mods / Re: Assault Command MOD
« on: 2 June 2016, 11:31:48 »
Its definily harder to win now!
A problem we had yesterday is running out of resources in maps. I think all things are too expensive and ( related to this ) mining is too fast.  Maybe change the resources in the techtree and let each piece of gold/stone be 4x the normal amount. I think this would fit better.
In longer games its a bit sad that you cannot make new (production)buildings.

205
I don't know the exact text you wrote but beside of this yes.
Check it in on github ad I can see.

Update:
Good news: The mod works now for me

But:
The music you chosed IS COPYRIGHTED! Its the instrumental Version of:   Remember The Name  - Fort Minor     
Or did these rappers based their song on something free ?
https://www.youtube.com/watch?v=VDvr08sCPOc

206
Thanks, though I must ask, why did I have to go through all this license and credit business, when none of the other scenarios in the mods section have a license or model credits and when some even copied every model used. I know that giving credits and being truthful on the whole process is righteous, but this feels like injustice, because others didn't go through this process :(

This is just because you choosed an in my opinion "wrong license" first which may have raised a copyright problem and by this the discussion started. Now I just wanted to show you, how to do it 100% correct. So its not a must to have this all 100% correct, but its much better for all of us. In the end we are hosting the mod and will be punished if things are not correct.
The thing with the other mods is that I know those who made them and that those people are aware of the copyright problems. So I think noone in the MG world will ever try to "attack" another modder with copyright things, but this does not count for material you may have taken form elsewhere. ( Micle Jackson songs as background music  :O :O ) Sadly I must be very picky with this, because I already got a letter from a lawyer about this ( funny enough is the fact that it was my own photo were he said he would hold the copyrights. I had the original photo ( full res) he had not :D )

About the mod:
I just cloned form github and tried it and I got a problem with exactly these  long_swordsman's models. So maybe I am able to try it today when I am at home.

207
I also changed the license when I uploaded it on github to CC-BY-SA and what do you mean about https://github.com/MegaGlest/megaglest-data/blob/develop/docs/AUTHORS.data.txt ? what do you want me to do with it?

Thats an example how you should credit authors of data you have used in your mod. You should have a AUTHORS file too in the end. For MGs data its ok if you just write: Many models are taken from the base game MegaGlest. But other data you should credit in a list like I did in the games AUTHORS.data.txt file.  A good idea is to always write down directly when you include a new model/music/texture , by this its easier later to make such a file.
... And btw believe me, I know how annoying this work is !

208
MegaGlest / Re: MegaGlest AI Interaction
« on: 1 June 2016, 09:43:23 »
hello everybody :)

Please I need to understand how megaglest AI interacts in the game, how it selects its actions to respond to human player's actions?

What kind of reply do you expect on a question like this ?  ::)
A very short reply: It does not react on players action, directly. It just sends out scouts and if it finds an enemy an attack can follow to this point ( but there is a lot of random in its behaviour, so you never know exactly what will happen )

209
Closed bug reports / Errors raised from data
« on: 31 May 2016, 21:56:39 »
All errors raised by wrong data should be handled in a different way as they are not really a bug/crash/errors in the program itself.
This means, bugs in any kind of xmls, bugs about missing files and so on should NOT be handles as megaglest_runtime_errors with all sort of debug output and so on. This is just confusing and helps in no way neither the modder nor the engine developer ( you get error outputs like this: (http://pastebin.com/raw/PfnsEgkM)

These kind of data bugs should be reported on console only and should just tell the real error and maybe some more info like:
Code: [Select]
Message: Error no animations found for skill [charge_skill] for parentLoader [/home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml]
Or something similar output which maybe gives more info about the real reason in a stacked/multi line way like this:
Code: [Select]
Message: Error loading UnitType: /home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml
Message: Error no animations found for skill [charge_skill] for parentLoader [/home/tscharn/.megaglest/scenarios/the_seventh_element/megarealms/factions/tech/units/long_swordsman/long_swordsman.xml]

After this error is written to console, just exit the game. Errors I have in mind here are xml-parsing errors, model loading errors and so on, so the things that happen on game launch.
Only direct errors from data should be reported this way, this means scenarios which suddenly crash later while playing them should of course be reported as real exceptions.


210
Feature requests / [8]Case sensitivity for windows too
« on: 31 May 2016, 19:23:46 »
Currently we often have the problem that mods work for Windows but not for linux. The reason are case sensitivity problems when opening files. Linux s case sensitive, windows is not.

We should either make linux file opening non case sensitive too or we force windows to be case sensitive.
In my opinion its more correct what linux does and its easier to implement an extra check too . So we should implement and use our own "fopen" to archive this which does extra checks for windows too.
Something like mgFopen() ( this can maybe handle platform specific things too )

211
Download worked very well now thanks all. Sadly I was not able to start the scenario yet using linux because there are casesensitivity problems. This means filenames in models or xml files are not case correct. Windows ignores this and is not case sensitive, thats why it works there. ( Which reminds me that we should build in something that forces people to work case correct )
I will try to make a list what has to be fixed.

About the license, I think its best to release this with CC-BY-SA License too. In the copyrightfile reference the models like I did here with original glest models:
https://github.com/MegaGlest/megaglest-data/blob/develop/docs/AUTHORS.data.txt

Btw. all this copyright hazzle was needed for the game-data itself:
https://github.com/MegaGlest/megaglest-data/tree/develop/docs

212
I have problems to download this mod so far, ( Mega.nz is horrible slow for me like 30 kbit/s ) so I can not tell what it is like.
I was just told that you use models which are CC-BY-SA-3.0 license and you set a MIT-License now. As much as I like the Mit-License, this is not allowed. You are somehow "forced" to release your mod with CC-BY-SA 3.0. Best is to read the license for details.
In MGs world we all choose this license to allow easy exchange of models and so on. I think you should use it too.
I know all this license stuff is frustrating but thats sadly the world we live in :-/.

I will give more feedback once I manage to download it. Maybe someone can mirror it ?

213
Mods / Re: Command Assault MOD
« on: 29 May 2016, 23:13:36 »
I just wanted to say that andy5995 and em had a lot of fun today playing this mod:
We tried to win this:
Code: [Select]
map was lakesway
1 Human Host     andy5995dev Linux-X64 0.60 Assault 1 no 103 103 149 131 11632 18,013 no 00:00:00
2 Network Player titi Linux-X64 1.00 Assault 1 no 84 83 65 56 15117 12,612 no 00:00:00
3 CPU Mega     AI1 4.90 Assault 2 no 96 96 100 121 81734 23,823 no 00:00:00
4 CPU Mega     AI2 4.90 Assault 2 no 117 117 86 115 93269 26,777 no 00:00:00

214
Mods / Re: Command Assault MOD
« on: 24 May 2016, 11:07:58 »
Git works in linux now.
We playtested it a bit yesterday but I cannot give too much feedback at the moment.
Only problem I had while playing was the size of the mobile harvester which could not really move on the map we played.

I especially like the new hires textures which fit much better to the more modern tilesets.

215
I think I played nearly everything useful for MegaGlest, but I never heard of those scenarios. I bet those are not really available anymore.

216
Bug reports / Re: error NULL crash
« on: 12 May 2016, 08:51:18 »
This doesn't look like somethig new, something must still be wrong ...
https://forum.megaglest.org/index.php?topic=9196.0
https://forum.megaglest.org/index.php?topic=9490.0

217
I prefer the walk to meeting point instead of instant attack. By this you can tell the produced archers to walk to a good place( behind a building for example) before starting to attack.
For melee attacking units its a bit different. On the one hand you can first make a small group of for example stickfighters before they attack so they don't get killed one after abother. On the other hand you maybe just need these stickfighters immidiatly in attack mode in front to give your archers time to shoot.

Maybe the real problem is another: Current default meeting points are on top left of the building no matter where the entrance is. Maybe this is somethingt o think about to fix this ?

218
Mods / Re: Requesting Offline Factions
« on: 2 May 2016, 23:15:45 »
But maybe we should host a download mirror to archive things ?

219
MegaGlest / Re: Megaglest current situation
« on: 2 May 2016, 13:15:04 »
Well, all in all MegagGlest is a bit on hold.
Community ( Forum) is not as active as it was before and there is no real development at the moment.
I myself am simply not sitting at the computer so much lately ( personal reasons ) and thats why MG gets less time too. If I am online I typically play MG :) .
For me personal the continous lack of active multiplayer players is the most demotivating thing.
But this does not mean MG is dead!
The team is still there, there are just ot many things going on at the moment.

Future:
For me the current roadmap looks like this:
High prio:  fix the last OOS bug https://github.com/MegaGlest/megaglest-source/issues/102
Medium prio: Fix problems in windows related to SDL2 switch
=> try to get MG on steam

And for the far future:
- Player accounts
- Lighter headless servers
 


220
Mods / Re: Requesting Offline Factions
« on: 13 April 2016, 21:19:45 »
Can you give a link to the related forum thread for each faction you are looking for ?

Looks like I still have goblin. I will upload it soon.
As far as I remember orcs were really not that good and in a very "alpha" state.

... and btw what about your skills, can you maybe help us refit one of those factions ? ( just xml editing of course )

UPDATE: here is goblins http://titi.megaglest.org/techs/

221
Mods / Re: Requesting Offline Factions
« on: 13 April 2016, 13:06:32 »
For Mars 2080 click on the littel word "mirrors" on top and choose a free one, this will work. I was able to download it there.

About animal cruelity, try to contact user ultifd , this was a quite reliable guy when he was active, so there might be a chance.

222
MegaGlest / Re: speed up build time with distcc
« on: 8 April 2016, 21:44:06 »
I still have gcc (Ubuntu 4.8.4-2ubuntu1~14.04.1) 4.8.4
AMD Phenom(tm) II X4 965 Processor 3.4 Ghz + a normal harddisk ( no SSD )

For me it takes 3:20 to compile.

Dow you have intel mobile versions or why are they running so slow ?

223
MegaGlest / Re: speed up build time with distcc
« on: 8 April 2016, 09:30:13 »
8 Minutes ???? Thats really a lot.
How do you build typically ? Do you use the script build-mg.sh in mk/linux ?
This sets the number of cores correctly and by this the build should not take so long :-/

If you run cmake manually followed by a make call, you should add the -j option to the make call, setting the number of cores which will be used.
So with 4 cores you do:
make -j4

If you have an Intel CPU with hyperthreading, you can try to run with -j8, but I don't know how much faster it will be.

224
Mods / Re: Requesting Offline Factions
« on: 8 April 2016, 09:11:44 »
how about asking wciow in this thread ?: https://forum.megaglest.org/index.php?topic=8559.0

225
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 30 March 2016, 15:18:19 »
Uhh I forgot to answer, I already tested it when you replied and everything wokred for me now.
I am very sorry that I forgot to reply  :'(

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