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Messages - titi

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51
well its a game and not made for toasters  :P

52
uh oh late reply ... : Try to reduce your shadow texture size in the settings. set it to 256x256 or 128x128. This will maybe fix the spikes.
For the Resolution: The SDL2-Library has some trouble with screen resolutions and we use it. So you should stay with native resolution. Default resolution should be your navtive resolution.

53
Maps, tilesets and scenarios / Re: New Lands Tileset Pack
« on: 25 November 2018, 01:08:52 »
I edited Tropical a bit and uploaded it as "tropical2" to the mod center

54
I have uploaded this to the modcenter now as it looks really good.
I renamed it to "jungle_hd_2_0" because the "b" was latest version.


55
oh late reply:  yes!
 

57
Maps, tilesets and scenarios / Re: NewMap: YouShallNotPass
« on: 28 October 2018, 00:41:56 »
put yourself on red , and team2 is AI on spot green and yellow ( playing mega ). Now start game with fog of war disabled.
Speed up the game with + key and you will see the units pile up very quick .....

Another hint: Big rocks are much bigger than normal objects on the map. If you use them surround them with unvisible blocker units like I did in the example below. if you don't do so, the units walk into the rock and this doesn't look good.


58
Maps, tilesets and scenarios / 3vs3 map bridges
« on: 27 October 2018, 00:06:38 »
Download
Please give feedback!!!!

59
Maps, tilesets and scenarios / Re: NewMap: YouShallNotPass
« on: 26 October 2018, 23:44:58 »
I think the passfinder will get mad with this :D

try to make some more direct ways in the big forest.

60
Maps, tilesets and scenarios / Missing Maps on Headless servers?
« on: 10 October 2018, 12:31:44 »
Next round:
Are there any maps out there which you would like to see in Modcenter/Headless servers ?

maps currently available in mod center:
(click to show/hide)

maps currently available on headless:
(click to show/hide)

maps of the game itself:
(click to show/hide)

Maps I currently have on my computer:
http://titi.megaglest.org/maps/

61
MegaGlest / Re: Unable to see units during night.
« on: 10 October 2018, 12:23:00 »
Coincidentally, this problem got fixed for me today. I'm on Debian 9 and last night updated my drivers to what's in Debian "testing". Today when I started MG the screen was far too bright (it was set to 2.5). It was the first time that setting had any effect for me.

Wow that's good news!  :thumbup:
Maybe just using latest Mesa drivers works for all Distributions, without updating the whole installation.

btw, which graphics chip was it ?

62
Maps, tilesets and scenarios / Re: Forest Rush - Tiny map
« on: 3 September 2018, 19:04:10 »
Resources are in corners and mid. This is very tiny (32*32 ) By this its a real rush map. I already played it a bit and its indeed for short games :D.

63
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 7 August 2018, 22:52:55 »
ok, but we played the version above using MegagGlest today and it was very fun to fight the AI with tech. Thats not for beginners :D . We played it coop on map "conflict" several times its really fun.

64
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 4 August 2018, 22:21:01 »
good job :)

Here the end of a mega CPU playing Zombie Invasion. ( Me tech )


65
Mods / Re: Techtree Barillion
« on: 26 April 2018, 10:05:24 »
yes you can use it. CC-BY-SA  ( warning: Spider was not made by me! )

66
Mods / Re: Constraints when creating characters & factions ?
« on: 24 April 2018, 21:04:36 »
I updated the wiki, maybe it helps with some of the questions:
https://docs.megaglest.org/G3D_support

BTW: If the wiki is not up to date, please fix it and add missing things too! ( You can remove everyhting GAE/Glest related in the technical descriptions as thi is the MegagGlest only wiki now. )

67
Mods / Re: Techtree Barillion
« on: 24 April 2018, 15:06:24 »
hi, yes, I should work on it again, but noone really showed interest yet :-(

About License, for what do you need it and what in detail in case it is not MG related ?

68
resource_multiplier, like this:

...
<player control="cpu-ultra" resource_multiplier="2.0" faction="norsemen" team="2"/>
...

see here:
https://docs.megaglest.org/XML/Scenario

69
Bug reports / Re: fr-keyboard issue: can't move fov manually
« on: 13 March 2018, 12:59:24 »
ctrl + f1 does not work for you?
Do you maybe use a latop and f1 is only reachable via fkn key ?

70
MegaGlest / Re: Unable to see units during night.
« on: 8 March 2018, 13:52:47 »
Several graphics drivers have problems with this feature. On linux Mesa and Intel do not support it and it does not work with nvidia(Mobile bumblebee) too.
It seems to workk with "normal" desktop nvidia graphics cards. On windows its supported in most drivers.

71
MegaGlest / Re: Unable to see units during night.
« on: 6 March 2018, 22:44:53 »
hm, a reply on a 2 year old topic ? Is it still a problem ?

72
Bug reports / Re: fr-keyboard issue: can't move fov manually
« on: 6 March 2018, 22:27:14 »
I tested the ubuntu 16.04 version and I saw some ugly key behaviour too. I had no problems moving the camera using the cursor keys, but for example "h" key was always klicked twice. This was a problem that was introduced by OS updates and sdl updates we had some time ago, but this should not happen with latest version from megaglest.org. SO please try this version and give us some feedback.

73
Bug reports / Re: fr-keyboard issue: can't move fov manually
« on: 6 March 2018, 09:16:08 »
Thats indeed something new, we never heard of such a problem. Are there any other devices pugged in beside keyboard and mouse ? A Gamepad maybe ?

Does this happen with the official binary from megaglest.org too ?

74
Off topic / Re: Public Domain Sharing
« on: 27 February 2018, 11:26:57 »
Well I love to share my work and I am very happy if others use it. Especially if they create something I can play/use too :D .

75
Closed feature requests / Re: More female units, please
« on: 12 January 2018, 14:15:09 »
Norsemen and persian have female units! valkyrie, flying valkyrie, cudgel lady, princess

I see a problem with havin female and male slaves in egypt regarding the gameplay. Those units should look very similar, so that the player know this is the same kind of unit!

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