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Messages - titi

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76
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 11 January 2018, 10:47:34 »
Some hints/links you might like:

As licenses are always a problem, here a list of really free textures ( public domain ! ) texture/picture collections.
http://www.burningwell.org/gallery2/v/textures/
https://duion.com/art/texture-photos
Not really texture related but has all kind of stuff:
https://pixabay.com/

Best place for Sounds I know ( warning several different licenses there, don't use non commercial stuff ):
https://freesound.org/

About backup and shared work: Most of us use github. A possible structure can look like this: https://github.com/titiger/barillion . The folder "source" is meant for those files needed to build the things with a free structure. The techtree folder is what you need in the game....

77
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 4 January 2018, 13:23:31 »
Wow this really looks good. But why you want to keep the original tech techtree in all details ? A bit variation is always fun and results in better gameplay. So if possible please change the techtree a bit, I strongly vote for it.

I don't know if you use it already, but you can use so called "faction links": https://docs.megaglest.org/XML/Faction#link  and https://forum.megaglest.org/index.php?topic=7955.msg79785#msg79785

78
Feature requests / Re: Randomly generated maps
« on: 3 January 2018, 15:51:48 »
Its not really about random maps, but it helps a lot:
https://forum.megaglest.org/index.php?topic=8353.0

the heightmap importer/exporter: http://muwum.net/mgm/

79
1. There is no special code for headless servers yet, so they have tell somehow that they are headless.
2. The MG_ in front of players name is technically needed to avoid conflicts with freenodes irc usernames.

80
MegaGlest / Re: Tech Changes I would like to see
« on: 8 November 2017, 13:23:21 »
My suggestion is you copy/rename the tech tree and do those changes for yourself. Then let the AI play on different maps and you need to play a lot with humans too.

81
Bug reports / Re: My "Megaglest" does not appear to be in LAN
« on: 22 October 2017, 23:32:05 »

83
When you really did what you described it cannot work but maybe you just skipped a step in your description.
To be sure I describe the steps:

How to connect manually:
On server: go to lan game menu and press "host game". Now you should see a game setup with at least one slot open ( control is network )
On client type in the ip of the server and press connect. Now Client should see the same setup as the server...

How to connect via "find server" ( which was buggy on newer linux versions ):
On server: go to lan game menu and press "host game". Now you should see a game setup with at least one slot open ( control is network )
On client press "find LAN game". Now Client should see the same setup as the server...

84
Latest git version works :D. Thanks softcoder!

85
I have collected more infos about the "Find LAN games" Problems:

Run Server in debug mode:
If I run in lan debug mode and I just run the server( for some seconds ) I get this log on the server : http://titi.megaglest.org/tmp/lan_problem/debug_hosting.log

You cannot find a game if 16.04 is hosting
You cannot find games when hosting on a 16.04 Ubuntu and you try to connect to it via "Find LAN game"-button

Crash when pressing "Find LAN game button":
If I host on a 14.04 Ubuntu and I try to join via "Find LAN game"-button from a 16.04 ubuntu, the game crashes! No crash happens when I connect via IP:port directly.
(click to show/hide)

And another crash using latest git version
(click to show/hide)

Everything works using steam version

Everything works using ubuntu 14.04

86
I have problems with the "Find LAN games"-Button too. BUT I am pretty sure searching for LAN game worked using ubuntu 14.04 with the exactly same MG version.

What does not work for me using ubuntu 16.04:
- "Find LAN games" does somehow not work. ( no broadcasts? are they somehow blocked ? )
- "Find LAN games" does not even work when I run a second MG on the same computer.

What works for me:
- Connecting from one computer to onther using: ./start_megaglest --connect=192.168.178.72:61367
- Connecting via LAN game menu using the IP if both computers use same server port, or I have to describe the server with port too like this: 192.168.178.72:61367

I think the main problem is the somehow not working broadcast of the server. Connecting directly should work.

UPDATE: Even running my own build from current git version does not find open games. Somehting must be different in ubuntu 16.04

87
MegaGlest / Re: [NEW Gold resource texture]
« on: 30 August 2017, 14:42:35 »
looks bad  :P

88
MegaGlest / Re: [NEW Gold resource texture]
« on: 30 August 2017, 11:15:48 »
yes, but as i said the grass on the bottom will not fit in desert tileset for example

89
MegaGlest / Re: [NEW Gold resource texture]
« on: 29 August 2017, 14:11:00 »
can you show ingame screenshots too ( before/after ) so people can see . ( late reply because I am still a bit  in vacation mode.)

Update: about the green grass on bottom, this will not fit in all tilesets. Better remove it.

90
Feature requests / Re: share team upgrades too?
« on: 8 June 2017, 14:06:33 »
I will move this to "feature requests" as it is a good idea

91
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 23 May 2017, 11:38:06 »
Download is gone, can you fix it?  ( and rename it ? )

92
Hi Trappin, nice to hear from you again! Yes many of your maps are still played and people like them. Maybe you get bored of making maps of the forest after a while and you get back to mapping in the real MG world again   ;D :O :O

93
MegaGlest / Re: X2 4.9 cpu romans WIN
« on: 3 May 2017, 10:22:58 »
or its simply the fact that we allow multiselect of production buildings now.

94
MegaGlest / Re: X2 4.9 cpu romans WIN
« on: 3 May 2017, 09:30:42 »
Well maybe the last changes we made to improve the AI were not so good ? :'(

95
MegaGlest / Re: My first win against x4.9 CPU
« on: 27 April 2017, 09:38:38 »
oh nice, gj! :o

97
Feature requests / Re: [8]Case sensitivity for windows too
« on: 23 March 2017, 22:10:31 »
Oh you had a bad day ? ::)

ok me too:
This game is cross platform and all systems have case sensitivity just windows does it the unusual way.
But we want to have the same behaviour on ALL platforms to ensure compatibility.
btw these days this game is developed using linux and the windows version is just a game port somehow!

98
MegaGlest / Re: My impressions and thoughts
« on: 23 March 2017, 09:52:26 »
Just a reply to one thing:
Quote
Sorry, my believe is that it IS already half automated AI fights.
If you don't control your units and groups in a fight you will not get better. Of course it's possible to win just by focussing on unit production, but when you set a stronger AI this gets more and more unlikely. 
You maybe cannot control each unit, but you have to find your way to make groups and handle them, else its really hard to win vs stronger AIs.

For example if there suddenly show up some air units you have to shoot them down very fast or they kill you. One thunderbird can take out a whole roman army if noone shoots at it. Or if suddenly some catapults show up and you are trying to defend a totem. In this case you must take them out quickly or your totem is gone. Or moving melee fighters in front of the archers to make them shoot at you without getting killed too fast gives time to your archers to kill the enemy ones which are busy shooting at your melee unit. Or making small groups of your front archers and controlling them to fire at the enemy archers instead of the melee units attacking you.
Beside many other tricks this is what you control and do in a fight. Just producing units and sending them to the battlefield is definitly not the way the game is meant.

99
When I look at those screenshots I always think: Were is Asterix and Obelix ?


https://youtu.be/k_AtAmi7CLU?t=43

100
MegaGlest / Re: New maps in mod center
« on: 22 March 2017, 20:51:55 »
No there is no reason beside the fact noone did it yet :D

Update: online now.

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