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Topics - MuwuM

Pages: [1] 2
1
Mods / Relaunch of BattleGlest?!
« on: 19 December 2014, 16:34:22 »
Hi,

as a new beta of megaglest was released and I finished studying, I'm thinking of relaunching my development of BattleGlest. I was away from the megaglest project for quite a long time (~10 months) so I'd like to hear your opinion before starting.

I have thought about something to make the mod a bit different from other MOBA-games. The main difference is the volcano in the center of the map. As long as one of the 'Lavalings' (giant powerful lava-creature) is alive that volcano kills all units entering his area (usually all creeps of the mid-lane). Every killed Unit rises the danger level of the volcano. If the danger level passes a threshold the volcano destroys a random tower of the team with fewer units lost/sacrificed  in the volcano. If both Lavalings were killed the volcano is disabled for some time. Which means that every unit can pass. Additionally mid-lane-creeps should be far more powerful to end game fast, if the volcano is disabled.

This mechanic adds a high benefit for controlling the mid-lane and adds some tactical options of sacrificing own units (even your hero) to harm the opponent.



I welcome any idea and any kind of (positive & negative) feedback.

2
I recommend to use JavaScript Function Notation (JSFN) instead of XML in MegaGlest.

Here is a sample unit.jsfn
Code: [Select]

function jsfnUnit(){
this.parameters = function(){
this.size = function(){return 2;};
this.height = function(){return 2;};
this['max-hp'] = function(){return 800;};
this['max-hp-regeneration'] = function(){return 2;};
this['max-ep'] = function(){return 100;};
this['max-ep-regeneration'] = function(){return 5;};
this.armor = function(){return 20;};
this['armor-type']  = function(){return 20;};
this.sight = function(){return 15;};
this.time = function(){return 100;};
...
};
this.skills = function(){
return [
function(){
this.type =  function(){return 'stop';};
this.name =  function(){return 'stop_skill';};
this.speed =  function(){return 100;};
...
},function(){
this.type =  function(){return 'attack';};
this.name =  function(){return 'attack_skill';};
this.speed =  function(){return 150;};
...
},
...
];
};
this.commands = function(){
return [...];
};
}


3
MegaGlest / Creative Commons 4.0
« on: 19 February 2014, 13:15:36 »
Creative Commons 4.0 are out for some time now. I personally think we should update our licenses.

Why should I use the latest version of the Creative Commons licenses?
The latest version of the Creative Commons licenses is version 4.0. You should always use the latest version of the Creative Commons licenses in order to take advantage of the many improvements described on the license versions page. In particular, 4.0 is meant to be better suited to international use, and use in many different contexts, including sharing data.
see official CC homepage

4
Mods / Revival of BattleGlest?
« on: 27 January 2014, 17:24:46 »


I'm thinking about reviving the BattleGlest - project.


I love the idea of rebuiling the BattleGlest - mod  I paused some months ago.



My ideas for features:


  • complete support for the latest MegaGlest version (without harming the sandbox)
  • precompiled Lua-script to have clean coding, but still have all coding in the scenario XML-file
  • all playable heroes will be included in the precompilation of the Lua-script
  • full animated models
  • many particle effects
  • voice-over for all characters
  • support for 5 versus 5 and 3 versus 3 player matches
  • ...

I'd like your comments whether I should try it again and who would/could help me to build an awesome mod.




This work is licensed under a  Creative Commons Attribution-ShareAlike 4.0 International License.

5
I added an optional parameter to the tileset object to enable/disable randomized positions.

Usage/defaults
Code: [Select]
<object walkable="false">
        <model path="models/wood_tree_2.g3d" anim-speed="-1" smoothTwoFrameAnim="false" rotationAllowed="true" randomPositionEnabled="true"/>
</object>

Every property of the "model" besides the "path"-property is optional.

Code: [Select]
[img]http://img28.imageshack.us/img28/3789/kc8x.jpg[/img]
Download link for the game patch

Documentation Patch for the wiki


(click to show/hide)

Edit by Omega: Code blocks inside spoiler tags need a new line before opening code tag or you'll get code blocks with a height of less than one line.

6
This ist the feature request for implementing my Enhancements to the MegaGlest Map Editor.

I will post the .patch files here after a feature is tested.

HeightMapView for MG editor
HeightMapView2 for MG editor (patch for svn rev 4484) applied in rev 4485

7
Tools / Enhancements to the MegaGlest Map Editor
« on: 21 June 2013, 17:14:20 »
I personally miss some features in the mapeditor version 1.6.0. That's why I decided to add these to the editor.  (I increased the version number as there will be much new stuff / I did some experimental work with a HTML based editor, but it had unsolvable performance issues, so I know what I want and how I should implement)

In this topic I will preview my work. In that topic is the feature request for implementation to megaglest.

First feature is a heightmap - view for the editor ...
Code: [Select]
[URL=http://imageshack.us/photo/my-images/163/ujyp.png/][IMG]http://img163.imageshack.us/img163/5640/ujyp.png[/img][/URL]
Second is the option to hide water ... it is especially useful for editing under-water-structures
Code: [Select]
[URL=http://imageshack.us/photo/my-images/585/jms.png/][IMG]http://img585.imageshack.us/img585/1883/jms.png[/img][/URL]*note, objects are not displayed in heightMap-view / cliffs are marked yellow

8
Mods / VegaGlest
« on: 23 May 2013, 20:51:02 »
As the refit is not doing any progress I do a parallel project with similary target's but other way's ( reuse > building from scratch ). I will focus the first weeks on importing megaglest and the refit and looking for artists (3d-art, 2d-art, background-music, sound-effects, voice-art). I will try to be and stay compatible to megaglest and the refit. The target is not to replace the refit - project but to design ideas and collect art that could be used in megaglest.
Code: [Select]
[center]
[url=http://vega.muwum.org][img]http://vega.muwum.org/logo_1.png[/img][/url][/center]
[center][h2][url=http://vega.muwum.org]vega.muwum.org[/url][/h2][/center]

 

9
I'd like to have support for a 100% translation of the game. As I know the developer are always busy I started to program it myself. when I got my work done, I will post the patch files here ...

Current status:


Unit Names
Resource Names
Upgrade Names

Armor Names
Level Names

Attack Names
Command Names


Legend:
green = in MG
orange = running in my version
red = todo

10
Off topic / Christmas 2012
« on: 25 December 2012, 10:03:52 »

11
If a unit is build and got target of an attack-boost increasing the hp regeneration, it starts burning, even without reciving damage ...

attack-boost:
Code: [Select]
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="15" />
<target value="faction" include-self="false">
</target>
<max-hp value="10" regeneration="5" value-percent-multipler="true" />
<max-ep value="0" regeneration="0" value-percent-multipler="false" />
<sight value="0" value-percent-multipler="false" />
<attack-strenght value="0" value-percent-multipler="false" />
<attack-range value="0" value-percent-multipler="false" />
<armor value="10" value-percent-multipler="false" />
<move-speed value="0" value-percent-multipler="false" />
<production-speed value="0" value-percent-multipler="false" />
<particles value="false">
</particles>
</attack-boost>

12
Mods / MegaGlest Refit - Desert Nomads
« on: 19 December 2012, 10:21:26 »
Code: [Select]
[img]http://www.muwum-lexicons.de/ds4/titel.php?t=MG%20Refit:%20Desert%20Nomads[/img]This is a thread dedicated to the redevelopment of the MegaGlest "Desert People" faction (replaceing egypt and persian). Feel free to post ideas related to them here.

Google Doc with current status

13
Maps, tilesets and scenarios / [Alpha] Map: Desert River
« on: 14 November 2012, 19:11:06 »
This is a first preview of a new 2 on 2 map by me, called desert river.

DOWNLOAD

Any idea's, comments?

Code: [Select]
[url=http://imageshack.us/a/img835/2531/screen18mm.jpg][img]http://imageshack.us/scaled/landing/835/screen18mm.jpg[/img][/url]

14
Closed bug reports / [fixed] 3.7.0 Winning Team is displayed wrong
« on: 13 November 2012, 14:49:53 »
The winning Team is displayed wrong after player died, before the end of the game and his team mates won that game.

Version 3.7.0
System: Windows 7

Reproduce: start a game with 3 players in 2 teams.
the player that plays alone eliminate one of the others and gets killed afterwards.
Now the player who died first will be shown that his team has lost ... even if it actually won

15
Feature requests / 3.8.x Modify percentages of Level up per unit
« on: 11 November 2012, 21:42:22 »
As 3.7.0 seems to be released too soon. I will redo this again using a better way (supporting GAE + Attack-Boost Syntax)

Here is my patch for Leveling up, which allows to modify the percentages in unit XML, it's a quite simple way, but stable and needs no big changes in sourcecode:

it is used like this:

Code: [Select]
<levels modHP="18" modEP="18" modSight="0" modArmor="4">
<level name="1" kills="30" />
<level name="2" kills="100" />
<level name="3" kills="250" />
</levels>

which means 1.18 * HP  | 1.18 * EP | 1.0 * Sight | 1.04*Armor per level

Code: [Select]
Index: source/glest_game/types/unit_type.cpp
===================================================================
--- source/glest_game/types/unit_type.cpp (revision 3893)
+++ source/glest_game/types/unit_type.cpp (working copy)
@@ -278,6 +278,26 @@
 
  //levels
  const XmlNode *levelsNode= parametersNode->getChild("levels");
+ if(levelsNode->hasAttribute("modHP")){
+ levelModHP = levelsNode->getAttribute("modHP")->getIntValue();
+ }else{
+ levelModHP = 50;
+ }
+ if(levelsNode->hasAttribute("modEP")){
+ levelModEP = levelsNode->getAttribute("modEP")->getIntValue();
+ }else{
+ levelModEP = 50;
+ }
+ if(levelsNode->hasAttribute("modSight")){
+ levelModSight = levelsNode->getAttribute("modSight")->getIntValue();
+ }else{
+ levelModSight = 20;
+ }
+ if(levelsNode->hasAttribute("modArmor")){
+ levelModArmor = levelsNode->getAttribute("modArmor")->getIntValue();
+ }else{
+ levelModArmor = 50;
+ }
  levels.resize(levelsNode->getChildCount());
  for(int i=0; i<levels.size(); ++i){
  const XmlNode *levelNode= levelsNode->getChild("level", i);
Index: source/glest_game/types/unit_type.h
===================================================================
--- source/glest_game/types/unit_type.h (revision 3893)
+++ source/glest_game/types/unit_type.h (working copy)
@@ -108,6 +108,10 @@
     int maxEp;
  int epRegeneration;
  int maxUnitCount;
+ int levelModHP;
+ int levelModEP;
+ int levelModSight;
+ int levelModArmor;
 
 
  ///@todo remove fields, multiple fields are not supported by the engine
@@ -169,7 +173,11 @@
 
     UnitCountsInVictoryConditions getCountInVictoryConditions() const { return countInVictoryConditions; }
  //get
-    inline int getId() const {return id;}
+    inline int getId() const {return id;}
+ inline int getlevelModHP() const {return levelModHP;}
+inline int getlevelModEP() const {return levelModEP;}
+inline int getlevelModSight() const {return levelModSight;}
+inline int getlevelModArmor() const {return levelModArmor;}
     inline int getMaxHp() const {return maxHp;}
     inline int getHpRegeneration() const {return hpRegeneration;}
     inline int getMaxEp() const {return maxEp;}
Index: source/glest_game/types/upgrade_type.cpp
===================================================================
--- source/glest_game/types/upgrade_type.cpp (revision 3893)
+++ source/glest_game/types/upgrade_type.cpp (working copy)
@@ -989,10 +989,10 @@
 }
 
 void TotalUpgrade::incLevel(const UnitType *ut) {
- maxHp += ut->getMaxHp()*50/100;
- maxEp += ut->getMaxEp()*50/100;
- sight += ut->getSight()*20/100;
- armor += ut->getArmor()*50/100;
+ maxHp += ut->getMaxHp()*ut->getlevelModHP()/100;
+ maxEp += ut->getMaxEp()*ut->getlevelModEP()/100;
+ sight += ut->getSight()*ut->getlevelModSight()/100;
+ armor += ut->getArmor()*ut->getlevelModArmor()/100;
 }
 
 void TotalUpgrade::saveGame(XmlNode *rootNode) const {

16
Closed bug reports / [not our bug] MG kills VLC Mediaplayer
« on: 5 November 2012, 00:02:26 »
Not shure which programs fault.  When MG is active window, vlc media player stops working / crashes. I had this working fine before but I can't say wheather mg or vlc is causing the error.

UPDATE: Only happens when playing a video in VLC.

MG-Version: 3.7.0 Beta 2 + SVN
VLC- Version: 2.0.4 (also tested with 2.0.3)
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333)
Language: German (Regional Setting: German)
Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 16384MB RAM
Available OS Memory: 16352MB RAM
Page File: 4083MB used, 28617MB available

17
When I loose connection to a server (e.g. by the Server quitting the game before me) I got an error message that packages can not be sent/recived to/from the server. But with the error message MG stops working.

Version: 3.7.0 Beta 2
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333)
Language: German (Regional Setting: German)
Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 16384MB RAM
Available OS Memory: 16352MB RAM
Page File: 4083MB used, 28617MB available

18
Tools / Heightmap Exporter/Import (for gbm / mgm)
« on: 22 May 2012, 17:41:59 »
I developed a simple Heightmap Exporter/Importer. Supports gbm and mgm maps and png heightmaps.

http://muwns.eu/mgm/



Old Version:
http://www.muwum-lexicons.de/mgm/

with this tool you can get maps like this very easy:

... the Heightmap for this was:

19
Feature requests / [done] unitName(unitId)
« on: 17 May 2012, 12:27:14 »
... another try to submit useful Lua methods:
Code: [Select]
Index: source/glest_game/game/script_manager.cpp
===================================================================
--- source/glest_game/game/script_manager.cpp (revision 3330)
+++ source/glest_game/game/script_manager.cpp (working copy)
@@ -309,6 +309,7 @@
  luaScript.registerFunction(setUnitPosition, "setUnitPosition");
 
  luaScript.registerFunction(getUnitFaction, "unitFaction");
+ luaScript.registerFunction(getUnitName, "unitName");
  luaScript.registerFunction(getResourceAmount, "resourceAmount");
 
  luaScript.registerFunction(getLastCreatedUnitName, "lastCreatedUnitName");
@@ -1258,6 +1259,11 @@
  ScriptManager_STREFLOP_Wrapper streflopWrapper;
  return world->getUnitFactionIndex(unitId);
 }
+const string ScriptManager::getUnitName(int unitId) {
+ if(SystemFlags::getSystemSettingType(SystemFlags::debugLUA).enabled) SystemFlags::OutputDebug(SystemFlags::debugLUA,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
+ ScriptManager_STREFLOP_Wrapper streflopWrapper;
+ return world->getUnitName(unitId);
+}
 
 int ScriptManager::getResourceAmount(const string &resourceName, int factionIndex) {
  if(SystemFlags::getSystemSettingType(SystemFlags::debugLUA).enabled) SystemFlags::OutputDebug(SystemFlags::debugLUA,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@@ -1781,6 +1787,12 @@
  luaArguments.returnInt(factionIndex);
  return luaArguments.getReturnCount();
 }
+int ScriptManager::getUnitName(LuaHandle* luaHandle){
+ LuaArguments luaArguments(luaHandle);
+ const string unitname = thisScriptManager->getUnitName(luaArguments.getInt(-1));
+ luaArguments.returnString(unitname);
+ return luaArguments.getReturnCount();
+}
 
 int ScriptManager::getResourceAmount(LuaHandle* luaHandle){
  LuaArguments luaArguments(luaHandle);
Index: source/glest_game/game/script_manager.h
===================================================================
--- source/glest_game/game/script_manager.h (revision 3330)
+++ source/glest_game/game/script_manager.h (working copy)
@@ -304,6 +304,7 @@
  Vec2i getStartLocation(int factionIndex);
  Vec2i getUnitPosition(int unitId);
  int getUnitFaction(int unitId);
+ const string getUnitName(int unitId);
  int getResourceAmount(const string &resourceName, int factionIndex);
  const string &getLastCreatedUnitName();
  int getLastCreatedUnitId();
@@ -410,6 +411,7 @@
  static int getStartLocation(LuaHandle* luaHandle);
  static int getUnitPosition(LuaHandle* luaHandle);
  static int getUnitFaction(LuaHandle* luaHandle);
+ static int getUnitName(LuaHandle* luaHandle);
  static int getResourceAmount(LuaHandle* luaHandle);
  static int getLastCreatedUnitName(LuaHandle* luaHandle);
  static int getLastCreatedUnitId(LuaHandle* luaHandle);
Index: source/glest_game/world/world.cpp
===================================================================
--- source/glest_game/world/world.cpp (revision 3330)
+++ source/glest_game/world/world.cpp (working copy)
@@ -1285,6 +1285,13 @@
  }
  return unit->getFactionIndex();
 }
+const string World::getUnitName(int unitId) {
+ Unit* unit= findUnitById(unitId);
+ if(unit == NULL) {
+ throw megaglest_runtime_error("Can not find Faction unit to get position unitId = " + intToStr(unitId));
+ }
+ return unit->getFullName();
+}
 
 int World::getUnitCount(int factionIndex) {
  if(factionIndex < factions.size()) {
Index: source/glest_game/world/world.h
===================================================================
--- source/glest_game/world/world.h (revision 3330)
+++ source/glest_game/world/world.h (working copy)
@@ -248,6 +248,7 @@
  void setUnitPosition(int unitId, Vec2i pos);
 
  int getUnitFactionIndex(int unitId);
+ const string getUnitName(int unitId);
  int getUnitCount(int factionIndex);
  int getUnitCountOfType(int factionIndex, const string &typeName);
 

20
I just stared a small project in addition to Battleglest because I'd like to play arround with some Lua features / show what is possible with mg. It will be a singleplayer scenario. You start with a family (man and his wife) and their house. Your target is to build a huge city with a great economy. BUT there are many threats like monsters, droughts and thiefs.

Code: [Select]
[URL=http://imageshack.us/photo/my-images/717/screen0p.jpg/][IMG]http://desmond.imageshack.us/Himg717/scaled.php?server=717&filename=screen0p.jpg&res=landing[/img][/URL]
Features:
self-growing fields
'intelligent' units (when they have nothing to do, they do something by themself)
many beautiful models from the vBros-Pack (used under CC-BY-SA)
maybe: different difficulties

21
Feature requests / [done] giveMorphCommand
« on: 16 May 2012, 15:01:11 »
I'd like to have a Lua-method to give a unit the command to morph into another unit.

Patch for SVN head:
Code: [Select]
Index: source/glest_game/game/script_manager.cpp
===================================================================
--- source/glest_game/game/script_manager.cpp   (revision 3326)
+++ source/glest_game/game/script_manager.cpp   (working copy)
@@ -265,6 +265,7 @@
    luaScript.registerFunction(giveResource, "giveResource");
    luaScript.registerFunction(givePositionCommand, "givePositionCommand");
    luaScript.registerFunction(giveProductionCommand, "giveProductionCommand");
+   luaScript.registerFunction(giveMorphCommand, "giveMorphCommand");
    luaScript.registerFunction(giveAttackCommand, "giveAttackCommand");
    luaScript.registerFunction(giveUpgradeCommand, "giveUpgradeCommand");
    luaScript.registerFunction(giveAttackStoppedCommand, "giveAttackStoppedCommand");
@@ -925,7 +926,11 @@
    ScriptManager_STREFLOP_Wrapper streflopWrapper;
    world->giveUpgradeCommand(unitId, producedName);
 }
-
+void ScriptManager::giveMorphCommand(int unitId, const string &producedName){
+   if(SystemFlags::getSystemSettingType(SystemFlags::debugLUA).enabled) SystemFlags::OutputDebug(SystemFlags::debugLUA,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
+   ScriptManager_STREFLOP_Wrapper streflopWrapper;
+   world->giveMorphCommand(unitId, producedName);
+}
 void ScriptManager::giveAttackStoppedCommand(int unitId, const string &itemName,int ignoreRequirements) {
    if(SystemFlags::getSystemSettingType(SystemFlags::debugLUA).enabled) SystemFlags::OutputDebug(SystemFlags::debugLUA,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
    ScriptManager_STREFLOP_Wrapper streflopWrapper;
@@ -1578,6 +1583,13 @@
       luaArguments.getString(-1));
    return luaArguments.getReturnCount();
 }
+int ScriptManager::giveMorphCommand(LuaHandle* luaHandle){
+   LuaArguments luaArguments(luaHandle);
+   thisScriptManager->giveMorphCommand(
+      luaArguments.getInt(-2),
+      luaArguments.getString(-1));
+   return luaArguments.getReturnCount();
+}
 
 int ScriptManager::giveUpgradeCommand(LuaHandle* luaHandle){
    LuaArguments luaArguments(luaHandle);
Index: source/glest_game/game/script_manager.h
===================================================================
--- source/glest_game/game/script_manager.h   (revision 3326)
+++ source/glest_game/game/script_manager.h   (working copy)
@@ -261,6 +261,7 @@
    void giveProductionCommand(int unitId, const string &producedName);
    void giveAttackCommand(int unitId, int unitToAttackId);
    void giveUpgradeCommand(int unitId, const string &upgradeName);
+   void giveMorphCommand(int unitId, const string &producedName);
 
    void disableAi(int factionIndex);
    void enableAi(int factionIndex);
@@ -363,6 +364,7 @@
    static int giveResource(LuaHandle* luaHandle);
    static int givePositionCommand(LuaHandle* luaHandle);
    static int giveProductionCommand(LuaHandle* luaHandle);
+   static int giveMorphCommand(LuaHandle* luaHandle);
    static int giveAttackCommand(LuaHandle* luaHandle);
    static int giveUpgradeCommand(LuaHandle* luaHandle);
 
Index: source/glest_game/world/world.cpp
===================================================================
--- source/glest_game/world/world.cpp   (revision 3326)
+++ source/glest_game/world/world.cpp   (working copy)
@@ -1076,7 +1076,32 @@
       throw megaglest_runtime_error("Invalid unitId index in giveProductionCommand: " + intToStr(unitId) + " producedName = " + producedName);
    }
 }
+void World::giveMorphCommand(int unitId, const string &producedName) {
+   Unit *unit= findUnitById(unitId);
+   if(unit != NULL) {
+      const UnitType *ut= unit->getType();
 
+      //Search for a command that can produce the unit
+      for(int i= 0; i< ut->getCommandTypeCount(); ++i) {
+         const CommandType* ct= ut->getCommandType(i);
+         if(ct != NULL && ct->getClass() == ccMorph) {
+            const MorphCommandType* pct= static_cast<const MorphCommandType*>(ct);
+            if(pct != NULL && pct->getMorphUnit()->getName() == producedName) {
+               if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
+
+               unit->giveCommand(new Command(pct));
+
+               if(SystemFlags::getSystemSettingType(SystemFlags::debugUnitCommands).enabled) SystemFlags::OutputDebug(SystemFlags::debugUnitCommands,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
+               break;
+            }
+         }
+      }
+   }
+   else {
+      throw megaglest_runtime_error("Invalid unitId index in giveProductionCommand: " + intToStr(unitId) + " producedName = " + producedName);
+   }
+}
+
 void World::giveAttackStoppedCommand(int unitId, const string &itemName, bool ignoreRequirements) {
    Unit *unit= findUnitById(unitId);
    if(unit != NULL) {
Index: source/glest_game/world/world.h
===================================================================
--- source/glest_game/world/world.h   (revision 3326)
+++ source/glest_game/world/world.h   (working copy)
@@ -230,6 +230,7 @@
    bool getIsUnitAlive(int unitId);
    void giveAttackCommand(int unitId, int unitToAttackId);
    void giveProductionCommand(int unitId, const string &producedName);
+   void giveMorphCommand(int unitId, const string &producedName);
    void giveUpgradeCommand(int unitId, const string &upgradeName);
    void giveAttackStoppedCommand(int unitId, const string &itemName,bool ignoreRequirements);
    void playStaticSound(const string &playSound);

22
Feature requests / return-particles and lifesteal
« on: 7 May 2012, 11:28:30 »
I think it would be nice to have 2 new features for attacking, the first is return-particles, which are particles from the attacked unit to the attacking unit (should start after the start of the splash). In addition to that I'd like to have the possibility to add lifesteal to the return-particles, which means, that the attacking unit got healed by X% of Damage dealed.

An example for return-particles could be a boomerang.

23
Mods / Glest Community Development Monthly - Issue 52
« on: 25 April 2012, 15:15:32 »
Because hailstone has not posted a new Glest Community Development Monthly - Issue I did it this time (I hope hailstone will do the next again ... it was 2.5 h work):

Welcome to the fifty-second issue of Glest Community Development. Below you will find events I have recorded over the last month from the forums (usually for things that can be downloaded or a screenshot of progress). Thanks go to the people who have been busy improving Glest with patches, mods and providing support.

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

The next issue is scheduled for 11 May 2012 (GMT+10).

GAE Bug Tracker:  https://sourceforge.net/apps/trac/glestae/
MegaGlest project/tracker: http://sourceforge.net/projects/megaglest/ | http://sourceforge.net/tracker/?func=browse&group_id=300350&atid=1266779

2012 (March - April)

11 April
- njam2 releases Cube Warfare 1.1. https://forum.megaglest.org/index.php?topic=5382.msg81765#msg81765
- Ishmaru shows updated techtrees. https://forum.megaglest.org/index.php?topic=6517.msg81769#msg81769
- MuwuM releases BattleGlest PreAlpha v. 0002-003. https://forum.megaglest.org/index.php?topic=7742.msg81782#msg81782

10 April
- njam2 shows Cube Warfare screenshots. https://forum.megaglest.org/index.php?topic=5382.msg81734#msg81734
- Ishmaru shows units. https://forum.megaglest.org/index.php?topic=6517.msg81733#msg81733
- victorj releases Calypso Map v2. https://forum.megaglest.org/index.php?topic=8219.msg81735#msg81735

09 April
- njam2 shows Cube Warfare screenshot. https://forum.megaglest.org/index.php?topic=5382.msg81708#msg81708

07 April
- Mr War shows "kingdom of the Ocean" faction screenshot. https://forum.megaglest.org/index.php?topic=8224.msg81697#msg81697
- Wyvern releases linux fix for Astro-Marines. https://forum.megaglest.org/index.php?topic=6517.msg81690#msg81690

06 April
- Mr War releases Alpha2 of "Atlantis Project" faction. https://forum.megaglest.org/index.php?topic=8224.msg81635#msg81635
- Ishmaru shows units. https://forum.megaglest.org/index.php?topic=6517.msg81647#msg81647
- MightyMic shows unit. https://forum.megaglest.org/index.php?topic=8143.msg81642#msg81642

05 April
- njam2 shows Cube Warfare screenshots. https://forum.megaglest.org/index.php?topic=5382.msg81630#msg81630
- Mr War releases Alpha of "Atlantis Project" faction. https://forum.megaglest.org/index.php?topic=8224.msg81635#msg81635

03 April
- Mr War makes Undersea MG. https://forum.megaglest.org/index.php?topic=8224.msg81542#msg81542

02 April
- MightyMic releases Lego Tileset - Alpha. https://forum.megaglest.org/index.php?topic=8175.msg81492#msg81492
- victorj releases Calypso Map. https://forum.megaglest.org/index.php?topic=8219.msg81506#msg81506

01 April
- Ishmaru shows some screenshots. https://forum.megaglest.org/index.php?topic=6517.msg81446#msg81446

31 March
- MightyMic shows units. https://forum.megaglest.org/index.php?topic=8143.msg81402#msg81402

30 March
- njam2 shows Cube Warfare screenshots. https://forum.megaglest.org/index.php?topic=5382.msg81385#msg81385

29 March
- Ishmaru shows units. https://forum.megaglest.org/index.php?topic=6517.msg81352#msg81352

28 March
- atze removes Xel'Naga Fortress Map. https://forum.megaglest.org/index.php?topic=8183.msg81304#msg81304

27 March
- Ishmaru shows units. https://forum.megaglest.org/index.php?topic=6517.msg81319#msg81319

26 March
- atze releases Xel'Naga Fortress Map. https://forum.megaglest.org/index.php?topic=8183.msg81304#msg81304

24 March
- MightyMic shows techtree of Lego Mod. https://forum.megaglest.org/index.php?topic=8143.msg81272#msg81272
- ElimiNator releases Under Water tileset. https://forum.megaglest.org/index.php?topic=8178.msg81265#msg81265

23 March
- MightyMic shows screenshots. https://forum.megaglest.org/index.php?topic=8143.msg81217#msg81217
- MightyMic makes Lego Tileset. https://forum.megaglest.org/index.php?topic=8175.msg81241#msg81241

22 March
- Mr War releases Astro-Marines faction for Annex. https://forum.megaglest.org/index.php?topic=6517.msg81209#msg81209

21 March
- wciow releases New Lands Tileset Pack. https://forum.megaglest.org/index.php?topic=8171.msg81185#msg81185

18 March
- Ishmaru shows units. https://forum.megaglest.org/index.php?topic=6517.msg81107#msg81107

16 March
- ElimiNator shows water cannon. https://forum.megaglest.org/index.php?topic=8016.msg81065#msg81065

15 March
- Mr War shows units. https://forum.megaglest.org/index.php?topic=6517.msg81057#msg81057

13 March
- MightyMic makes Lego Mod. https://forum.megaglest.org/index.php?topic=8143.msg81002#msg81002

12 March
- ElimiNator shows republic faction screenshot. https://forum.megaglest.org/index.php?topic=8016.msg80960#msg80960

11 March
- titi releases volcanic island tileset. https://forum.megaglest.org/index.php?topic=8121.msg80936#msg80936
- Hailstone posts GCD 51. https://forum.megaglest.org/index.php?topic=8129.0

24
SVN Head: r. 3256

When a player connected to a multiplayer-scenario (not host, because he can't switch) switches his position he kept the team he started with instead of the specified team from the scenario.xml

Code: [Select]
[img]http://img822.imageshack.us/img822/2230/megaglest20120420013742.jpg[/img]

25
On multiplayer-scenarios the hud.png is not shown for anyone, but the host. The bug appears on SVN Head (r.  3256)

(click to show/hide)

(click to show/hide)

I testet the same player host had the correct look, and me connected got the buggy look.

Fixed in SVN - head now, thanks titi

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