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Topics - MuwuM

Pages: 1 [2]
26
Feature requests / [done] Teleporting with Lua
« on: 9 April 2012, 17:47:47 »
I's like a function like setUnitPosition(unitID,pos) to teleport a unit from one Position to another, without the move-command.

27
SVN Head rev: 3229

The attackboost <max-hp value="0" regeneration="-15"/> is shown at the unit (foe) but it has no effect. Maybe the problem is that regeneration +-15 is shown.

full xml of the unit casing attackboost:
Code: [Select]
<?xml version="1.0" standalone="no" ?>
<unit>
   <!-- *** parameters *** -->
   <parameters>
      <size value="1" />
      <height value="0" />
      <max-hp value="49" regeneration="-1"/>
      <max-ep value="0"/>
      <armor value="0" />
      <armor-type value="runes"/>           
      <sight value="0" />
      <time value="1" />
      <multi-selection value="false" />
      <cellmap value="true"  allowEmpty="true" >
      <row value="0"/>
      </cellmap>
      <levels/>
      <fields>
         <field value="land" />
      </fields>
      <properties>
      </properties>
      <light enabled="false" />
      <unit-requirements/>
      <upgrade-requirements />
      <resource-requirements>
         <resource name="gold" amount="0"/>
      </resource-requirements>
      <resources-stored />     
      <image path="images/gold.bmp"/>
      <image-cancel path="images/tech_stop.bmp"/>
      <meeting-point value="false"/>
      <selection-sounds enabled="false"/>
      <command-sounds enabled="false"/>
   </parameters>
   
   <!-- *** skills *** -->
   <skills>
     
      <skill>
         <type value="stop" />
         <name value="stop_skill"/>     
         <ep-cost value="0" />
         <speed value="300" />
         <anim-speed value="10" />
         <animation path="models/iceaura.g3d" />
         <sound enabled="false" />
         <attack-boost name="fireeffect">
            <allow-multiple-boosts value="false" />
            <radius value="3"/>
                <target value="foe"/>
            <max-hp value="0" regeneration="-15"/>
            <max-ep value="0"  regeneration="0"/>
            <sight value="0"/>
            <attack-strenght value="0"/>
            <attack-range value="0"/>
            <armor value="0"/>
            <move-speed value="0"/>
            <production-speed value="0"/>
            <particles value="true">
               <affected-particle-file path="fire_particles.xml"/>
            </particles>
            </attack-boost>
         <particles value="false">
            <particle-file path="glow_particles.xml"/>
         </particles>
      </skill>   
      <skill>
         <type value="be_built" />
         <name value="be_built_skill" />
         <ep-cost value="0" />
         <speed value="300" />
         <anim-speed value="300" />
         <animation path="models/iceaura.g3d" />
         <sound enabled="false">
         </sound>
      </skill>
     
      <skill>
         <type value="die" />
         <name value="die_skill"/>     
         <ep-cost value="0" />
         <speed value="300" />
         <anim-speed value="300" />
         <animation path="models/none.g3d" />
         <sound enabled="false"/>     
         <fade value="false"/>
      </skill>
      <skill>
         <type value="attack"/>
         <name value="attack_skill"/>     
         <ep-cost value="0"/>
         <speed value="50"/>
         <anim-speed value="50"/>
         <animation path="models/none.g3d"/>
         <sound enabled="false" start-time="0.5" />
         <attack-strenght value="50"/>
         <attack-var value="0"/>
         <attack-range value="1"/>
         <attack-type value="fire"/>
         <attack-start-time value="0.5"/>
         <attack-fields>
            <field value="land"/>
            <field value="air"/>
         </attack-fields>
           

         <projectile value="false" />
         <splash value="false"/>
      </skill>

   </skills>
   
   <!-- *** commands *** -->
   <commands>
     
      <command>           
         <type value="attack_stopped"/>         
         <name value="attack_on"/>         
         <image path="images/tech_stop.bmp"/>         
         <unit-requirements/>         
         <upgrade-requirements/>         
         <attack-skill value="attack_skill"/>         
            <stop-skill value="stop_skill"/>                 
      </command>
      </commands>
</unit>

28
MegaGlest / [Lua] Campaign-Library v 0.1 (alpha)
« on: 4 April 2012, 18:28:38 »
There was a request for a locking / unlocking - system in scenarios for creation of campaigns.

Here is my first version of my Campaign-Library for Lua.

Usage:

Copy the campaign_lib.lua into the directory of your scenario and add dofile(getSystemMacroValue("$SCENARIO_PATH").."campaign_lib.lua") to your <global> script-area.
(click to show/hide)

Now you can use all the new methods.

Name the first scenario of a campaign however you want name the second like the first but add a "_1", for the third a "_2" and so on.

(click to show/hide)

Download-link   .7z   768B

29
In non network games the game is paused automatically if a menu/message is raised. I am not sure if I should do this for scenario messages too?

When doing this for scenarios, please let it be toggleable that you can give set it with Lua whether you want the game paused, or not.

30
A Build command does not work when the sie of a the building is 0 or the whole cellmap is 0. Only the first creation hit is done (about 5% of life) and then there is no prgress anymore.

example xmls:
(click to show/hide)

(click to show/hide)

31
Closed bug reports / [fixed] g3d_viewer produces empty images
« on: 4 January 2012, 19:43:58 »
This code creates empty images (everything is transparent, there is no model)
Code: [Select]
megaglest_g3dviewer --load-unit=scenarios\0_battleglest\battleglest\factions\%%i\units\%%i,stop_skill,attack_skill --load-model-animation-value=0.5 --load-particle-loop-value=8 --zoom-value=1.22 --rotate-x-value=-39 --rotate-y-value=21  --auto-screenshot=disable_grid,saveas-scenarios/0_battleglest/grafiks/avatars/%n%.png
without the --auto-screenshot the image is correctly loaded in g3dviewer.

System is Windows Vista 32bit, SVN-Head 3035

32
If a faction is loaded from a techtree located in the scenario (folder) the hud.png is not loaded.

For testing I moved techtree without modifications to techs/ and everything was loaded correctly.

33
I'd like to have the following Lua methods:
  • int getSelectedUnit()
    it return the id of the selected Unit or -1 if no Unit is selected and -2 if more than one unit are selected
.
  • void selectunit(UnitID)
    The selection is set to the unit with the ID UnitID.

and an Dialogbox
where Users may select YES or NO.

examples:
Do you want to restart?
:thumbup: YES        :thumbdown: NO

Player1: Would you mind to support me?
:thumbup: YES        :thumbdown: NO

an Image Overlay would be nice, too. This means simply render an image over the game screen (like the current way of hud but enable/disable via script; especially png's with transparency)

34
softcoder replaced my lastKillerUnit() with lastAttackingUnit() to make it fitting to unitAttacking handler. But when a faster attacking unit is killed by a slower unit, the killed unit is set as lastAttackingUnit() instead of the killer.

I see 2 soloutions:
  • fix it that it could be used correct
  • use my lastKillerUnit().

35
Code: [Select]
[img]http://www.muwum-lexicons.de/ds4/titel.php?t=BattleGlest%20v.%200003%20-%20008[/img]

Newest Alpha release! With AutoUpdater! Download now! Linux-users need their own SVN head builds!

BattleGlest


BattleGlest is mod for Megaglest transporting RTS Arena to Glest. It is designed as a scenario and scripted in Lua. It uses many models from other Glest - mods but it adds a totally different gameplay.

About RTS ARENA


Real-time strategy Arena (RTS Arena )is a sub-genre of the real-time strategy (RTS) genre, in which two teams of players, each controlling a single character through an RTS-style interface, compete with each other in discrete rounds. It differs from traditional RTS games in that there is no unit construction and players control their singular characters. In this sense, it is a fusion of action games and real-time strategy games. The genre emphasizes cooperative team-play; players select and control one "hero", a powerful unit with various abilities and advantages to form a team's overall strategy. The objective is to destroy the opponents' main structure with the assistance of periodically spawned computer-controlled units that march towards the enemy's main structure via paths referred to as "lanes". (based on Wikipedia: http://en.wikipedia.org/wiki/Action_real-time_strategy)

License


BattleGlest is released under Creative Commons:  Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) .

Heroes


In BattleGlest you can play various heroes. Here is a overview of the heroes that are already implemented. (click see full-size)

Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/arbol_alma.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/arbol_alma.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/bai_zaa.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/bai_zaa.jpg[/img][/url]  [url=http://www.muwum-lexicons.de/bg/fotos/heros/golden_knight.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/golden_knight.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/met_the_beekeeper.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/met_the_beekeeper.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/saurian.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/saurian.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/xatum.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/xatum.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/shadow_monk.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/shadow_monk.jpg[/img][/url]
Code: [Select]
[img]http://www.muwum-lexicons.de/bg/icons/icons.png[/img]

Health



Armor



Attack



Magic



Speed




Features


  • Special AI/CPU
  • New Menu
  • Special Hud
  • 8 states of destruction for towers
  • ...

Download


The Alpha is out for testing. it could be that some heroes aren't finished and most of them aren't balanced.
Download v.0003-008 Alpha (windows-binaries included)
7-zip Package crossplattform (require SVN HEAD of megaglest / windows build included)

Additional Information



Here are some older screenshots: http://www.muwum-lexicons.de/bg/



Feedback and ideas (especially for the heroes) and models for heroes are always welcomed.


36
MegaGlest / LUA Enchangements
« on: 1 November 2011, 22:42:47 »
Hello,
I will build some new LUA functions in near future.

Here all new functions, that are done so far:

SVN rev 2767:
displayFormattedLangText ()

SVN rev 2813:
addConsoleLangText()

SVN rev 2823:
new events:
    unitAttacked (by softcoder)
   unitAttacking (by softcoder)
 
   methods:
   lastAttackedUnitName() (by softcoder)
   lastAttackedUnit() (by softcoder)
   lastAttackingUnitName() (by softcoder)
   lastAttackingUnit() (by softcoder)
   giveKills(unit,amount)

SVN rev 2824:
new lua method (by softcoder)
lastDeadUnitCauseOfDeath(),
possible int values are:
   None = 0
   Attacked = 1
   AttackBoost = 2
   StarvedResource = 3
   StarvedRegeneration = 4
 

37
MegaGlest / Need help for review
« on: 28 July 2011, 20:54:42 »
I was asked to review megaglest (language will be german maybe I do some english translation, too). What do you think is important for explaining Glest/megaglest to persons that are not familary with OpenSource Games. what are the best features we have (beside very good multiplayer and easy modability). Should i present all factions in shorter scenes or show a full game? Any other hints or tips?

38
Closed bug reports / [lacks info] font issue with svn 2478
« on: 16 July 2011, 23:54:52 »
another bug with display of fonts



Screen resolution: 1600x900px
Language: German (deutsch.lng)
Font: FreeSans.ttf (because german special chars, but same with other fonts)

39
MegaGlest / Update Documentation(s)
« on: 29 June 2011, 23:54:31 »
We should update Documentations (e.g. Wiki) to let modders find the cool new features added last weeks.

Example: https://docs.megaglest.org/XML/Skills

Does not contain how to use hp-cost  (btw. : <hp-cost value="123" /> )

I can do the features I concepted. Can anyone do the other features?


40
Mods / Tower Model
« on: 26 May 2011, 23:49:25 »
I don't really know where to post but I'd like to show you my current work.



It's a tower model. I don't have a mod for it, yet. If you would like to use it, feel free to ask. I will publish it under public domain when I got some more models and a bit better texture this is only "free for noncomercial use".

41
Feature requests / Ingame Statuspage
« on: 26 May 2011, 22:23:11 »
It would be great to have an ingame status page (e.g. Tab-key) wich shows players names/ colors / ping and ressources of teammates, this could be very helpfull for a quick overview in Multiplayer Games.

42
Windows creates problems with loading keybinding ingame if there like: PauseGame=P. To make them working you have to change them to: PauseGame=112.

Here is a list of keys I got working on my pc (win Vista 32bit // VC++ 2008).

(click to show/hide)

43
Mods / MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 16 February 2011, 16:08:55 »
I have been a member of this forum for 1 month so far. And so I'd like to show some of my work.



I'm creating a new faction of lizman (lizards behaving like human ... walking on two legs etc.). this faction is far from beta state and not even a playable alpha. Futher more I'm not a good modeller but i think it's some kind of ok

Here are some screenshots of what I have done.
(click to show/hide)

Techtree (v. 004 prealpha)
(click to show/hide)

Hope for feedback.

MuwuM

P.S.
This faction will be MG based so noone needs to tell about GAE has functions that would be better for my mod!  ;-)

44
MegaGlest / Some new MG Features
« on: 6 February 2011, 20:25:28 »
Here is a list of new features i developed for MG that are now included in SVN
  • Bug fix: Made it possible to morph a building when there's something inside its cellmap ( I posted before on: https://forum.megaglest.org/index.php?topic=6470.0)
  • New Spawn Attack: an attack wich deals no damage, but spawn a number of units attacking the aim.
    Usage:
    (click to show/hide)
  • New life-costs for skills: added ability to set the costs for skills besides of enery to life.
    Usage:
    (click to show/hide)

45
before you were not able to morph a unit (like a gate)
(click to show/hide)

following code will correct this
(click to show/hide)

46
Change in glest_editor: main.cpp

Code: [Select]
void MainWindow::onClose(wxCloseEvent &event) {
delete this;
}

to:
Code: [Select]
void MainWindow::onClose(wxCloseEvent &event) {
//Code by MuwuM
if ( MessageBox(NULL,"Do you Want to save?" ,"Closing...", MB_YESNO)==IDYES) {
wxCommandEvent ev;
MainWindow::onMenuFileSave(ev);
}
//End Code by MuwuM
delete this;
}

47
Feature requests / [DONE] Units die from negative life regeneration
« on: 16 January 2011, 21:06:48 »
Units doesn't die with 0 or less life caused by a negative value in life regeneration, but die when get damaged.

I tried to fix this:

Easily change in unit.cpp:
Code: [Select]
void Unit::tick() {

if(isAlive()) {
if(type == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d] ERROR: type == NULL, Unit = [%s]\n",__FILE__,__FUNCTION__,__LINE__,this->toString().c_str());
throw runtime_error(szBuf);
}

//regenerate hp
hp+= type->getHpRegeneration();
if(hp>type->getTotalMaxHp(&totalUpgrade)){
hp= type->getTotalMaxHp(&totalUpgrade);

}
//stop DamageParticles
if(hp>type->getTotalMaxHp(&totalUpgrade)/2 ){
stopDamageParticles();
}
//regenerate ep
ep+= type->getEpRegeneration();
if(ep>type->getTotalMaxEp(&totalUpgrade)){
ep= type->getTotalMaxEp(&totalUpgrade);
}
}
}
to:
Code: [Select]
void Unit::tick() {

if(isAlive()) {
if(type == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d] ERROR: type == NULL, Unit = [%s]\n",__FILE__,__FUNCTION__,__LINE__,this->toString().c_str());
throw runtime_error(szBuf);
}

//regenerate hp
hp+= type->getHpRegeneration();
if(hp>type->getTotalMaxHp(&totalUpgrade)){
hp= type->getTotalMaxHp(&totalUpgrade);
//kill when life below 0
if(hp <= 0){
alive = false;
kill();
}
}
//stop DamageParticles
if(hp>type->getTotalMaxHp(&totalUpgrade)/2 ){
stopDamageParticles();
}
//regenerate ep
ep+= type->getEpRegeneration();
if(ep>type->getTotalMaxEp(&totalUpgrade)){
ep= type->getTotalMaxEp(&totalUpgrade);
}
}
}

Sry for my bad english. I try to improve ;-) ...

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