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Messages - MuwuM

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126
Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 08:53:36 »
I would work on (the former) Romans but I'd need some Artists and I wound do concept and/or Gameplay.

 

127
Mods / Re: I've been thinking this for a looong time.
« on: 18 December 2012, 19:35:37 »
I don't mind names ... changing them would be easy.

128
Mods / Re: I've been thinking this for a looong time.
« on: 18 December 2012, 19:19:01 »
I really liked Omega's map so I improved it a bit. ( ... and put it into my personal graphic-style)


129
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 10 December 2012, 21:14:32 »
Ah ok, then it was me ;-)

130
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 10 December 2012, 19:27:01 »
MG, SVN HEAD:



texture is 128x128

131
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 10 December 2012, 08:07:28 »
MG does only supports 64x64 ground textures so far I know. :(

But, yes, it looks great  :)

132
ok, the same error, but the problem for me is that the "not responding" is therefor more than 10 seconds ... or even longer so noone wants to wait so long.

133
I can't give you a backtrace, because I have not playable Version of MG until Sunday.

Stop working means: "no response" showed by Windows and MG process have to be killed and restarted to get any progress.

This "stop working"-error happens only when an error message is displayed on windows and not on each but on many.

Reproduce this error:  Start a network game with a windows-client and an server. Then break the connection between Server and Client and the Client should get this error.

134
Tools / Re: Glest Tools missing?
« on: 16 November 2012, 07:08:32 »

135
Closed bug reports / Re: 3.7.0 Winning Team is displayed wrong
« on: 15 November 2012, 20:48:01 »
Only problem is the result is in no way team related! Its your personal result and shown as this in the endgame stats too.
You might want to interpret it as a team result, but its not.

Then why is my team mate shown as looser, when he defeated all the enimies?

136
Closed bug reports / Re: 3.7.0 Winning Team is displayed wrong
« on: 15 November 2012, 18:10:41 »
I'm not talking about playing with CPU in your team, I'm telling to play with human(s) agains CPU and/or other humans.... and when I have played three games in a row with a person, I will watch the end of game even if I was defeated.

137
Closed bug reports / Re: 3.7.0 Winning Team is displayed wrong
« on: 15 November 2012, 14:41:04 »
Teams normally have members with complementary skills and generate synergy through a coordinated effort which allows each member to maximize his/her strengths and minimize his/her weaknesses. Team members need to learn how to help one another, help other team members realize their true potential, and create an environment that allows everyone to go beyond their limitations

Having this quotation in mind:
A weaker player plays with a very good one. The good player will need a lot of this power to help the weaker one. And if can't rescue the weak player form a heavy attack that player will be defeated. But as a good player he manages it to kill the enimies afterwards. And now te weak player sees the end-of-game-screen and for him his whole team is shown as looser, and his defeatet enimies are shown as winner.
That can not  be the correct way to threat teams.

You can say, each Player wins or looses seperated from all other players. But then I will not support my team, if my own defence is not strong enougth.
OR
The win is set per team and then the whole team can behave as team without beiing afraid of dieing.


To stay with your example: If every french person and city would have been killed/destroyed noone would call them a winner, because noone would be left to win.
But you as player are not killed, its just the units you control ... if in war a general looses his whole army, but stay alive. And the contry wins, he is still part of the winner.

138
Closed bug reports / Re: 3.7.0 Winning Team is displayed wrong
« on: 15 November 2012, 12:19:59 »
But if you watch the rest of the game and your teammates win, then for you they are even shown as looser and the defeated enimies as winner, which can not be corrrect.

I think there is nothing wrong. If you are dead before end of game you are dead and by this you lost. It doesn't matter which team you belong to.
But isn't that the reason to play in teams, that the team as team wins or looses ...

+ in real life it is always handled as I described: In WW2 France was defeated by Germany. But after Germany lost, France was a winner of WW2, because it's "teammates" won.

139
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]

140
Closed bug reports / Re: 3.7.0 Winning Team is displayed wrong
« on: 13 November 2012, 18:13:12 »
Yes, that's the same error

141
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

142
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 {

143
Closed bug reports / Re: [not our bug] MG kills VLC Mediaplayer
« on: 6 November 2012, 22:05:09 »
or its simply another gfx driver bug which has problems with all the active modes showing videos and 3d applications ...
I don't think so as it works when the .dll's are identical + it work's with other mediaplayers (e.g. Flashplayer of YouTube)

144
Closed bug reports / Re: MG kills VLC Mediaplayer
« on: 5 November 2012, 00:24:56 »
Work arround take libvlc.dll and libvlccore.dll from your VLC folder and copy it to your MG folder.

145
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

146
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

147
MegaGlest / Re: Oi quero criar um servidor
« on: 24 October 2012, 21:01:33 »
This seems to be done. (Needed much time, but it works now (but 3.7 only))

148
MegaGlest / Re: Oi quero criar um servidor
« on: 24 October 2012, 16:23:02 »
Disable your firewall is a good idea.

this could help to understand why: http://pt.wikipedia.org/wiki/Network_address_translation Short: your internet-IP is linked to your router and this let incomming connections to your computer (which is needed for (almost) all Servers hosted behind a router)

149
MegaGlest / Re: Oi quero criar um servidor
« on: 24 October 2012, 16:11:41 »
Yes, that should work

150
MegaGlest / Re: Oi quero criar um servidor
« on: 24 October 2012, 16:07:54 »
Use 10.1.1.2 since 187.10.71.156 is a internet-adress (which is not equal to the local IP) and 10.1.1.1 seems to be your router.

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