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Messages - MuwuM

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201
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

202
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]

203
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

204
Maps, tilesets and scenarios / Re: CotTS Scenario
« on: 19 April 2012, 18:25:42 »
Define weaker machines. I know that my computer can handle the maximum number of units in starcraft and its a 3 year old laptop. I was hoping for at least a cap of 1000. I know Spring supports up to 5000 though I am not sure what the cut off is for player computers.

My pc is was at higher level about 3 years ago. more moving units => more CPU // larger map => more RAM

205
Maps, tilesets and scenarios / Re: CotTS Scenario
« on: 19 April 2012, 17:58:06 »
I'm from MG so I can can only point out what's possible with MG:

I am planning to make what is essentially a giant scenario.
Basically the player controls the avatar of an ascendant and their goal is to protect a kingdom from a series of attacks over many thousands of years by some evil force.
Ok, sounds interesting.

Player character will be able to do any action in the game, although they will need to be trained to do them. Some functions require simply building upgrades and buildings, while in other cases the player must "learn" to do things from in game characters or "studying".
Easiest way for this is locking commands by Upgrade-requirements. At least in MG you can give upgrades to a player with Lua-code.

For the other character aspect players must increase a relationship score with other factions, I am pretty sure I can do this with "faction" resources and LUA with features I am already aware of. When they reach a certain level of relationship the other faction will teach them skills, each faction has special skills that only they use.
Yes that should be easily done with ressources and Lua, or only Lua (see red/blue box in Battleglest) -> unlocking spells like above with upgrades.

Study/Research/Learning is more complex. Essentially the player clicks the study button to open a menu and "studies" a school of magic or knowledge they already have access to. Based on some stats and their knowledge of the school they will receive a base growth in that school and then a set of small chances to learn more in that school or related ones. At certain levels of knowledge, again probably easy to simulate with the resource menu, they will gain access to new skills.
That's actually more tricky. Easy, but not so nice: doing it with upgrades... ok I agree there would be many but from coding view ist the easiest way. A real goodlooking alternative doesn't exist (as far I know)

Typical skills are magic spells, new kinds of buildings, and new summons, and also learning how to produce new units from various buildings.
yes, that should be possible without much coding.

I was thinking this should be possible with a menu system like the building popup menu as well as using and abusing the resource system, with some hidden and some visible resources.
well, MG doesn't have such popups, or cutomisable menus...  :(

Is there anything in here which can't be done with current game features in GAE?
Well I actually don't know... sorry

I am going for a sort of Battlecry style hero system, except with no class and race limitations. And of course the methods for upgrading the hero are different and the changes to what you can build and summon aren't really the same.
I'm sorry, but I don't know BattleCry, but your system sounds interesting.

I feel like the most challenging aspect of this scenario will be making all the models and dealing with map size limitations. And also not letting the player get so strong as to conquer the whole map early, although in some cases you wouldn't want to conquer allied or neutral factions.
you can check the position of the player, warn him and kill him, if he keeps leaving the game-area he has access to.

Also, is there some way to manipulate the team color system? I was thinking it would be nice if instead of having to create 5x as many models I could use the same base model with a color scheme change to indicate a higher base quality. This would be independent of a units individual level.
You could change teamcolors using the --load-mod, like I do in BattleGlest, but it's only possible in MG, I think, because in GAE each player can/have to select his own color.

What is the maximum map size and unit count before pretty bad lag starts to set in?

I would avoid more than 250 moving units... even 200 can cause problems on weaker machines. Map size ... 512x512 works for my BattleGlest, even if I'm not using the complete area. I think basically 2048x2048 could work, too (with good computers) but I never tested this.

Be nice to have more GAE multiplayer options, currently the number of people I play multiplayer with is 0.
I don't want to annoy you but so far I know multiplayer is much more stable with MG and it supports even multiplayer-scenarios

[small]PS: a few less questions per post could be a good idea to make it easier to answer more quickly[/small]

206
MegaGlest / Re: More lua functions
« on: 13 April 2012, 14:34:58 »
I'm using getUnitsForFaction(int factionIndex,const string& commandTypeName, int field), too. Maybe you should ask whether commandTypeName is NIL/NULL in addition to '', because 'empty' sounds more like NIL than ''. I needed some tries to notice, that I have to use ''.

207
Maps, tilesets and scenarios / Re: BattleGlest PreAlpha
« on: 13 April 2012, 14:27:31 »
Now i found out why i can't run battleglest with linux
in addition to tomreyns way you have to copy the glest.ini because megaglest will not find $APPDATA\/battleglest/
Does everything work fine, now?

I started a new performance-improvement patch using softcoders getUnitsForFaction() it seems to be working, but I have to test that. I think I can improve performance by about 25-50 % with that.

208
not really, because, the object is only rendered, when the location of the object is on screen.

209
Maps, tilesets and scenarios / Re: BattleGlest PreAlpha
« on: 11 April 2012, 21:59:02 »
v 0002-003 online

Known issues (fixed in next release)

# You can't select Xatum
# Crash due to error generatig Creeps

Download fix http://www.muwum-lexicons.de/battleglest-0002-003b.7z(link removed) and extract to /scenarios/0_battleglest

Tested match without heros ... after 127 minutes team blue won without any tower left ... no single error/warning

210
Feature requests / Re: [done] Teleporting with Lua
« on: 11 April 2012, 06:02:51 »
Thank you

211
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.

212
Maps, tilesets and scenarios / Re: BattleGlest PreAlpha
« on: 8 April 2012, 11:19:22 »
New Preview Video:
https://www.youtube.com/watch?v=g7tRVtkg6Po

213
Here is the patch to fix that bug

Code: [Select]
Index: glest_game/types/unit_type.cpp
===================================================================
--- glest_game/types/unit_type.cpp (revision 3229)
+++ glest_game/types/unit_type.cpp (working copy)
@@ -837,7 +837,7 @@
 int UnitType::getTotalMaxHpRegeneration(const TotalUpgrade *totalUpgrade) const {
  checkItemInVault(&(this->hpRegeneration),this->hpRegeneration);
  int result = hpRegeneration + totalUpgrade->getMaxHpRegeneration();
- result = max(0,result);
+ //result = max(0,result);
  return result;
 }
 
@@ -851,7 +851,7 @@
 int UnitType::getTotalMaxEpRegeneration(const TotalUpgrade *totalUpgrade) const {
  checkItemInVault(&(this->epRegeneration),this->epRegeneration);
  int result = epRegeneration + totalUpgrade->getMaxEpRegeneration();
- result = max(0,result);
+ //result = max(0,result);
  return result;
 }
 

214
Maps, tilesets and scenarios / Re: BattleGlest PreAlpha
« on: 7 April 2012, 14:05:25 »
New Hero "Shadow Monk" is comming.

Code: [Select]
[img]http://img205.imageshack.us/img205/9587/shadowmonk01.jpg[/img]
[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]

215
Maps, tilesets and scenarios / Re: BattleGlest PreAlpha
« on: 6 April 2012, 23:30:37 »
Played first multiplayer match today,  balancing sucks... CPU has no chance against humans, it's quite difficult to bring all palyers to the same set of data.

216
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>

217
Feature requests / Re: Action based Cursors
« on: 6 April 2012, 10:44:54 »
Maybe it would be nice to change the color of the blue circle to grey if the target is not suitable for the command:

Harvest-command + Ressource -> blue
Attack-command + unit -> blue (or red)
Harvest-command + unit -> grey
Attack-command + ressource -> grey

But atm the feature is great-looking  :thumbup: :thumbup: :thumbup:

218
Feature requests / Re: animating in a tile-set
« on: 5 April 2012, 14:51:42 »
basically a good idea, but we'd need a new neutral faction, that is neighter visible all-time nor uses a faction-slot

219
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

221
Tools / Re: Tool IDEA [3D Map editor shematics]
« on: 4 April 2012, 10:43:27 »
Basically I had the idea on my own, but it's very similary to yours. Mine is a bit more technical but the idea is the same.

222
Tools / Re: Tool IDEA [3D Map editor shematics]
« on: 4 April 2012, 09:46:02 »
I think I understood the problem and played around a bit but it's quite hard to build such an editor, when your not so familar with 3d-engine-development, even when I have quite a lot conception done ...

223
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.

224
MegaGlest / Re: More lua functions
« on: 1 April 2012, 23:35:41 »
Neutral units can be created by setting their team # to 9 (makes the system think they are an observer)

Tested it today. I love the neutral units  :thumbup:. Will test the other stuff later.

225
Similar Error in rev 3214 when a Lua - error appears (whould appear)

Code: [Select]
_CxxThrowException - throw.cpp [161]
Glest::Game::Renderer::getCentered3DPos - renderer.cpp [2405]
Glest::Game::Renderer::renderTextBoundingBox3D - renderer.cpp [2545]
Glest::Game::Renderer::renderButton - renderer.c []
full log

System: Win Vista 32bit

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