Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MuwuM

Pages: 1 [2] 3 4 5 6 ... 18
26
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.

27
I think it just looks wrong when it's not attacking.  And its attack is already pretty dramatic when it shoots out a huge blue ball of magic.
:thumbup: agreed

28
Closed bug reports / Re: r4598: rock textures are gone
« on: 17 October 2013, 18:48:21 »
fixed for me

29
r4606 today, tomreyn was hosting on atibox, I (MuwuM, Windows 7-64) was client, we where both in one Team and had 2 CPU enemies. At the first CPU attack wave, I ran into a CRC mismatch (neither tomreyn nor I had "visited" the other side of this map, yet).

CRC debug files:

tomreyn (atibox): http://tomreyn.megaglest.org/debugcrcworld_tomreyn_4696_20131015.tar.xz

MuwuM (win7 64 bit): http://glest.muwum.org/debugCRCWorld-2013-10-16.7z

30
Closed bug reports / Re: r4598: rock textures are gone
« on: 15 October 2013, 22:31:25 »
I detected an difference in calculation of isCliff.  It's different for map editor and game. The tolerance for map_preview seems to be better for more cliffs.

map.cpp 1617   versus  map_preview.cpp 76

I debugged values for a cell that is cliff in editor but in game it is not:

Code: [Select]
(STREFLOP) X: 88 Y: 121 K: -1 L: -1-> Cliff: 6.000000 compare: 5.475202 smooth
(STREFLOP) X: 88 Y: 121 K: -1 L: 0-> Cliff: 6.000000 compare: 5.475202 smooth
(STREFLOP) X: 88 Y: 121 K: -1 L: 1-> Cliff: 6.000000 compare: 5.475202 smooth
(STREFLOP) X: 88 Y: 121 K: 0 L: -1-> Cliff: 6.000000 compare: 1.083045 smooth
(STREFLOP) X: 88 Y: 121 K: 0 L: 0-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 88 Y: 121 K: 0 L: 1-> Cliff: 6.000000 compare: 0.252266 smooth
(STREFLOP) X: 88 Y: 121 K: 1 L: -1-> Cliff: 6.000000 compare: 2.475202 smooth
(STREFLOP) X: 88 Y: 121 K: 1 L: 0-> Cliff: 6.000000 compare: 0.134478 smooth
(STREFLOP) X: 88 Y: 121 K: 1 L: 1-> Cliff: 6.000000 compare: 0.318521 smooth



Here is the debugging for a field with working cliff.

Code: [Select]
(STREFLOP) X: 100 Y: 117 K: -1 L: -1-> Cliff: 6.000000 compare: 6.666667 cliff
(STREFLOP) X: 100 Y: 117 K: -1 L: 0-> Cliff: 6.000000 compare: 6.666667 cliff
(STREFLOP) X: 100 Y: 117 K: -1 L: 1-> Cliff: 6.000000 compare: 6.666667 cliff
(STREFLOP) X: 100 Y: 117 K: 0 L: -1-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 100 Y: 117 K: 0 L: 0-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 100 Y: 117 K: 0 L: 1-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 100 Y: 117 K: 1 L: -1-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 100 Y: 117 K: 1 L: 0-> Cliff: 6.000000 compare: 0.000000 smooth
(STREFLOP) X: 100 Y: 117 K: 1 L: 1-> Cliff: 6.000000 compare: 0.000000 smooth


31
Closed bug reports / Re: r4598: rock textures are gone
« on: 8 October 2013, 19:20:58 »
It seams to be a problem with the cliff detection, as not all cliffs are rendered as cliffs. See screenshot.

(click to show/hide)

32
Now using: [ MegaGlest >= 3.8.0-beta1 (+r4514) ] and [ MegaGlest >=3.8.0-dev+r4598 ]

Just noticed,: Would it make sence to have a additional Forum/wiki page, where deprecated and new XML elements are described?

33
Done.

could someone please check whether it's ok https://docs.megaglest.org/XML/Tileset

34
Thanks softcoder.  :thumbup:

Should I apply the changes to the wiki?

35
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.

36
Feature requests / Re: In-game Lua Console
« on: 1 October 2013, 22:43:16 »
Did you ever wrote a chat message in-game? 2nd lettrr wrong = delete almost everything :(

And Bethesda games usually are single player games so there is no need to enable/ disable console, but when playing against human player I don't want to loose because my opponent is typing the console faster.

37
Feature requests / Re: In-game Lua Console
« on: 1 October 2013, 10:32:05 »
it sounds like a good idea, but I think it should be disabled by default and enabled via the advanced options in the create game menu and/or via start-up arguments like --lua_console=true

For implementation I thing the weak text-fields of MG (can't navigate by click or arrow keys within the text-field) will make such a console hard to use. So a better text-field would be needed for sufficient usage of such a console.

38
Nice .... but I see flying trees ...

39
Tools / Re: Enhancements to the MegaGlest Map Editor
« on: 21 June 2013, 22:21:45 »
.... I got it working in HTML and PHP .... so yes. This will come very likely. Also the export to a grayscale image representing the heightmap is intendet. Also I will try to add a view style displaying walkable and not walkable areas. And a view style using tileset textures.

40
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

41
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

42
render: 170 fps vs. 230 fps ... + 60 for me

Win 7 64 bit - 16 GB RAM - Nvidea Geforce GTX 570  - intel i7-2700k (4[8 virtual] x 3.5 GHz)

43
r4470   4030
r44704049

???????????????????

Why has r4470 two value such different

44
MegaGlest / Re: Translated Techtrees
« on: 13 June 2013, 11:03:33 »
Great feature I have about 5 friends that stated, that they would play MG when it was German ... so now they can work for it themselves  :P

45
Grandezza has 'atze' in its 'author'-header:
Code: [Select]
Version: 2
maxPlayers: 8
width: 128
height: 128
altFactor: 2
waterLevel: 4
title: Grandezza
author: atze
description: 2-8 Player or 2-4 vs. CPU
cliffLevel: 5
meta:
StartLocation Player 0: (46,112)
...

1vs1_2vs2_lakesway.gbm  is 'atze', too:
Code: [Select]
Version: 2
maxPlayers: 4
width: 64
height: 64
altFactor: 3
waterLevel: 4
title: Lakesway
author: atze
description: 1vs1, 2vs2 small map
cliffLevel: 0
meta:
StartLocation Player 0: (54,45)
...

another_riverside_a3.mgm = 'atze':
Code: [Select]
Version: 2
maxPlayers: 8
width: 128
height: 64
altFactor: 2
waterLevel: 2
title: another Riverside
author: atze
description: for 2-8 player team or for 4 player all vs. all
cliffLevel: 4
meta:
StartLocation Player 0: (16,20)
...
clinch.gbm = 'atze':
Code: [Select]
Version: 2
maxPlayers: 4
width: 64
height: 64
altFactor: 2
waterLevel: 4
title: Clinch
author: atze
description: small map for 2vs.2
cliffLevel: 4
meta:
StartLocation Player 0: (8,43)
...
four_free_a2.gbm = 'atze'
Code: [Select]
Version: 2
maxPlayers: 4
width: 128
height: 64
altFactor: 1
waterLevel: 4
title: fo(u)r free
author: atze
description: small-medium map for 1-4 player
cliffLevel: 4
meta: 
StartLocation Player 0: (116,11)
...

46
Mods / Re: VegaGlest
« on: 2 June 2013, 12:17:20 »
added some spider units. Model of the spider by Wciow and John.d.h . And the tree models are from wciow. The net is made by me.

Code: [Select]
[img]http://img839.imageshack.us/img839/7769/screen42j.jpg[/img]

47
The first one is not easy to solve, as repair and healing are the same for the engine. The only difference is the naming of the command ( and maybe the skill, too). To become clear at this we would need to give the repair skill or command an attribute telling whether to heal or to repair.

For the second one: Yes fix that. It should not be too much work.

48
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]

 

49
awesome screenshot  :thumbup:  download-link returns a 404 NOT FOUND error  :thumbdown:

50
Forum discussion / Re: Forums moved to forum.megaglest.org
« on: 21 March 2013, 14:05:25 »
Quote
Is that going to be problematic?

...I have to replace all the links on my phone :(


Pages: 1 [2] 3 4 5 6 ... 18