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Messages - jammyjamjamman

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51
MegaGlest / Re: Ever wondered what 13,139 units on a map looks like?
« on: 20 September 2017, 00:27:36 »
Apologies for taking so long to answer... I forgot about this post (suppressing the memories XD).

[/quote]
You should profile CPU, RAM, and GPU usage along with framerate. I want to see how badly your computer is suffering!  :P
I can't remember of the top of my head but.... tbh the results were disappointing. My computer was barely working (except for 1 thread, either doing opengl stuff or pathfinding probably... not sure which). RAM usage was not particularly high and the other threads were pretty idle. In fact, I was able to launch another instance of megaglest and there was negligible performance impact on either game due to the other (n.b. my laptop's specs at the time were: i5 3210m, 6GB RAM, nvidia GT 630m (1GB RAM GT 435M rebadge). When I go above about 1500 units, the framerates drop suddenly to about 2fps and my gfx card becomes fairly idle.. The same happens on my newer laptop, but when I reach 2000 units.

When I look at those screenshots I always think: Were is Asterix and Obelix ?


https://youtu.be/k_AtAmi7CLU?t=43
Hahaha! sadly they didn't make an appearance and save me from the terrible lag. :O

52
MegaGlest / Re: [NEW Gold resource texture]
« on: 19 September 2017, 22:52:20 »
Thumbs up for working on improving the texture  :thumbup: ! However, I think I agree with others the grass is too lush for certain tilesets (would be nice if different tilesets had different looking *mineables*).

Also, something interesting you could try is using an unshaded texture for the gold pieces in the rock (to make them shine/ glow but needs to be done in blender).

53
Maps, tilesets and scenarios / Re: Scenario - Egypt has fallen
« on: 22 July 2017, 01:26:25 »
Nice Scenario! Very fun to play :)

54
Wow... many nice tilesets lost in time.... Will download! :D

55
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 22 July 2017, 01:18:42 »
This is a really nice tileset. It has a good look and feel of a swamp. The ghosts are supercool too!
I think the fog is too thick which sadly makes the tileset a bit unusable for multiplayer games however. Also, I think the ground textures would look slightly better with more contrast and/ or saturation.

56
The map looks good, but the following points need correcting:
  • Not every player position has stone.
  • CPU AI gets stuck in the forests. More wider paths are needed (make more direct paths between all the players).

The shape is pretty interesting. Hope you manage to correct the problems!

57
Maps, tilesets and scenarios / New map: Blade Fells
« on: 22 July 2017, 00:54:02 »
I've created a new map called blade fells. It's a 3 v 5 map. There's lots of gold, which is required to defeat 5x cpu megas. Current version is a10.

Download: blade_fells.mgm

58
Feature requests / Re: share team upgrades too?
« on: 16 June 2017, 22:26:24 »
While this isn't a solution to your request, a trick you can do is switch on 'shared units', then all players only use one of the team players for producing attacking units. This way you only need to perform upgrades via 1 player.

59
Feature requests / Re: Re: toggle auto-attack mode
« on: 24 February 2017, 13:11:02 »
This I didn't understand. Workers do start mining when deployed to resource. What am I missing now, Jammy? :)

Oops err... Looks like I didn't complete this statement!
I meant this should not be changed.

60
Feature requests / Re: toggle auto-attack mode
« on: 23 February 2017, 19:35:52 »
The idea with newly created units to go into attack mode is good,

But the idea with the toggle is not very clear to me yet.  Or do you think about having the original "move" to be an "attack command" when clicking to the ground?
Then we will have a problem to move fighters in a battle, because they would stay in attack mode as long as there is an enemy in range. So we would need a new way to give a command like "move without attack".

Personally, I agree with replacing the original "move" to be an "attack" command. I see so few situations where "move" is advantageous that I'd just have all buildings set to deploy attacking units in "attack" mode (the ones that can attack. Also, units which mine, harvest or repair should still do this when deployed to gold/ stone, wood or a building respectively).

61
MegaGlest / Re: Ever wondered what 13,139 units on a map looks like?
« on: 20 February 2017, 17:05:58 »
:(

62
MegaGlest / Ever wondered what 13,139 units on a map looks like?
« on: 20 February 2017, 01:56:47 »
The answer is very slow.

But you can also see photos of what it looks like >here<!

63
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 19 February 2017, 18:39:54 »
I had a problem with the pack, the size... I need to correct it but I can't, can someone suggest me a way to remove some folders of units in the factions ?  :(

You delete units from the faction like how you delete a normal folder. However, it is likely you will get errors doing this for which there are no uniform methods to correct.

If you're getting errors when you delete the folder, that means there's another unit/ building/ upgrade/ resource that requires this unit in the faction. You then have to remove all mentions of this unit in all the xml's in the faction.
Hint: suppose you want to remove the cave_spider. First delete the cave_spider folder. Next, open a terminal in the faction folder (NOT the techtree folder, the faction's folder inside the techtree) which contained the now-deleted cave_spider folder. Next, type this into the terminal:
Code: [Select]
grep -r -l "cave_spider" .This command will list all the files in the faction which contain the word "cave_spider". You then have to manually fix these files. If you want to delete a different unit/ building, it's the same process but delete that unit's folder, and replace "cave_spider" with the unit you want to delete.

Unfortunately, there's a few different types of errors that might pop up which require different fixes.

Another thing I noticed, your faction folders are full of .xml~'s (probably backups generated from using gedit). You can delete these by going into the top directory of the techtree in a terminal and then recursively delete them:
Code: [Select]
find -name '*.xml~' -exec rm -f {} \;

64
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 14 February 2017, 15:37:20 »
Just tried this and it's awesome!

A *possible* improvement (although this is a subject of taste) is that the textures on the stone buildings appear very bright in-game and highly contrasting with the terrain (especially green tilesets, then again wtf is egypt doing in a luscious environment xD). I think the textures would look better if slightly dulled, but then again my eyes might just need to get used to the faction thus it wouldn't matter.

Another improvement (this one would be fairly lengthy) would be an icon upgrade.

The git repo version has an error. If you try and run it, it says "ibis_wing.wav" is missing because the file is called "Ibis_wing.wav" (maybe it works on windows because windows is case-insensitive). Your final version appears to use the horseman sounds like the original egypt faction.

Can't wait to see this in megapack!

65
MegaGlest / Epic 5v2 game! :D
« on: 9 February 2017, 00:40:38 »
Me and David123 completed this fun 5 mega 2.5 v us 2 on the map fiveonthree, with both of us playing romans.

>Results!<

The key to this was simply using all the resources we had at our disposal to produce as many units as possible. Also, we took particular roles during the game e.g. I took all the most dangerous gold spots, while david123 ordered commands for our army (n.b. There were no shared resources. David123 simply told me when to retreat and attack).

Romans is also a good faction to choose for this battle, as it allows you to generate a large army very fast. Romans is quite resource-intensive, but this map has plenty of gold and wood to counteract this weakness.

66
Maps, tilesets and scenarios / Re: Pizza Pie Island - map
« on: 1 February 2017, 15:46:20 »
modified one is good, still too many resources on start position   8)

Agreed. I've significantly reduced the starter gold down to 4 pieces now (and made a few other tweaks), so we can see what that's like to play (hopefully somewhat similar to ragor :P).
pizzapie_1g download

67
Maps, tilesets and scenarios / Re: Pizza Pie Island - map
« on: 29 January 2017, 17:49:47 »
I have a modified version here, version 1f.

68
MegaGlest / Re: New maps in mod center
« on: 28 January 2017, 00:36:18 »
Paths to war is mine, >posted here<.

69
Off topic / Re: password strength philosophy
« on: 13 November 2016, 03:24:00 »
Good password-security software should allow ANY UTF-8 character for each character in your password. The software should also store your password by performing an irreversible, collision-free hash on it (and do other things like salting). Consider the two passwords created using my theoretical good password software:

adba
.3gV

Which is stronger? The answer is, they're both equally strong. Why? Because the software uses UTF-8 encoding for each character in the password, and has processed the passwords using an irreversible hash. This means as far as the hacker is concerned, the number of possible characters for each character is 256*, for both passwords, regardless of the variety of characters used. To increase the strength of the password, you have to add more characters, not increase the variety.

The problem is, not everyone is very good at writing software :P . Some password-software devs block the use of special characters and/ or numbers, thus reducing the number of possible characters per character. Also, if the security software uses partially-reversible/ reversible hashing (*cough cough ADOBE*), then using numbers and special characters can still sometimes prevent your password from being cracked.

The most common way a hacker cracks a password these days is by either (a) phishing/ social engineering or (b) by guessing your password. (a) can be avoided by being careful about whom and where you give it to. (b) is avoided by not picking predictable passwords (e.g. "password" or "password1234" or "passw0rd" or making the password and username the same; There are many other examples to avoid).

Another idea is to use some piece of software which creates ridiculously long passwords + stores them hashed, and requires a master password, created by the user to decrypt them. Maybe in the future if we can get some trustworthy biometrics we won't need to worry about all this :P .

*note that if you use certain UTF-8 characters, depending on the software you can increase the number of possible characters per character to 2^64.

70
MegaGlest / Re: MG Online Game World Record - 5000+ Concurrent Units
« on: 11 November 2016, 01:43:48 »
Quite a game it was..... Swordman held out well!

Sadly my computer jumped ship at 4725 units, but Issh carried it over 5000 units :D

Since I have quite a lot of screens I decided to share them in this folder: https://drive.google.com/drive/folders/0B49RhfctJ_lvdl9zQmFfVGFzUFU?usp=sharing

Enjoy :)

P.S. if for some reason you want to use the pics they are CC0 licensed :)

71
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 7 November 2016, 13:04:59 »
Paths to war and 2 cities are not (but those two are probably the worst maps :P).

72
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 4 November 2016, 05:58:41 »
Uhm.... apologies about that. I let dropbox close my account very recently but had completely forgot the maps were uploaded there. I'll re-upload the final maps now.

73
Mods / Re: Requesting Offline Factions
« on: 5 April 2016, 13:26:12 »
Hmm.... I only have Storm Ravens Clan, but it was very unfinished when I tested it and it's not playable (some resources can't be harvested) so there's much point uploading it.

I think it's a similar case for the other ones/ the  devs didn't upload them cos they felt they were too unfinished.

74
Bug reports / Re: Cursor disappears in-game MG-3.12, linux-x64
« on: 26 March 2016, 18:37:15 »
just got this bug again... I've found out however that pressing the slash key does indeed return the cursor.

75
Bug reports / Re: Cursor disappears in-game MG-3.12, linux-x64
« on: 15 February 2016, 19:27:10 »
Do you mean cursor or mouse pointer?

In case you are referring to the mouse pointer, did you possibly accidentally hit the / (slash) key? This may easily happen unintentionally while using the English keyboard layout.
Hitting this key when the mouse pointer has disappeared should restore it.

Sorry er... I meant the mouse cursor, not the text cursor.

Hitting the slash key changes the mouse pointer from the megaglest pointer to the currently active desktop pointer. However, the mouse pointer completely disappeared in my case, which the / key cannot do. Also my hands were not near the keyboard when I noticed it disappeared.
If I notice it's missing again, I will try the / key in case it can return the cursor.

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