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Messages - MoLAoS

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376
General discussion / Re: Layered cellmap
« on: 29 September 2012, 07:34:58 »
Can you please make your posts more understandable. Or just make a thread about features you want? We don't need 50 one sentence posts in bad english cluttering up the forum.

An example:

"I would like to able to create models of buildings or walls where units can move on multiple levels of the structure. It would also be great if I could have a separate cell map for each level to control where units could move on that individual level."

377
Feature requests / Re: Attack specific unit ? And capturing unit...
« on: 28 September 2012, 22:09:28 »
Too hard ? Capture units : Never, but I think the tag-exceptions can be done in furture.
No comments ? No opinions ?

Capturing is available in Mandate, but I doubt it will be used in other engines. It's quite complex to handle with all sorts of places for error.

After I got better with the code I saw a way that might be easier than what my current implementation is which is effectively killing the unit and replacing it with a same type unit in the other faction. Which of course poses issues for factions without similar units. In fact that's one of the many built in anti capture issues of Glest derivatives afaik including factions being pointers among other things.

Obviously a real GAE dev can correct me if I am wrong.

Unit categories will be supported in the beta of Mandate but its based partly on the new resistance and magic damage type system that does not exist in GAE so it would be difficult to port over.

GAE actually has a tag system already as well as a property one, but I don't think it does a whole lot in the code.

378
General discussion / Re: Explore Glest source
« on: 27 September 2012, 22:13:17 »
The most important aspect of modifying the source of GAE or MG is to have a program like TextCrawler because it makes it easy to track down things that extend across multiple directories and multiple files.
Wouldn't that be better with an IDE such as Eclipse?

I edit my source in Code::Blocks because I like the environment. I have to compile with VS2008 though.

I wasn't aware that IDE's had a find and replace feature, find for source, replace for modifying XML.

It's possible based on a cursory check on the CB menu bar that it does have this, but its far more convenient to have a separate program. And I have have multiple versions pointed at different stuff like when I work on libRocket I can check the git files for various things and also have my main TC pointed at the GAE source.

379
Feature requests / Re: Report features here
« on: 27 September 2012, 12:11:15 »
Isn't this what Trac is for? Or tickets or w/e its called?

380
MegaGlest / Re: Camera follows unit feature
« on: 27 September 2012, 11:05:54 »
kk thanks. MG seems to get a lot of changes to support media and ease of use that I don't really have the knowledge to work on.

381
MegaGlest / Re: Camera follows unit feature
« on: 27 September 2012, 10:29:35 »
Is there a patch for this? It doesn't seem like it would be unable to work on a GAE based source since it isn't related to the primary differences between engines.

382
General discussion / Re: Explore Glest source
« on: 27 September 2012, 10:27:50 »
I'm not sure what you mean by start point? Do you mean main.cpp? Knowledge of its location is mostly unimportant, I can't ever remember changing anything in there.

Firstly looking at Glest source is silly, its better to check either GAE or MG source since there is a lot of useful stuff added to them.

There are various relevant aspects of source depending on what you want to do. For instance unit_type.h/cpp and unit.h/cpp for adding new things to units. I probably edit these the most. You also have resource_type.h/cpp and resource.h/cpp for changing things about resources and classes related to resources.

The most important aspect of modifying the source of GAE or MG is to have a program like TextCrawler because it makes it easy to track down things that extend across multiple directories and multiple files.

So if I want to add a new command it tells me all the places I have to change things to do that like typefactories and command_type.h plus whatever cpp file I want plus enum files and other things that are hard to understand that you need to change.

Fastest method to understand the source? There isn't a fast method. I still don't really understand many things. The only time its fast for me to make a change is if I have made a very similar change previously, for instance I can now add new skills and new command types with little effort and new GUI panels are easier to do than when I did my first few. Similarly for adding certain kinds of stats to units.

A lot of aspects of the way source is organized are not too great. The unit file for instance should really be split into unit_updater, unit_command, unit_stats, unit_graphics and so forth.

If you had a specific thing you wanted to change I or another dev might be able to point you at where to start. I was thinking that once I get more of my low level engine stuff like graphics and GUI done I might have time to make a guide on how to do certain things like add new commands and skills or other such things, which would mostly be generally applicable to all Glest derivatives.

383
General discussion / Re: [DONE] E-mail notification on topic reply
« on: 27 September 2012, 10:15:48 »
i got an email when someone responded to my thread today. i had to go to settings to opt out.

384
Off topic / Re: My first program (Released !)
« on: 26 September 2012, 08:27:41 »
why does it say notepad++ at the top? that is the name of an already popular program.

385
MegaGlest / Re: cegui
« on: 23 September 2012, 10:33:21 »
Okay well I appear to have been able to create contexts and even documents but I lack understanding of both Rocket and GAEs rendering. I've been digging around in the rocket samples and so forth to see what I'm missing there and changing single lines of code in the GAE renderer to figure shit out.

In case I haven't mentioned it I really despise graphics programming.

I have mostly been doing silly things like changing the selection quad color and making units rotate funnily when they move. Although that tends to have little to do with rendering a 2D GUI.

I'm thinking I might go back to work on something more in my area of interest until my boredom and hate response to graphics programming wears off.

Then I just need to muddle out how to bind the libRocket rendering commands into GAE's renderer so that documents actually show up. Well and make some hooks so Rocket can grab object data like stats from the engine.

I was thinking of spending the week figuring out how to add some special abilities like fear and awe and maybe smart target choosing and then moving back to finish Rocket integration over the next weekend.

386
MegaGlest / Re: cegui
« on: 22 September 2012, 03:37:52 »
Well currently stupid faction preLoad function of GAE is giving me shit about adding a new folder for the libRocket RML files. I tried to add it the same way I added the folder for items and it refuses to load but the game doesn't produce any data in the error or crash files. Pretty annoying.

So currently I'm working around that. The closest I got before adding the vector support so each faction can have its own custom GUI with unique GUI files was that Rocket complained that it couldn't locate the pseudo classes, presumably my RML file wasn't written properly.

Okay I am back to the same error and its clearly reading the RML file. This is the crash output:
Access violation (Reading address: 0x00000000)
Call Stack: Frame       Code address
0x0171C760  0x02FF1996 Rocket::Core::Element::GetActivePseudoClasses+0x1f3575
0x0171C798  0x0300F310 Rocket::Core::Element::GetActivePseudoClasses+0x210eef
0x0171DC48  0x0056DEEA Glest::ProtoTypes::FactionType::load+0x20ea at faction_type.cpp
 

I am almost positive this is something wrong with the RML document although I could be wrong. Which means I should be pretty close. Still gotta actually render documents but that's pretty easy and documented.

387
MegaGlest / Re: cegui
« on: 20 September 2012, 23:37:56 »
I'll be spending the day attempting to integrate libRocket with my version of GAE. I'll tell you how it works out after the weekend.

388
Forum discussion / Re: Glest Board Changes
« on: 20 September 2012, 23:01:55 »
I dunno what server you are using but the default Apache time limit is like 30 seconds. Perhaps someone with server access could modify the time cap to a minute or two?

When I was running my browser based text space mmo I changed the time cap sometimes for this reason.

389
MegaGlest / Re: cegui
« on: 20 September 2012, 22:59:26 »
I'm not sure what the purpose of adding in a whole new GUI engine is. Its not incredibly difficult to add new things. If a new one was going to be added, it might be better to add something web language related like Berkelium or something. This would be of a similar level of difficulty to do and would be preferable for non programmers in every way.

390
Off topic / Re: A question to non-native English speakers
« on: 20 September 2012, 22:54:18 »
I'm just curious. For those of you for whom English is a second (or third, fourth, whatever) language, how prevalent are grammar mistakes in your native language? How is your language structured? Is it common to see grammar mistakes in your language amongst native speakers? With English being one of the most common languages in the world, approximately 1.8 billion people can speak English to at least a reasonable degree, less than half of those are native English speakers (ie, as their first language).

As a native English speaker, I can't help but notice that many other native English speakers can't even grasp some of the most basic aspects of the language, like case and punctuation. It's strangely common to see incorrect spacing around commas (it's always comma-space, the space is not optional). Likewise, sentences starting with lowercase characters, the absence of commas when they're necessary (let's eat, grandpa; let's eat grandpa), and commonly mixed up words (there, their, they're).

Obviously nobody's expecting non-native English speakers to have flawless English, although it makes me flinch at how often even native speakers who graduated from high school with mandatory English classes can make such simple mistakes. What common language-related flaws are prevalent in your native language (who knows, perhaps it'll keep us non-native speakers from making them)?

Sorry, what?

391
MegaGlest / Re: cegui
« on: 20 September 2012, 22:45:42 »
It is my understanding that Cegui has quite a few issues that it is a pain to deal with including loads of dependencies, lots of casting and a few other issues. It also has a load of features Glest derivatives don't need resulting in a huge footprint.

392
MegaGlest / Re: user accounts / ranking system
« on: 5 September 2012, 21:36:09 »
its just not possible to have a system that players won't abuse. i can crack any ranking system personally.

393
MegaGlest / Re: user accounts / ranking system
« on: 4 September 2012, 13:00:29 »
There are modified forms of elo for groups of players. MOBA match making software does this.

Rankings for players vs CPU doesn't make sense. Computers are stupid and they suck at strategy games. They never get better either.

394
MegaGlest / Re: user accounts / ranking system
« on: 4 September 2012, 10:56:32 »
The common method is elo I would imagine.

395
MegaGlest / Re: user accounts / scoring system
« on: 4 September 2012, 08:27:03 »
by scoring system do you mean ranking system?

396
Mandate Engine / Mandate Update Thread
« on: 2 September 2012, 03:39:38 »
I decided to just make one thread about my fork and not post new threads but mainly just update this one:

Videos:
Mandate related supply chain example:
https://www.youtube.com/watch?v=tZe2R0LGQJY
Mandate related item system demo:
https://www.youtube.com/watch?v=KoHTr4m37Bs

My blog is available at my website at:
www.lordofthedawn.com/wp

SourceForge page, not super useful yet:
https://sourceforge.net/projects/mandateengine/

GitHub Page, also not incredibly useful, does have copy of master branch:
https://github.com/MoLAoS/Mandate

The website is not currently in serious use and mostly dealt with two of my previous projects. The blog is updated daily or weekly depending on my mood.

List of previously added features:
(click to show/hide)

Partially Completed:
(click to show/hide)

Semi-Complete List Of Intended Features:
(click to show/hide)

September 1st:
(click to show/hide)

September 20th:
(click to show/hide)

Update on Majesty stuff:
(click to show/hide)

September 27th, 2012
(click to show/hide)

Edit:
(click to show/hide)

Faction Build Progress, September 30:
(click to show/hide)

Item Creation, Process Integration, Storage, Commands
(click to show/hide)

397
General discussion / Pathfinding. And Other Stuff
« on: 21 July 2012, 18:51:40 »
...

398
General discussion / UI Configuration
« on: 13 July 2012, 09:38:16 »
...

399
General discussion / Economic System; Micro Elimination
« on: 21 June 2012, 05:55:41 »
...

400
General discussion / GMAE Trade Panel
« on: 13 June 2012, 07:55:52 »
...

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