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.


Topics - Baŝto

Pages: [1]
1
Feature requests / more options for the map preview
« on: 11 August 2014, 13:12:28 »
Something like --preview-map=mapname=tileset=tech could it make easier to test and take screenshots of maps, which are not destined for megaglests default tech and tileset. Tileset and tech should be optional.

I also could extend the preview feature with dialog for tileset and tech in the Qt-version of the map editor.

Does somebody oppose this feature?

2
MegaGlest / Setting up Geany for MegaGlest on GNU/Linux
« on: 10 August 2014, 13:10:44 »
What is geany?

C++:



If you don’t use C much, you better switch places of C and C++ in filetype_extensions.conf (“Tools” > “Configuration Files”).

Otherwise .h files will be opened with C syntax highlighting by default!

Setting up a project:



Simply click on “Project” > “New” and create a new .geany-project.

Open a C++-File and click on “Project” > “Properties”.

Project:


Name=Megaglest
Base Directory=/pathtoMegaglest/megaglest-source/source/
File Pattern=*.cpp *.h CMakeList.txt *.ui

Build:


Label=Build
Command=./build-mg.sh
Working Directory=%p../mk/linux

Label=Run
Command=./$(zenity --list --radiolist --column "start" --column "application" TRUE megaglest FALSE megaglest_editor FALSE megaglest_g3dviewer FALSE megaglest_tests)
Working Directory=%p../mk/linux

Zenity is further GTK application, which offers simple dialogs.

This way you won’t get all megaglest methode names completed, you still need to open those classes.
But since Geany does not do a conext based completion, it’s better this way.

Interesting plugins:


  • GProject for better project management (search, switching between .h and .cpp...), uses settings of the built in feature
  • GeanyVC for git
  • ClassBuilder for new classes (built in)
  • CodeNav for switching between .h and .cpp files

3
Feature requests / map XML
« on: 19 March 2014, 19:54:48 »
This is a suggestion how an xml format for maps could look like.

No additional features (for now), just the same as .mgm files.

XML is a human readable format, this is not really important for maps, but you could easier write third party tools for maps.

E.g. you can create a website for storing maps and show a preview and player limit.

Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<map version="1.0" maxfactions="8" width="2" height="2" altitudefactor="1" waterlevel="4" clifflevel="4" cameraheight="42">
  <head>
    <title>a map</title>
    <author>somebody</author>
    <decscription>just a simple map for demonstration</description>
  </head>
  <row><cell altitude="10" surface="1" resource="1"><cell altitude="10" surface="3" object="3"></row>
  <row><cell altitude="10" surface="4"><cell altitude="3" surface="5"></row>
</map>

Width and height also could be skipped.

Not defined parameters are set to 0.

This version is also possible:

Code: [Select]
<row><cell altitude="10" surface="gras" resource="gold"><cell altitude="10" surface="road" object="stone"></row>
But would be kind of ugly for mods with other resources like Annex .


4
 64bit archlinux:

Code: [Select]
megaglest --list-scenarios and
Code: [Select]
megaglest --load-scenario= are not compatible.

Code: [Select]
megaglest --list-scenarios lists the folder names of all scenarios

Code: [Select]
megaglest --load-scenario= expects the scenario name how it is defined in the .lng-file



Edit (tomreyn): Removed [bug] tag, not needed on the bug reports forum.

5
This occurs when too many units are on the map.
New movement commands are given, but not obeyed.
I’m not sure if they start walking when enough units got killed, but they don’t start walking when a movement command is fulfilled.

this behavior can be observed in this scenario: http://www.file-upload.net/download-7987022/pigdefense.zip.html

It’s a towerdefense with just pig waves and just 10sec between new waves, every wave will be 130% of the wave before. Since the pigs are slow and CPUs need some time to die, there is a huge amount of pigs on the map. The CPUs are still alive when the first units stop moving.



Edit (tomreyn): Removed [bug] tag, not needed on the bug reports forum.

6
I got an error when tried to save and load a scenario with some lua code. I used a float variable and megaglest tried to restore it as an integer.

I used this in my global script:

Code: [Select]
wavemultiplyer = 0.3;
Megeglest wrote this to the savegame file:

Code: [Select]
<LuaScript variable="wavemultiplyer" value="0.3" value_type="3"/>
When I tried to load the game, I got this:

Code: [Select]
[2013-08-17 21:34:15] *ERROR* In [/build/megaglest/src/megaglest-3.8.0-beta1/source/glest_game/game/script_manager.cpp::init 468]
error [Error converting from string to int, found: [0.3]
Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xa71cd8] line: 0
megaglest:Shared::Util::strToInt(std::string const&)address [0xa480a1] line: 0
megaglest:Shared::Lua::LuaScript::loadGame(Shared::Xml::XmlNode const*)address [0xa02452] line: 0
megaglest:Glest::Game::ScriptManager::loadGame(Shared::Xml::XmlNode const*)address [0x5412ee] line: 0
megaglest:Glest::Game::ScriptManager::init(Glest::Game::World*, Glest::Game::GameCamera*, Shared::Xml::XmlNode const*)address [0x5442fa] line: 0
megaglest:Glest::Game::Game::init(bool)address [0x585096] line: 0
megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x652e68] line: 0
megaglest:Glest::Game::Game::loadGame(std::string, Glest::Game::Program*, bool, Glest::Game::GameSettings const*)address [0x580812] line: 0
megaglest:Glest::Game::MenuStateLoadGame::mouseClick(int, int, Shared::Platform::MouseButton)address [0x780cf8] line: 0
megaglest:Glest::Game::MainWindow::eventMouseDown(int, int, Shared::Platform::MouseButton)address [0x681d50] line: 0
megaglest:Shared::Platform::Window::handleMouseDown(SDL_Event)address [0xa7892a] line: 0
megaglest:Shared::Platform::Window::handleEvent()address [0xa794ea] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x68e51e] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6939d1] line: 0
/usr/lib/libc.so.6:__libc_start_main()address [0x7ff0b5025a15] line: 0
megaglest() [0x4c6d99]address [0x4c6d99] line: 0
]
[2013-08-17 21:34:15] *ERROR* In [/build/megaglest/src/megaglest-3.8.0-beta1/source/glest_game/global/lang.cpp::getScenarioString Line: 488] Error [Value not found in propertyMap: In [/build/megaglest/src/megaglest-3.8.0-beta1/source/glest_game/game/script_manager.cpp::init 468]
error [Error converting from string to int, found: [0.3]
Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xa71cd8] line: 0
megaglest:Shared::Util::strToInt(std::string const&)address [0xa480a1] line: 0
megaglest:Shared::Lua::LuaScript::loadGame(Shared::Xml::XmlNode const*)address [0xa02452] line: 0
megaglest:Glest::Game::ScriptManager::loadGame(Shared::Xml::XmlNode const*)address [0x5412ee] line: 0
megaglest:Glest::Game::ScriptManager::init(Glest::Game::World*, Glest::Game::GameCamera*, Shared::Xml::XmlNode const*)address [0x5442fa] line: 0
megaglest:Glest::Game::Game::init(bool)address [0x585096] line: 0
megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x652e68] line: 0
megaglest:Glest::Game::Game::loadGame(std::string, Glest::Game::Program*, bool, Glest::Game::GameSettings const*)address [0x580812] line: 0
megaglest:Glest::Game::MenuStateLoadGame::mouseClick(int, int, Shared::Platform::MouseButton)address [0x780cf8] line: 0
megaglest:Glest::Game::MainWindow::eventMouseDown(int, int, Shared::Platform::MouseButton)address [0x681d50] line: 0
megaglest:Shared::Platform::Window::handleMouseDown(SDL_Event)address [0xa7892a] line: 0
megaglest:Shared::Platform::Window::handleEvent()address [0xa794ea] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x68e51e] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6939d1] line: 0
/usr/lib/libc.so.6:__libc_start_main()address [0x7ff0b5025a15] line: 0
megaglest() [0x4c6d99]address [0x4c6d99] line: 0
]

7
Everytime I use a „<“ in my scripts, the XML-parser crashes, because he expects an XML-tag.
If I use external scripts everything is working fine, but I don’t think that’s a good solution since it requires a disabled sandbox.

Megaglest version: 3.8.0 beta1
OS: 64bit archlinux

8
Would it be possible to select units only when mouse button ist released?
This could be implemented as an optional setting.

When I play Annex and I have more than 10 units on my screen and I start to select them with a selectionbox, my laptop lags.
It will take at least 10 seconds to select them.

Hardware: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09)
Drivers: extra/xf86-video-intel 2.18.0-3 and extra/intel-dri 8.0.2-1
OS: ArchLinux (up to date)
MG Version:
megaglest v3.6.1-dev
Compiled using: GNUC: 40700 [64bit] on: May  6 2012 00:51:20
SVN: [Rev: 3294M] - using STREFLOP [SSE] - [no-denormals]
and
megaglest v3.6.0.3
Compiled using: GNUC: 40602 [64bit] on: Feb  9 2012 17:31:10
SVN: [Rev: ] - using STREFLOP

Pages: [1]
anything