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 - filux

Pages: 1 [2] 3 4 5 6 ... 13
26
I have an idea for some pointer (ala mouse/ghost pointer but) which can by controlled in lua.
This may be very useful in the tutorials and in some scenarios. :)

Some examples in relation to tutorials for what it may be useful:
- e.g. somewhere in the tutorials is a message like "in the top left corner is a mini map" ... what if at the same time you could do something like:
show a pointer in the center of the screen and relatively slow move this pointer to the mini map and then hide/remove it (after some time or after "Ok")? so 2 informations at once text + visual
- e.g. for showing visually a position "move your units there" when e.g. "pointer draws tiny circles in place" so we will be able to easily show for newbies how to "hide archers behind the building" technique
- e.g. for showing visually "click this produce button now" where again "slow movement from the center ..." may be nice

... as I see this pointer should be:
- always visible on top of everything,
- should be controlled in lua,
- should be controlled in relation to the "current screen" so normal/classic X,Y position on the current screen not like everything else "X,Y on the map".

27
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 19:42:45 »
Pay-what-you-want basically means the buyer chooses the price, and the seller chooses the minimum price(usually $0 in this method...
... so as I suspected.

Again "Free" is a bad idea. If we will get e.g. 250-500 bad reviews on the start from trolls vs 10 good reviews from normal players then it will be a disaster and probably huge anti motivation for MG team ... which may even end as ... (e.g. Mandate engine)
If there will be the only choose "free" or "not in steam" then my vote is: "not in steam".

...Pay-what-you-want is very consumer-friendly, I'm not sure what you're talking about.  :P...
vs what?
Before steam introduced this method, mods depended from donations so "Pay-what-you-want after try" ... and after introduced quality of mods dropped a lot because pseudo modders had to just trick players for buying and this was end of their role. ... because good mods & modders are hard to distinguish from bad ones then by many people this is a method "trickster-friendly".

...We have "troll-testers" on one side, and on the other, we have people that will be asked to pay for a free game.  :look:...
People on steam "have demands" as I personally can understand this from people which paid something, but Imo people which doesn't pay shouldn't have any right for "demands" ... but do you think this fact will stop them? :O

...please people who are buying a game that is free elsewhere...
That's the point, they are not forced to buy, if they choosed to buy then they did this just because they love steam + they choosed to support development, otherwise they can download game from "not steam" free and this has to be mentioned in the description to "not trick people"
 ... so what please? ... Imo you guys are talking about trolls which ~ can't be pleased whatever you you will do, always not enough and always not good enough ... :-X

28
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 18:48:05 »
I'll add my cent.
First about Steam & me: I am a newbie on steam and I always will be because I am trying to avoid it as I can :D

I am not 100% sure what "pay what you want" mean (I know this in relation to mods and I know that many modders & players hate this method there) but Imo game should be cheap but never available as free on steam unless maybe some rare promotions like "for one hour is free during Christmas".

From my experience negative comments are very dangerous on the very beginning when game is free and later situation is slowly getting better. As non free game we have a chance to avoid trolls-testers (kind of "I love FPS games and minecraft but I will try and I will put bad review because it surprisingly isn't 'nice for me'") because game will be bought by people e.g. which at least like RTS genre.

...$4.99 for the extras...
Heh then how much for a game? because even few times more right? :D Imo at least now we should forget about mods/extras.

As titi mentioned, people should pay some minor money just for "having game on the steam" and also probably for having "achievements" there.

29
In such cases ASAP mean maybe even a month+ if you want to do this right (all tested & all set & working own theme) and then who knows maybe release 1.1 is so close to finish that it will be possible to jump on release :)

30
I support this idea :thumbup:  from other reasons.

SMF has many missing embedded useful features and not so many available mods ... and even when you will find a nice mod then (in our case it's even in most cases) it doesn't work as expected, where Imo half reason of this situation is a bad BSD license.
When many years ago I was an administrator of forum based on "phpbb2 by przemo" and later 2 forums based on on early "phpbb3" then situation with embedded features and with available mods was soooo much better than in current SMF  ::).

Imo by switching to ElkArte we will get quite a lot nice embedded "features" so we will be more independent from mods:
Quote
ElkArte is designed to provide you with all the features you need for a full featured community forum and website right out of the box.
...
    @Mentioning users including notifications
    Likes for posts and topics
    Drafts, including auto save
    OpenID 2.0
    Two modern, responsive themes that look good in any modern browser, smartphone or tablet.
    Integrated video embedding for youtube, vimeo and dailymotion
    Drag and drop ordering in the administration interface
    Drag and drop file attachments
    Improved Anti Spam measures
    Improved password hashing using industry standards
    Bad Behaviour built in
    Automatic combining and minifying of JavaScript and CSS
    Posting by Email
    Ajax previews and responses throughout the user interface
    Utilizes jQuery and Font Awesome
    ...and much more!
...
This list looks really promising :).

Imo best moment for switching would be going "live" with 1.1 release ... otherwise if considering "not stable area" then we may also try current SMF 2.1 develop stage as I've read about some features from the list above are meant to be built into SMF 2.1. 

31
Mods / Re: Re-Mastering the Egypt Faction
« on: 25 June 2016, 04:36:40 »
We could use Medjay for English, and then use the closest derivative for other languages. Though perhaps it could be called Pharaoh's Guard, which I imagine would translate to most common languages. I just hate using generic names for everything...
Yeh but by this you are strengthening the language barrier, let's imagine situation: someone is playing multiplayer game with his native language (non english) and is trying to say for someone who is playing with english to move his unit  ;D what is a chance that this guy will figure it out (and he should figure it out very fast) "Pharaoh's Guard" > "Medjay", ~ no chance :P.
In such cases ~ best what translator can do is leaving this name untranslated ... but then untranslated content make a first impression like: "bad translation"/bug or like "not finished work".
... so always in such cases think about alternative names, but if you will not be able to find such ("good alternative") name, then we will somehow live with that  :).

... I'd rather wait for Titi to respond, because I'm intending for this to update the Megapack shipped with MG by default. If he's not on board then there's little point of adding units...
Are you ready to wait like a month?  :|


32
Mods / Re: Re-Mastering the Egypt Faction
« on: 24 June 2016, 21:01:52 »
Remember about translations, if you have any choice then try to avoid names like "Medjay"  ;) which is ~ untranslatable and will be a bit confusing.

33
...We're referring to the menu when the user hits the <esc> key during a game?...
Yep :)

...I think a "load previously saved game" option would also be appropriate in that "esc" menu.
Yep but this has lower priority than "restart" and is tougher to implement because probably you need to allow load only if saved game fits to current battle configuration (e.g. not load other scenario just because it is saved as last one  :P) & fits to game version and maybe even something more :).

34
I agree with usefulness of such button in single player and especially in case of scenarios, for now you have to remember the scenario's name and find/choose it again so in most cases it is not so fast and easy.  :)

35
Recently I played with few newbies and I've seen a bit and heard from one of them that they tried 3 humans vs 1 cpu easy and they had a "difficult battle".
The whole problem is on the beginning when cpu is spending starting resources mostly for warriors pretty fast and is starting attacks when newbies are still trying ~ to finish first barracks.
Problem is quite serious because affects also single player (& easiest scenarios) and may scare away some newbies.

My initial idea is to take into account cpu's multilier and on the beginning of the battle (once) multiply starting resources (but only) if multiplier is <1.0 so e.g. cpu easy (with default 0.5) will get 2x less starting resources :).

37
Oh, ok and what about the song? ... If not, what does not-copyrighted products mean in Germany?! And what do I do if so?...
Basically such thing like "not-copyrighted" not even exist  :P but it is often a mental shortcut for very permissive licenses. You can use song with CC-BY-NC license but you have to fulfill its terms what in your case mean at least, replace: "(The song is royaly free, no copyrights included)" for something like this: "(The song is licensed under CC-BY-NC)"

38
From what I found (maybe something changed later, after 2006) the song was released under a CC-BY-NC license (does not allow commercial use) and owners are maybe (not sure there) "Warner Bros. Records Inc. for the U.S. and WEA International Inc. for the world outside the U.S."
http://ccmixter.org/fortminor,
https://productforums.google.com/forum/#!msg/youtube/6M1xj1Mppu8/3mi-XmGmKpYJ,
https://blog.creativecommons.org/2006/03/08/creativecommonswarnerbrosrecordsandmachineshoprecordingsannouncefortminorremixcontestatccmixterorg/

... besides this imo in the authors.data.txt you should change or remove:
Code: [Select]
###########################
#     MegaGlest Data      #
###########################
and somewhere close on the beginning you should write at least who did the scenario (yeah it is in the README.md but imo there even should be too), because now based on this file on my eye author is unknown and you did maps  :)

39
Mods / Re: Command Assault MOD
« on: 23 May 2016, 16:20:28 »
unplayable on linux  :-X, to fix this you need:
Code: [Select]
rename:    assault_command/factions/assault/units/black_ops/troop/trooprun.G3D -> assault_command/factions/assault/units/black_ops/troop/trooprun.g3d                                                                                         
rename:    assault_command/factions/assault/units/black_ops/troop/troopstand.G3D -> assault_command/factions/assault/units/black_ops/troop/troopstand.g3d                                                                                     
rename:    assault_command/factions/assault/units/command_h_q/sounds/steammach.WAV -> assault_command/factions/assault/units/command_h_q/sounds/steammach.wav                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/trooprun.G3D -> assault_command/factions/assault/units/field_officer/troop/trooprun.g3d                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/troopshoot2.G3D -> assault_command/factions/assault/units/field_officer/troop/troopshoot2.g3d                                                                           
rename:    assault_command/factions/assault/units/field_officer/troop/troopstand.G3D -> assault_command/factions/assault/units/field_officer/troop/troopstand.g3d

40
Mods / Re: Command Assault MOD
« on: 22 May 2016, 20:31:28 »

41
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 20:17:22 »
Yeah and 3.12.0 is basically a first release which (probably) without any problems allows to go for this deeper.

42
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 20:04:40 »
I've seen their topic quite long before Tom's response but their question may be translated to "where is the cmake way?" so what you can answer? ;D

43
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:49:36 »
That doesn't make sense to me. What needs to be done to Annex, it seemed fine the way I left it.
Cmake way to "build package". It's a job probably mostly/only for me.
... but keeping guys from distros interested is the other story.
You should read this topic:  https://bugs.launchpad.net/getdeb.net/+bug/1406941 and see how fast guys are loosing interest when see something "probably better" as e.g. sequel from your idea  ;).

44
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:32:19 »
Well if we wanna some day put Annex in the linux distros' native packages and BSD etc. then we need:
- Annex development,
- no other similar (especially better) competitors available.
... so sequel sounds bad :D

45
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:03:24 »
Sure but it would be great advertisement for Annex ... but not so good in case when even you think that "big brother is worse and ugly" :P.

46
https://forum.megaglest.org/index.php?topic=9830.0
...I did reuse Annex models, but made new higher resolution textures, and much improved particle effects....
What will be with Annex? Do you plan back port those listed improvements?

47
Heh Jammy just gave links to true portable resources of the game. Unpack them once on the (fast) flash drive and that's all.

... "portableapps"
How is it portable as you have installer?  :O
How is it portable when it is somewhere in the cloud? Somehow requirement of having connection or long wire doesn't fit to portable. ;D
... and this point about "A portable app doesn't require additional software on the PC" so apps don't require operating system or graphic drivers?  :P

Imo their methods may be called as "semi-portable-sandbox" or something, for sure not as "portable".

48
MegaGlest / Re: MegaGlest Megapack Tech Tree Update
« on: 18 May 2016, 16:19:50 »
You should have such infos up to date on your disk, look in the area where you have game files >docs>glest_factions>

49
MegaGlest / Re: MegaGlest Case Library (Case-Based Reasoning)
« on: 15 May 2016, 17:48:31 »
Well, I am not a specialist in this area so I may be not much helpful  :D

MegaGlest is created in a way to enable easy creating mods which works with universal engine so all have modular design.
... so you need also "data" (with also modular design) to find some listed by you informations.

... as we are talking about the MG game so for example "amount of resources for the AI player" you will find there:
techs/megapack/factions/romans/romans.xml

... and "number of kills" and "a list of actions that the AI player can take at this state" you will find mostly (for single unit) there:
techs/megapack/factions/romans/units/archer/archer.xml


50
MegaGlest / Re: MegaGlest Case Library (Case-Based Reasoning)
« on: 15 May 2016, 16:13:17 »
On my eye you are looking for an "AI" area so:
source/glest_game/ai/

Pages: 1 [2] 3 4 5 6 ... 13
anything