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Messages - filux

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51
MegaGlest / Re: Megaglest current situation
« on: 2 May 2016, 17:55:40 »
...For me personal the continous lack of active multiplayer players is the most demotivating thing...
Well, recently we have visible increasing number of new players so situation isn't bad  :) but I understand titi's point of view when he usually joins lobby at 11-12pm+ and there are no European vampires around ready to play ;).

52
Yep idea sounds good in case when meeting point is set in short distance from the building,
but in case long distance imo it will kill management in many battles  :( e.g.:
"set meeting point in the opponent's base > click click click.../produce as many units you can > end game".

53
Mods / Re: Requesting Offline Factions
« on: 1 May 2016, 14:40:58 »
could all these factions...
Nope  ;D

Everything in the mod's centre must satisfy a number of conditions where one of them is well balanced/well playable so e.g. some techtrees like Jammy said:
...but it was very unfinished when I tested it and it's not playable (some resources can't be harvested)...
have around 0% chance to be there at the moment.

54
For sure we are losing "fast testers" which usually are doing sentence: install => click every single button in menu => start some battle (and not finish) => uninstall. Such tests should be done in single player only.

Without blocking we are probably losing some "fresh players" which will meet such annoying newbie in few first battles.

... also remember the fact that "newbie status" you have only once ... and as not newbie you get profits forever :D

55
blocking should never be done, show a warning when entering the internet lobby...
Warning for whom?

So are you suggesting "warning for a newbie"? which will be of course ignored and "initial problem" still exist.

... or are you suggesting "warning for everyone else"? so in the IRC everyone will see something like:
Quote
[20:35] --> MG_newbie_693 XXX joined this channel.
[20:35] <MG_newbie_693>   <<   Warning: Beware this player is a noob!.
and always like this?  ;D

Personally I don't see better method than titi's for now, because:
- problem with annoying newbies will be solved,
- in the lobby every player still will be "equal" and will not be kicked/banned from games just because they have "too low or too high ranking",
- if titi will finish initial idea then newbies will also get warning about "not enough good PC for multiplayer",

... besides this I am a bit curious:
- when was last time when Coldfusionstorm played a multilayer MG game through lobby and with what nick?
and
- when was last time when Coldfusionstorm played in cooperation with a newbie which for few first minutes in game did completely nothing and then was trying to destroy Coldfusionstorm's buildings?
... because if someone never or not enough recently was affected by this then he don't feel the pain enough  :P

57
- Download this archive Annex-update-patch-linux-v4.0.tar.gz,
- Unpack it to game location (in your case it's probably ~/annex), overwrite/accept overwriting,
- launch script update.sh

- if you will see warning like jack server is not running ... but you have sound -> ignore this
- if during starting mapeditor you will see warning like The library used 2.8 ... C++ ABI ... C++ ABI...). -> try to use mapeditor from MegaGlest

58
MegaGlest / Re: speed up build time with distcc
« on: 8 April 2016, 17:06:17 »
I didn't have version 4.9 for long but it was somehow like this: ~4.8 ok -> ... ~4.9 a bit slower  :| ... -> ~5.0 even slower again ;D

59
MegaGlest / Re: speed up build time with distcc
« on: 8 April 2016, 16:22:20 »
well 4 cores + "gcc5+" = 8 minutes sounds ok for me,
take a look for some travis' results: https://travis-ci.org/MegaGlest/megaglest-source

60
Forum discussion / Re: Forum avatars reset
« on: 4 April 2016, 23:41:02 »
Heh that's me  ;D. In your case "link checker" returned very odd output and in further investigation I found out that your avatar sometimes load veeery slow, way more than 1 second
... + source was on different forum so it is hotlinking which isn't usually well liked by "owners"

61
Hmm my first guess is related with some keyboard setting in the OS related with "how fast key is repeated when you keep button 'down'", maybe you have there some too low value?

62
@Carl the Great
You should write about those a lot more

...I tried pressing F to get to Free Camera, but it appears double-pressed back to Game Camera...
The question is: Why do you think that it is a bug?
Don't expect that on 3.12 everything related with keys works exactly in same way like previously, but different doesn't mean bad ... unless you have good arguments.

...Tried also rotating buildings with R, but rotates at 180 angle and I have to hold R to remedy this...
I can't reproduce this.
Can you? If yes then also say exactly how (even on what faction and building) and tell what is your operating system etc.

...go to the MG-Gameserver-Lobby,
press windows key,
Close MG by using the return and exit buttons,
>>>> MG crashes after closing its screens...
probably related issue: https://github.com/MegaGlest/megaglest-source/issues/111

its not possible since mg 3.12 to get to the desktop by pressing the windows key.
When you press the windowskey when MG is running, the taskbar is displayed, but game (or lobby or optionscreen) is still displayed. If you click something on taskbar the taskbar disappears again...
(I didn't try to reproduce this) ... but good description :).

63
...
The message I received during our first attempt to play with zexeed was in German. Normally all the messages I receive while in-game are in English.

This was the text inside the dialog box:
Code: [Select]
"Timeout erreicht beim Warten auf den Server"...

64
Thx for finding this  :) this information will help for other testers  :thumbup:

... and mICROSOFT did a "great job" again  :thumbdown:.

This is quite good source of informations about this situation (read also comments on the bottom):
https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/

... and there is some helpful video too:
https://www.youtube.com/watch?v=U1MRUiJAOq0

65
Nope, Fedora is a test ground for commercial direction, so most packages related with tasks e.g. "server" or "desktop in the company" are up to date (sometimes even a bit too much/ unstable), others may be old as hell.

66
Imo those "flagged noobs" or general ranks are not the best ideas, because it itself give ideas to avoid someone (others) all the time, so e.g. newbies will ~ always play only with other newbies, so it kills "united society".

I don't have an opinion about "blocking newbies" yet but I see at least one advantage, with this if in game someone from your team will attack your units/buildings then there is no confusion anymore, 99% certainty that it is a troll.


67
MegaGlest / Re: running Windows installer as underprivileged user
« on: 31 January 2016, 19:37:49 »
Hehe basically most of your message is saying about "what windows OS should do" :O so message fits perfectly somewhere on Microsoft's forum :P but I agree that you feel good where are real issues ;)

... but returning to the "problem", during installation process installer has to fight with windows' "fake security", with its bugs and with its "tweaks" and sadly 90% "of the fight" is related with registry so there is no real chance to install as a regular user

68
MegaGlest / Re: MG on Slackware
« on: 30 January 2016, 21:02:10 »
yep you found minor problem (probably for next release will be fixed), but in general you should install libgtk2.0 (or similar name on slackware) because on this is based optional pretty gui.

69
MegaGlest / Re: building 3.12.0 from source
« on: 25 January 2016, 19:48:29 »
...
Perhaps that should have been my first question: Is there much advantage to running software built on one's own system, instead of running software that's been precompiled?
Assuming that we are talking about "normal average users", then If precompiled binaries were "produced" on:
- the same OS & version of OS &
- and for the same processor architecture as you have &
- is based on the same libs' versions as you have
then ~ you will not notice any real difference > This describes ~ what you have in most linux distros.
If any from those conditions are not fulfilled then "you are losing something".

... but if you wanna fulfill those conditions yourself then you have to recompile "this binary" very often, e.g. you just updated your OS and with update came new version of libpng and binary is based on this so came recompile time, and again and again and ... in the future  ;D

...
But perhaps it's not even really an issue if you're using relative paths. After I build, I could just copy what I need to $HOME/local/megaglest-current (for example)?

And then I'd extract the data to the appropriate directories. Simple. :) ...
Sure, basically in your case easy way is to get prebuild binary archive + "standalone data" archive then unpack & merge them and put where you want and then just replace binaries (built by using "build script" and with using -d flag) and launch binaries directly (not by scripts) :).

...
<andy_5995> I am used to using ./configure --prefix=$HOME and then running make install
...
What I often do with source packages that include a configure script is ./configure --prefix=$HOME or $HOME/local or some such thing. Sometimes I will install as root ./configure --prefix=/usr --sysconfdir=/etc
...
I was a Slackware user for many years, so am just used to, or familiar with, building from source and then installing (thought I used Slackbuilds a lot which made things very easy).
...
So in the past you used ./configure <a lot of parameters> and now you need to use cmake <a lot of parameters>  :)
This part of guide should tell you most things which you want to know: Building_using_CMake_by_Hand


70
MegaGlest / Re: Unable to see units during night.
« on: 25 January 2016, 18:17:08 »
...Is there a brightness setting in the game...
Hehe Yes, but imo 90% of readers expected that you tried at least set brightness  :O.
...I am playing on a Mac with OS 10.9.5...
Which version of MegaGlest?

71
MegaGlest / Re: building 3.12.0 from source
« on: 24 January 2016, 21:32:04 »
hehe not easy questions
well, basically build script is optimized to build in the native git env, when you are downloading megaglest-source-3.12.0.tar.xz (designed for ~distro maintainers) then at the same time you are choosing "the hardest way" :D and ~ you should do compilation by hand "cmake <a lot of parameters which fits to your preferences> ... ; make"

I build the package from the source directory, but how to install it to $HOME/local/games ?
heh even much harder question because e.g. it depends what you want to get on the end and what methods are acceptable for you :)

in general my personal preferences for such private build are related with sequence "cmake <a lot of parameters which fits to your preferences> ... ; make; cpack; 'install'" but this is not related with $HOME area :)

72
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 19 January 2016, 17:39:48 »
    ...
    [/list]Please not that there is no CC-BY-SA license. There are several versions of this license, as well as localizations of it. Some of which can be incompatible. So at least for the file format we will need to have explicit values for e.g. CC-BY-SA 2.0 Germany and CC-BY-SA 3.0 United States to create anything useful....
    ...
    @tomreyn: I don't want to add a ton of licenses to choose from! In fact we just need one License which is compatible with the games maps and "others" ....

    Just use CC BY-SA 4.0 where ~ biggest change in comparison to 3.0 is exactly resolving "unported" problems. ;)

    73
    Closed feature requests / Re: go to maps by keypress
    « on: 17 January 2016, 19:06:29 »
    Does there exist any idea how to communicate this behaviour to the common user ?
    Imo only 2 ways:
    - on the "keyboard setup" list,
    - in the hints.

    74
    Closed feature requests / Re: go to maps by keypress
    « on: 16 January 2016, 20:55:45 »
    This exist.
    Shift + <what you said>

    75
    "Eh" Ehhhh
    Hehe funny and sad at once. @Omega Do you realize that most part of your post was a pure trolling? :look:
    If you can talk like this all the time then probably BSD community may welcome you with open hands  :P.

    Eh, there's no reason to be constrained to relative paths. That makes no sense...
    Oh because just because? "Good" beginning, no comment.

    ...It's a command line flag, so it doesn't matter if it works for other people...%%APPDATA%%...
    Just ridiculous, completely opposite, Perfect is when:
    - it work for you also when you will move whole main game directory to the other place,
    - it may work for other players in the same way when you need this (when you need, so absolute paths in other cases are allowed),
    - it is easy to use, proposition of "%%APPDATA%%" is pitiful, how to document usage of this and where? if in the --help then most likely it will be too long, if not in the --help then it is not enough easy accessible,
    - it will work on every OS and every command line env cause MG is cross platform, using characters like "%" in the command line is just asking for trouble.

    ...This is probably due to concatenating a path somewhere instead of letting the OS work its magic...%%APPDATA%%...
    What magic?  :scientist: On which OS? (cross-platform!) This one which your variable seems to suggests, where even simple usage of %programfiles% may return unexpected results? or this magic related with sending personal data to mICROSOFT?  :-*
    When you wanna cross-platform support then you need to avoid as much "unexpected magic" as it is possible.

    ...Therefore, the current functionality seems to be unintended.
    Hmm In my opinion this functionality was intended and I am pretty sure there was a time when was widely used (some old svn times). Since softcoder introduced glest-dev.ini is probably much less used, but for sure is still used sometimes.
    Some months back there was a bug related with paths and every "git user" had to use for ~ 1-2 days --ini-path=./ --data-path=./ to even launch game (relative? relative, simple? simple) and even now our headless servers 3.11.1 have relative path to ini in the configuration.

    Did you ever tried to help someone or write a documentation related with absolute paths?
    Try to write something like this: "if ... then Please use --ini-path=<path_to_the_file>" and you have a guarantee to get some % responses like this does not work, I see an error: '<path_to_the_file> not found' and those will be from just normal avg users.
    Everywhere when you can use relative path you should do this.

    Again
    ...There is nothing wrong in having possibility to set it as "absolute or relative" but conversion "relative" > "absolute" is imo a wrong idea...
    How to do this? If we will assume absolute path as default (maybe less confusing). Example:
    Code: [Select]
    --ini-path=/home/andy/.megaglest-git/mk/linux/
    --ini-path=rel,./
    Easy to document, easy to remember, easy to use.

    ... and I probably finished with this topic because I have a feeling that I am feeding ... :silence:

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