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Messages - kagu

Pages: 1 ... 3 4 5 6 [7] 8 9
151
Off topic / Re: Great linux games
« on: 21 August 2014, 14:00:58 »
The other ones which i like beside MG in linux are
StuntRally - Racing game , nice graphics
SuperTuxKart - very fun to play multiplayer
MineTest - like minecraft
UrbanTerror - First Person Shooter , which is only Free as in Free beer

152
What about now ?
Sorry for bump , but this is my favourite game genre and its hard to find games like these in linux.

153
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 21 August 2014, 13:33:02 »
Im not sure if this is a bug but I'm posting it anyway.

Not rectangular maps not centred , and if you zoom it , the zoom doesn't happen centred in mouse area (like in GIMP).


154
Mods / Re: [W.I.P Techtree] - Unamed
« on: 21 August 2014, 13:17:17 »
Hey Ishmaru , thanks for feedback.
Currently im looking for more models , since i'm not making them , its hard to find some with liberal license.

155
MegaGlest / Re: Forsaken project (maybe)
« on: 21 August 2014, 11:55:55 »
RELEASE OR RIOT  ;D

156
MegaGlest / Re: General view on new features
« on: 29 July 2014, 22:22:31 »
Titi I think your post may "demotivate" many potential contributors, or I didn't understood it well.
I think the best approach should be the model "Experimental-Testing-Stable" .
Everyone who wants to contribute should do it in Experimental branch
When MG Team feels that something should be implemented from Experimental , they put it on Testing
And so on ...

157
Yes , but please try again to add at top of units.

158
Mods / Re: [W.I.P Techtree] - Unamed
« on: 13 July 2014, 18:38:14 »
This is how the "Cursed Temple" looks . I want it this big and also limit it only to 1 and make some gold/wood storages , maybe use "Cloumn" model.


159
Mods / [W.I.P Techtree] - Unamed
« on: 13 July 2014, 16:02:58 »
Hi, I started working in a techtree , I found all the needed models (many have animations) , what I want is to make more air fights.

Windmill and Daemon will be replaced, since they look odd. Maybe many things will be changed since its still the very beginning.
If i finish until the end of this year, it will be a personal success  :P

This is the initial plan


160
Who wouldn't vote this -> Have both, as comfort is awesome.

161
Sorry , i forgot to mention , I already did those two , but since now I deleted everything , can't do the last one.

162
It appears that I don't have this file mk/linux/CMakeCache.txt
But i'm going to delete everything and start again , will report here if fixed.

163
Mods / Re: Tower Defense
« on: 5 July 2014, 22:24:41 »
The last feature is pretty amazing and very helpful , this should be in all mods and all progresses like producing worker etc ..

164
I get some error when I enter Menu > Custom Game

Here is the Building and the process output

http://megaglest.paste.kde.org/peayisr57

165
Bug reports / [feature/ce-gui] Things not centered on 800x600
« on: 1 July 2014, 20:36:08 »
In 800x600 display things are not centered and in Menu > Options , and some parts of buttons are out of display , I tested in 1024x768 + they work fine

Here are the pics






166
MegaGlest / Re: A little help ( Ajuda )
« on: 24 June 2014, 15:02:55 »
- Uninstall Megagelst (also data) and Install it

or

-On windows click "Start" and write %AppData%/megaglest  and delete everything and start MegaGlest again

167
MegaGlest / Re: A little help ( Ajuda )
« on: 23 June 2014, 15:57:06 »
Have you tried Options > Keyboard > Defaults ?

168
Mods / Re: What kind of main building for barillion bugs?
« on: 23 June 2014, 11:56:02 »
The first idea that comes to mind is this

https://farm1.staticflickr.com/159/439389047_4b61b88efb_z.jpg?zz=1

but I know that not all bugs are from ground in Barillion Bugs

169
Mandate Engine / Re: Mandate Permanent Cancellation
« on: 23 June 2014, 11:42:23 »
I didn't understand the reason why do you cancel Mandate and I never could compile it in linux , but anyway have a good luck on your next project.

170
I guess you should do on both

171
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 26 May 2014, 09:31:19 »
Could this bug also apply here ?
https://forum.megaglest.org/index.php?topic=9502.0

Even if it did , I don't know here to change it.

172
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 23:21:09 »
I did all of them ,still doesn't work.

173
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 22:40:39 »
Im totally lost now.

174
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 22:02:58 »
I never tried to compile glestadv , The procedure that I used to compile , is it ok ?

175
Mandate Engine / Can't compile on Kubuntu 14.04
« on: 25 May 2014, 20:58:52 »
I pulled from git and did this
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=''
then
make

This is the output
http://pastebin.ubuntu.com/7517013/

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