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Messages - mathusummut

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1
MegaGlest / Re: Status of project as 2019?
« on: 14 March 2019, 23:25:26 »
Andy, if you want you can "unarchive" the ZetaGlest repo and make the repos not read-only, but I'm guessing that you did it to reduce confusion for contributors, correct?


2
In the meantime, ZetaGlest (a fork of MegaGlest) is getting a lot of updates and gameplay developments as we speak. :)

https://github.com/ZetaGlest/zetaglest-source

3
Due to frequent updates and bug fixes, I would recommend github.

4
Feature requests / Re: What if MG added a "live programming" feature?
« on: 14 February 2016, 11:27:26 »
To add unit IDs I suggest simply showing their index by the name at the right, I don't think that would be a problem if the units are stored in an array (aren't they?). An "apply" button would be required, a key shortcut could be added to click it.

Also, what if the game AI was reprogrammed using this live-programming feature? I think it would be badass :P

5
The bug has been fixed and the repository has been updated. Clone or download the github island_survival repository to enjoy the changes if you like  :thumbup:

6
Feature requests / What if MG added a "live programming" feature?
« on: 13 February 2016, 13:28:10 »
I just had an idea:

What if MG added a "live programming" feature and you could write in-game code like: "gold>200 tent1 stickman" (which is self explanatory)?
You would be able to edit/remove the in-game code in a side-window or bottom window.

Or: "gold>200 tent2 stickman castle1 worker" would mean the first time the gold is greater than 200, a stickman is produced by tent with ID 2, the second time gold is greater than 200, a worker is produced by castle ID 1, and then it alternates.

This is just for the purpose of allowing a certain level of automation to alleviate some of the production stress that comes with late-game when resource acquisition is at an alarming rate.

Also, in order for this feature to work correctly, all units have to be numbered with the ID shown, and the unit selection limit should be removed in order to facilitate the command-giving process for large numbers of units that can come with automation.

Any thoughts?

7
Thanks bro, looking into it, I will notify you when I fix it :)

8
Maps, tilesets and scenarios / Island_Survival scenario + Factionpack
« on: 22 September 2015, 01:53:29 »
As some of you know, I have been working on two main things:

1. The refurbishment of the Island Survival scenario.
2. A new faction called "Specialists", which can be found in the tech tree Factionpack.

The Island Survival has been updated and fixed soo much that a log file would be too much of a hassle. Here's the git repository from where you can get the version 2 alpha of the scenario: https://github.com/mathusummut/island_survival

The "Specialists" faction has its logistics finished, but still contains a lot of borrowed g3ds, images and sounds, but has some cool new features that are not seen in any other faction in MegaGlest. The repository is here: https://github.com/mathusummut/factionpack

Anyways, these are my contributions, but now I have to leave to work on personal projects. Thank you all for keeping MegaGlest, a spectacular game, alive, and I wish you all the best.

PS: Do whatever you want with those files, if anyone is actually interested. :)

PS2: I know not a lot of people will read this because the forums are slowly being ignored, but hey, of you are reading this, thanks for taking your time.  ;)

9
Closed bug reports / [invalid] hmm...bug maybe?
« on: 9 September 2015, 15:28:47 »
I'm on Windows 10 (I don't think the OS would make a difference), and I encountered the following issue while scripting the new version of the Island Survival scenario, and the issue recurs in both the MegaGlest dev version 3.12 and in MegaGlest version 3.11.1.

It's about the cell trigger event (when two units touch each other which throw an event).

If a cell trigger event is registered between "you" and another unit, which can be anything, if you die and respawn in the scenario, the cell trigger event won't fire, EVEN if upon respawning you unregister the old event and re-register the event between the new you and the other unit with which the cell trigger event is required.

Any thoughts?

10
MegaGlest / New MegaGlest Executable Icon! :D
« on: 6 September 2015, 14:09:43 »
Here you go, and at least it's 256x256!   :)

Code: [Select]
https://drive.google.com/file/d/0Byo-7kJv0yC2cVZodXEyeUw4WTQ/view?usp=sharing
Only took me 30 mins to make using photoshop xD

11
Bug reports / Loads of units = Spasms and units attacking nothing
« on: 13 August 2015, 23:15:59 »
When the AI has loads of units in Megaglest, spasms and bugs start to appear everywhere. These are two examples where I managed to take a video of the bugs.

Spasm and jerking example: http://www.videosprout.com/video?id=1b4def43-d92b-4c74-82c7-8747ce476fe1

Attacking nothing example: http://www.videosprout.com/video?id=f8207510-245f-4008-b33d-22eeccab17f5

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