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Topics - andy_5995

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1
Bug reports / muted sound comes back on when player joins
« on: 2 November 2019, 15:51:46 »
At the game set-up menu, when I use "K" to mute the music, it comes back on automatically when someone joins.

2
What do you think about having an option where a player could change the background color of the mini-map, to white, for example? It would make it easier to see the darker colors of players in-game. If there was some option to toggle "white"/default.

3
Closed bug reports / possible bug in storming scenario
« on: 23 June 2019, 18:53:36 »
reported in IRC:

cc___> ac hello people
8:59 AM I just had some weird behavior on scenario "storming"
9:00 AM my version is 3.13.0-2+b3 from debian
9:00 AM After destroying the north east village, the summoner stopped
9:01 AM Also, the main building of the AI had been destroyed just before so this might be linked to it
9:01 AM does this ring a bell to anyone ?

andy5995> cc___:  what do you mean that the summoner "stopped"? What was she doing?
1:46 PM
<cc___> ac andy5995: not summoning the ghost armour like she should, and not walking towards the last village either


4
Using my self-built binary, when I host a game by clicking "Host" from the lobby, after the game is set-up and I hit "play now", the MG window freezes, still showing the game set-up screen. The MG mouse pointer freezes where it's at (over the "play now" button). After about 90 seconds, I get the pre-game loading screen and the game starts.

This started somewhat recently, I can't pinpoint the exact time though. Could have been after I upgraded my video card or my computer, or after I switched from Debian 9 to 10. Other things haven't changed, such as I have the same ISP, the same wifi router, the same firewall configuration.

Here is my system report

This doesn't reproduce every time but almost every time.

It doesn't happen when I hit "play now" from the headless server, or when using the MG client from Steam, so just with my self-built binary.

5
Mods / The Greeks
« on: 30 May 2019, 20:42:42 »
I started working on a Greeks faction. It's mostly derived from vbros_2 techtree created by Eliminator.

The priest and the chicken farm models are from the Egypt Remaster

The Trojan Horse model was created by Keith Sammut (Earth Breach)

Download: greeks_A1.7z

The repo is at https://github.com/zetaglest/greeks-testing

6
Mods / specifications of particle images
« on: 25 April 2019, 19:53:06 »
I see particle images can be either bmp or png, but when I try making one, in the particle xml I have to turn luminance off for it to work, otherwise it doesn't render correctly in-game.

For example,  this one

7
Mods / Chasm - a techtree by Ishmaru
« on: 23 April 2019, 20:51:48 »
Ishmaru asked me to have a look at a mod he worked on some years ago, one that was never released. It needed a little clean-up, which I've done the minimum to get the mod working. The graphics and models are very nice. It's somewhat similar to the Assault Command mod (available in the mod center).

This one, Chasm, isn't in the mod center yet. It's difficult to predict what will happen with it yet. The download I've prepared from Ishmaru's work is definitely playable.

Chasm demo video

Download chasm_A1.7z

The git repo for it is at https://github.com/Ishmaru/Chasm-Game but it's current set to Private. I'll ask Ishmaru to set it to public to help make opportunities to contribute and post feedback easier.

8
MegaGlest / Re: Ultimate Goal of the MegaGlest project
« on: 23 April 2019, 07:21:47 »
Ahoy there!

I saw a lots of awesome features of GAE. and i also saw, that its abandoned now :/ i dont know a lot about how this works, but why GAE isnt merged into MG or something ? at least thoese simple things like "generate" and fields: any_water and a few more stuff. thoese are awesome features, and i want them in MG! :D
in my opinion theese changes, could cause mayor changes in gameplay in a better way! the old style will stay, but with a lot of extras like boats that carry people, or markets (market is still possible, but its quite odd) and a lot more that dephends on imagination! the game may become ewen more popular. i would realy like to help in this, but im a wery starter at programming.

i hope we will find a solution!

Hello again, Elvas. It was fun playing with you a few days ago. Hope to see you in the lobby again soon.

Basically the MG policy to suggest and discuss feature requests is to use the forum section at https://forum.megaglest.org/index.php?board=21.0

In IRC I once asked about requiring resources to repair buildings (right now it costs nothing). I was told that the point of MG is just to be a fun little RTS game. That basically means the intent is not to have a full-featured, full-blown RTS game with every feature imaginable.

Probably it would helpful for MG users and enthusiasts if there was an official statement posted regarding the "ultimate" goal of the MG project. It's essentially irrelevant to compare MG to other RTS games, because although MG is an RTS, from what I understand, it's primary mission is not to indefinitely expand with new features that other RTS games already have, or plan to implement.

We don't really know what features will still be implemented in the future, but as you might expect after a game is worked on by a core team of devs for over 10 years that development has slowed down. It's a sad fact of non-corporate sponsored software. But it's still a fun game to play with some hardcore fans and enthusiasts as you can see.

As for feature requests, please review ones that have been posted, leave some additional comments to express your support, and still feel free to post some new suggestions if you don't already see one listed.

As I'm not on core MG dev team, don't take what I say to be hard truth about the project; my opinions and predictions are subject to correction by certain folks such as titi, tomreyn, softcoder, or filux (I think that's everyone xD).

9
Mods / vbros pack 1 and 2 downloads not working
« on: 21 February 2019, 16:42:30 »
The downloads for vbros pack 1 and 2 in the mod center do not work.

10
Closed bug reports / crash while playing scenario
« on: 18 February 2019, 10:43:24 »
This crash has happened twice now. It happens several minutes after I load a game that I've saved from a scenario. In this case, the scenario is Siege of Despair.

I'm using a self-build of 3.13.0 on Debian Buster

https://gist.github.com/andy5995/fa5f048e442016059704196e2d686bb2

11
I've been trying out Flatpaks recently. After I installed the Steam flatpak, and installed MG, MG wouldn't run. Although MG runs fine through my regular steam client (installed from the Debian repo). When I click to start MG, a small steam dialog appears for less than a second then disappears. Nothing else happens.

console output

I only have one other Steam game, "Time Clickers", and that runs from the Steam client installed as a Flatpak.

12
MegaGlest / Live Streaming games
« on: 8 February 2019, 23:19:03 »
I was able to stream a game pretty easily today. Using twitch and installing the OBS Studio flatpak. (OBS Studio was available from the Debian repo but I decided to try it with the flatpak instead.)

OBS Studio is also available for macOS and Windows.

I had to deselect 'hardware record' because I got the error "If you are using the NVENC or AMD encoders, make sure your video drivers are up to date". According to the log, it was because I didn't have nvenc support enabled in ffmpeg.

The way Jammy does it, without using OBS Studio and streaming directly to Youtube with ffmpeg, he gave me a few links

https://trac.ffmpeg.org/wiki/CompilationGuide/Ubuntu

If you have an nvdia card
https://trac.ffmpeg.org/wiki/HWAccelIntro
https://developer.nvidia.com/ffmpeg

Quote
if you use pulseaudio you will need --enable-libpulse https://www.ffmpeg.org/ffmpeg-devices.html#pulse

Streaming Guide

Code: [Select]
ffmpeg -hwaccel cuvid -f pulse -ac 2 -i 0 -f x11grab -vsync passthrough -framerate 30 -video_size 1920*1080 -i :0.0+0,0 -c:v h264_nvenc -maxrate 1984k -bufsize 3968k -vf "format=yuv420p" -g 60 -c:a aac -b:a 128k -ar 44100 -f flv rtmp://a.rtmp.youtube.com/live2/mystreamkey

13
MegaGlest / Installing MegaGlest using the Flatpak
« on: 5 February 2019, 20:54:36 »
I tried out the MegaGlest Flatpak last night.

Worked well, but a couple things worth noting:

1. It doesn't use an existing $HOME/.megaglest folder for user data. The path is $HOME/.var/app/org.megaglest.MegaGlest/.megaglest
2. It doesn't come with 7z and there's a warning when I enter the mod center that files can't be downloaded or installed.
3. MG doesn't see a mod if it's being pointed to with a symlink (only tried with .megaglest/techs

14
Mods / Magic Mod
« on: 4 February 2019, 23:03:01 »
After playing the magic faction derived from ZetaPack, making a few changes based on titi's comments.

GitHub Repo | magic-testing

15
This reboot problem I've having has been discussed in chat, post a link to an LQ Thread I created for convenience.

16
Maps, tilesets and scenarios / Map: Apocalypse Avenue -> Gem
« on: 31 January 2019, 01:23:27 »
A new map for 6 players





The license is CC-BY-SA or whatever titi wants. ;)

I won't post a download link here. Titi always downloads new maps from me when I host.

This is Version A1.

17
MegaGlest / 3d printed mage tower
« on: 4 January 2019, 14:48:27 »

18
Closed feature requests / [CLOSED]More female units, please
« on: 10 January 2018, 17:50:52 »
Is it just my imagination, or is there are a vastly disproportionate number of female to male units in this game?

19
MegaGlest / Re: how to grow MegaGlest
« on: 20 December 2017, 20:26:25 »
I've worked in customer service before, and my sister has worked in sales most of her life. One thing I've learned (and there may be different philosophies about it) is:

A lot of people will not leave feedback. When 1 person does - whether it be negative or positive - assume that 7 more people feel the same way.

Going to the point about reasons why MG doesn't grow, I feel that Coldfusion's has a valid point about IRC, and some users not wanting to be part of the chat community because they either don't like IRC (for varying reasons), or they may have never used it before.

I disagree that IRC is a primary cause for lack of growth. If people don't like the chat system, they could still participate in the forum, or play the game.

 I could think of several reasons why the player base and community does not continue to grow. There is much feedback on the forums that could help answer this question.

20
MegaGlest / wiki page: Installing/Getting MegaGlest
« on: 15 March 2017, 06:42:56 »
I've updated the main page, removing most instances of *Glest. It had a prominent link pointing to a very outdated page about getting and installing *Glest.

There is a link for *MegaGlest at the top, but when I go to that page there is not detailed information about getting and installing *MegaGlest like there is on the Getting *Glest page.

So.. I changed that link, and renamed the page.

https://docs.megaglest.org/Getting_MegaGlest

The page above is in urgent and serious need of updating.

A link to https://docs.megaglest.org/Compiling or https://docs.megaglest.org/MG/Development should be included

21
I've added a field for "Difficulty Level" to the list of scenarios on the wiki

22
MegaGlest / wiki overhaul
« on: 12 March 2017, 20:35:12 »
Here's a discussion I thought I'd start after  tomreyn approached the subject in an email:

Quote
And then we have this separate wiki which already contains a lot of
information and which we should add more life to (or revive rather?),
namely docs.megaglest.org. We also9 need to clean it up, removing all
instructions for GAE and Glest (or at least move them out of the way -
but even if we just remove them they'll be conserved in the page edit
history still).

I made a ton of edits last year (my username on the wiki is LittleJohn) but I don't think I really even made a dent in what needs to be done.

I was a bit confused on converting the Glest references to MegaGlest. After doing some edits in that direction, and becoming more familiar with the wiki, I got the impression there was information about Glest that was intended to be kept in the wiki.

It seemed to be that a good starting point would be to edit the wiki home page, to which I don't have complete access. And even if I did have access, I'm still a bit confused as to what should be kept or renamed.

I also have some thoughts about removing a lot of pages from the wiki. Ideally, the wiki would be a complete reference, but since there are a lack of users editing and adding to it, I wonder if trying to be more focused wouldn't be a better idea.

For instance, most everything a player needs to know about the Megapack is at https://megaglest.org/techtree/ (btw, filux told me last year that info is out of date, and the docs from git are more current).

With regard to info to help people write scenarios and tech trees, it seems there should be xml source code examples on the wiki. I don't remember seeing any. I usually looked inside the xml files on my computer when I needed to reference how to write scenarios or modify techtrees. I found the LUA guide on the wiki quite helpful also.

I feel like I'm having a difficult time conveying my opinions here in a clear manner. I'll try sum up.

A prioritized list of what should be in the wiki

Figure out if any of that information is duplicated in the github repo. If it is, just link to it rather than having another wiki page that needs to be maintained

As a player, I'd like to see the Strategy Guides expanded upon. Building and production strategy for each faction. For instance, when the game starts, what order to build which buildings, suggestions about how many workers to build them, what's a good point to do upgrades, when's a good time to expand.




23
I suggest adding an option that will allow units spawned by other units to go to a "meeting point"; the same way a meeting point can be selected from a barracks.

Example:
1. click on priest/summoner/shaman
2. click on a "meeting point" icon and select location
3. mummies/daemons/t-birds will move to the selected meeting point

24
I realized that many, if not all, of the "Top vs Bottom" maps are "uneven". The player on top will always have the advantage. Even if the "top to bottom" mirror function of the map editor is used. Here is one reason:

Quote
<andy_5995> do you remember that time I played a game against Damned?
<andy_5995> we played on the "fight for your golden right" map
<andy_5995> you were an observer.
<david123> hmm
<andy_5995> After I beat him, he said, "this map is uneven"
<david123> yes
<david123> I remember
<andy_5995> I just now realized.. he was correct.
<andy_5995> because at the bottom, the main building faces south
<andy_5995> so his workers have to walk more distance than mine
<andy_5995> to build outward, my workers can exit my main building and don't have to walk around the main
<david123> Maybe just his gold is far more?
<david123> I think I understand you
<andy_5995> for the bottom player, to build outward, the workers have to travel the distance of the height of the pyramid
<andy_5995> Yes, Imagine if each player starts out with the same amount of resources and can begin building immediately...
<andy_5995> The top player can build defenses in front of his base much more quickly
<david123> I think we should turn it to Titi
<andy_5995> The bottom player would always have to send his workers to the other side of his main base to build "in front".

As for the mirror function of the map editor, on a top vs bottom map, a true mirror doesn't take place unless the gold and stone is at the sides. If the gold for the top players is two spaces below the starting position, after the mirror, the gold will be 2 spaces above the players in the bottom positions.

When the game starts, the workers at the bottom position exit from the south of the main building, and have to travel the distance of the height of the main building.

This issue may not be much of a concern in a human vs CPU game, but more of a problem in a human vs human game.

Even if the gold and stone were put at the sides during the making of the map.. the trees near the base would have to be manually moved to create a "true" mirror.

But that still wouldn't solve the imbalance talked about by David and myself (above). To build "outward", the bottom workers have to travel further because they exit from the "bottom" and have to go "up".

One possible solution? A value hard-coded into the map that say "This is a top v bottom map. Rotate the buildings 180 degrees when starting the game. Also, the appropriate code in MG to interpret that value.

I opened GitHub ticket 156 to track this.

25
Maps, tilesets and scenarios / new map - Caution Landscape
« on: 4 March 2017, 04:10:22 »
Link: cautionlandscape_A7.mgm

5v3 / 128x128

size: 98904
md5sum:e54b6a5694bf93da029d1a3be0f4962d

Screenshots:




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