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Topics - andy_5995

Pages: 1 2 [3] 4
51
Off topic / rmw - a cli trash can I wrote
« on: 27 January 2016, 17:02:19 »
I started to think my brain isn't wired for programming, so I stopped working on this almost 3 years ago, and started playing the piano and MG, haha.

I don't know if anyone would find this worth salvaging, or if it's unique compared to other cli trash cans. Though I don't wish for anyone to waste their time helping me because I don't work on it anymore. But here are the links if anyone is curious.

coded in 'C'.

http://sourceforge.net/projects/rmw/

I recently cloned it to GitHub

https://github.com/andy5995/rmw

 I know my code is not very professional, though rmw seems very stable. The biggest bug I think is this: http://sourceforge.net/p/rmw/discussion/881943/thread/fa611d1e/

I've been using rmw regularly since I wrote it.

Do many people use cli trash cans? Are there similar projects that are still actively developed? Is it best if I just forget about rmw?

52
Maps, tilesets and scenarios / Map - Guerilla Warfare
« on: 27 January 2016, 06:12:59 »


The comments I made in post #1 here https://forum.megaglest.org/index.php?topic=9790 apply to all my maps.

After chatting with Custom and titi, I decided I won't be making any more maps until I can spend more time on them. I appreciate their advice and thanks to them, and to filux and Jammy for trying them out with me. THANKS guys!

What I had in mind when I created this map was a dense forest, similar to Long Way Ahead, but the trees are pretty thin.

Download mgm file


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Guerilla Warfare</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

53
Maps, tilesets and scenarios / Map - Welcome to your Doom
« on: 27 January 2016, 06:04:03 »


The invisible barriers are shown below.



This map could benefit from some improvements if anyone likes the idea and cares to edit it. I wanted to create a map that requires a different strategy, but not really sure yet how well it will play.

I don't care too much about credit, so if anyone edits the map, he is welcome to put his name to it.

Download mgm file


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Welcome to Your Doom</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a
rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

54
MegaGlest / MG on Slackware
« on: 25 January 2016, 22:40:30 »
I thought I'd start a Slackware thread, for any questions or discussion related to running MG on Slackware.

For those who aren't aware, there is a site called Slackbuilds that provides scripts to help automate building Slackware packages and installing them.

Here is the listing for MegaGlest

https://slackbuilds.org/repository/14.1/games/megaglest/?search=megaglest

*post update
I forgot to mention a handy tool to use with Slackbuilds

Quote
Sbopkg is a command-line and dialog-based tool to synchronize with the SlackBuilds.org ("SBo") repository, a collection of third-party SlackBuild scripts to build Slackware packages.

55
MegaGlest / Multi-Player weekday (daily) game schedule
« on: 25 January 2016, 10:00:19 »
In reference to this thread
https://forum.megaglest.org/index.php?topic=9757.0

We'll try to set up a daily game schedule.

Weekdays  (M-F)

What times work best for you?

No sign-up needed. Just show up ~10 minutes before game start.

Presently, 4 time slots are scheduled:


3:00pm CST / 9:00pm UTC / 22:00 CET

4:30pm CST / 10:30pm UTC / 23:30 CET

07:30pm CST / 01:30am UTC / 02:30a CET

01:00am CST / 7:00am UTC / 08:00a CET
  (Tuesday am - Saturday am)



(time subject to change as more input from people is received)

Related thread: Weekly game schedule

56
MegaGlest / Multi-Player weekly game schedule
« on: 25 January 2016, 09:54:50 »
In reference to this thread
https://forum.megaglest.org/index.php?topic=9757.0

I would like to try scheduling a weekly game.

4 humans vs. 4 humans on an eight player map.

If too many humans show up, a second game will be started, and the ? vs ? will be determined by the number of humans at that time.

I don't know what days and time would work best so I'll just throw one out.

Thursday, Jan. 28th, at 3:00pm CST / 9:00pm UTC / 22:00 CET,

There is no need to sign up, just show up ~10 minutes before the start time. Check this message thread for changes.

Newbies and experts are all invited to join!

Related thread: Multi-Player weekday (daily) game schedule

57
MegaGlest / building 3.12.0 from source
« on: 24 January 2016, 19:53:43 »
It's strange. I've been building from git with no problem, but now I can't build from megaglest-source-3.12.0.tar.xz

Quote
Cannot find source file:

    /home/andy/src/megaglest-3.12.0/source/shared_lib/sources/libircclient/src/libircclient.c

My system is Debian Jessie x64. I believe I have all the deps installed because I've been building from git for the past few weeks.

58
Feature requests / join a game in progress
« on: 24 January 2016, 01:01:46 »
When a player gets disconnected, his slot converts to AI mode.

What if the reverse were true? What if a player could join a game in progress and "take over" an AI slot?

That option would be enabled by the host. Sometimes players will not want any more people to join once the game is started.

59
Feature requests / toggle auto-attack mode
« on: 18 January 2016, 19:49:25 »
Slightly related to unit patrolling

I would like to suggest a way to toggle "attack-mode" during movement. For example, if I tell soldiers to move, they will automatically go into "attack-mode" when enemy is in range.

And "auto-attack-mode" would also be in effect when newly created units exit from a structure and move to a preset position. Sometimes a preset position has been overrun, and it would be helpful if they would stop sooner and join a battle.

But sometimes auto-attack wouldn't be wanted, and that's why I mention being able to toggle between auto and manual. (except for units on "patrol" - always auto)

60
Maps, tilesets and scenarios / Map - Jagged Torment
« on: 17 January 2016, 21:03:46 »


Download Jagged Torment V1.0

Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Strip Mining</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

61
MegaGlest / --use-ports option
« on: 16 January 2016, 20:58:56 »
For reference: wiki - MegaGlest command line options & wiki - MG/Dedicated Server

By default, I understand that localhost:61355 is one of the ports to which MG binds

I've opened an additional 10 ports (61367:61376)

My question is: would I then use --use-ports=61367,61367,61354 to prevent a conflict if another MG instance is running with default settings?

62
Closed feature requests / [already exists] go to maps by keypress
« on: 16 January 2016, 19:57:27 »
When setting up a game, the ability to go to maps that start with 'h' by clicking in the map selection field and pressing 'h'.

or any of the other 25 letters in the English alphabet. ;)

Perhaps a key combination would be needed to prevent conflicts. ex: press 'alt-h'.

63
Maps, tilesets and scenarios / Map - Strip Mining
« on: 16 January 2016, 18:49:04 »


Left vs Right, 6 players max
Download Strip Mining V1.0

License: Public Domain

64
Maps, tilesets and scenarios / Map - Equilateral Mayhem 3x3
« on: 15 January 2016, 01:55:09 »
This map is 128x64. The screenshot below shows almost the entire map during play, using the tileset 'Autumn'.

Equilateral Mayhem V1.0
http://i63.tinypic.com/2v8ip9y.jpg


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Strip Mining</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

65
Off topic / password strength philosophy
« on: 15 January 2016, 01:13:14 »
Opinions on this?

Quote
Which of the following two passwords is stronger,
more secure, and more difficult to crack?

D0g.....................

PrXyc.N(n4k77#L!eVdAfp9

You probably know this is a trick question, but the answer is: Despite the fact that the first password is HUGELY easier to use and more memorable, it is also the stronger of the two! In fact, since it is one character longer and contains uppercase, lowercase, a number and special characters, that first password would take an attacker approximately 95 times longer to find by searching than the second impossible-to-remember-or-type password!

Password Haystacks

66
Maps, tilesets and scenarios / Map - Long Way Ahead
« on: 14 January 2016, 21:56:28 »
I created a map. This is Long Way Ahead v1.0.

I read the instructions for going to photomode with F8, but that didn't work very well with my map because of it's proportion.
It's 512x32.

This is a screenshot from the map editor.

http://i67.tinypic.com/2rmb8gg.png

If anyone is interested in this map and would like to make edits to it, I am good with that.

This is my first MG map, so I'm sure there will be changes to it.


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Strip Mining</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

67
MegaGlest / Re: Snapshot / development builds
« on: 13 January 2016, 02:58:52 »
Tom, I ran  'MegaGlest-Installer-3.12-dev_x86_64_linux.run' (the installer) on a fresh installation of Fedora Core 23 x64.

The installer ran fine of course, but 'start_megaglest' gave me errors. Rather than installing libraries and trying to get it to work, I thought we might like to document the process from ground zero. Should I start a "Fedora Core" thread, and perhaps we can use the information later to update the wiki, if necessary? What do you think?


68
Feature requests / recalling a marked spot on the map
« on: 11 January 2016, 22:13:59 »
I still have trouble being able automatically go to a place I have previously marked on the map.

I use F2 to mark, and told to enter a cell hint.

I can do that. A flag appears.

But when I want to go back to that position on the map, I can't.

I asked someone in the game once, and he said "F3". And F3 is what I remember seeing in the "hints"

But when I use F3, an X appears under my mouse pointer.

I would like to be able to mark a spot on the map, and then use a key to go back to that spot quickly.

In the MG option, under Keyboard Setup, F3 is set to "bookmarkremove". How do I recall the bookmark?

69
Closed bug reports / [fixed] Crash as game is won
« on: 4 January 2016, 02:58:40 »
Quote
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]

I was playing scenario Beginner 1. I believe I was about to get the message that I won, but instead, the game crashed. I think I had destroyed the entire enemy base, but not positive. This is the error log:
Quote
[2016-01-03 20:44:56] Runtime Error information:
======================================================
In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0xb6e48caa] line: 0
./megaglest:()address [0xb6e48fb1] line: 0
linux-gate.so.1:__kernel_sigreturn()address [0xb6982d1c] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:()address [0xb5eb2c80] line: 0
./megaglest:Shared::Graphics::PixelBufferWrapper::getPixelBufferFor(int, int, int, int, int)address [0xb725a4e1] line: 0
./megaglest:Shared::Graphics::BaseColorPickEntity::getPickedList(int, int, int, int, std::vector<Shared::Graphics::BaseColorPickEntity*, std::allocator<Shared::Graphics::BaseColorPickEntity*> > const&)address [0xb7266542] line: 0
./megaglest:Glest::Game::Renderer::selectUsingColorPicking(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de08b4] line: 0
./megaglest:Glest::Game::Renderer::computeSelected(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de0d91] line: 0
./megaglest:Glest::Game::Gui::computeSelected(bool, bool)address [0xb6e080d5] line: 0
./megaglest:Glest::Game::Gui::update()address [0xb6e08627] line: 0
./megaglest:Glest::Game::Game::update()address [0xb6d4bdbf] line: 0
./megaglest:Glest::Game::Program::loopWorker()address [0xb6e6d2c7] line: 0
./megaglest:Glest::Game::glestMain(int, char**)address [0xb6e56072] line: 0
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0xb6e5e1a8] line: 0
./megaglest:main()address [0xb6c3fc7f] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:__libc_start_main()address [0xb5d9ba63] line: 0
./megaglest:()address [0xb6c46957] line: 0

This was the terminal output:
Quote
./megaglest
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]
mgtest@asus:~/megaglest-git/megaglest-source/mk/linux$ ./megaglest
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]
Game unique identifier is: a8cab710-b28a-11e5-a913-67f19378f672
Auto Change resolution to (1280 x 768) from (800 x 600)
Auto Change resolution to (1280 x 768) from (800 x 600)
Auto Change resolution to (1280 x 768) from (800 x 600)
In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:
Error saved to logfile [/home/mgtest/.megaglest/error.log]
*ERROR* [2016-01-03 20:44:55] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 641] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:
] gameInitialized = 1, program = 0xb8a08818
*ERROR* [2016-01-03 20:44:56] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 660] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0xb6e48caa] line: 0
./megaglest:()address [0xb6e48fb1] line: 0
linux-gate.so.1:__kernel_sigreturn()address [0xb6982d1c] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:()address [0xb5eb2c80] line: 0
./megaglest:Shared::Graphics::PixelBufferWrapper::getPixelBufferFor(int, int, int, int, int)address [0xb725a4e1] line: 0
./megaglest:Shared::Graphics::BaseColorPickEntity::getPickedList(int, int, int, int, std::vector<Shared::Graphics::BaseColorPickEntity*, std::allocator<Shared::Graphics::BaseColorPickEntity*> > const&)address [0xb7266542] line: 0
./megaglest:Glest::Game::Renderer::selectUsingColorPicking(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de08b4] line: 0
./megaglest:Glest::Game::Renderer::computeSelected(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de0d91] line: 0
./megaglest:Glest::Game::Gui::computeSelected(bool, bool)address [0xb6e080d5] line: 0
./megaglest:Glest::Game::Gui::update()address [0xb6e08627] line: 0
./megaglest:Glest::Game::Game::update()address [0xb6d4bdbf] line: 0
./megaglest:Glest::Game::Program::loopWorker()address [0xb6e6d2c7] line: 0
./megaglest:Glest::Game::glestMain(int, char**)address [0xb6e56072] line: 0
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0xb6e5e1a8] line: 0
./megaglest:main()address [0xb6c3fc7f] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:__libc_start_main()address [0xb5d9ba63] line: 0
./megaglest:()address [0xb6c46957] line: 0
]
Segmentation fault

70
MegaGlest / cmd arg to change default config directory
« on: 4 January 2016, 01:54:07 »
How can I change the default config directory from the command line when I start megaglest? For testing, I'd like to specify something other than ~/.megaglest

I searched the wiki and forum, and looked at the --help options but didn't see the answer.

71
This happens on 3.11.1 and the current git version. I'm using binaries I've built on my system (Debian 8 Jessie 32-bit)

I started megaglest on VT7 and set up a game. It's at the screen to wait for players.

I login to X on another display VT3, on the same computer, with a different username.

I start the git version of MG, set up a game, wait for players.

When I switch back to VT7, I notice the "not ready" status is blinking very rapidly, but blinks normally after a few seconds.

The same thing happens when I switch back to VT3. Also, on both displays, the team numbers blink rapidly. They stop blinking rapidly when the "not ready" status stops blinking rapidly.


72
Bug reports / ini-path argument using relative path, non-critical
« on: 2 January 2016, 19:43:27 »
This applies to Rev: 5354.60f7eb5

The --ini-path argument seems to be broken for me. Here's what happens when I use the absolute path:

Quote
andy@asus:~/megaglest-git/megaglest-source/mk/linux$ ./megaglest --headless-server-mode --ini-path=/home/andy/.megaglest-git/
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5354.60f7eb5] - using STREFLOP [SSE] - [no-denormals]
terminate called after throwing an instance of 'Shared::Platform::megaglest_runtime_error'
  what():  File NOT FOUND, can't open file: [/home/andy/megaglest-git/megaglest-source/mk/linux//home/andy/.megaglest-git/glest.ini]

Also, shouldn't mg be looking for glestuser.ini, and not glest.ini?

73
MegaGlest has been nominated for the 2015 LinuxQuestions.org Members Choice Awards -> Open Source Game of the Year

Voting ends on Feb. 10th

Good luck!

74
Feature requests / game start count-down timer display
« on: 1 January 2016, 21:26:49 »
I would like to suggest a feature to set the time - in minutes - of when a game will start. Once set, the count-down timer will display to users who join a pending game. They will see the timer, and they can decide to wait, or come back, or try to start another game.

Once the timer reacher reaches 0, the game will auto-start, unless the user controlling it makes a change to the timer.

I believe using a timer will make it easier for 8/4 player games to be played.

For example, if I were controlling a game, and the current local time was 03:24, I would set the count-down timer to 36, 66, or 96 minutes.

75
Feature requests / harvest buildings for resources
« on: 1 January 2016, 20:44:18 »
Quote
<andy_5995> Any talk of being able to harvest buildings for extra resources?
<alket> what do you mean andy_5995 ?
<andy_5995> nm, I need to take a closer look at feature requests in the forum
<andy_5995> Oh, I mean, in some RTS games I've played, one can harvest buildings
<andy_5995> like, for example, if you don't need a defense tower anymore, a worker
<andy_5995> can harvest it for the amount of resources it took to originally build it
<alket> ah to sell back ?
<andy_5995> or if your base has moved, and you've secured a new area, you can harvest your buildings that are
<andy_5995> now very far behind the front lines
<andy_5995> umm.. I woudn't use the term "sell back"
<andy_5995> But I think you know what I mean. If you mine or harvest a defense tower, you get 100 gold and 250 wood (?)

I see there is a similar topic here: Gain resources from building you destroy

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