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Messages - andy_5995

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101
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 11 April 2019, 05:26:28 »
The latest snapshot download: elves_A4 tested by me and Jammy.

102
I don't think the code above for patrol, load, unload, etc has been ported over to MG yet.

I just did a type of bunker implementation in this data commit on the elves mod.

It will store 4 archers.

103
MegaGlest / Re: Dealing with abuse
« on: 9 April 2019, 07:32:07 »
One might also consider that not having registered player names might be a problem for the goal of attracting new players. If a gamer see they can't register their nick and realize anyone can play with their nick, they may decide it's not worth it. Kind of like.. for example, would I want to be a regular user on an IRC network, or a message forum, where I know anyone could log in with my nick anytime they wanted?

Though even a registered user (if registration were required or implemented in the future) could change his nick if he was banned, and be able to re-register with a different IP, and so I acknowledge banning by nicks is not a guarantee; however, if a user loses his stats because his nick was banned, it would discourage him from either re-registering, or discourage him from repeating abusive behavior. Also, some people's IPs don't change very frequently, so banning a registered user may be very effective in many cases.

I don't think there's any immediate rush to implement anything to address any current abusive behavior. I haven't heard from other players that it's a big problem right now, and I've only experienced it... maybe 2x in the last 3 months.

To ensure fairness for players, definitely a set policy needs to be written so players have a clear idea of what's allowed and what isn't. And moderators need to be able to warn players by directing them to read the policy.

As for specific policy content, perhaps a simple derivative of something other game maintainers (or forum community maintainers) already have would be all that's needed.


104
Tools / Re: problem with rendering g3d files
« on: 8 April 2019, 20:58:27 »
I made this to show how to texture models: https://youtu.be/u0awroGc9BE

Thank you very much, indeed, Jammy. :) Finally was able to add my first texture using Blender with your video.

105
Looks like no one responded to OP's last question, and it changed the topic of the thread. But this topic is so old gonna lock it now. Elvas created a fresh one at https://forum.megaglest.org/index.php?topic=10055.msg93853#msg93853

106
Tools / Re: problem with rendering g3d files
« on: 7 April 2019, 21:20:24 »
I wonder if this is related to the problem I'm having with the elves academy construction model...

107
Mods / Re: Add elf faction to mod center
« on: 5 April 2019, 20:03:55 »
titi, how is this for building spacing?

https://imgur.com/htLm56g

108
Mods / Re: glest guide
« on: 5 April 2019, 19:15:48 »
Hi Elvas. Welcome to MG.

I think the link you want is at https://docs.megaglest.org/G3D_support

As for the sizes, it depends. If you load a few existing models into blender you can see how big they are. For example, the "main" building for each faction is about the same size. Fighters are about the same size as well.

One thing that needs to be done right now is the texture for the ladder on the "academy_cons.g3d" model needs to be added.

https://github.com/zetaglest/elves-testing/tree/master/factions/elves/units/academy/models

109
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 2 April 2019, 06:26:26 »
I will definitively join if we play elves :D I will try to stick around that time for a game this week.

Is a changelog with your changes available? I gave a look on github but saw only a couple of commits for cosmetic reasons (adding a preview image etc.), no trace of modification to the game.

No, there's isn't a changelog. And the reason the commit log is so short is because last year when I made all the changes (starting from what was available here in this thread), I was working from the ZetaGlest data repo. Since then, I removed the elves from the ZG data repo created a separate repo for it.

As for changes from this point forward, I'm not sure i'd want to maintain a ChangeLog. So many minor changes happen, and a week later something might get reverted or changed again with something like this. Once it's stable all the players will know how to play after just a few tries so for that reason, too, I'm not sure it would be worth my time to maintain a ChangeLog.

110
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 1 April 2019, 03:56:44 »
No list of issues yet. Me and Jammy had some discussions about it and made some adjustments when we worked on it for ZetaGlest. It's very playable, but some minor things may need changing. We played the A2 download today.

Peak playing times are around 20:00 - 23:00 UTC. If you join #megaglest-lobby on Freenode IRC, you can catch a game a lot more easily. We will often wait up to 10 minutes to start a game if a player lets us know that he/she will be joining.

The A2 version that I prepared is a little different than older downloads mentioned in this thread. The meeting point for sanctuaries isn't needed because they no longer produce elves.

Grace is provided by the sanctuaries (not a silly question)

111
I add my vote for this feature.

112
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 31 March 2019, 19:45:26 »
Today (after reading your post), I prepared the Elves for MegaGlest and it can be downloaded from elves_A2.7z

The repo for it is at https://github.com/zetaglest/elves-testing

It will need some play-testing before it's added to the server and mod-center.

The issues section on the GitHub repo can be used to report any problems or make feature suggestions.


113
Mods / Re: vbros pack 1 and 2 downloads not working
« on: 15 March 2019, 22:27:43 »
I was checking out vbros_pack_1 today. it's broken because the directory structure isn't right. Works fine after some files are moved around though. So probably best to remove that pack from the mod center until it's fixed.

114
MegaGlest / Re: Status of project as 2019?
« on: 14 March 2019, 19:30:17 »
Alket has recently completely re-did the stats section and it's really super-cool, but I don't think there's a live link to it yet, and I've lost the link. I'll find that out for you.
http://master.staging.megaglest.org/next/games.php

115
MegaGlest / Re: Status of project as 2019?
« on: 14 March 2019, 05:59:00 »
Thank you very much Andy!

You're welcome. :)

Quote
Is there any chance you will commit some code to MG? It is really a great project so it deserves to continue, that's the greatness of FLOSS.

Nothing planned, atm. There are a few pull requests open on the data and source repo. I'm primarily a C developer (and only as a hobby) and MG is CPP. While working on ZetaGlest, I never really did learn the codebase very well. most of what I did was related to the build system, documentation, and the data repo.

I know a lot of people agree with you that MG is great, love it, and want it to continue :) +1

Alket has recently completely re-did the stats section and it's really super-cool, but I don't think there's a live link to it yet, and I've lost the link. I'll find that out for you.

Quote
One more question, I am assuming that such forks don't use the same masterserver as MG. This unfortunately disperse the already not so big userbase. Thanks again for answering and if I hav more question I will do as you suggested!

You'd be correct to assume that, and for a while there were separate master servers for ZetaGlest and MegaGlest; however, Right now the new Glest web site links to the MG master server page. I don't know much about the Glest project since I left and have been focusing on other things. You may want to join their Discord server or check out the Glest web site for extra info about it's current state. The ZG project is basically dead (since Matt converted it to Glest), though I still plan to maintain the ZetaPack mod.

Quote
Do you have any idea of how many players play ZG or the new Glest? At the least do you think the numbers are simila to MG or bigger or lesser?

More people playing MG, some days are slower than others but it's not uncommon to see around 20 games on play.mg

I don't remember every playing with you. Do you play MG multi-player? If you have any trouble finding a game, let me know and we'll organize a time to play a CO-OP game vs the AI. Peak playing times are between 19:00 to 0:00 UTC but some days other times work better for me.

Oh, btw, you may have noticed MG is on Steam now.

116
Mods / Re: vbros pack 1 and 2 downloads not working
« on: 14 March 2019, 05:42:53 »
They can downloaded here:

https://www.moddb.com/mods/vbros/downloads/vbros-pack-1

https://www.moddb.com/mods/vbros/downloads/vbros-pack-2

Quote
Can we get this fixed?
Someone with admin access to the mod center will fix this eventually. Thank you for the confirmation, Pizza90!

117
Maps, tilesets and scenarios / Re: fresh maps download location
« on: 14 March 2019, 05:08:16 »
They've all been tested, some more than others.

118
Mods / Re: Magic Mod
« on: 14 March 2019, 05:06:59 »
At this time there hasn't been any discussion about changing Magic in MegaPack.

One reason is there's debate on what are "improvements". :)

The ZetaPack version we sometimes play is version A1. I haven't asked titi to put it in the mod center yet because there are some things I noticed need changing. But we still play it sometimes and it can be downloaded from Jammy's google drive at https://drive.google.com/open?id=1sK71diIdIaViSr8yPBUKnM_A8_IkxwqA

I've set up repos for future changes, one of them is at https://github.com/zetaglest/zetapack-testing so if you have any ideas for changes, feel free to use the GitHub issue tracker.

Docs aren't all in place yet. That repo uses 2 submodules. To pull and update them:

Code: [Select]
git submodule update --recursive --remote while in the zetapack-testing repo directory.

If you're not a git person, I'll post updates when there's a release.

The reason submodules are used is to hopefully make testing and integrating changes from other factions easier in the future.


119
MegaGlest / Re: Status of project as 2019?
« on: 13 March 2019, 18:04:36 »
Hi Pizza90

You have a lot of good questions, and I see you've done your homework. :)

I started playing MG in December of 2015 and became a contributor of maps and bug reports, and a little $, and some very minor patches. The developers of MegaGlest have no affiliation with ZetaGlest or the new Glest project. ZetaGlest was a project me and Jammy founded as an experiment basically, to see what we would be able to do with the code (there were some features we were interested in implementing that aren't part of MegaGlest).

While maintaining ZetaGlest, a dev named Mathusummut joined and became the primary developer and Windows expert. After a year of working on ZG, I turned it over to him, as I didn't have a strong desire to continue leading a project of that type and scope for an indefinite period of time (most likely years, lol).

He recently changed the project name to Glest. I have no idea why that name was chosen but I agree with you about it being confusing.

After that change, I noticed that most ZetaGlest pages were leading to 404 errors, so I recreated the org on GitHub, and re-added some related repos to archive them and added a blog post trying to explain the current status.

I went to back to playing and enjoying MG on a semi-regular basis, and am in regular contact with titi so I can probably answer the rest of your questions until you hear from the MG team directly.

As for MegaGlest, there have been many many commits since the release of 3.13.0, although there hasn't much activity lately. As you noted, a commit a few days ago, but before that there were several around July of last year.  There is no date scheduled for the next release but afaik they have no plans at the moment to deprecate the project.

Quote
Any chance to implement recent modifications they added?

We can't expect the MG devs to have the time to stay completely informed about new features of Glest, so that's too vague a question (though a good one!). Individual features and requests are still discussed on the forum here at https://forum.megaglest.org/index.php?board=21.0 Though obviously sometimes the discussions aren't engaged in at a swift pace. ;)

Quote
Is there a roadmap to look at for undrstanding what will be implemented in the future?

None that I'm aware of.

If there's any other details about ZetaGlest you'd like, feel free to contact me directly, forum PM, or use the Off-topic section of the MG forum.


120
Mods / Re: Prax Next - Hold Your Base - Mod (released 0.5.2 (wip))
« on: 22 February 2019, 09:31:26 »
I see there's a more recent version (0.5.7) that was released on 22-Aug-2016.

121
Closed bug reports / Re: [SCREENPLAY] All are dark
« on: 21 February 2019, 17:40:18 »
I'm sorry to hear you're having problems. As for system requirements, they are listed here. I've been using MG on Intel 1st Gen ( which is less than "Sandy Bridge"/2nd generation listed in the requirements) for 3 years. It ran fine except for some lag when there are a lot of units in the game, but that was caused by my Intel integrated GPU, and now works fine with my 1050.

According to this comparison chart, your PC probably doesn't meet the recommended system requirements, but that doesn't mean it won't be able to run MegaGlest.

122
Closed bug reports / Re: [SCREENPLAY] All are dark
« on: 21 February 2019, 16:49:11 »
I've had an Intel card for a while and haven't used the nouveau driver for years. Recently I got a GEFORCE GTX 1050 and installed the package "nvidia-driver" on Debian stretch and buster. As Ubuntu is Debian-based, there may be a similarly-named package. You might want to try that before you upgrade your operating system.

123
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.

124
MegaGlest / Re: Is there a latest update?
« on: 19 February 2019, 03:56:16 »
There is no latest version, it can be played in the windows10 system immediately after installation, and without any other installation and repair.

You posted this in the bug reporting section, but the post does not appear to be a bug report. Did you mean to post in another section?

125
Closed bug reports / Re: crash while playing scenario
« on: 19 February 2019, 03:54:24 »
Not yet

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