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Messages - andy_5995

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401
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.

402
Feature requests / Re: toggle auto-attack mode
« on: 24 January 2016, 00:59:50 »
I will try to better explain what I meant.

Example: When the game starts, I press <ctrl> + a.

Now anytime I move units, (or when newly created units exit buildings) they will automatically attack if they suddenly encounter enemy units.

If i am in a battle, and want to disengage auto-attack, I press <ctrl> + a again to toggle auto-attack to the "off" position.

To help make it more clear, this feature would make it so "a" + point and click would not be needed as often.

But now that I think more about it, it's probably not a very needed feature. Do any players more experienced than myself think this would be a good feature?


404
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 05:52:21 »
Please share what you get in the console and error.log as i added more info to show the location of the error

Pastebin Console output and error log

This new video may prove to be more enlightening. I intentionally reproduced the error at the beginning of the game.

You'll see near the end of the video, I made many selection areas with no crash.

But when the icons on right were in the selection area, CRASH

testing3_5404.a0337c8.avi (8 fps)

405
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 05:31:20 »
I just pushed some more debug code, please snag a build...

Rev: 5404.a0337c8

No sorry, same thing. The next two tries, I reproduced it twice.

Then I went to windowed mode, and couldn't reproduce it after two tries.

I noticed that the crash isn't happening as the game is won or lost. When I played in windowed mode, instead of when it usually crashed, the enemy kept going after my cows, and workers, before the window finally came up "You lose!"

Therefore my inexperienced guess would have to be it has something to do with the destruction of the last structure.

406
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 04:42:24 »
I hope this is good news.

I reproduced the error first try. I allowed myself to die early in the game.

And I have the video to prove it:

Download testing.avi

The crash is at the very end (3m:01s). You can see I was making selection squares with my mouse pointer just as my base is being destroyed.

The error messages stayed on the screen until I hit the enter key.

I'm sorry, but I don't want to spend time editing the video, but it's only 5 megs and 3m long. I only recorded at 4fps

I played on Rev: 5402.9cd3d6e

407
Closed bug reports / Re: my system_report.log
« on: 18 January 2016, 21:27:39 »
My system_report.log

Cpu freq is inaccurate because of ondemand governor. It's max is 3.2 Ghz

408
Closed bug reports / Re: Crash as game is won
« on: 18 January 2016, 20:50:47 »
Crash today at ~08:45PM UTC. titi suggested I post here.

Rev: 5394.c6c9eb1

http://pastebin.com/TFDSz7YY

409
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)

410
Feature requests / Re: Unit patrolling
« on: 18 January 2016, 19:46:26 »
I believe I know enough about command queuing to answer this, but forgive me if I misunderstood your question, titi.

Patrolling will allow continuous movement from all points selected, until they are told to do something different (or die), and automatically attack enemies when in sight.

afaik, this can't be done with command queuing, unless the commands are manually repeated.

411
Closed bug reports / Re: Crash as game is won
« on: 17 January 2016, 21:21:41 »
You're welcome.

412
Closed feature requests / Re: go to maps by keypress
« on: 17 January 2016, 21:20:39 »
If you want a map that starts with the letter T, shift+t and click the next map button

That works. Thanks.

413
Maps, tilesets and scenarios / Re: Map - Long Way Ahead
« on: 17 January 2016, 21:11:13 »
I see a problem with this map related to the dimensions. I'll most likely be redoing this map from scratch, and make it 256x32 instead of 512x32.

Other suggestions for improvements?

414
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>.

415
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 17 January 2016, 01:24:04 »
I don't have a strong opinion on this.

I think a field for the license is a good idea. Perhaps just make it a field that can't be changed, so it's CC-BY-SA by default. And if a user tries to edit the license, a message displays saying "According to the TOS, maps can only be licensed CC-BY-SA. Thank you for playing MegaGlest."

416
Closed feature requests / Re: go to maps by keypress
« on: 17 January 2016, 01:12:03 »
In both version of MG, I tried shift + <key>  and it didn't work for me.

I guess I will need detailed instructions on using a key combination. :\

417
MegaGlest / Re: --use-ports option
« on: 16 January 2016, 21:01:16 »
The answer to this question is "yes". (Filux answered on IRC)

418
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?

419
MegaGlest / Re: Fedora Core 23
« on: 16 January 2016, 20:12:28 »
Tom, you split this from the thread? I'm confused. I thought we were going to disregard the post above.

Thanks for trying and reporting back.

Unless we are going to craft packages for every Linux distribution and release, this is going to remain this way. With the (healthy) variety there is amongst Linux distributions, it is not possible to provide ready-made builds which work for everyone out of the box.

This is also discussed at https://megaglest.org/installation (a page the download page points to).

420
MegaGlest / Re: cmd arg to change default config directory
« on: 16 January 2016, 20:05:44 »
Here's a cmd argument that will change the location of $HOME/.megaglest

HOME=/home/andy/.config ./start_megaglest

By temporarily changing the location of HOME, the userDataPath (config dir) will be in /home/andy/.config/.megaglest


421
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'.

422
Maps, tilesets and scenarios / Re: Map - Strip Mining
« on: 16 January 2016, 19:20:57 »
Understood. I've changed it above to make it less restrictive.

423
Maps, tilesets and scenarios / Re: Maps overview
« on: 16 January 2016, 19:12:25 »
There is a directory of user made maps here

Dead link

424
Maps, tilesets and scenarios / Re: Map - Strip Mining
« on: 16 January 2016, 19:03:10 »
Thanks, Alket.

I've used CC licenses before, but not for anything like this. With the license I've chosen (above), people are allowed to make changes, right?

425
Maps, tilesets and scenarios / Re: Map - Equilateral Mayhem 3x3
« on: 16 January 2016, 18:54:29 »
Alket said this map was good but needs some improvements. Anyone care to discuss?



Download Equilateral Mayhem V1.0

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