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Messages - andy_5995

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51
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


53
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.

54
Mods / Re: The Greeks
« on: 11 June 2019, 22:56:42 »
Here is A5

55
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 6 June 2019, 20:07:13 »
Thanks for the work Andy! Is the 12 already on the mod center?

You're welcome, Pizza. It's on the server but not in the mod center. I think it would need more playing and testing by titi before it could get approved.

He and I played it a couple days ago. One thing he mentioned is that he likes the Ent! He'd like to see it become available sooner; I haven't decided yet how that would be. Perhaps after the first upgrade in the lore house instead of the 2nd (mystical forest).. or I could move mystical to the first slot. And then reduce the time cost of producing the Ent.

56
Mods / Re: The Greeks
« on: 6 June 2019, 20:03:41 »
@Pizza, thanks. It'll be about as "real" as the megapack factions. :) Won't change much at this point except for fine-tuning hopefully.

@Elvas, the "ball guy" is Atlas... condemned to carry the heavens on his shoulders. So.. the ball basically represents the sky.

I'm glad you like the new form, thanks for the feedback and for helping us test.

I'm sorry you find the chickens too loud. They are the same chickens and sounds used with the Egypt faction, I think. I bet it's something about the pitch that your noticing. I haven't heard anybody mention that its bothersome before. If you think it's something that needs changing, you could open a ticket on the repo so the volume levels can get adjusted in all the chicken audio files.

57
Mods / Re: The Greeks
« on: 4 June 2019, 17:49:37 »

58
Mods / Re: The Greeks
« on: 2 June 2019, 04:48:38 »

59
Mods / Re: The Greeks
« on: 1 June 2019, 20:47:16 »
Greeks_A2 released and is on the server.

60
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

61
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 28 May 2019, 03:25:29 »
Elves_A12 released.

62
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 25 May 2019, 18:16:12 »
Released A11 and it's now on the server.

Changes are mostly related to adding visual and audio effects.

63
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 16 May 2019, 02:06:56 »
Great, thanks Andy! what are the changes betwen a09 and a10? I couldn't find a changelog on github :D

You're welcome :)

No ChangeLog, best way right now though not ideal is the commit log. Commits from May 2 to May 13 are the changes between 9 and 10.


64
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 13 May 2019, 17:43:48 »
Though no new gryphon models yet, but elves_10 is released.

It's also on the headless server now, so can be played multi-player regardless of who is hosting. If you don't already have the file, you will get offered the download when you join a game where someone is hosting the elves.

65
Feature requests / Re: Port Glestimals from GAE
« on: 10 May 2019, 09:07:18 »
Intended, and glad you caught it. :)

66
Feature requests / Re: Port Glestimals from GAE
« on: 7 May 2019, 11:11:36 »
Ability to harvest animals would be an excellent feature addition for modders; I don't see how it would work with MegaPack because some factions don't require food.

But this feature would surely give modders a lot more meat to play with.

67
This is an example of how it's done in 0 A.D.

In the 2nd image, the info is displayed when right-clicking on the unit icon in the center dashboard. Works for enemy units as well.

https://imgur.com/a/JiiJ4ey

68
I did see this info, but it's not very obvious. The extra information I wanted to see in the "hover" was what resources the building can store, so I know e.g. to build a blacksmith near a forest.

I'd have to agree.

Quote
titi just taught me today how to see the attack strength of a unit: by hovering over the "attack" icon of that unit.
And that doesn't help a player compare the attack strength of a unit against that of an enemy's.

70
Feature requests / Re: MegaGlest Achievements
« on: 4 May 2019, 07:40:41 »
alket did some work on this recently.

71
Feature requests / Re: Multiple boost effects per skill
« on: 4 May 2019, 07:31:59 »
I think I know what you mean. You can only have one attack boost section per skill, and therefore can only affect either yourself, your ally, or your foe. Having the option to boost yourself and your ally would be good, and also affecting your enemy, all in the same skill.

72
Mods / Re: Add elf faction to mod center
« on: 4 May 2019, 07:19:10 »
Ok, titi, but could you put elves_A9.7z on the server?

titi approved this idea, but we will wait a little longer. He's working to improve the gryphon model, and I've made a few changes to the data since the A9 release. Maybe we can polish it enough so that it's suitable for the mod center.

For those who don't know, if something is "on the server", that means it can be played on the headless server, even if it's not available for download from the mod center. So having it on the server is some good progress. :)

73
Feature requests / Re: Simple Water Waves
« on: 4 May 2019, 07:16:51 »
I applied the patch locally and made a couple demo videos.

74
Feature requests / Re: Adding more feedback over chat
« on: 4 May 2019, 07:15:16 »
I think it would be a good change, as helpful in some cases as the messages that inform players that an upgrade has completed.

I'll test your PR later to help get some activity on it. :) Thanks for submitting it.

75
@titi_son, thank you for the excellent explanation

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