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Topics - titi_son

Pages: 1 [2]
26
Maps, tilesets and scenarios / Minecraft Tileset
« on: 9 March 2012, 18:54:46 »
I read this in the Glest Total War topic ( now Cube Warfare ) :
Minecraft! :P Great look man! ;) But why do the workers have no faces?
and then i decide to make a MINECRAFT tileset...
If you don't think that it looks like minecraft call it pixelworld...

DOWNLOAD  ;D


(click to show/hide)

27
Ok
my question is the title  ;)
maybe for the vbros packs
In the poll there are only the factions from mods menu because some Players don't know how to download other ones here in the forum and install them.

I don't know what i vote nihilirian or japanese  :confused:
EDIT: I vote for nihilirian

and ,before i will remove, who of you guys added the option "Stick with the megapack" and why???
THIS IS OPTIONAL to the multiplayer normal sessions

Lets finish the Vote on Fr Okt 21 (because less voting).
I will announce it on the Sun Okt 16 for the Sam Okt 22,
But only if there are more then 15 votes
Is that okay?

28
Mods / alien robots beta release
« on: 2 October 2011, 07:19:30 »
D O W N L O A D

I made my first faction alone:
This is a beta version. I need some more sounds and I have to work on the worker!
In this faction you got lots of flying units. You just can build an upgrade center,space station,rocket_turret,laser_tower and a ship factory as buildings!
(click to show/hide)

Before you ask : This aren't aliens these are robots from aliens!

( update by titi: He forgot to mention that this mod is made for the current SVN version. Many things do not work as expected in the 3.5.2 release but it works somehow. But the cool things like roted climb and spawn attacks of little spawned spiders are ignored there. )

29
Feature requests / Selectable Difficult for scenarios
« on: 24 September 2011, 21:54:35 »
Copied from MegaGlest feature requests

I mean the following:
If in the script of the scenario are these lines:
Code: [Select]
<difficult-selectable value="true"/>
<difficult number="1" name="Easy"/>
<difficult number="2" name="Medium"/>
<difficult number="3" name="Hard"/>
</difficult-selectable>
You will be ask before start for difficult and
there is a variable for the producer of the scenario (like unitCount )
This variable is set on the number before the name of the difficult.

If this is to hard to make this way may be easier:
Questions ingame: Then you can ask for something like "Do you want 20 archers or swordmans?" too.

i need that for my time is the enemy scenario because i want to ask for difficult.  :P

30
Feature requests / Selectable Difficult for scenarios
« on: 24 September 2011, 21:54:35 »
I mean the following:
If in the script of the scenario are these lines:
Code: [Select]
<difficult-selectable value="true"/>
<difficult number="1" name="Easy"/>
<difficult number="2" name="Medium"/>
<difficult number="3" name="Hard"/>
</difficult-selectable>
You will be ask before start for difficult and
there is a variable for the producer of the scenario (like unitCount )
This variable is set on the number before the name of the difficult.

If this is to hard to make this way may be easier:
Questions ingame: Then you can ask for something like "Do you want 20 archers or swordmans?" too.

i need that for my time is the enemy scenario because i want to ask for difficult.  :P

31
Feature requests / Deathmatch and and a mode i don't know a name for
« on: 9 September 2011, 14:58:32 »
For the Deathmatch:
1. idea:
works like a normal game but at the end (which is like the normal too) the team with the most kills win
2.idea
the first team which gets playercount*100 kills won. if the game ends before a team get the kills idea 1 is used

The mode i don't know a name for:
There is a statue in the middle of the map ( this mode needs new maps or you can set a startpoint of a player as statue ).
If your team touch the statue a timer starts. It stops if the other team touch the statue then the timer of the other team starts.
If your team touch the statue again the timer goes on.The first team which gets maybe 120 seconds has won.

i nearly recreated this mode a in a scenario but i needed too create a new faction for that
The cpu have to attack the statue instead of attacking the enemy

This mode is from tribaltrouble2

maybe these ideas are the baddest ever but i have to post them  :P

32
do i have to say anything?
(click to show/hide)

33
Bug reports / BUG,Multiple projectile,svn rev:2464,linux
« on: 10 July 2011, 15:42:05 »

34
Closed bug reports / [fixed] BUG with timer_event in lua
« on: 6 July 2011, 18:10:22 »
https://forum.megaglest.org/index.php?topic=7321.0 under simple bugs with the timer:
First one:
If you press Pause the timer goes on...
Second one:
If you change the speedloops in the glest.ini (i do this sometimes for example to balance factions) the timer just has speedloops 2

35
I made 2 simple scenarios for mg-mod-section
THEY ARE REALLY SIMPLE BUT FUNNY. If something is wrong with my english in the scenarios or in the Descriptions please report that.
I am waiting for feedback...

(click to show/hide)

First one: Time is the enemy UPDATED AGAIN THE THIRD TIME ( OK version numbers now: this is 1.3 ):
Download:http://www.titusgames.de/scenarios/time_is_the_enemy/time_is_the_enemy.7z

Changelog:
-Counter is in min and sec now
-Your Units can't hide anymore after GameEnd

-set fog of war to explored (is that needed?)
thanks to filux for this 3 ones

Description:
Story:
The King has "a small Problem" with the norsemen and you have to work on it.
You have 8 min to do that or the enemy gods are coming ...
A scenario where you play vs the time.

(click to show/hide)

Second one: Where are the units:
Download:http://www.titusgames.de/scenarios/where_are_the_units/where_are_the_units.7z

Description:
Story:
The King has a Problem and you have to work on it.
You and your enemy ( which is a cpu-mega )
have got all Buildings but only the normal units at start.

(click to show/hide)

36
The G3d viewer doesn't load the particlexml if it is in an extra folder :
IN MEGAGLEST THE PARTICLES WORK!!!!

The particle.bmp is placed under unit/images/particle.bmp

Unit xml (only the skill):
Code: [Select]
<skill>
<type value="harvest"/>
<name value="harvest_skill"/>
<ep-cost value="0"/>
<speed value="200"/>
<anim-speed value="0"/>
<animation path="models/unit.g3d"/>
<particles value="true">

<particle-file path="particle/particles.xml"/>

</particles>

<sound enabled="false" start-time="0">
<sound-file path="sounds/initiate_harvest1.wav"/>
<sound-file path="sounds/initiate_harvest2.wav"/>
<sound-file path="sounds/initiate_harvest3.wav"/>
<sound-file path="sounds/initiate_harvest4.wav"/>
</sound>
</skill>

Particle xml (placed under /unit/particle/particles.xml):
Code: [Select]
<?xml version="1.0" standalone="yes"?>

<unit-particle-system>

    <texture value="true" path="images/particle.bmp" luminance="true"/>

<mode value="normal"/>

<primitive value="quad"/>

<offset x="0" y="-4.0" z="1"/>

<direction x="0" y="1.0" z="-0.4"/>

<color red="0.0" green="0.9" blue="0.1" alpha="1.0" />

<color-no-energy red="0.0" green="0.4" blue="0.0" alpha="1.0" />

    <radius value="0.3" />

    <size value="1" />

    <size-no-energy value="0" />

    <speed value="5" />

<gravity value="0.1"/>

    <emission-rate value="4" />

    <energy-max value="50" />

    <energy-var value="0" />

    <fixed value="false" />

    <relative value="true" />

    <teamcolorNoEnergy value="false" />

    <teamcolorEnergy value="false" />

<!--trajectory type="spiral">

<speed value="14.0"/>

<scale value="1"/>

<frequency value="0.5"/>

</trajectory-->

</unit-particle-system>

I won't say what i am working on while i found out this ...

37
I found a bug in the Game Mod menu  :D

What i did:

1.I removed the tileset: mother_board
2.Pressed Return (the button in game not the one on keyboard  :P )
3.crash

Code: [Select]
#0  0x081d17b7 in Glest::Game::MenuStateMods::mouseMove (this=0xa7bec40, x=517, y=49, ms=0x85470f8) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_mods.cpp:1537
#1  0x08193483 in Glest::Game::MainWindow::eventMouseMove (this=0x9cd9f50, x=663, y=957, ms=0x85470f8) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:727
#2  0x08418d0c in Shared::Platform::Window::handleEvent () at /home/tscharn/megaglest_svn/megaglest/source/shared_lib/sources/platform/sdl/window.cpp:157
#3  0x081a8f8d in Glest::Game::ExceptionHandler::handleRuntimeError(char const*) ()
#4  0x0819def1 in Glest::Game::handleSIGSEGV (sig=11) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:569
#5  <signal handler called>
#6  0x081d17b7 in Glest::Game::MenuStateMods::mouseMove (this=0xa7bec40, x=518, y=48, ms=0x85470f8) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_mods.cpp:1537
#7  0x08193483 in Glest::Game::MainWindow::eventMouseMove (this=0x9cd9f50, x=664, y=958, ms=0x85470f8) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:727
#8  0x08418d0c in Shared::Platform::Window::handleEvent () at /home/tscharn/megaglest_svn/megaglest/source/shared_lib/sources/platform/sdl/window.cpp:157
#9  0x081a8f8d in Glest::Game::ExceptionHandler::handleRuntimeError(char const*) ()
#10 0x081a3435 in Glest::Game::glestMain (argc=1, argv=0xbfd01944) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:2638
#11 0x081a6ea4 in Glest::Game::glestMainWrapper (argc=1, argv=0xbfd01944) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:2694
#12 0x081a6fc8 in main (argc=1, argv=0xbfd01944) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:2716
(xxgdb)

i never used mother_board after download because i made the german translate for the "You currently have: %d files downloading, exit and abort these download(s)?" question

38
MegaGlest / Improved Minaret Projectile
« on: 5 April 2011, 13:11:25 »
I made a new attack for the minaret because i think that a singing man doesn't shot souls or skulls  ;)

Here is a Picture of the new attack:
(click to show/hide)

Is that a good idea?

39
if you start a scenario with the command ./glest --load_scenario=example_scenario
it really often crash with my scenario ( i tried it 3 times with another scenario but it don't crash ):

(click to show/hide)

(something with sound i think because at last it says on the loading screen "Starting music stream")
if i just run ./glest and choose the scenario it don't crash

(click to show/hide)

40
Closed bug reports / Crash (Linux 32 bit) [Fixed]
« on: 2 January 2011, 22:25:44 »
Exact version :v3.4.0-dev[Jan 2 2011 19:43:03, Rev: 1432M]

I had a crash in a multiplayergame

I was client and the game was hosted by Jack

My brother was client too ( same router ) and he did not crash.

Terminal:(sorry only the end, but the other lines looked all like the first one)
Code: [Select]
[2011-01-02 23:01:46] *ERROR* In [/home/tscharn/Desktop/glest/megaglest/megaglest/source/glest_game/network/network_message.cpp::receive Line: 369] ERROR / WARNING!!! Insufficient data to read entire command list [need 3311 bytes, only 2496 available].
glest.bin: /home/tscharn/Desktop/glest/megaglest/megaglest/source/glest_game/type_instances/faction.cpp:215: bool Glest::Game::Faction::reqsOk(const Glest::Game::CommandType*) const: Assertion `ct != __null' failed.
( http://megaglest.pastebin.com/DjBe4Eb5 )

41
Maps, tilesets and scenarios / Improved New Tileset: Spring
« on: 15 May 2010, 16:10:50 »
8) F I N I S H E D 8)

DOWNLOAD HERE :)
http://www.titusgames.de/tilesets/spring_v2.zip  

This Tileset is also part of megaglest now.  ;D

 


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