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Messages - titi_son

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101
:( you can't load old savegames....
ok its not you fault but i dont want to build everything again.
The HUD is pretty helpful because it tooks some time until i got what furs are in version 1.0.

Maybe more feedback later. I will discover the map now.

102
I really like the scenario  :D
I nearly dont explored the island until now and just did what the msgs say  :P :P
but now i am finished. It says i have to build a advanced tower... but you can't build it.
i looked in the techtree and there is a advanced tower. Is it on purpose that you can't build the advanced tower until now?

Today i dont have time to play anymore... tomorrow i will explore the map i think  ;)

103
i got it :D
sry I didnt see anyone else is working on it already...
maybe you can make it better than me because i display the Position here:


the changes i made (svn diff output) :

Code: [Select]
Index: source/glest_map_editor/main.cpp
===================================================================
--- source/glest_map_editor/main.cpp (Revision 4566)
+++ source/glest_map_editor/main.cpp (Arbeitskopie)
@@ -304,6 +304,7 @@
  -2, // Brush Type
  -2, // Brush 'Value'
  -1, // Brush Radius
+ -2, // Position
  };
  CreateStatusBar(siCOUNT);
  GetStatusBar()->SetStatusWidths(siCOUNT, status_widths);
@@ -314,6 +315,7 @@
  SetStatusText(wxT("Brush: Height"), siBRUSH_TYPE);
  SetStatusText(wxT("Value: 0"), siBRUSH_VALUE);
  SetStatusText(wxT("Radius: 1"), siBRUSH_RADIUS);
+ SetStatusText(wxT("Position: 0"), siPOS_VALUE);
 
  wxToolBar *toolbar = new MainToolBar(this->panel, wxID_ANY);
  toolbar->AddTool(miEditUndo, _("undo"), wxBitmap(edit_undo), _("Undo"));
@@ -603,6 +605,7 @@
  objectUnderMouse = currObject;
  }
 
+ SetStatusText(wxT("Position: ") + ToUnicode((program->getCell(x,y))), siPOS_VALUE);
 //#ifdef WIN32
  //repaint = true;
 //#endif
Index: source/glest_map_editor/program.cpp
===================================================================
--- source/glest_map_editor/program.cpp (Revision 4566)
+++ source/glest_map_editor/program.cpp (Arbeitskopie)
@@ -10,6 +10,7 @@
 // ==============================================================
 
 
+#include "conversion.h"
 #include "program.h"
 #include "util.h"
 #include <iostream>
@@ -183,6 +184,12 @@
  }
 }
 
+string Program::getCell(int x, int y) {
+ int i=(x - ofsetX) / cellSize;
+ int j= (y + ofsetY) / cellSize;
+ return intToStr(i) + "," + intToStr(j);
+}
+
 int Program::getResource(int x, int y) {
  int i=(x - ofsetX) / cellSize;
  int j= (y + ofsetY) / cellSize;
Index: source/glest_map_editor/main.h
===================================================================
--- source/glest_map_editor/main.h (Revision 4566)
+++ source/glest_map_editor/main.h (Arbeitskopie)
@@ -53,6 +53,7 @@
  siBRUSH_TYPE,
  siBRUSH_VALUE,
  siBRUSH_RADIUS,
+ siPOS_VALUE,
  siCOUNT
 };
 
Index: source/glest_map_editor/program.h
===================================================================
--- source/glest_map_editor/program.h (Revision 4566)
+++ source/glest_map_editor/program.h (Arbeitskopie)
@@ -175,6 +175,7 @@
 
  int getObject(int x, int y);
  int getResource(int x, int y);
+ string getCell(int x, int y);
  static const MapPreview *getMap() {return map;}
 };
 

EDIT:@titi its not good for scenarios because a map having 128*128 cells in map editor has 256*256 ingame....

104
Feature requests / Re: archers shooting own units
« on: 23 September 2013, 18:33:37 »
Shooting your own units is a problem. The only expensive melee units that are not worth it are the knight and the ghost_armor or which units do you mean? I dont know any other...

105
Mods / Re: How to make an upgrade researchable more than once?
« on: 23 September 2013, 18:11:57 »
give him 1 hp and -1 hp regenration

106
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 17 September 2013, 19:45:07 »
I just wanted to post a comment like this so you think about this point too.

Maybe my comment was a bit extreme...
I really like command queuing so I have no problem with new features I just wanted you to think about this.

107
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 16 September 2013, 19:02:07 »
so you want a button which auto-produce units if there are enough resources?

but then if you have to fight you dont have to produce units and then the attacked one does not have any chance to win because the other one has always enough units.

Next thing is auto-repair,auto-let-new-produced-units-attack,auto-build-new-building-if-enough-resources,auto-heal,auto-attack-the-strongest-unit-first... in the end you only give the auto-commands once and then wait until you win or loose.

108
MegaGlest / Re: Full game recorded! Watch it!
« on: 14 September 2013, 17:49:58 »
I was using simplescreenrecorder to record, openshot to cut and blender for the Animation at start.

SimpleScreenRecorder: http://www.maartenbaert.be/simplescreenrecorder/
OpenShot: http://openshot.org/

109
Mods / Re: Lego Mod!
« on: 22 June 2013, 23:42:00 »
if this is really dead, maybe you should post what you have got so far. And maybe someone will continue it? ElimiNator maybe?

Because i like the idea of a Lego mod

110
I also found some bugs which you could fix :)

if i start Japanese i get this:

Code: [Select]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 10 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/taketaba_teppo_death.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuseridle.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 1 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/taketaba_teppo_morph.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuser_deathb.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserdeath.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserb_deathc.g3d]

So i think muzzleflash.tga is missing. Maybe its the muzzleflash.tga in the teppo_ashigaru Unit.
I can play normally but i think you should fix this.

111
sry canoe is already in mg  :-[ ....

112
yes, --headless-server-mode=exit is what i wanted...

113
I have 2 Maps here .... where is the difference between lakesway and 1vs1_2vs2_lakesway ???
and why 5vs2b1 and not five_on_three. If its five_on_three i want the map.

And what about a poll? :)

I want : 1vs1_2vs2_lakesway,6player,another_riverside_a3,clinch,grandezza_a2,hells_clam_2,intermezzo,o_masters,one_king_fairplay,ragor_a1,renkontre,tour_de_force

I dont want:Paraiso BR_2013.mgm

i dont know (enough) about the rest of the maps.

and i want one map which is not listed here yet : canoe

114
Feature requests / Re: Next/new hint button on loading screen
« on: 17 June 2013, 14:14:43 »
1. There is no button you just have to click.

2. I dont  how to add a translation in transifex... I cant do it.  :| Maybe tomreyn will teach me ;)

115
Closed bug reports / [fixed] rev.4455 Joining a match
« on: 14 June 2013, 20:47:17 »
if you join a match client crashes (after some seconds)

Code: [Select]
[New LWP 7511]
[New LWP 7520]
[New LWP 7515]
[New LWP 7519]
[New LWP 7514]
[New LWP 7513]
[New LWP 7518]
[New LWP 7524]

warning: Can't read pathname for load map: Eingabe-/Ausgabefehler.
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest'.
Program terminated with signal 6, Aborted.
#0  0x00007f91712cc425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007f91712cc425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007f91712cfb8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00007f91712c50ee in ?? () from /lib/x86_64-linux-gnu/libc.so.6
#3  0x00007f91712c5192 in __assert_fail () from /lib/x86_64-linux-gnu/libc.so.6
#4  0x00000000004fb4ea in Glest::Game::GraphicListBox::setSelectedItemIndex (errorOnMissing=<optimized out>, index=<optimized out>, this=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/facilities/components.cpp:413
#5  0x000000000054c962 in Glest::Game::GraphicListBox::setSelectedItemIndex (this=0x3c7d490, index=<optimized out>, errorOnMissing=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/facilities/components.cpp:413
#6  0x00000000008075dd in Glest::Game::MenuStateConnectedGame::setupUIFromGameSettings (this=0x3c7ac50, gameSettings=0x3c7ca70, errorOnMissingData=true) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_connected_game.cpp:4525
#7  0x0000000000813694 in Glest::Game::MenuStateConnectedGame::update (this=0x3c7ac50) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/menu/menu_state_connected_game.cpp:3138
#8  0x00000000006d08e9 in Glest::Game::Program::loopWorker (this=0x2cbd1a0) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/program.cpp:458
#9  0x00000000006c27d0 in Glest::Game::glestMain (argc=<optimized out>, argv=<optimized out>) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:5388
#10 0x00000000006c79b4 in Glest::Game::glestMainSEHWrapper (argc=1, argv=0x7fff4522c968) at /home/tscharn/megaglest_svn/megaglest/source/glest_game/main/main.cpp:5633
#11 0x00007f91712b776d in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#12 0x00000000005038d9 in _start ()

116
Feature requests / Re: Next/new hint button on loading screen
« on: 13 June 2013, 20:17:23 »
Added in svn rev#4440

You just have to click to see the next hint

117
UPDATED

Version 1.3

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

118
Hm okay.
But in normal games the Player dont have to kill all the units and that may confuse them. So if i implement this i have to change the message so that this is clear.

I have to think about this...
I think i will first ask for a place in the mod-center and then ....

But i will include the clock you made before i ask :)

119
Haha i dont loose if i have lost all my buildings.

I know you can do it like you but then you have to kill all units of the enemy. And thats really annoying if you have only a limited time.I want that you only have to kill the buildings. Like this the scenario is harder. For example a enemy cow hides in the trees and you dont find the cow, then you loose.

And what is the timer_event3 for? why does the game need to wait 3 seconds?
and I am not sure but i think timer_event1 is the same as timer_event2

Thanks for helping me. I think i will include the improved clock, the other stuff is not good enough yet.

120
UPDATED

see first post

please test one more time and give feedback then it will be added to mod center

121
:D ok

i didn't tried "dying" very often :)
but its too late for me today to fix that

EDIT: Thank you for the translation of the scenario name but i think i dont translate the name at the moment because the scenarios are sorted by their original name and that always confuse me...

EDIT2: I dont need cows. I just use disableConsume(1)

122
Thanks for your feedback and correcting!

At the time i made the scenario there were no "DisplayFormattedLangText" that was added to mg after i build my scenario.
And i would have asked titi about the mod centre but i got no feedback :(
So now it will mabe get in mod centre.

One more thing before i make a new version with your corrections:
Do you think the time is too long/ too short?

123
We played a full very fun game today with svn rev:4208
We had "Allow to join matches" on and at the end (when we already had won) i disconnected and reconnected without any problems.
Just for info.

But one thing... why can you reconnect if the game has already ended?
If we add a msg that asks you if you want to reconnect to that game, it would also be displayed if the game has already ended but the server didn't stop yet. i Just added this to the pad with ??? around it.

124
The second idea is not bad but...

The first idea is like the old music from annex and i liked the music :) .

125
Feature requests / Re: Name Creation on first game.
« on: 30 March 2013, 17:36:28 »
But then you can't see who is new...

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