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Messages - titi_son

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26
Maps, tilesets and scenarios / New 3v3 Map - Eagle Eye
« on: 6 March 2015, 22:48:33 »
I was bored which resulted in a map.
(click to show/hide)
D o W n L o A d

I played it once in a multiplayer match and it was pretty fun ( because we won :P )

EDIT: While taking the screenshot i realized that you can only preview maps with "forest" tileset. I think i will take a look at this feature request now: https://forum.megaglest.org/index.php?topic=9556.0 :)

27
Mods / Re: anotherSteampunkMOD
« on: 4 March 2015, 19:30:08 »
looks great. You can use more Vertices at the ballon i think. The computers got better today. Around 500 shouldn't make any problems.

28
Mods / Re: Low Tech/Feudal (released alpha 1)
« on: 3 March 2015, 19:22:05 »
sry maybe i sounded a bit harsh  :angel:

One trillion gold does work, but you used more. this can't be handled in the code. You can only use values which fit into one integer.
Around 2.000.000.000 would be max
Yours is 1.000.000.000.000

29
Mods / Re: anotherSteampunkMOD
« on: 2 March 2015, 21:22:30 »
weedkiller you don't "suck at texture work". you just have your own style ;). just joking. but they honestly do not look that bad.

30
Mods / Re: Low Tech/Feudal (released alpha 1)
« on: 2 March 2015, 21:18:17 »
Carl your gold has a very high default-amount. This results in a bug for me. My gold spots have negative amount of gold. Why did you give the gold so much amount?
Well can't play like that. Maybe i will set the amount manually to a smaller number later. But the units i was able to see with my startup gold looked great :).

31
MegaGlest / Re: "Rider" unit
« on: 8 February 2015, 01:08:03 »
I found the rider now:
http://sourceforge.net/projects/glest/files/glest%20data/2.0-rc5/
it was included in the glest 2.0 rc5.
It has sword as attack type because there were only 3 attack types in glest 2.0 rc5:
arrow,sword and magic
EDIT: look in the magitech.xml
The attack type is not only some sort of random string. it does change how much damage a unit deals to certain armor. look in the wiki for more info.

32
MegaGlest / Re: "Rider" unit
« on: 8 February 2015, 00:22:57 »
See this post

It seems like the horseman was called rider in glest 2.0 https://forum.megaglest.org/index.php?topic=1181
But if i download the data from http://sourceforge.net/projects/glest/files/glest%20data/ (the 2.0 one of course) the unit is called horseman already. I downloaded 1.2rc4 as well but still called horseman there.

33
Feature requests / Better way to show Discount on morph command
« on: 29 January 2015, 20:11:05 »
I prepared a new/additional way to show how much discount a unit has if you morph it, because i mentioned that no one morphs the swordman into guards because they think it is expensive.
Now i display the resource amount you get back after the morph in brackets after the actual req. ( with a minus because it's req-discount=actual req. )

I am not really happy with my new idea though. Any ideas?

35
As i tried to implement the shared team options in scenarios, i launched a multiplayer scenario.
The client crashed. I checked out the develop branch and tried again but the client still crashes.
I tried two scenarios. This crash log is from the official capture_enemy_flag scenario.

Code: [Select]
*ERROR* [2015-01-12 17:37:24] In [scenario.cpp::load 95]
Error loading scenario []:
util.cpp line: 631 pos == string::npos for []
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Shared::Util::lastDir(std::string const&)address [0xbfe194] line: 631
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb25d82] line: 52
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]

*ERROR* [2015-01-12 17:37:25] In [program.cpp::setState Line: 683]
Error [In [scenario.cpp::load 95]
Error loading scenario []:
util.cpp line: 631 pos == string::npos for []
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Shared::Util::lastDir(std::string const&)address [0xbfe194] line: 631
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb25d82] line: 52
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc2762c] line: 306
./megaglest:Glest::Game::Scenario::load(std::string const&)address [0xb26a79] line: 99
./megaglest:Glest::Game::World::loadScenario(std::string const&, Shared::Util::Checksum*, bool, Shared::Xml::XmlNode const*)address [0xb07e49] line: 510
./megaglest:Glest::Game::Game::load(int)address [0x5fe0c7] line: 1192
./megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x6dfc7e] line: 655
./megaglest:Glest::Game::MenuStateConnectedGame::update()address [0x80ad78] line: 3597
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]
]
In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:
Error saved to logfile [/home/tscharn/.megaglest/error.log]
*ERROR* [2015-01-12 17:37:25] In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleRuntimeError Line: 641] [In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:
] gameInitialized = 1, program = 0x266d750
*ERROR* [2015-01-12 17:37:26] In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleRuntimeError Line: 660] [In [/home/tscharn/gitglest/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5673] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x71dbf7] line: 651
./megaglest() [0x71df89]address [0x71df89]
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7fc1aab17da0] line: 0
./megaglest:Glest::Game::Gui::getHighlightedResourceObject() constaddress [0x6d44af] line: 164
./megaglest:Glest::Game::World::updateAllTilesetObjects()address [0xaf8304] line: 526
./megaglest:Glest::Game::World::update()address [0xb09927] line: 863
./megaglest:Glest::Game::Game::update()address [0x5f1e71] line: 2174
./megaglest:Glest::Game::Program::loopWorker()address [0x6e6bcd] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x730ffe] line: 5522
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x73387d] line: 5770
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc1aab02ec5] line: 0
./megaglest() [0x4e83bd]address [0x4e83bd]
]
Segmentation fault (core dumped)

36
I just wrote this in the wiki.
But i think the registerDayNightEvent and unregisterDayNightEvent is pretty pointless.
Just let the event be enabled. Why should you disable it?

37
MegaGlest / Re: the end for 4.9 cpu
« on: 4 January 2015, 21:36:07 »
We need replays  ;D

Good Job :D

38
I think it may be better to fix the unitBeingAttacked thing because this is often used as hold position. And in that case it would be better to have a functional unitBeingAttacked function.

39
this would be easy to fix:
just add
Code: [Select]
if(colorPickingSelection && unit->getCurrSkill()->getClass()==scDie) {
continue;
}
in renderer.cpp Renderer::renderUnitsFast ( line 7731 ).

(click to show/hide)

But we seriously need something to render the units in the right order...

40
Why dont you explain the problem with the current fix? What is wrong?
As i posted i didn't knew about the bug either.
EDIT:I removed your fix for this problem in the pull request.

My idea to fix this Problem is to share the resource storage of a team too. By this the team still keeps the debts, but can pay for it. Another benefit is that we don't need to to calculate a death state of a faction.

Here is how filux save game starts


How much gold you can store is now calculated on a team basis. This means you can have more gold in your faction than you can store in your faction.



By this the debts can be paid back.



Pull Request: https://github.com/MegaGlest/megaglest-source/pull/44
EDIT2:Sry i made a really dump mistake  :confused: Now it's working

41
I think this must be fix by using the storage of the whole team as max storage.
So filux would be able to mine more gold even though his storage is full already.
This is not only negative for the left players because if the cpu had 2000 wood they can keep it (aslong as the team has enough storage)

42
Closed bug reports / [fixed]g3dviewer Segmentation fault when quit
« on: 23 December 2014, 20:10:07 »
I often noticed that the g3dviewer always "crashes" with a segmentation fault if you quit it. I though this was a known issue but titi said this was never reported.
To get/reproduce the Segmentation fault you need to load a g3d-file and quit the g3dviewer after that ( it doesn't matter if you quit with crtl+q, the menu or the x on the window )

43
Feature requests / Re: "All CPUs" switcher
« on: 6 December 2014, 22:36:05 »
Setting up CPU doesn't take much time I think. This only seems to take endless because the "bugged" headless servers. But this is fixed in the new version so i would agree titi.

44
Feature requests / Re: "Balance Teams" button
« on: 4 December 2014, 23:54:08 »
But this is not a balance team button :D
I was already wondering how you should balance the teams, if you don't know anything about the players.
But this "Co-op button" is a great idea. The only problem i see here is that our lobby menu is already overfilled  :(

45
Closed feature requests / [done]Lock units in scenarios (lua)
« on: 15 November 2014, 18:16:28 »
I think it would be nice to have a function to block units in scenarios.

Like you need to reach this objective to unlock this unit. I made a scenario using this feature: DOWNLOAD
You need to checkout titison/megaglest-source/tree/feature/lua_blockUnits to try :P

Syntax is
Code: [Select]
setLockedUnitForFaction(unitName,FactionIndex,1=true;0=false)
--Lock the unit
setLockedUnitForFaction('battlemage',0,[color=red]1[/color])
--Unlock the unit
setLockedUnitForFaction('battlemage',0,[color=red]0[/color])

Please correct me (and my pull request) if this is wrong but i think MegaGlest can't read boolean values from lua or there arent any real bools in lua
Or does this even work with true and false? i dont think so.

Of course you can do this already with some kind of hidden upgrade for example but you need a new techtree for this and its inconvenient.
Do you think this is a good idea or just needless stuff?

Pull Request

EDIT:There is a bug i need to fix before you merge this pull request. ( not saved in savegames i think ) fixed

46
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 7 November 2014, 17:32:47 »
Not finished yet but now you can specify textures and there is a hotkey *yay*

The Hotkey is on # per derfault

Add one of the following lines to the healthbar xml node ! only works in faction.xml !
Code: [Select]
<healthbar>
<height value="1"/>
<thickness value="0.05"/>
<visible value="damaged|selected|always"/>
    <borderTexture enabled="true" (path="border.png")/>
    <backgroundTexture enabled="false" (path="border2.png")/>
</healthbar>
The path is optional. If not given he will use the default textures found in data/core/misc_textures/healthbar.png or healthbarBackground.png
I also changed the default height ( so the height which is used if no height is given ).

The only thing which is left now is the switch in the options menu. (And a small bug ... the default textures need to be png files at the moment cause i am dump  :P )

47
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 30 October 2014, 18:52:51 »
well i dont know but titi merged my pull request XD
And i just forgot to mention that I wanted to do both. ... sry
A faction-related option but u can disable it in the options menu.
i will add a hotkey and maybe an option for the hp bars in the menu.

48
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 22:45:30 »
We can still add other methods to show hp ... no problem
i think i will also implement a border texture. So you could divide the hp bar into segments for example... or just make a cool border of course XD

EDIT:
A fix for the default height and the photomode will probably come tomorrow or in the next week.

49
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 21:40:09 »
Well whatever guys i have finished the hp bars:  :P

You can set it in unit.xmls (after properties) and general settings in faction.xml (after music) if the pull request is merged.
Syntax:
Code: [Select]
<healthbar>
<height value="1"/>
<thickness value="0.05"/>
<visible value="damaged|selected|always"/>
</healthbar>
You can leave out any of this options.
if you leave out height the game will orientate the height of the bar on the height of the unit.
if you leave out thickness, it will be set to 0.05 (or 0.1 with ep)
if you leave out visible there will be no hp bar :D

you can set multiple options for visible. You could for example write "damaged|selected". You need to separate the options with |. I may add other options beside damaged,selected and always later if there are ideas. We thought about something like EpSelected which will only render the ep when unit is selected.

no "show-ep" thing until now because titi said it is not necessary :D

At the moment the hp bar is displayed while photomode...
me or titi need to remove that later.

EDIT: added explanation for visible.... forgot that XD

50
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 26 October 2014, 21:07:01 »
screen1
screen2  :D ;D :angel:

Soooo
What about the xml tags now :D
in techtree,units or in options menu?
Do we want ep-bars (like in the second picture) ?
Do we only want the bars when the units is selected?
Should the width depend on the unit size?

I would suggest them in techtree. The width depends on unit-size and there are ep-bars. But i am not sure about the selection thing.

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