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Messages - titi_son

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51
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 29 September 2014, 15:34:17 »
Nice :D
Every time a watch a annex video or a screenshot i think that the font just don't fit. I looked around a bit which fonts could fit and found two: imgur.com/a/KwBfA
The first one (which i prefer) is Licensed under SIL Open Font License and can be found here:https://github.com/theleagueof/league-gothic/
If you take this one, you need to set the FONT_BASE_SIZE=7 (or maybe 6). I don't know if there is a separate file where you can set the font for all languages. There is no wikipage for that.
The second one is called FreeMonoBold and is licensed under GPL (i think). It's a very common font so I think you could find it somewhere ( it was installed on my PC :D ).
You do not need to take one of the suggested Fonts of course, but i think the original megaglest font does not fit to annex.

52
Annex: Conquer the World / Re: Scenario: Mini Gunner Using
« on: 10 August 2014, 20:02:51 »
In megaglest 3.6.0.3 you can't do any visual things to show the path and I wrote that you should follow the parcour. I just translated that and spotted that this should be better path. :D
Sry for the where house ^^ but I am not able to correct this right now.
I spotted another mistake of mine: the difficult is set to easy isn't it?

EDIT: I just looked at it but I can't find the "where house". I corrected the other stuff. see first post.

53
Annex: Conquer the World / Scenario: Mini Gunner Using
« on: 10 August 2014, 11:25:14 »
I made a scenario for annex  :O
In the scenario you have to fight with mini gunners against different enemies.
DOWNLOAD
Version 1.1
Code: [Select]
[url=http://yourfiles.to/?d=6A5857A145]DOWNLOAD[/url] sry needed to use filehoster this time
Sadly i was not able to really test the final version. But everything should work. I may make a bugfix version later.

54
Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time.  In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.
Nice way to use attack boost! :D But how do you place the unit on the structure? spawn-attack? or build? ^^
Well... I will be away for some weeks now so i may miss the new release :(

Hopefully someone plays multiplayer with me if i get back :D (if its released ;) )

55
Commit: e5d2bbbf9e26da22dfc206542a838655810cc2b1 but i think works with older too.

I get a crash with a scenario i made.
In line 73 i tried to use {SCENARIOPATH} and scenarioDir() (both crashed) for the staticSound and i think there must be the problem. The game somehow cuts of some letters or even lines.
In 3.9.1 the scenario works fine but if i try with git i get:
(click to show/hide)
(click to show/hide)

How to reproduce:
just start this scenario (you need the map "lost river" from mod-center for this)

The download contains the scenario with {SCENARIOPATH}. Change the function dialog to this to get the other crash:
EDIT: Titi tried this too and he only crashes with {SCENARIOPATH}

Code: [Select]
function dialog (dialogname)
if dialogname=="start" then
setCameraPosition(unitPosition(VikingKing))
playStaticSound(scenarioDir()..'/speak.wav')
showMessage("s1","Narrator")
showMessage("s2","Viking")
end
if dialogname=="nofood" then
setCameraPosition(unitPosition(lastCreatedUnit()))
playStaticSound(scenarioDir()..'/worker.wav')
showMessage("w1","Farmer")
showMessage("w2","Viking")
showMessage("w3","Farmer")
showMessage("w4","Viking")
showMessage("w5","Ally")
end
if dialogname=="allyAttacked" then
setCameraPosition({startLocation(ally)[1]-10,startLocation(ally)[2]})
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("a1","Ally")
showMessage("a2","Viking")
end
if dialogname=="allySurvived" then
setCameraPosition(startLocation(you))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("a3","Ally")
showMessage("a4","Viking")
showMessage("a5","Ally")
end
if dialogname=="ownFood" then
setCameraPosition(unitPosition(lastCreatedUnit()))
playStaticSound(scenarioDir()..'/worker.wav')
showMessage("f1","Farmer")
showMessage("f2","Viking")
end
if dialogname=="sowsCanKill" then
setCameraPosition(unitPosition(lastDeadUnit()))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("sow1","Ally")
showMessage("sow2","Viking")
showMessage("sow3","Ally")
end
if dialogname=="endGame" then
setCameraPosition(unitPosition(lastDeadUnit()))
playStaticSound(scenarioDir()..'/speak2.wav')
showMessage("end1","Ally")
showMessage("end2","Viking")
showMessage("end3","Ally")
showMessage("end4","Viking")
end
togglePauseGame(1)
end

I am using Ubuntu 12.04.

56
MegaGlest / Re: lua function unitName broken ?
« on: 8 August 2014, 14:07:49 »
i think this function is alright, but we need another one ( maybe called unitType() ) because you may want to have a the translated unitname. This may be useful for tutorials. So you can tell the exactly unit name to tell the player which unit to select. This will work also if he plays without translated techtree.

57
Closed feature requests / Re: particle acceleration
« on: 5 August 2014, 19:07:24 »
Ah, I see what you mean now. I was assuming attack projectiles, not unit particles (any chance we could see both?). Looks good.
I suppose we can. I just didn't look at it until now: :)

58
Closed feature requests / Re: particle acceleration
« on: 5 August 2014, 17:40:21 »
As for other use cases, attacks that shoot rockets might look interesting with acceleration. I think for really long range attacks, though (the thing I have in mind is the nuclear missile that I previously implemented in Military, which was able to target anywhere on the map), we'd need a way to specify the maximum speed, so that the projectile won't accelerate too fast. Rather, it'd start slow and eventually reach a max speed (very much like a real missile).
Sadly this is not for projectiles but only particles :( (unit particles and splash particles )
I may try speed-up for projectiles later.

I made a youtube video and i hope you can see what this does:

https://www.youtube.com/watch?v=jGjIlm57OTY

(click to show/hide)

59
Feature requests / Re: Non selectable non commandable uints
« on: 5 August 2014, 13:56:58 »
I tried to do something like the first skill of weaver from Dota 2:

https://www.youtube.com/watch?v=mBkS_qkj2Us
https://www.youtube.com/watch?v=YfngG2WLpfc

But there the units can be selected i just did the selectable thing because it was soooo easy :P.

Some interesting examples for non-commandable units, but I disagree with all the uses of  non-selectable. In all those cases, I'd argue that the unit should still be selectable, otherwise there's no way to view the unit's health. And making them non-selectable seems very inconsistent when we consider that even resources are selectable.
Maybe you are right. As i said it was too easy to not do it ;)

Non-selectable only makes sense to me if the unit is not able to be interacted with by the player in any way, meaning it is for cosmetic value only, in which case doesn't setting the unit's size to 0 accomplish the same thing?
The non-selectable units can be attacked (even by rightclicking them ) and they will block the way unlike the 0 size units.

But think you are right the "Non-selectable only makes sense to me if the unit is not able to be interacted with by the player in any way, meaning it is for cosmetic value only".
So should this stay for "cosmetic values" or not? I remember the scenario mission: brake out (from Eleminator i think; its available in the mod center ingame) where he used a unit to make a fence and the whole fence can be selected!

60
Feature requests / Re: Non selectable non commandable uints
« on: 4 August 2014, 19:17:21 »
I like the thoughts about this but this was mainly made for spawn attacks as mentioned in the description of the pull request.

But I can imagine more areas for this:
A moving mine which you can deploy (with morph) and can't be selected afterwards.
Mines which can be built, but cant be selected and commanded. :D
Bees which can be produced in a beehive and will only attack if enemies get near. So you can't (really) use them to attack.

All in all this is mainly meant to be used for units which will attack nearby enemies ( and move to them unlike the attack-stopped command aka Hold Position )
When you use this with spawn attack i would also suggest to give the spawned units a small life time with negative regeneration of hp. So they are no real units in the end.

@MoLAoS Non-Commandable units will auto-attack if there is a enemy nearby for example. So they CAN use the commands, but you can't GIVE them the commands

@Omega Nice idea. I didn't think about scenarios when i made this. Non-selectable could be useful for scenarios too! If you want to make a scenario like the island from tiger you could set the animals non-selectable to get a more realistic feeling, because you can't see how much hp the animal have for example.

In Addition I forgot about the AI while programming so I suppose the AI is still able to control those units. I will try this out and fix it.

61
I always was angry about the implementation of the start-time and end-time for particles so i made a pull request and now you can make start and end time for each particle file. ( The pull request is already implemented )

The new syntax is:
Code: [Select]
            <particles value="true" start-time="0.8" end-time="1">
                <particle-file path="particles1.xml" start-time="0.28" end-time="0.5"/>
                <particle-file path="particles1.xml"/>
            </particles>
The times of the individual files overrides the times of the particles node.

If  someone has nothing better to do he can add this to all skills in the wiki :D

62
Tools / Re: How to setup a fork on github for develop
« on: 23 July 2014, 20:29:22 »
And now the develop branch has upstream/develop as base and origin/develop as target?
Or do i need to update my local develop branch somehow?

63
Tools / How to setup a fork on github for develop
« on: 23 July 2014, 19:52:32 »
I really have problems to manage git. Because I would like to develop simple features like the HP-Bar i died i would like to set up myself a fork to develop.
The problem is that i dont understand how?  :confused: Maybe i have a completely wrong understanding of git.

FreshD helped me, but i dont think its working porperly.

So could you please give me a step by step instruction how to set it up and answer to the following questions:
1. Should i better have 2 folders on my pc? One for the original mg-repo and one for mine?
2. How can i setup this remote stuff?
2.1 How do i update my branches in my fork repo? Or shouldnt I?
2.2 Which steps do i need to take to update/to get the newest version?
Code: [Select]
git checkout upstream/develop
git pull
?
2.3 Maybe you could even explain me the stuff with the remotes because i dont get it in any way yet :(
3. How can i let a branch be based on the the newest develop branch from the mg-repo and how can i push it to my repo? Or is creating new branches in my repo the wrong way to do it?
4. When i write git push on a branch which is not in my "online"-repo it will be created right?
5. How do i switch the branches correctly? With git checkout branchname?

OR

Tell me another way to set up something to develop.

Its really sad that i dont get the idea of git, because git is the only thing that prevents me from developing for mg (ok i am a newbie in c++ but i can implement simple features). The last week i really tried to make some things, but most of the time was wasted into understanding git. I think i wasted about 5 hours or more into understanding git and this is definitely to much for a version control system.  >:(
Is it really this hard to contribute to mg???

EDIT: I got it working now and i think i got it but a small instruction to look up if i did everything right would be nice!

64
Feature requests / Re: Tags
« on: 22 July 2014, 16:20:07 »
im not sure it's entirely the same, but basically, removing and adding targets to a skill, for example. a skill that does acid damage does not effect Buildings but does effect biological units, but not fx mechanical units. so 3 tags named "Building" "Mechanical" "biological"

a attack skill.
<valid-targets target"=biological">
<non-valid-targets target="building""mechanical">

Does this makes sense.

I thought this would be for attack boosts or upgrades and not for attacks because the things your descripe there can be done already. Its called attack-multiplier and uses the armor of the units. You can also say that the unit will only take half the damage or something. Maybe we could add that you can upgrade all units with a specific armor-type. Or can tags and attack-multiplier exists at once? This is not that simple I think, because we need to plan exactly for which things we use those tags.

I think having both could be possible but would confuse players.

65
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 22 July 2014, 16:11:23 »
Thats why i made a new topic :)

66
Mods / Re: Techtree Barillion
« on: 19 July 2014, 21:09:24 »
First time that Barillion has some kind of techtree. So you can play a real match now, even its not very balanced yet and not all units can be produced yet.

[link to git repo]

I'll try to record a small gameplay video soon/in the next week.

67
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 19 July 2014, 21:03:32 »
I just wanted to note that the HP-Bar doesnt need to be a 2d texture. I think a 3d bar which is not affected by light would look very nice too! In Addition, this would make the bar very changeable and the modder can not only make bars but everything. For example a ring which shows the hp like a clock or a bubble which size is affected by the hp.
So the hp-percentage says which frame of the model is shown!

68
... thats the problem... i have no idea how to do that.
And i asked myself if this is the right way. What about a 3d HP-Bar which is a model in g3d?
 That would make the bar very changeable. Is that the right way maybe?
( i think for some guys who have no idea of opengl this is the easiest way )
Please discuss that in this topic

69
Feature requests / HP-Bar replacing the current HṔ:637/700
« on: 19 July 2014, 15:42:42 »
I developed a HP-Bar showing the current HP-Status.
So i'd like to ask what you think about it?
Should this be in Megaglest as long as the ce-gui is not finished?
Should this be optional? And if should this be specified in the techtree, faction or in the options of each player?
Resizeable?
Colored in red? Or should this be adjustable too?

(I know that I left the original HP:4185/6000 in there)
(click to show/hide)

If you like the idea of a HP-Bar i would add a EP-Bar before this is added to mg.

EDIT: I already tried to make the HP-Bar float above the units ;), but i didn't have much success :D
@FreshDumbledore i opened a new topic even yours is about HP-Bars too, because i dont think this is the way you wanted them :P

70
MegaGlest / Re: Angle and Vectors of standard camera.
« on: 19 July 2014, 15:31:29 »
Angle: 30° (-60° of parallel to ground)
Height:20 (cells) (but this can be changed in the map editor)
offset from starting position: 8 (cells)

or what do you want to know?

71
I think you did not assign a material to your model. Take a look at the guides on our wiki https://docs.megaglest.org/Blender_Modelling#Guides

72
Mods / Re: Terra Centauri: Last Stand
« on: 17 May 2014, 20:25:33 »
Looks great ;D
why is tiel the only one commenting here :(
I did not because i was nearly not active and wont be the next time :(
So great mod hope it will be balanced. Because thats most important i think :D
Just dont forget annex release ... ;) :D

73
MegaGlest / Re: Post Cup Results here!
« on: 3 May 2014, 22:49:02 »
titi_son vs. Vibe -> titi_son

74
MegaGlest / Re: Post Cup Results here!
« on: 1 May 2014, 23:57:34 »

75
MegaGlest / Re: Post Cup Results here!
« on: 26 April 2014, 22:56:54 »

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