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Topics - Omega

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101
Bug reports / BUG - Enemy workers repaired YOUR buildings
« on: 25 April 2011, 00:01:49 »
Really late bug report for 0.3.2 (sorry I haven't tested in 0.4 beta yet):

Magic versus tech, I had a game on a map meant for 2v2 by accident, causing an opponent to be right next to me, which resulted in immediate anarchy. After destroying their castle, which the workers were auto-repairing, the workers came over an repaired my damaged mage tower. Not only are they repairing someone on the wrong team, but the mage tower is the wrong faction and not on the list of units they can repair.

Sorry if this has already been fixed by now.

102
When you destroy a building (defined as taking its HP down to zero), it displays a lengthy death model (usually) and until it fades away, the unit isn't truly considered dead. Thus, as a result, when you destroy the foe's base completely, there's a few seconds of doing nothing after you destroy the last building. GAE solves this by having the game end the moment the last building's HP reaches zero, and MG should do the same.

Of course, most likely to be merger content, though worth pointing out all the same.

103
Closed bug reports / CRASH - 3.5.0 Windows 7 64 Bit
« on: 23 April 2011, 01:37:28 »
While playing a 3v3 multiplayer game with Tomreyn and iant0, the game crashed about 15 minutes in. No log (didn't realize that it was defaultly disabled, sorry), though I did take a screenshot of the console window with its error in it:



It seems that it ran out of memory, but the computer has 4GB of RAM and has 2.2GB when MG is not running.

Windows 7 64 bit
ATI HD 4650 1GB
4 GB RAM
2.2GHz Intel Core2 Duo CPU

104
MegaGlest / Appdata
« on: 22 April 2011, 06:16:51 »
Why make appdata the default directory (for windows) when even GAE uses the user directory (c:\users\YOUR_NAME). Appdata is a hidden folder, so fine if the files aren't meant to be touched, like cached files, autosaves, etc, but with Glest's modability, you'd expect that people should be able to find where to place their mods and such easily. Yet, appdata is a hidden folder, a concept that can confuse those without much computer experience (many people have no clue what a hidden folder even is, which, in a way, makes sense, as you don't normally see them and more often than not, they end up being something you shouldn't touch).

The way I see it, there's no advantages appdata has over using a separate folder (eg: "megaglest") in the user folder for windows (linux can stay as it is). Looking at most of my games, most of them (and all of the ones that are modable) use a folder in the user folder or documents folder instead of appdata, and looking at one example (Civ 4), it even provides multiple shortcuts to where specific types of mods (and other important files, like the settings file) are stored. I think this approach would be best for megaglest. I may sound like I'm ranting, but I simply am trying to look out for the new players, to whom glest and its large amount of customability is always daunting, and no need to make it more so by hiding the folder (how likely is someone who never played megaglest before and just downloaded and installed it, and is now looking for the settings file (the INI) likely to find the correct INI? Since the regular INI, which you now state should never be edited, is easier to find than the user INI...).

Don't most/all of the MegaGlest team use linux anyway?

105
* (tom) The README file the installer displays is not really helpful. What we really need there is a very small file which basically just points people to http://megaglest.org/get-started.html - even better would be if the installer could just open this location when it finishes (other installers can do this, possibly ours, too).

Why not just have the same content on http://megaglest.org/get-started.html appear in a plain text form in the read me? (eg: copy and paste the text, with maybe some equal signs or some other method of making the headers looks like headers, as plain text could not use that kind of formatting. Posting just a link or trying to retrieve the information from the net is a bad idea for those who have no internet connection or are not actively connected. Besides, the page is really just plain text, so it's a waste to link to the page when you can just copy the text without losing any meaning at all.

106
General discussion / Glest Guide Revival - April Fools
« on: 1 April 2011, 15:56:45 »
The following was an April Fools joke posted on 1 April 2011. Big thanks to all those who went along with it.



And by a twist of fate, the Glest Guide's latest version was completed anyway!

New features:
-MDC now completely editable in download.com style
-Redone information
-All guides complete
-Powerful SQL based PHP system
-All old pages link to new ones
-XMLs use syntax highlighter script
-GAE and MG pages expanded into multiple
-Full front to finish mod creation guide
-Online scenario editor with support for scripting
-Full hosting
-Ability to edit pages

See now!

107
MegaGlest / Default screenshot format
« on: 1 April 2011, 15:52:36 »
* I think JPG (not PNG) screenshots should be the default
Only if 100% quality is used.

108
I'm not entirely sure how to explain this, so I will use an image (which is worth a thousand words anyway).



Basically, the screenshot function is not rendering the particle systems properly. The first two images are with and without transparency. The bottom image is a screenshot of what you see in the G3D viewer. Unrelatedly, the particles looks different in the G3D viewer than in game. The smoke looks horrid in the viewer...

109
General discussion / GAE Download Statistics
« on: 24 February 2011, 03:26:31 »
GAE Download Statistics

Just thought it might be interesting to take a closer look at just who is downloading GAE. Unfortunately, GAE has not had the kind of publicy that MG has had.

As we see here, USA is the top downloader, followed by China and Germany. For operating systems, as seen here, Windows is dominant at 70%, followed by Linux at 11.5%, though 6% of the downloads are of unknown OS's.

Resources:
Countries: http://sourceforge.net/projects/glestae/files/stats/map?dates=2003-12-01+to+2011-02-23 (Retrieved 23 February 2011)
Operating Systems: http://sourceforge.net/projects/glestae/files/stats/os?dates=2008-09-30%20to%202011-02-23 (Retrieved 23 February 2011)

110
MegaGlest / MegaGlest Download Statistics
« on: 24 February 2011, 03:19:59 »
Just thought it might be interesting to take a closer look at just who is downloading MegaGlest.

As we see here, Germany is the top MG player, followed very closely by Brazil, and then USA (poor Canada is way down in 8th place). Out of over 46,000 downloads, spanning from 146 different countries, as we see here, Windows is the most popular OS, at 54% of the downloads, followed Linux at 36%, though 8% of the downloads are of unknown OS.

Resources:
Countries: http://sourceforge.net/projects/megaglest/files/stats/map?dates=2010-01-22%20to%202011-02-23 (Retrieved 23 February 2011)
Operating Systems: http://sourceforge.net/projects/megaglest/files/stats/os?dates=2010-01-22%20to%202011-02-23 (Retrieved 23 February 2011)

111
As confirmed from further testing and by Ultifd, the G3D viewer cannot take a screenshot (with or without transparency) unless you open the G3D viewer first then choose to load the model. You cannot set the G3D viewer as the default application for opening G3Ds. For some reason, when you do that, it does not save the image. In fact, it does nothing at all when you click the menu option or use the hotkey to take a screenshot.

Not a bug, but a minor feature request: The ability to choose the file name and destination of the saved image, instead of forcing us to save it to the screens folder.

Original Post:


Er... How do you take the screenshots with the latest viewer? I have just the viewer, as I haven't had a chance to download the latest full MG yet. It's in 3.3.7.2's folder, and it has the only req I could find that it needs, xerces-c_3_0.dll. Yet, clicking the save screenshot button does nothing, with or without the transparency ticked. Am I missing anything else (if so, can you upload just that for me? Trying to do a string of unit pages on the wiki)? Or is the feature a placeholder?

Thanks.

112
Feature requests / "Full" Ingame options Menu
« on: 9 February 2011, 06:29:25 »
This is a longterm idea suggestion, and largely biased towards helping the new players. Firstly, the INI isn't always friendly to many players, particularly those who are so technologically inexperienced they don't even know how to open the file nor where to find it (the latter is justified, by the various locations on different operating systems). Thus, for professionalism, as well as to help new players, or even just a quick access to the options, I propose we revamp the options screen into a more complete set of options. While it doesn't need the control of the INI, it should have at least control over the commonly used settings. For example, the current options menu is missing one of the most important settings: screen resolution. It also has no way to control the day time, if auto return is enabled (not sure why this is disabled by default in the INI), their network name (this one would be important for multiplayer), etc. While not every option needs to be displayed, I think most of them, barring the almost useless INI settings, as well as the "memory" settings that are used to remember the last scenario, etc, should be available.

This would mean the options menu would probably also have to be over multiple screens, perhaps with tabs, in order to fit everything in. However, on the long run, this would make GAE more effective, give room for expansion, and more. I also consider the options important too, as I love customization in games, and whenever I start up a new game for the first time, I almost always check the options menu first, make sure the graphics are set to the highest and I have optimized things to my liking.

Pros:
-Easier to use
-"Standard" in most modern games

Cons:
-As always, besides the programming work, there is nothing bad that could come from this, as it is just an expansion on an existing thing.

I wouldn't consider this high priority at all, though, just as a sort of future "would-be-nice-to-have".

113
Feature requests / HP Cost
« on: 7 February 2011, 03:16:06 »
As per Megaglest: https://forum.megaglest.org/index.php?topic=6529.msg66149

I particularly like the concept of HP costs for attacks. This can make a cleaner suicide attack (no splash needed, no worries about the attack being weaker than your unit has HP, etc). As well, if combined with stealth units, I imagine you could make a better mine unit too (then again, that would be a splash attack, but not the point here). And this is just Military-esque ideas! Looking at all mods in general, magic attacks that forfeit your life to cast spells, or spawning pets at the cost of your health sound fantastic.

Relatedly, he also posted a bug fix for morphing with units in cellmaps. Not sure if GAE has this bug anymore, can't recall the last time I played a mod with morphing buildings :P.

The spawn attack thing may also be interesting (abet, I don't completely understand how it works).

114
Feature requests / More Lua...
« on: 29 January 2011, 23:21:59 »
We can't let MG beat us in Lua, can we?

I added the following LUA functions to the svn version which will be released with 3.4:

destroyUnit(unitId)
morphToUnit(unitId,morphName, ignoreRequirements)
moveToUnit(unitId,destUnitId)
giveAttackStoppedCommand(unitId, valueName,ignoreRequirements)
playStaticSound(playSound)
playStreamingSound(playSound)
stopStreamingSound(playSound)
stopAllSound()

The commands taking ignoreRequirements expect 0 for try to execute the command with requirements and 1 to skip requirements checking.

Below is a sample scenario using some of these methods:

Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<scenario>
<difficulty value="3"/>
<players>
<player control="human" faction="tech" team="1"/>
<player control="cpu" faction="tech" team="2"/>
<player control="cpu" faction="tech" team="2"/>
<player control="cpu" faction="tech" team="2"/>
</players>
<map value="in_the_forest"/>
<tileset value="forest"/>
<tech-tree value="megapack"/>
<default-resources value="false"/>
<default-units value="false"/>
<default-victory-conditions value="false"/>
<scripts>
<startup>
print( 'Test, START of Capture the flag!' )
--disable AI
disableAi(1)
disableAi(2)
disableAi(3)
disableConsume(0)

unitA = 'guard'
unitB = 'castle'
captureTheFlagSeconds = 90

DisplayFormattedText('You have %s seconds to move the %s into the %s!', captureTheFlagSeconds,unitA, unitB)

for i=0, 3 do
print( 'Is AI enabled for faction index: ' .. i .. ', ' .. tostring( getAiEnabled(i)) )
print( 'Is consume enabled for faction index: ' .. i .. ', ' .. tostring( getConsumeEnabled(i)) )
end

--allied units
--createUnit('farm', 0, startLocation(2))
createUnit(unitB, 1, startLocation(2))
enemyCastle= lastCreatedUnit()

castleUnit= lastCreatedUnit()
createUnit('worker', 1, startLocation(2))
enemyWorker= lastCreatedUnit()

for i=1, 5 do
createUnit('swordman', 1, startLocation(2))
end

giveResource('gold', 0, 1000);
giveResource('wood', 0, 1000);
giveResource('food', 0, 1000); 

giveResource('food', 1, 5); 

--player units
createUnit('battle_machine', 0, startLocation(1))
battle_machine= lastCreatedUnit()
createUnit(unitA, 0, startLocation(2))
guard= lastCreatedUnit()


moveToUnit(guard,enemyWorker)

createUnit('technician', 0, startLocation(1))
technician= lastCreatedUnit()

moveToUnit(technician,enemyCastle)

createUnit('battle_machine', 0, startLocation(1))
bm2= lastCreatedUnit()

for i=1, 3 do
createUnit('archer', 0, startLocation(2))
test = lastCreatedUnit()
giveAttackCommand(test, castleUnit)
end
for i=1, 10 do
createUnit('swordman', 0, startLocation(1))
givePositionCommand(lastCreatedUnit(), 'attack', startLocation(1))
end

cell_event1 = registerCellTriggerEventForUnitToUnit(guard,castleUnit)
print( 'cell_event1 = ' .. cell_event1 )
cell_event2 = registerCellTriggerEventForUnitToUnit(battle_machine,castleUnit)
print( 'cell_event2 = ' .. cell_event2 )

timer_event1 = startTimerEvent()
print( 'timer_event1 = ' .. timer_event1 )

setCameraPosition(unitPosition(guard))

</startup>

<unitCreated>
</unitCreated>

<unitDied>
enableConsume(0)
enableAi(1)
enableAi(2)
enableAi(3)

for i=0, 3 do
print( 'Is AI enabled for faction index: ' .. i .. ', ' .. tostring( getAiEnabled(i)) )
print( 'Is consume enabled for faction index: ' .. i .. ', ' .. tostring( getConsumeEnabled(i)) )
end

clearDisplayText()

print( 'About to morph unit: ' .. technician )

morphToUnit(technician,'build_air_ballista',1)
destroyUnit(battle_machine);

giveAttackStoppedCommand(bm2,'hold_position',1)
playStreamingSound('/home/softcoder/Code/megaglest/trunk/data/glest_game/techs/megapack/factions/romans_beta/music/romans.ogg')

print( 'Done morphing...' )
</unitDied>

<cellTriggerEvent>
--print('Cell Event ' .. triggeredCellEventId() )
--print( 'In cell event triggeredCellEventId = ' .. triggeredCellEventId() .. ' cell_event1 = ' .. cell_event1 .. ' cell_event2 = ' .. cell_event2 )
if triggeredCellEventId() == cell_event1 or triggeredCellEventId() == cell_event2 then
clearDisplayText()
DisplayFormattedText('You captured the FLAG!')
stopTimerEvent(timer_event1)
unregisterCellTriggerEvent(cell_event1)
unregisterCellTriggerEvent(cell_event2)
end
</cellTriggerEvent>

<timerTriggerEvent>
--print('Timer Event ' .. triggeredTimerEventId() )
--print( 'In timer event triggeredTimerEventId = ' .. triggeredTimerEventId() .. ' timer_event1 = ' .. timer_event1 )
if triggeredTimerEventId() == timer_event1 then
if timerEventSecondsElapsed(triggeredTimerEventId()) >= captureTheFlagSeconds then
print( 'In timer event triggeredTimerEventId = ' .. triggeredTimerEventId() .. ' timer_event1 = ' .. timer_event1 .. ' seconds elapsed = ' .. timerEventSecondsElapsed(triggeredTimerEventId()) )
clearDisplayText()
DisplayFormattedText('Your time ran out of time to capture the FLAG!')
stopTimerEvent(timer_event1)
unregisterCellTriggerEvent(cell_event1)
unregisterCellTriggerEvent(cell_event2)

                    endGame()
end
end
</timerTriggerEvent>
</scripts>
</scenario>
I do think we should be able to perform any command with Lua, so these would be very handy to support, and I do particularly like the ability to change the background music and play sound effects (but please make sure you can use relative paths. Softcoder's example is using an absolute path, which is naughty naughty naughty. And while on that topic, I'd like to request the ability to display a still image in the same manner as how the background images for the loading screens are displayed. In addition, let us set the length of time to display that image, and toggle whether it can be skipped by pressing any button.

115
Mods / Glest Mod Ideas
« on: 24 January 2011, 17:39:09 »
This is a compilation of ideas for mods that are commonly posted here. Please do not post new threads about ideas. If you wish to add more ideas, please post here. These ideas can be used by modders to decide what mod they wish to create or by new comers to create mods. Please note that if you want to create a mod, you WILL need to know how to model. It's ok if you don't know how to model yet, but you have to be at least willing to learn. All modeling in Glest is done with Blender. This is a 3D modeling program which some will take some learning to use (generally a few weeks at least to become a decent modeler), but is very powerful and one of the only modeling programs that has an up-to-date exporter to G3D (the model format that Glest uses). Thus, programs like google sketch-up are impractical for modeling anything but the most basic of buildings (would have to be exported to DAE and then imported to Blender, so knowledge of using Blender is still required).

Bottom line: If you want to make a mod, please be prepared to go from start to finish. Help for making a mod is available on the Glest Guide and the Wiki.

List of Mod Ideas

All lists sorted alphabetically

Factions / Techtrees
  • Atlantis
  • Aliens
  • Americans
  • Angels
  • Arabian
  • Aztecs
  • Barbarians
  • Cavemen
  • Cult (Medieval?)
  • Demons
  • Dinosaurs
  • French (Napoleonic)
  • Futuristic Warfare
  • Gladiators
  • Gnomes
  • Goths
  • Greece
  • Huns
  • Imperial Empire (WIP)
  • Machinery
  • Magic
  • Mayans
  • NATO
  • Naval
  • Ottoman Empire
  • Predators
  • Raiders
  • Rebellion
  • Rogues / Bandits
  • Russian (Around the Russian civil war times)
  • Steam punk
  • Trolls

Tilesets
  • Forgotten Jungle
  • Paradise
  • Rocky Highlands

Maps
None yet...

Scenarios
  • Escape the foes army
  • King of the Hill
  • Lead a spy into enemy territory
  • Trapped in an enemy camp
  • Use careful tactics to defeat a foe that vastly outnumbers you

Disclaimer: Some of these ideas may already have mods. However, they are broad ideas that can cover more than what existing mods can. For example, the Aliens idea could be fit by the Constellus mod, but it's still possible to do another mod entirely different that still rotates around the concept of aliens. It is recommended that you let others know of your idea before creating in case that mod may already exist. It is not recommended you make mods that already exist, though you are welcome to do so if you believe you can do better, just bear in mind that if you start a mod, please finish it. Abandoned mods don't help us at all. Again, you will have to learn how to model, write the XMLs, make the textures, etc. You should NOT depend on others help for this, as nearly everyone who can make a mod is busy doing so, and you are unlikely to receive direct help.

Also, please make sure you know your topic. For example, giving machine guns to a band of cavemen or crossbows to aboriginal Africans is not realistic. If you want to mix in your own stuff, rename the faction to something more suitable so it is not expected to be based on that topic. If you wish to make something based on a country, please do not stereotype it. For example, making a Canadian faction nothing but mounties and beavers does not go well with realism. As well, it is recommended to keep religion and real life politics out of Glest mods as those are touchy subjects on the board, so poor ideas for mods.



Contribute to this list: Add a reply with your ideas (Please do not comment on existing ideas. Obviously some are better than others, and that is for the would-be-modder to decide). If you make a mod that is on this list that leaves NO room for other mods without completely basing the same idea (for example, a caveman faction), please leave a message here requesting removal of that idea from this list. Modders are encouraged to use their imagination. Mod what YOU want to.

(click to show/hide)

116
Feature requests / G3D Viewer: Take image with Alpha
« on: 11 January 2011, 23:29:17 »
Feature Request: A button or menu option to let us take a screenshot of the model instantly with transparency (or an option between transparency and the default grey, maybe even the ability to choose the background color?). This would be VERY useful as I have to super impose units on top backgrounds (such as for icons) as well as transparency is so handy. This should take the image from the viewpoint the viewer is currently in, with the current team color. The images should be saves as a PNG or TGA (which the user can convert themselves. Keeping the choices simple for exporting means it's easier to implement)

Pros: Ability to easily take screen shots with alpha background, no bad AA clip-off when trying to manually remove a background

Cons: Besides the effort of implementing, none.

Having seen this attempted in another topic (about a script that generated information about mods for the web), and having seen examples of such with a solid background and mentioning that alpha works, but is a bad idea for GIFs, I think this should be wholly possible for a single, still image in PNG format. :)

117
Forum discussion / Moderation Guidelines
« on: 4 January 2011, 00:38:54 »
Last updated: 2012-9-28

Below is a record of new guidelines for moderators and Administrators, which was sent out as a PM, and for the record, has been copied here for all to view. With no objections voiced, it is considered "final" until otherwise noted. This topic is auto-locked, and replies or concerns may be voiced to Omega via PM. This was originally addressed to just the moderators and Administrators, so addresses of "you" refers to the moderators.



To improve the board, there needs to be a few guidelines for those with a moderator or administer status. This is to (1) prevent abuse of rights and (2) increases the organization of our board.

We're going to keep this simple and head straight into some new guidelines. There's no penalties for not following these ones, but we'd really like to see this adopted.

Always give a reason for editing some one else's post:
This is pretty simple. If you edit a post that was by someone else WITHOUT their permission, please leave a small line of text at the bottom summing up why you changed it and who changed it. Only the original poster should remove this text, as it's to (1) let the reader know the text has been modified, and (2) let the original poster know who changed their post and why. Posting why it was changed helps prevent abuse of moderation privileges because it prevents fishy (or possibly biased) edits, as well as lets the poster know what they did wrong, so as not to do it again. This is best enclosed in [sub][/sub] tags.

Examples of Reasons to have to edit a post:
(This is not an exhaustive list)

  • The poster has gone largely offtopic and may lead to more off topic.
  • The poster has violated board rules, but there is still some meaning to the post (if the entire post violates the rules, remove it).
  • The post has too many large images.
  • The poster used unnecessary profanity (at your own judgment).
  • The post is difficult to understand or a foreign language (if the latter, please do not overwrite the original message, but leave the translation below it).
  • The poster tries to flame or insult someone else. This is a friendly board. You can attack ideas (ie: "That's the stupidest idea I've ever heard") but do not attack the poster (ie: "You are the stupidest person I've ever seen").
  • Violating the off topic board's rule of "Posting These Kind of Topics", which are considered unsuitable for our forum.
This will require you to use common sense and your own judgment. This is in no ways a complete list, but merely a few examples which can be edited. If you feel you may be biased on the topic at hand, consider asking another moderator for their opinions.

Avoid Deleting Topics:
Simple enough. Deleting a topic is unrecoverable, but IS written to a log. Please lock topics unless they fit the criteria below (again, not a complete list, and use common sense and judgment):
  • The entire topic harshly violated board rules and no good can come from it (use your own judgment).
  • The topic is spam, porn, advertisements, etc;
  • The topic is nothing but a flame war insulting others (if stemmed from a legitimate topic, please split the topic then delete the violating topic, retaining the original, provided it is not controversial enough to restart the violating topic).
  • Move notices of topic moves that were deleted/locked. There's no purpose for linking to another topic that either does not exist or has been locked because of rule violations. These movement notices can be deleted.

Use judgment for move redirects:
Yes, I know we keep asking you to use your judgment, but that's half the job as a moderator, and you wouldn't have been given said status if we didn't think you had at least some skill in that. When moving a topic, you must decide whether or not to create a move redirect. This is a locked topic where the original was to inform users that the original was moved to a different category. If you think the original poster may be looking for it (ie: a post about a bug posted by a first time poster), leave a redirect. But for something, say, posted by a longtime poster, or someone who requested that the topic be moved, or part of a topic that was split, then there's no need to clutter the board with a redirect. If in doubt, leave one behind, as they serve no harm and can be removed if necessary. Note these are always locked by default and should remain so. Please leave behind a quick summary in the redirect stating why this was moved, for the sole purpose of the original poster not accidentally placing a thread on the wrong forum, etc;

Don't post in locked topics without justification:
Topics are locked to prevent users from posting in them for a reason. After a topic has been locked, please do not post in a topic to continue the discussion. This is just a violation of your moderator privileges, and is unfair to the regular posters. If you must post in a locked topic, it should be only to either (1) discuss why it was locked and/or give pending discussion to whether it should be locked or (2) to give a final closing note, allowing the posters to know who locked the topic and why.

Justify Locks:
Similar to the above, give a reason for locking the topic. Include who locked it and why, so as to let the original posters know why it was locked, and even at times when the original poster should be able to bluntly see why it was locked, the notice serves to let other users know why as well, for they might be more oblivious to the rules of the board (such as a new poster). It's not necessary to post for single post threads, as you can add an edit summary to the bottom of their post, but for threads with many posts, you should generally leave a new post to make sure the closing statement can be seen.

Explain when deleting posts and topics:
When deleting a post or topic, there's nowhere to leave a notice for the poster. Consider PMing the poster to let them know that their topic/post was deleted and why. This is so they can make less faults in the future, as well as so they can know who removed their post/topic.

Criteria for banning:
Perhaps a user goes out of hand, or is a complete troll. Administrators can ban a user, either temporarily (generally used for offenses, etc when used as a punishment. This would be used generally for multiple offenses, and single offense posters should be explained to first) or permanent (for bots or spammers only). Moderators are not able to ban users, but may PM an administer if they think there is enough criteria to ban a user. The criteria is as follows:
  • The user is a troll. To put simply, they are here only to cause disruption and make others retaliate, feeding the fire. These would generally be given a temporary ban, with the length depending on the severity of the incident(s). IP bans may be necessary if the user tries to create multiple accounts. IP bans are ALWAYS temporary and are generally a short span of time, and generally just limit posting, allowing the user to create another account and PM if the ban affects more people than intended.
  • The user has done multiple rule violations after being instructed not to and while knowing better. If the user doesn't know better or hasn't been warned first, they should generally be warned before banning. Continuous violations after this initial warning may lead to banning.
  • Constant flaming is a bannable offense. We value the safety and security of all our posters, and attacking posters is strictly prohibited. Multiple instances of attacking users or inspiring hate/racism/fear is punishable by a temporary ban.
  • Porn/Bots/Advertisers/Spammers can be banned if they post more than once. Most of these bots are single use and will only post a single message. Banning them is a waste of time. But if said account does multiple violations, a ban may be necessary to stop the user.
  • What happens outside the board stays outside the board: We don't care if they were an absolute ass in the IRC, or if you don't like them in real life, it's only what happens on the board that makes things bannable.
  • When following reports by other users, Administrators should confirm all instances before banning, and judge if the ban is really necessary. This is to ensure that you don't just go by unverified word, making it possible to ban someone on false pretenses.
  • All bans should be accompanied with a fully given reason. It's unnecessary to PM the banned user, but leave a concise summary detailing why they were banned in the reason field. This will be seen by the banned user when they attempt to login, explaining why they were banned and for how long.
Bans are very rarely given, and in fact, only 2 have been issued in the past year.

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Change list:
-Fixed improper term, thanks Hailstone.
-Added Tomreyn to moderator list, crossed off inactive members

118
General discussion / Upcoming GAE Versions
« on: 4 January 2011, 00:03:52 »
Looking at the latest revision of the language file, I noticed there's a number of strings for the time of day (ie: mid-day, midnight, dusk, etc). I was wondering what those are planned to be used for? Also, might be a good idea to point out the "MidNight" string is not correct. "Midnight" is spelled without the hyphen.

119
Feature requests / Detector Radius
« on: 1 January 2011, 08:53:06 »
The ability to give a detector a radius of which they can detect stealth units (at the moment, sight = detect radius) would add for realism and use. For example, if a spy follows someone, they are probably close enough for the followed to see the spy if they look around. But if the spy keeps far enough away, even though they are within range of vision, they can manage to keep hidden, the further they go. But if they walk right behind the guy, breathing down the back of his neck, they can easily be detected.

Thus, enters the detector radius. A simple radius tag for detectors to let them have a separate radius for detection. How it works is simple: a stealth unit must be inside the detection radius to be detected, even if in the unit's sights. This makes it actually possible to avoid detection if very careful. Otherwise, the moment you see the detector unit, it's too late, they have already detected you. The detect radius can give you a short range of which you can get back out of the way, allowing you to remain undetected.

For example, if two counter-acting "spy-type" units are both stealth units and detectors (of each other), then if they walk too close, and see the opposing units, they can still hightail it out of there before they get close enough to be detected, and vice versa. The reverse makes the stealth unit almost helpless if it gets seen that early on.

Pros: Enhanced and more useful stealth/detector units
Cons: Besides implementation work, none

120
Feature requests / Ability to set color of text on loading screen
« on: 31 December 2010, 23:39:45 »
Because modders can change the image of the loading screen in the data folder, and we should be getting the ability to set Faction Unique loading screens in a future version, I propose we can change the colors of the text on this screen. This is because of a problem I recently noticed on the loading screen of Military, which, for the UNATF faction, is a very light colored loading screen with blue and white (the official UN colors). Since the text is white, it can be difficult to read.

For simplicity, the choice between white or black text would do for most people, but for more control, the ability to use any color (perhaps in the same way as we choose the colors of particles?) for the text, thus letting us pick the color most visible and most fitting for our mod. This should also appear for the results screen at the end of the game, since it uses the same image.

The best place to be able to choose this color should be the main menu XML (in the data folder) for the universal, default background image (for when the faction does not have a faction specific image) and in the faction XML for faction unique background images. If this XML tag is omitted, the default (white) text will be used.

Cons: As long as the modder chooses responsible colors, none.
Pros: Ability to see text properly, ability to customize the text color better for the mod.

121
Feature requests / Ability to give Detectors targets
« on: 30 December 2010, 00:21:07 »
The ability to give detectors "targets" (meaning, they can only detect those specific units) would vastly expand the stealth function. In fact, to be honest, Military will eventually need this function, as there's more one type of "stealth". For example, the Stealth Bomber is stealth, but can only be detected by the AA Launcher. For now, that's the only stealth unit, so that's fine with the current system, but eventually, there will be an opposing faction and spy units, which will use a different stealth system, only detectable by each other. Thus, the need for detectors to specify what units they can detect.

This is best done by making the detector tag something like this:
Code: [Select]
<detector value="true">
  <unit value="stealth_bomber" />
</detector>

122
Bug reports / Bug List (Rev1004+)
« on: 30 December 2010, 00:12:10 »
Just a few bugs I spotted while preparing Military's release. I know rev 1004 is very old, and I'm excluding those that have been reported, but, to be safe, I'm reporting a few others:

  • Language support for the faction name is broken. The name is still listed as normal in the new game menu, post game score results, and scenarios list. This is important because Military's faction has been renamed to "UNATF", which looks bad as "Unatf". Proper case is a must, and the example language file you had for Magic and Tech shows that there should be support for the faction names (abet, you'd never notice with just magic and tech).
  • A crash occured when closing the game from the "Quit Program" in-game menu option.
Code: [Select]
Crash
Version: Advanced Engine trunk-rev.1004
Time: Wed Dec 29 17:16:43 2010
Description: Access violation (Reading address: 0x0A8339B2)

Call Stack:
  Frame       Code address
  0x011CEEEC  0x77122840 RtlInterlockedFlushSList+0x26b
  0x011CEFE4  0x77122B47 RtlInterlockedFlushSList+0x572
  0x011CF004  0x77122A32 RtlInterlockedFlushSList+0x45d
  0x011CF018  0x76C014D1 HeapFree+0x14
  0x011CF02C  0x6D802AAC
  0x011CF048  0x6D833AF0 DirectSoundCreate+0x2bcb3
  0x011CF05C  0x6D82E43A DirectSoundCreate+0x265fd
  0x011CF078  0x6D833962 DirectSoundCreate+0x2bb25
  0x011CF084  0x6D8338B7 DirectSoundCreate+0x2ba7a
  0x011CF098  0x6D82E43A DirectSoundCreate+0x265fd
  0x011CF0B0  0x6D833732 DirectSoundCreate+0x2b8f5
  0x011CF0BC  0x6D833683 DirectSoundCreate+0x2b846
  0x011CF0D0  0x6D82E43A DirectSoundCreate+0x265fd
  0x011CF0E0  0x6D8335E9 DirectSoundCreate+0x2b7ac
  0x011CF0F4  0x6D833A7C DirectSoundCreate+0x2bc3f
  0x011CF100  0x6D833A3A DirectSoundCreate+0x2bbfd
  0x00000000  0x00564B30

=======================

  • Even when the volumn of FX and Music are set to 80, they end up 79 every time you enter the options screen.


Of course, if these are all fixed in a newer revision, disregard this post. I don't suppose I'd be able to get a build of a newer revision then? Military is nearly ready for release, but it needs at least r1004.

123
Feature requests / Random Tilesets
« on: 27 December 2010, 07:38:13 »
The ability to chose the option "random" for a tileset in the game, and the tileset will be randomly chosen from all available tilesets. I also propose that the same option is given for maps. Together, this can make every game feel completely unique, and I would really like to see it. Megaglest has just done this for tilesets:

https://forum.megaglest.org/index.php?topic=6347.msg62214

124
Because many players do not realize the differences between the versions of Glest, an unbiased list of their differences was needed. This will list no preferences, but will focus on the features.

Basic decision: MG is for stabilized multiplayer and GAE is for its features. Need more information? Look down at the features...
https://docs.megaglest.org/Engines#Comparison_of_the_Engines
(click to show/hide)

125
Maps, tilesets and scenarios / How to take an image of your map
« on: 19 December 2010, 08:27:59 »
The forum has often had people posting maps without any image, leaving us with no clue what to expect. It is recommended that you have an image of your map when you upload it to the forums, but seeing few people know how to do this, this topic will explain how. Both GAE and MegaGlest versions are included below.



MegaGlest Version

Step 1: Start the game

Step 2: Start Custom Game and Enable Advanced Options - When starting the game, be sure to turn off Fog of War then Allow observers. Also, be sure to choose an appropriate tileset for the map.



Step 3: Switch Your Slot Faction to Observer



Step 4: Screenshot - Start the game and press "F8" to toggle photomode. Now zoom way out until you can see the entire map in the window. The game WILL lag a lot (even on the best graphics cards), but you'll just have to cope with it. Don't expect to be able to screenshot anything larger than 256x256. Once the entire map is visible, press the "e" key to take a screenshot.

Step 5: Modify the screenshot - The screenshot was saved to the personal folder, in the screens folder. Open up the file and trim out extra borders before saving as a more suitable filesize (such as JPG). Upload to a site like imgur or imageshack and post on the forums.


Bravo, you have just uploaded a screenshot of your map! To repeat, you only have to do steps 1-5.




GAE Version

Step 1: Locate the INI - Glest's INI stores all its settings. In this case, we must change how far we can zoom the camera out, and how far the camera will render. The INI will be located in either your install directory (the folder you installed GAE to) or your personal folder/glestadv (ie: on windows, this would be C:/Users/Your Name/glestadv). This file is called glestadv.ini and should be opened in any plain text editor (such as Notepad++).


Step 2: Modify the INI - Find these lines in the INI and replace the value to the right of the equal sign as follows:
Code: [Select]
CameraMaxDistance=1024
RenderDistanceMax=1024



Step 3: Start a new game - When starting the game, be sure to turn off Fog of War in the game settings. Also, be sure to choose an appropriate tileset for the map.


Step 4: Toggle photo mode - Open the menu with "Escape" and choose photomode to hide the graphical user interface.

Step 5: Screenshot - Start the game and zoom way out until you can see the entire map in the window. The game WILL lag a lot (even on the best graphics cards), but you'll just have to cope with it. Don't expect to be able to screenshot anything larger than 256x256. Once the entire map is visable, press the "e" key to take a screenshot.

Step 6: Modify the screenshot - The screenshot was saved to the personal folder, in the screens folder (in the same place as the INI). Open up the file and trim out extra borders before saving as a more suitable filesize (such as JPG). Upload to a site like imgur or imageshack and post on the forums.


Bravo, you have just uploaded a screenshot of your map! To repeat, you only have to do steps 3-5. Steps 1 and 2 are one time only.[/font]



Help! My map is all foggy/rainy/night-y!
So your tileset is obstructing your map? Fog in tilesets, even the slightest amount, can prevent you from taking screenshots. Optimally, you'll want to remove the fog and weather. In the tileset XML, find the line that says <fog ....> and replace it with <fog enabled="false"/>.

Now to remove the rain/snow effects, find the line that says <weather ....> and replace it with <weather sun="1.0" rain="0" snow="0"/>.

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