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Topics - Omega

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76
General discussion / Documentation Checklist: "Hidden" features
« on: 25 June 2011, 20:46:07 »
Ok, here's another thing I'd like to document, but am not familiar with and haven't seen any release info, as well, my searches turn up blank. Seems to be a modified morph for buildings... Or is it more than that?

Code: (Shibboleth Worker) [Select]
<command>
<type value="transform"/>
<name value="become_building" tip="transform_info" sub-header="transform_subheader" />
<image path="../../../../../magitech/factions/tech/units/farm/images/farm.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<move-skill value="move_skill"/>
<position x="0" y="0"/> <!-- position 'offset' from 'target' pos to go to -->
<rotation value="0" /> <!-- rotation to assume (in degrees, 0 == 'north') when in place -->
<morph-units>
<morph-unit name="farm" tip="farm_info"/>
<morph-unit name="defense_tower" tip="defense_tower_info"/>
</morph-units>
<hp-policy value="maintain" />
</command>
In particular, what are the values for hp-policy, and can I get a more detailed explanation of position and rotation?

EDIT:

In fact, looking at shibboleth closer, there's quite a few undocumented features. Let's try and make a list...

  • Upgrade requirements (possibly more?) on cloaks
  • Tags (eg: Warrior); Just used for upgrades to boost, or do they serve some higher purpose?
  • Submenus for upgrades (<produced-upgrades>)
  • Rotated climb?? (I recall it being broken in vanilla Glest, does it work now?)
  • Multiple attack skills on attack stopped, patrol, and guard
  • Multiple animations on skills? (Swordman's attack, at least)
  • Cost modifier (assuming transform *and* morph, guessing it's like discount but before the morphing?)
  • Property wall: what's it do so far? Does the AI ignore them, or what?
  • <field value="land"> (without the parent "<fields>" tags)
  • Faction specific background loading screen (looks like it allows multiples, am I correct?)
  • Note to self: Make XML/Scenario page on the wiki (loading screen image code below)
  • Faction specific mouse texture: didn't see any XML reference, does it just have to exist in the faction folder?
  • Enhancements in upgrades: Completely new to me, looks like a way to modify the stats on an individual unit basis?
  • Enhancements also has a store modifiers parameter, does this only work in enhancements or in the static/multipliers tags everywhere? Same thing for cost-modifiers?
  • Cloak detect string's in techtree language file, such as Cloak=%s cloak, any other "available" things to translate that aren't actually initiated by the modder, but can be translated?
  • ally-shader and enemy-shader tags in cloaking? Syntax and more information?
  • Unrelated: description tag in techtree XML, is it used for ANYTHING at all? Safe to remove completely?


And a question: Does GAE support static particles in unit particle systems, like MegaGlest does? I marked it as MegaGlest only for now, since I can't be sure and don't recall them ever being mentioned. They were added long after GAE started supporting Unit Particle Systems though. As well, is emission-rate in GAE a float now too? https://forum.megaglest.org/index.php?topic=5961.0

EDIT:// According to Titi, GAE does not use a float for emission-rate. Will this be changed, as it is literally a few characters of changes?

I think that's everything that seems undocumented (undocumented = not on the wiki). Unless I missed anything. So, devs, modders, and anyone else who might happen to know about any of the above listed, feel free to explain further, and I'll cross them off the list as I go. Goal: 100% documentation.

Better documentation = Better Modders = Better Mods
Win.  Win.  Win.

77
Bug reports / BUG: Upgrades not adding to queue
« on: 23 June 2011, 20:48:04 »
Reported by Skankerror here: https://forum.megaglest.org/index.php?topic=7061.msg74656#msg74656

The upgrades don't add to the queue, but overwrite the queue with the upgrade. Not personally tested, and unknown system information system information : linux ubuntu 10.10 32 bits.

For the queue I was using last svn version. I'll test with 3.5.2 to see what happens.

EDIT : 3.5.2 or 3.5.3 rev2367 do the same : enlarge nest stop any dinos production and any dino production stop enlargement.

78
Feature requests / Attack Location
« on: 23 June 2011, 17:21:08 »
This was mentioned before in the past, but I do not recall it being implemented and cannot find the topic. Basically, rather than attacking a unit (or more specifically, selecting to attack a unit and attacking the location where the unit was), you directly choose a location to attack, so if you think an opponent is going to move to be at cell X by the time your projectile reaches them, you can aim there (thus, more manual work, but more effective, as otherwise you might completely miss a target when they are moving, since they are no longer where they were when the attack started, and tracking doesn't fit every situation).

This would also be extremely useful for UNATF's Nuke special attack, as normally you can only attack a unit, so if you want to attack the foe's base, you'd need to send a scout, get your missile silo ready, and when the scout reaches the foe's base, quickly target one of their buildings, such as the headquarters. This is a bit counter-intuitive, and being able to attack the location (as long as it is at least "explored", or perhaps that could be toggled in the XML? Might be interesting to blindly attack a location hoping for a hit with no way of knowing if it was successful). This would use a modified attack command, with the exact same parameters as a normal attack command.

Since there is already ways to attack a location (though if you "attack a location" with a regular attack skill, it just keeps the attack command active until it sees a unit, then attacks that unit's location), this could presumably be implemented by somehow modifying how that works (I won't pretend to know how, and if I am completely wrong with this presumption, disregard it as the rambling of a fool).

If implemented, I can guarentee its use in at least two UNATF units, and the Nuke almost would require this, as the current way, as explained above, is impractical.

79
Noticing a trending pattern where people shoot down the very concept of having such an idea even available, I decided to post this topic here. This is not a topic to give a reasoning or resolve for problems, but just to present a moral view to some posters, in hopes they can see things in different light.

First, let's talk about features. Obviously not everyone is going to use any given feature. For example, so players like lots of micromanagement, they think that's what makes the game fun, challenging, and unique. Other players loath micromanagement, thinking it's just an annoyance that takes them away from the fun of the game. So who's right and who's wrong? NOBODY. If someone wants to implement a feature that can remove a degree of that micromanagement, obviously those who loath micromanagement would support it, and those who don't will not, so where's the resolve? How do we make both sides happy? Why not give them a choice? Rather than forcing the players to use one of the two options: to have such a feature or not to have such a feature, instead, give the viewer a choice: do you want to use this feature? It should be there, but they can choose whether or not to use it (either by an INI setting or an ingame toggle).

YOU ARE NOT THE ONLY PERSON PLAYING GLEST

Remember that there is a huge community out there. Also, there's a heck of a lot more players than posters on this board. Many of them don't have a voice, but that doesn't mean it doesn't have to be taken into account. Most of the common posters here are experienced players. That doesn't mean you have to oppose a change that will make the game easier to a new player simply because it is useless to you. Obviously, you'd rather see development work being focused on something you can use, but, please, remember that there are others playing Glest, and even if a [biased] "majority" of posters state an opinion, take into aspect those who are silent.

Obviously, a mod is your own work. While I can personally advise that you take into aspect tips and "constructive criticism" of others, I cannot force you to do so. It's your mod, after all. You're free to do as you please. However, one should still try and take into aspect that there are so many other players, and a fresh mind never hurt anyone. Developers are always welcome to implement features as they will. We can't take them for granted, we are very happy that they are doing these things. Naturally, I would hope that they try and take the community's say into things, and consider things from every point of view, rather than just from their one-sided view.

As well, just because it's a minority that will use a feature doesn't mean that it's a bad idea. For example, if documenting the INI options of a program, there may be a few unstable INI options that very few people will ever have a use for. In fact, it could be completely useless, or negatively impacting, for the vast majority of users. However, if just one user could make use of that documentation, perhaps they just wanted to know it exists, perhaps they wanted to do more testing, perhaps they wanted a quick way to find the name without combing through the source code, then the feature is of merit. Sure, it should carry some warning so the majority of users won't get mucked up by using it, but there's no reason to oppose documenting its existence, even if just for the record.

As well, remember we are all human beings. The way I see it, we are all equal, whether we be new here or been here for years, whether we are a programmer or whether we can hardly type, whether we are a moderator or the newbie with one post, our opinions count for the same. Obviously, the programmers may end up being the ones to do the work, and can do as they please, when it comes to looking at just what the community wants, everyone counts for the same. We are all people, and we all must remember that when we take into aspect the opinions of others.

Just because you won't ever use a feature doesn't mean that it is necessarily useless. For example, I make all my XMLs from scratch. I find it more versatile and effective, but that's just me. Others, without doubt, obviously will find the exact opposite to be true. Such as in the case of the XML editor. I don't need it, I have no personal use for it. But, I support it because it will help others, and the way I see it, if at least one person is helped by something, it is of use, even if every other person has no use for it. Because, when it all comes down to it, it's all your choice whether or not you will use this program.

This brings me down to the entire point of this: Choice. It doesn't matter if you like it. I don't care. I really don't care the least if you loath a feature from the bottom of your heart, but as long as it's a choice for others, it's a win in my book. Obviously, a "forced" feature may not be the best, but choices, such as something optional a mod can create, like a custom GUI, or something optional a user can choose to turn on, such as auto-repair, are things that will improve the game for the better.

So, please, hear my plea. Before you hit the post button next time, step into someone else's shoes (virtually), and see how it looks from there. And remember, just because you don't like it doesn't mean others think the same way.

80
General discussion / Time and production speed
« on: 19 June 2011, 04:33:42 »
So, we know the formula for finding how many world frames is used to calculate the time it takes to perform a skill [1], but it doesn't apply to production, morph, or upgrade skills, which have both a speed value on the skill and a time value on the unit/upgrade. So what formula do they use?

Perhaps we should have a nice topic here to share formulas for different calculations? Feel free to post any you may know.

81
This topic has been split from https://forum.megaglest.org/index.php?topic=7282.0.  Have a nice day.
♥ John.d.h


Because that would be cheating!  :o
It could still be interesting in a single player game. Rather than decreasing what your opponents get, increase what you get, so that you can produce more units faster, etc... In fact, now that I think of it, it could be a very fun feature, and as long as used properly and not hidden, it would even be fine in multiplayer. Make that a feature request!
No thanks, if we wanted that we wouldn't have removed that in the first place. Could be evolved into something more, but now is not the time.
Valid reasoning required. The question isn't why, I already explained that. The question is: Why not? After all, the most brilliant part is that you DON'T HAVE TO USE IT! It's at the player's own discretion (and if single player only, it would never affect anyone else. If multiplayer available, perhaps it would require all players to agree to that). It would be a fun feature when you want a faster game, or a "bigger" game. It's like how Project Green was made to let players skip resource gathering and jump right into the action. Instead, you can speed up the resource gathering (on any faction too) to jump into the action faster. Or you could pit yourself with a 3x multiplier against a CPU with a 5x multiplier, just for insanely epic battles.

So, again, please explain the "why not" clause.

Oh, also:
if we wanted that we wouldn't have removed that in the first place
Was it ever there?

82
Objects on the first row can't be seen, yet can still be harvested and selected. Thus, I can click a blank spot at the upper corner of the map, and see it selects a tree. I can even harvest if that object is a resource.


83
The scroll "nub" (whatever you want to call the moveable part inside a scrollbar) for the map drop down menu does not seem to appear when there's a lot of maps (in my case, 88). As well, using the mouse wheel seems to scroll extremely fast, from the top to the bottom in a single cycle (all 88 maps).

Code: [Select]
[URL=http://img689.imageshack.us/i/capturebp.jpg/][IMG]http://img689.imageshack.us/img689/8104/capturebp.jpg[/img][/URL]

84
General discussion / Compiling for Windows 64 bit
« on: 16 June 2011, 21:31:10 »
This is interesting: http://msdn.microsoft.com/en-us/library/9yb4317s.aspx

Would it be compatible with GAE?

85
General discussion / WxWidgets
« on: 14 June 2011, 14:28:09 »
In cmake, GAE has a spot for WxWidgets, presumably for the map editor, G3D viewer, etc... But what do I do with these two variables? The Lib path one is easy enough to do, but wxWidgets_wxrc_EXECUTABLE has me stumped. I do have a folder called wxrc, but the path wants a file, and I tried every one of the files in the wxrc folder (none are executables). I have WxWidgets 2.8.10 installed. What is the correct file to point that to?

86
General discussion / Documenting Widget.cfg
« on: 14 June 2011, 14:24:11 »
The title explains it pretty well. Obviously, the widgets is a huge deal, and could give a lot of customability to modders who wish to invest the time to create a custom GUI for their mod. However, documentation for it is, well, non-existent. I would make it myself, but even I do not begin to know how it would be done.

An explanation of how it works and what most of the options do would be greatly appreciated, even if just a small description (which may be expanded through further testing, etc)...

87
Unless I did something wrong when I compiled the current Git-master (as of 7:04 12/06/2011), the addons seem to not be working correctly. The techtree can still be loaded, but Military is unable to display its custom main menu model, the custom about models, sounds, language file, etc... No changes were done to the source itself, though data dir and config dir are both set to "." (same folder), and the folder structure is the same as the original Glest used (rather than having the techs folder in "shared/glestae", it is in the base "install" folder, along with the executables).

88
Feature requests / Changes to Projectiles and Splashes
« on: 11 June 2011, 06:26:30 »
These are two feature requests, both should be in MegaGlest by now, but all GAE mods can benefit from them, and Apocalyptic Dawn (formerly known as Military) will use them.

Animated Projectile Models
As the name implied, you should be able to use animated models for projectiles. Currently, it uses a single frame, so the animation is wasted. As well, splash attacks should be able to use animated models as well.

Multiple Particles on Projectiles/Splashes
Also as its name implies, we can currently have as many particle systems as we want on unit particle systems, but splash and projectiles are limited to one. As per the discussion on MG's similar post about this, we would need to be able to specify when the particle starts or begins and where it is, relative from the model. Other than that, it's just a standard particle projectile XML.

If these appear in GAE in the future, a rather ambitious MIRV may appear.

89
0.4beta1, the Military addon does not seem to be able to overwrite the global language string. I even tried removing the language file in the upgrade addon for 0.4, with no success. It just seems to be completely ignored.

90
General discussion / Building the Git-Master for Military
« on: 31 May 2011, 21:31:25 »
@Omega, 'in this zip':
 - deleted widget.cfg (was missing vital functions)
 - added cloak group 'stealth' to stealth_bomber cloak node & aa-launcher detector node.
 - rename defeat messages and global lang file (should be 'en.lng')
also,
 - probably best not to distribute shaders, you may override newer ones.

Thanks, sorry about that. It was really a 10 second zip from a fairly dated version of GAE (snapshot please?). The widget file was outdated because it's from an older version of GAE (this may make it hard to create a custom layout, if it changes in the future... Any ideas on how to improve on that?). I wasn't actually aware of changes to stealth. What are these changes and where is there more information (update the wiki?)? Was the language style changed too? And finally, shaders were a mistake, due to the bad conversion from the old distribution method to the addons format.

Thanks for the changes and re-upload, I'll be sure that they will be fixed before an official release (after 0.4).

Edit: I'd long since given up on ever using VS ever again (last time I tried to fix the problem it had, I destroyed my registry and had to revert to a backup), so perhaps I'll give it another shot with codeblocks... Granted, I'm rusty from all the time away, but time to build the knowledge back up (kinda sad, VS was the only IDE I ever really knew, and actually did compile Glest in it before). Let me consult the Oracle CompileGuideWin.

Edit2: Jeesh... TurtoiseGit is once more stuck on 7%.... And that's 24.5mb... at that rate, the entire source code is 350mb, and presumably that does not include the dependencies, as I downloaded them separately... What makes it so huge? Any way to do it better?

91
why is it that when you specify a unit's name in a language file that it isnt known by that name ingame. eg. in Constellus, the IPV should be referenced to as "IPV" in all circumstances, not just the lists of affected/required units. that means every time you'd see "Ipv" (the way it is now), it'd be replaced with "IPV"

92
General discussion / Free Image Search Engine
« on: 17 May 2011, 00:38:59 »
I recently found this free image search engine which searches through images (all free) and most importantly: tells you the license. You can restrict the search by license, and it does a very good job at that too. In the search results, it has nice, easily visible icons as well as tells you who the author is for easy attribution. Combined with the fact it can toggle whether or not to show sites that need you to make an account, as well as the many good quality images, it may be useful for any stock images you may need.

http://www.everystockphoto.com/

Trying one sample search for "grass" net me this nice array of images:



Opinions?

93
Mods / Licensing your mod
« on: 11 May 2011, 22:26:15 »
   >> This page on the wiki

So you made a mod. Excellent, but even though you may think you are done, you still have one final step before you can distribute it to everyone: you must choose how it will be licensed. Licensing affects how others will be able to use your mod. Too strict and your mod becomes isolated and usable only for playing, too loose and you may find parts of your mod used in ways that you don't want.

For clarification, it's not your mod you are licensing, it's every individual file in that mod. Thus, when you say your mod is licensed under CC-BY-SA, this means every individual file is CC-BY-SA. You can have multiple licenses by making some files one license and some others. For example, the music might be CC-BY-SA, while the rest could be the laxer CC-BY. This is generally done by having a plain text filed named "AUTHORS", etc distributed with your mod explaining what files are under what licenses.

We are going to assume that you wish to have your mod available for free, and that others will be able to use your resources. Glest itself follows these principles, so sharing is the norm around here, and will likely increase the success and popularity of your mod. For this purpose, there are the following main licenses:

CC-BY
Creative Commons Attribution is a license that permits other people to use your work in virtually any way they want, as long as they give you proper credit.  This can include your name (e.g. Ringo Starr), your pseudonym (e.g. BeatleDrums420), and/or a link to your website (e.g.
Code: [Select]
http://beatledrums420.example.org).

Why you might want to use this license: You want everyone to be able to use your work in their own projects, for whatever purpose and whatever kind of project they want, but you want credit to be given where credit is due.  If that sounds like you, this is your license.  This license is also compatible with nearly every license under the sun (including the GPL), so the content is highly reusable.  Also, if the developers of another game use your content, you can always put that on your résumé.

Why you might NOT want to use this license: If you want to pick and choose how people use, modify, or redistribute your work, this is not the license for you.

CC-BY-SA
Creative Commons Attribution Share-alike and Non-commercial share-alike are similar. People can share (copy, distribute and transmit) the work, and remix (adapt) the work.  It includes the same attribution terms as CC-By, so you can still include your name, pseudonym, and/or web address.

When someone shares or remixes the work, they must attribute the work in the manner specified by the author or licensor (in this case, you) (but not in any way that suggests that they endorse you or your use of the work). If they alter, transform, or build upon this work, they may distribute the resulting work only under the same or similar license to this one.  This means that if you make something for a Glest mod and another modder, artist, or developer wants to use it in their own project, you get credit for it and it remains under CC-By-SA.

These limitations can be waived if they get permission from the copyright holder (you), and where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.

Why you might want to use this license: Others will be able to use your content in their own projects, and any modifications and/or improvements they make will also be shared back with the community and you (so it encourages even more sharing).  This ensures that the content will be used only in projects with Free/Open content, such as Free and Open-Source games, and not in the next Command & Conquer title.

Why you might NOT want to use this license: The downside to CC-By-SA is that it can ONLY be used with other CC-By-SA assets.  This is why you may want to consider dual-licensing, or using CC-By instead.

http://creativecommons.org/licenses/by-sa/3.0/us/

CC-BY-NC-SA

Creative Commons Attribution Share-alike and Non-commercial Share-alike have many similarities, but there is a key difference.  Non-commercial (NC) content cannot be used in commercial projects.

Why you might want to use this license: You want your work to be distributed for personal/private use, or you yourself want to make money from it while keeping others from competing with you.

Why you might NOT want to use this license: Work under this license is incompatible with most other free licenses (including CC-By-SA and GPL), which makes it tricky to incorporate this work in other projects.  Thus, this content is most suited to personal use by players, not distribution in another project.

http://creativecommons.org/licenses/by-nc-sa/3.0/us/

GPL
The GPL, or GNU General Public License is a free license that gives the ability to let others modify your work, and is the most commonly used free license. The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it. To protect your rights, the GPL needs to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.

For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.

The GPL is not really meant for content, but rather for programs. However, some Free and Open-Source projects use GPL for art assets anyway.  Neither the GPL nor any of the CC licenses are exclusive, so in fact you can license a work as both GPL and CC-something (and/or numerous other licenses), allowing the user to use the content under whichever terms are more favorable.  For example, dual-licensing a work as CC-By-SA and GPL allows games with CC-By-SA art (like 0AD) and ones with GPL art (like The Battle for Wesnoth) to both use your content, but still keeps it out of the hands of those who are themselves unwilling to share.

Why you might want to use this license: If you want to allow other games with GPL art to use your content, this is a good choice.  However, it is preferable that you also release it under one of the CC licenses as well, to ensure greater compatibility/reusability.

Why you might NOT want to use this license: If you license your content only as GPL, then it will only be usable in other GPL projects, not in anything else.  Dual-licensing gets around this.

http://www.gnu.org/licenses/gpl.html

CC0 (Public Domain)
If you don't want to have any restrictions at all, and don't mind if others can use your work in any way (which can include uncredited usage in commercial applications), then CC0 (zero) is basically a public domain license.

In contrast to CC’s licenses that allow copyright holders to choose from a range of permissions while retaining their copyright, CC0 empowers yet another choice altogether – the choice to opt out of copyright and database protection, and the exclusive rights automatically granted to creators – the “no rights reserved” alternative to our licenses.

Why you might want to use this license: You want everyone to be able to use your work however they please, and you don't really care whether you get credit or not.  Alternatively, if the work is small or not very significant (like a single sound effect), and you don't want other modders, artists, or developers to have to bother crediting you, CC0 can save them the trouble.

Why you might NOT want to use this license: If someone uses your CC0-licensed work in a way that you don't like, there is not much you can do about it.  Also, if anyone else's work is included in your work, you MUST have permission from the other author(s) in order to release it into the public domain.  This means that if you're using any content from Glest's original assets (e.g. Magitech), you cannot use this license for that work because it doesn't entirely belong to you. You can, however, use multiple licenses, with the copyrighted assets under their respective licenses and only what you made under CC0.

http://creativecommons.org/about/cc0

Helpful Links

Recommendation
Personally, I recommend using CC-BY-SA, as it is the most versatile and allows people to modify your assets while still protecting them better than the GPL. The non-commercial variant is not recommended because it can prevent some modders from using your media. The GPL is not meant for assets, so does not cover them as well. CC-BY-SA is also one of the most commonly used free licenses in the world, being used on many large projects like Wikipedia, Wikia, and many Glest mods.



This main post may be frequently updated. Moderators may edit as they see fit, but should leave an edit summary below.

Edit History:
Code: [Select]
11/05/2011 3:57am GMT - Omega: First version of this page
11/05/2011 4:05am GMT - Omega: Expanded CC0 section
11/05/2011 4:14am GMT - Omega: Added wiki link
11/05/2011 4:24am GMT - Omega: New "Helpful Links" section
11/05/2011 5:13am GMT - Omega: Added a recommendation
11/05/2011 6:11am GMT - Ultifd: Added link to license chooser at top
11/05/2011 6:53am GMT - Omega: Modified sentence structure of previously added line
11/05/2011 6:06pm GMT - Omega: Change as per John: https://forum.megaglest.org/index.php?topic=7106.msg72897#msg72897
14/05/2011 3:27am GMT - Omega: Clarification on how multiple licenses work, also, sticked by John.d.h

94
General discussion / Glest Wiki Question Thread
« on: 7 May 2011, 19:41:46 »
This thread is for asking questions so we can place answers on the Glest Wiki. For example, I've run into road blocks before when making parts of articles where there is insufficient information.

So, to start this off, it doesn't look like there's many, if any, Linux users on the wiki, so I'll try and fill in the Linux paths myself. Where are Glest, MegaGlest, MegaGlest's user folder, GAE, and GAE's user folder located on Linux operating systems? Anyone know about Macs or FreeBSD?

As well, could someone with more technical experience in how GBM, MGM, and G3D work? GBM and G3D have very limited pages with almost direct snippets from the code, and could use some documentation on how they work. We could get some actual 3rd party tools like import/export scripts if people had better documentation.

95
MegaGlest / MegaGlest's INI
« on: 6 May 2011, 18:36:10 »
Two things:

Firstly, I noticed that "MaxUnitSelectCount" was removed in the INI documentation, why is this?

Secondly, are we going to see some of the more obscure, yet more useful parts of the INI documentation updated? In particular, I am referring to "FontConsolePostfix" and related font INI entries, which are very obscure and do not have any description on what they do. Could someone add that description?

https://docs.megaglest.org/MG/INI

96
Mods / Dropbox
« on: 2 May 2011, 22:33:53 »
What would be the best way to store a mod on Dropbox, as individual files in the original folder structure, or as an archive (7zip)? I noticed you can download folders, but didn't actually test how well that would go, especially with such large folders that mods would have, and there would probably be questionable compression quality. Still, opinions?

97
Feature requests / Hotkey to display techtree map
« on: 30 April 2011, 20:16:11 »
Because mods are growingly complex, and many already have a techtree map, such as Military's here:

Code: [Select]
[URL=http://img703.imageshack.us/i/militaryw.jpg/][IMG]http://img703.imageshack.us/img703/7972/militaryw.th.jpg[/img][/URL]
[sup]1240Kb 1400x1050[/sup]

What I'd like is a hotkey we can press in game to bring up a pre-created image so players can see what produces what in an easy map form. Other games like civilization, etc have done this before, and pretty much all newer mods have released a trechtree map at one time or another. Presumably the command would be ignored (or perhaps it would be better to have a console message stating that there is no map) if the image does not exist. Otherwise, it could just be a specified image in the faction XML. Preferably at least 1024x768 in size, though it would be nice if scaling is possible (the military example above is 1400x1050, but can be scaled to 1024x768 and maintain viewability).

Pros:
  • Easy to see what produces and upgrades what
  • Good for players new to that faction

Cons:
  • You tell me!

Discussion below:

98
Forum discussion / [CLOSED] April Madness
« on: 28 April 2011, 06:56:43 »
This topic is an archive, please do not post.



This topic in a bombshell. On 26 April 2011, word filters were used to turn many words into others for fun. For example, "omega" would turn into "mudkipz", "multiplayer" ended up being "watergun fight", etc.

Unfortunately, it was poorly received, and all filters were slowly removed until all were finally removed. It is unlikely to resurface again.

A full list of things that were filtered:
Code: [Select]
google => yahoo
microsoft => Bill Gates
love => hate
hate => looooove
funny => terrorism
math => bloody magical incantations, dear chap
computer => fun machine
awesome => sexxy
duck => rick astley
moderator => awesome people
omega => mudkipz
archer => charzard
swordman => pikachu
multiplayer => water gun fight
stupid => awesome
announcement => message in a bottle
USA => Alderaan
C-huck Norris => Saladin's Mom
lost the game => lost twenty dollars and my self respect
lose the game => lose twenty dollars and my self respect
OMG => Gee Willikers
xkcd => randall's nightmare
sparta => sesame street
Minecraft => digital crack and Lego
wordfilter => cheesegrater
zero => eighty-bajillion
windows = fake-mac
p-ower => POWAH
t-houghts => mind-bullets
your => y'all's
friday => the day after thursday and before saturday
justin beiber => Rebecca Black
n-inja => kitty
lol => ¡This cheese is burning me!
free => reasonably priced
laptop => portable brainbox
again => again and again
canada => death star
slop-encrusted sausagecleaner => slop-encrusted sausagecleaner
football => soccer
hot girl => cute, innocent girl that I am not having any dirty mind-bullets about at all.
g-ay => happy
tomorrow => in a couple months
spam => green eggs
runescape => World of Warcraft
bug => termite
crysis => Barbies
ultifd => He-man
b-ot => slop-encrusted sausagecleaner
titi => Luke Skywalker
AI => scrambled brains
linux => Windows ME
:P =>  :-*
:) =>  :-*
:( =>  :-*
:D =>  :-*
;D =>  :-*
:O =>  :-*
;) =>  :-*
:| =>  :-*
:o =>  :-*
::) =>  :-*
:confused: =>  :-*
:-\ =>  :-*
:P =>  :-*
8) =>  :-*
:-[ =>  :-*
:-X =>  :-*
:angel: =>  :-*
:'( =>  :-*
:look: =>  :-*
:scared: =>  :-*
:bomb: =>  :-*
:thumbup: =>  :-*
:thumbdown: =>  :-*
silnarm => Superman
g-ay => happy
john => Supercalifragilisticexpialidocious

Because of the poor reception, all filters were finally removed within two days, by the 28 April 2011.

99
General discussion / Documentation
« on: 27 April 2011, 06:01:33 »
Wow, that took a long time, but finally finished full documentation of all features on individual pages on the wiki.

https://docs.megaglest.org/GAE/Features

The Normal maps and shaders page needs a bit more info though. I searched all over the board, trac, and wiki, but couldn't find anything more than what I have on that page (I could have sworn someone went into depth about them a bit more on a side topic). Other than that, all the major features have an individual page, and I'll probably continue to add just a list of the other features which don't need a full page (eg: auto-return).

The old GAE reference and guide pages were used to make these individual pages and are now obsolete, so they're redirects to this new features page.

I'm not sure if effects/emanations can use particles, light, or sound yet... The old pages said they couldn't, but someone may have mentioned on the forum... My searches turned up nill, so I excluded that for now, but there's a nagging feeling, so if someone can confirm if effects and emanations support them yet, feel free to add it to their pages yourself or at least confirm in here.

Since this method should make it vastly easier to add documentation about new features, let's be sure to do so, lest features end up lost in time. Even I learned a fair bit looking stuff up to make these pages. For example, I knew there was multibuild now thanks to Tom mentioning it in the todo list, but couldn't find a single entry of how to do it. I ended up finding it out from a sample of John's Project Green.

100
General discussion / Crash at during combat
« on: 26 April 2011, 06:23:54 »
Sorry I'm so late trying to use the snapshot of 0.4 provided earlier (the download was a lot bigger than expected), so this may have already been fixed, though I can't tell as I don't have a more recent snapshot. Happens to tech whenever they enter combat with the opposing tech. Almost instantly on a 2v2 map when the foe is placed next to you (thus starting combat instantly).

Code: [Select]
Crash
Version: Advanced Engine git-master_dev_edition
Time: Tue Apr 26 00:14:20 2011
Description: Breakpoint

Call Stack:
  Frame       Code address
  0x0151D294  0x00696955 _NMSG_WRITE+0x75 at crt0msg.c(198)
  0x0151D5D0  0x0068B58D abort+0x2d at abort.c(59)
  0x0151E088  0x00672F07 _wassert+0xb77 at assert.c(346)
  0x0151E180  0x001A3443 Glest::Entities::Unit::decHp+0x83 at unit.cpp(1815)
  0x0151E264  0x00573832 Glest::Sim::World::damage+0x1e2 at world.cpp(389)
  0x0151E448  0x005732E9 Glest::Sim::World::hit+0x5c9 at world.cpp(366)
  0x0151E4CC  0x0057C942 Glest::Sim::ParticleDamager::execute+0xc2 at world.cpp(1235)
  0x0151EA84  0x00184DA0 Glest::Entities::Projectile::update+0x1780 at game_particle.cpp(287)
  0x0151EB28  0x005C122E Shared::Graphics::ParticleManager::update+0x15e at particle.cpp(357)
  0x0151EB3C  0x002541D4 Glest::Graphics::Renderer::updateParticleManager+0x34 at renderer.cpp(451)
  0x0151EC08  0x001F32AD Glest::Gui::GameState::update+0x24d at game.cpp(294)
  0x0151EC88  0x002DC855 Glest::Main::Program::loop+0x315 at program.cpp(292)
  0x0151F734  0x002D7EDA Glest::Main::glestMain+0x69a at main.cpp(205)
  0x0151F744  0x002D8AA0 main+0x10 at main.cpp(225)
  0x0151F790  0x00683467 __tmainCRTStartup+0x117 at crt0.c(266)
  0x0151F798  0x0068333F mainCRTStartup+0xf at crt0.c(182)
  0x0151F7A4  0x76CB33CA BaseThreadInitThunk+0x12
  0x0151F7E4  0x77D39ED2 RtlInitializeExceptionChain+0x63
  0x0151F7FC  0x77D39EA5 RtlInitializeExceptionChain+0x36

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