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Forum discussion / Re: Forum cleanup
« on: 14 January 2014, 01:00:16 »
I ran a quick query on the table, and it looks like we have 688 members who haven't reset their password.
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7z.dll
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libvlc.dll
libvlccore.dll
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xml2g.exe<skill>
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<animation path="models/archmage_attacking.g3d"/>
<particle-bounds>
<model path="models/hands.g3d" particles="particles_hand.xml" />
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</skill>I think I might have used all the current tileset and normal resources up. So that can't be a way to fish. But I was thinking maybe spawn in a unit that is a model of fish swimming and have a cell event that kills the fishing unit when you go near it, then respawns it again in 200 seconds or something.You could probably do that. There's a limit to the number of tech resources due to the map's limitations, but I don't believe static resources have a limit. You could use a Lua event to detect when a fish unit is killed and provide food on death.
Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishingInvisible would suck, though. Too hard to find. A model of fish swimming around that renders under the water should work.
a screenshot with hud but without minimap ? What should this be good for ? Just click on the ground to select "nothing" and take your screenshot, or do I miss the point ?Hmm? No. No HUD. HUD includes the minimap, the resource display, etc. You already have photomode. This request basically flips photomode on, takes a picture, and flips it off (or perhaps something more efficient).
a) Is it possible to make units unselectable, then? What would probably happen with the emanations is people would just camp out their sergeants and use them as mobile production centers (albeit with limited range), to say nothing of what a micro nightmare that could pose.No. Technically, size zero units are unselectable, but they're also immune to all damage (except regen), which is not generally desirable.
b) Given the above, is there a way to eh, tighten the formation? To make units prioritize following over breaking off from the group and attacking forlorn enemies? Or is that already the case?Not without changes to the engine.
c) I recall reading something about multiproduction someplace, where you could state that unit x has to be produced in multiples of two or three. I have no idea if any relation can be made here, but could one set it up so a unit spawn with several pets when constructed? I imagine the main problem there would be setting an owner.https://docs.megaglest.org/GAE/Multiproduce
d) Does there exist a method for editing the selection circles for units? If not, can they be made larger artificially?They can't be edited, no. The size of the circle will correspond to the size of the unit (roughly).
Also, last question, I swear: does geometry for structures have to be open bottomed? It seems like that's a trend and I just want to be sure it's not due to a technical limitation.There's practically no limitation on the model. You could even give a small, size one unit a massive castle as a model and that will work. It is not necessary to have an open bottom. That is just a common choice because in most cases, the bottom cannot be viewed.
Stop wasting time this weekend, stop playing on your new xboxone/ps4, stop socialising with family, stop browsing reddit! There are more important things to do:B-but exams, man... I'm interested in what you'll pump out this time, though
I agree, given how we often tend to get bug reports from new members that are caused by problems on their end (and are resolved in the FAQ).We should also evaluate whether or not we need to continue having issue trackers on both forums and GitHub.We could keep the bug reports forum so poeple who are uncertain if something is a bug or not can post there first, and if it has been confirmed open an issue on GitHub then
Thanks Debian Games Team! The import worked a charm.Awesome! SVN is a pain to work with sometimes, especially if you are used to git's convenient branching and tagging.
A lot of developers for this purpose have second "frozen branch", and commiting to it only backwards compatible patches and per some (short) time they doing based on this branch the next stable version e.g. X.X.0 > X.X.1,That's what SMF and JQuery do. Both currently have a version 1.x and 2.x. The older versions only get bug fixes. However, I don't feel that's a good idea for MG: takes up too many resources and we want players to have the latest and greatest version.
http://semver.org/Is there any plans to use this? I'm a fan of semantic versioning because of its consistency (actually, I stole this link for one of my own software projects).
I think you are right. Every time I play with bots magic is always the first one out.I disagree. Magic is a strong faction. The AI just sucks at it. Magic is played a bit differently from other factions.
Is this for GAE (water units?) or are they just in scenarios?He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".