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Topics - John.d.h

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51
Mods / Texture formats -- tga, png, jpg
« on: 27 February 2011, 05:22:26 »
I'm sensing a trend here.  There's been a lot of banter in various threads about texture formats lately, and which ones should/shouldn't be used in mods.  Rather than cluttering everyone's threads, feel free to discuss in this thread the pros and cons, the whats and whys, and whatever other issues you need to get off your chest about texture formats.

Specifically, the issue at hand is lossy jpg versus lossless png, and whether the long-term inability for jpg images to be altered and realtered without degradation is worth the reduced file size.

Discuss.

52
Mods / Project Green: gameplay mod for GAE -- new release 18 Sep 2011
« on: 20 February 2011, 08:41:36 »
I'm happy to present Project Green (working title), a quick and simple gameplay mod made over the past couple days, a total of only a few hours work.  The idea was not to create new factions, but merely to create a new style of gameplay.  Whereas traditional Glest gameplay involves building a base and gathering resources, PG involves only recruiting a squad and destroying the enemy with it.  Instead of slowly climbing up the tech tree, jump right into the action!  Each faction has only one building, which serves to store their starting resources and to recruit units.  Each faction also has a leader unit.  Magic's White Mage boosts the EP and HP regeneration of nearby friendly units, while Tech's Inquisitor has an aura of fear that weakens enemies.  This mod is designed for GAE 0.3.2 or later, and the very small addon file mostly uses existing Magitech assets.  Just drop it into your addons folder and you're good to go.

Note: I recommend playing with fog and shroud turned off, but that's just my preference.

Objectives: Destroy your enemy's base and kill their leader.  Both are required for victory.

Find more information and images on
ModDB: http://www.moddb.com/mods/project-green
Glest Wiki: https://docs.megaglest.org/Project_Green


New features:
  • Faster build times -- Deploy your army in seconds!
  • No upkeep -- Food and energy are now tech resources, so you can't just destroy the enemy base and wait for them to starve.
  • Leader units -- Each faction has a leader who must be killed (no victory otherwise!)
  • Near-instant gratification -- Why spend time chopping wood when you could be killing things!?
  • A fresh gameplay style -- It's nothing like traditional Glest!
  • Tiny file size -- It's smaller than a typical song!
  • PhysFS-friendly -- Just put it in your addons folder, no extraction necessary.

(click to show/hide)



(click to show/hide)



Version 0.3, released on 18 Sep 2011.

New features in this version:
  • The mod now occupies its own tech tree so it won't override standard Magitech.  The XMLs now link to your normal Magitech installation, so the file size is still tiny.
  • The Aether resource now appears properly.
  • Mercenaries are now available -- instead of spending on your Aether on upgrades, purchase a squad of Dwarven Gunners (Tech) or Woodsmen Marauders (Magic).
  • Icons for the Banner and Nexus.

Known issues with this version:
  • Some strings may be missing.
  • Balance could probably still use work.  Please test and give feedback!

Download this version from the following links:

53
General discussion / GAE translations and lang files
« on: 9 February 2011, 05:10:39 »
I've made an update to the es_ES.lng file for GAE, as well as fixed a few minor typos/inconsistencies with magic_en.lng and tech_en.lng.  es_ES.lng is still missing some strings and may need a native speaker to look over it, in which case I'll post again (same goes for when new strings need translated).  Enjoy.

http://www.mediafire.com/?ixmytwtdjbpcwaj
http://www.mediafire.com/?0kgjazbq23yrzvy
http://www.mediafire.com/?dzdb4ioz5nit6qp

54
Bug reports / [Fixed] BUG: Vanishing menu
« on: 9 February 2011, 03:43:51 »
To reproduce: Click the new game button (or any of the others, AFAIK), and then return to the main menu.


55
Bug reports / [Fixed 19-Jan] Crash and weird behavior, trunk
« on: 16 January 2011, 06:20:51 »
This is on whatever the current trunk version is.  Any time I start a game with my Solunar test faction, it seems to load, then an error message pops up for a split second (haven't managed to grab it yet).  Units are selectable, but I'm unable to issue orders.  This happens consistently with my Solunar test faction but I haven't had it happen with Magic.  When I end the game, it crashes.

Code: [Select]
******************************************************
    An error ocurred and Glest will close.
Crash info has been saved in the crash.txt file
Please report this bug to glestae-devel@lists.sourceforge.net
******************************************************

Code: [Select]
Crash
Version: Advanced Engine svn-trunk
Time: Sun Jan 16 01:06:20 2011
Description: SIGSEGV: address not mapped to object
Address: 0xc
Backtrace:
./glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x8484e7b]
[0xe2240c]
./glestadv(_ZNSt8_Rb_treeIiSt4pairIKiPN5Glest8Entities4UnitEESt10_Select1stIS6_ESt4lessIiESaIS6_EE8_M_beginEv+0x6) [0x8251b38]
./glestadv(_ZNSt8_Rb_treeIiSt4pairIKiPN5Glest8Entities4UnitEESt10_Select1stIS6_ESt4lessIiESaIS6_EE4findERS1_+0x23) [0x825863d]
./glestadv(_ZNSt3mapIiPN5Glest8Entities4UnitESt4lessIiESaISt4pairIKiS3_EEE4findERS7_+0x20) [0x8258490]
./glestadv(_ZN5Glest3Sim13EntityFactoryINS_8Entities4UnitEE11getInstanceEi+0x22) [0x82584ec]
./glestadv(_ZN5Glest3Sim19MasterEntityFactory7getUnitEi+0x18) [0x825846e]
./glestadv(_ZN5Glest8Entities6EffectD0Ev+0x27) [0x82745dd]
./glestadv(_ZN5Glest3Sim13EntityFactoryINS_8Entities6EffectEED1Ev+0x57) [0x8423c41]
./glestadv(_ZN5Glest3Sim19MasterEntityFactoryD2Ev+0x70) [0x8422052]
./glestadv(_ZN5Glest3Sim5WorldD1Ev+0x2ca) [0x841ace4]
./glestadv(_ZN5Glest3Sim19SimulationInterface16destroyGameWorldEv+0x133) [0x84304d5]
./glestadv(_ZN5Glest3Gui9GameStateD0Ev+0x203) [0x8292617]
./glestadv(_ZN5Glest4Main7Program8setStateEPNS0_12ProgramStateE+0x37) [0x82f583f]
./glestadv(_ZN5Glest3Gui9GameState6updateEv+0xab) [0x829395f]
./glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x82f52f5]
./glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x82f775d]
./glestadv(main+0x79) [0x82f7a04]
/lib/libc.so.6(__libc_start_main+0xe7) [0x529ce7]
./glestadv() [0x822ee11]

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



Error log: http://pastebin.com/E8T5yahz -- none of my units are cloaked, but it seems to be trying to bring in the invisible daemon mod?

56
Bug reports / [Fixed 2-Feb] Crash on Rev1057 (transports?)
« on: 30 December 2010, 13:16:51 »
Code: [Select]
Crash
Version: Advanced Engine svn-trunk
Time: Thu Dec 30 08:08:11 2010
Description: SIGSEGV: address not mapped to object
Address: 0x50
Backtrace:
/home/john/glestae_svn/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x84587cf]
[0x77d40c]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest8Entities4Unit4tickEv+0x43) [0x8248fb1]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest3Sim5World4tickEv+0x8d) [0x83f44a1]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0x330) [0x83f35ac]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xce) [0x84077e4]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x8272e5d]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x82d4821]
/home/john/glestae_svn/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x82d6d61]
/home/john/glestae_svn/build/source/game/glestadv(main+0x79) [0x82d7008]
/lib/libc.so.6(__libc_start_main+0xe7) [0x97fce7]
/home/john/glestae_svn/build/source/game/glestadv() [0x82140b1]

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



Happened while sending a pair of Shamans into a building.

57
General discussion / Bug: Pop-up Mage Tower?
« on: 20 December 2010, 13:07:26 »
The first couple times I saw this, I thought my eyes were playing tricks on me, so I started a new game and made sure not to move the camera, and I caught it happening.  One moment the Mage Tower will be sitting at some altitude, and the next it will abruptly be slightly higher.  You almost have to cycle between the two images to notice the difference.  I've only seen it happening very early in the game.

58
Bug reports / Teleport bug: Projectiles will chase
« on: 20 December 2010, 12:52:06 »


To reproduce:
  • Send your teleporting unit to get attacked.
  • Let the enemy fire a couple shots.
  • Teleport away before dying
  • Die anyway as their projectiles hunt you down

Rev 1043.

59
General discussion / Bug: Rev 1035 - Dirt ripples
« on: 17 December 2010, 04:07:20 »
Either I'm blind and can't see the water, or these guys are leaving a wake in the dirt.

60
Off topic / Your non-Glest art
« on: 13 December 2010, 08:40:07 »
This post is one part self-promotion, one part plug for opengameart.org, and one part invitation for you to show off your talents.

If you've got some art that you've made and would like to show off, whether it's a model, animation, drawing, photograph, piece of music, sound effect, or whatever else qualifies as art these days, let's see it.

As usual for this forum, the regular rules apply, but pay special attention to the following:
  • No porn.  Keep everything Safe For Workâ„¢.  Don't post pictures or thumbnails of things you wouldn't want your boss, clergy, teacher, grandparents, etc., to see you looking at.  If you post a link to a portfolio that contains something that might be offensive, put in a spoiler like so:
    (click to show/hide)
  • If it's a large image, post a thumbnail with a link.  Example:
  • {}
  • For very long prose or poetry (more than a few paragraphs), it's better to post a sample with a link rather than the entire passage.

Also, feel free to post a link to any online portfolio you may have (including DeviantArt links).  I won't promise to keep an updated list here, but I may if I remember. ;)  You can post links to other artists you admire, but the primary focus is on us, the Glest community, so that's all that's going on the list.

Developers:
Community members:
  • John Harvey (John.d.h): johndh.deviantart.com - 3D digital art, some photography, maybe eventually some prose

61
Feature requests / Retributive effects
« on: 10 December 2010, 23:33:26 »
What I'd like to see is a way for a unit to affect its attackers with an effect.  For example, stabbing a lightning monster will stun the attacking unit, and wrestling with a walking rose bush would cause negative HP regen (without the defending unit having to do anything).  I think the easiest way from a modder's perspective is to make this a tweak to emanations (target="attackers").  That would allow for a radius in which the effect takes place.  Anything outside of the radius would also be unaffected.

62
General discussion / [Not a Bug]: Tough swordies
« on: 10 December 2010, 22:46:43 »


This happened while playing with the Spinach addon.  Those are those some hard-to-kill guys.  I'll play as Tech and see if I can reproduce it for myself.

Edit: Nevermind, I see that's not a bug -- it's in the new swordman.xml ::)

63
Currently, effects and upgrades can enhance production and harvest speed, but (AFAIK) not build or repair speed.

64
To reproduce:
  • Start researching an upgrade.
  • Lasso select a couple nearby unit.
  • Notice the percentage completion of the upgrade is now shown in the display for the currently selected group.

Code: [Select]
[URL=http://img208.imageshack.us/my.php?image=screen5ha.jpg][IMG]http://img208.imageshack.us/img208/432/screen5ha.th.jpg[/img][/URL]

65


No effects or upgrades are active.  The first screen is actually from yesterday or the day before, not sure, so it's been happening for a couple revisions now.

Edit: Just to show it's not something with my add-on or whatever, shown here with stock Magic.

66
Feature requests / Icon placeholders
« on: 6 December 2010, 21:39:31 »
Since the engine already generates placeholders for missing models and textures, what about icons?  It would make testing a bit easier, as (AFAIK) icons are absolutely required, and they're one of the last things I make.  At least sounds can be commented out.

Here's one you can use.

67
Rev 987 gives the following output for make:

http://pastebin.com/h6722g4Z

Mostly consists of the following, with differing numbers:
Code: [Select]
/home/mint/glestae_svn/source/game/prototypes/skill_type.cpp:251: error: stray ‘\375’ in program
I'm compiling with the same script that worked plenty of times before, with the exception of the PhysFS argument (and removing that produces the same result):
Code: [Select]
cd ~/ &&
svn co https://glestae.svn.sourceforge.net/svnroot/glestae/trunk glestae_svn &&
mkdir -p glestae_svn/build && cd glestae_svn/build &&
cmake -DGAE_CONFIG_DIR=~/.glestadv -DGAE_DATA_DIR=~/glestae_svn/data/game -DGAE_USE_PHYSFS=ON ~/Dropbox/glest_stuff/addons/ .. &&
make

68
General discussion / [Fixed rev 986] Pathfinder stops short (rev 976)
« on: 30 November 2010, 02:29:49 »


Sending a Daemon from A to D, he only gets to C.  This is on the "Dark Forest" map, 128x128.  Is this intentional to keep the pathfinder from slowing things down too much?

69
General discussion / [Not a bug] Building stats not appearing
« on: 30 November 2010, 02:24:13 »
Things like armor and stored resources aren't showing up for buildings.  Rev 976.


70
General discussion / [Fixed rev 980] Bug?: Rev 976 - Picking up gold
« on: 30 November 2010, 02:22:10 »


When A is on his way back to the Mage Tower with a load of gold, he bumps into B and abruptly stops.  When he gets going again, he replays his "picking up gold" animation.  To reproduce, get a bunch of Initiates harvesting in the same space and watch when they collide.

71
I don't know what I'm doing wrong here, but I've tried several different things, and I think it all comes down to the data directory being in the wrong place.  I've tried:
Code: [Select]
-DGAE_DATA_DIR=../data
-DGAE_DATA_DIR=../data/game
-DGAE_DATA_DIR=../data/game/data

All of them give me a similar result.  The game window opens (at the proper resolution, so it's reading the .ini), but is pure black and doesn't do anything.  I have to either wait a minute or two for it to throw an error and crash, or force kill it.

Here's the output from my most recent attempt: http://pastebin.com/vpjXW78z

Keeping in mind that I'm an absolute beginner at compiling anything (only done it successfully two or three times), what might I be doing wrong?

72
I've got the latest SVN build (as of a couple hours ago), and here's what I noticed when hovering over some commands:

For a produce or morph command:


For a build command:


The unit names are shown in a different way for the build command than for others.

73
General discussion / Unhandled exception, rev952, Win7 32-bit
« on: 23 November 2010, 01:00:37 »
On a super-fresh (as in a couple minutes ago) install of GAE 0.3.1, overwriting with the files from the snapshot, when I try to run from the desktop shortcut, I get:

Couldn't mount dataDir: C:/Program Files/glestae/share/glestae;
The system cannot find the path specified.


When launching the glestadv.exe from the /bin directory, I get:
An error occurred and Glest will close.
Crash info has been saved in the crash.txt file

but alas, there is no such file generated!  Upon further inspection, there is also no glest.ini or other config files.

Edit: This was done on a guest account because my main user account is broken.  I'll try to fix that and see if it's related to that.

Edit: Logged into my admin profile, reinstalled, still same error.  Map editor and g3d viewer both work.

75
Off topic / Vote vote vote vote!
« on: 2 November 2010, 20:01:18 »
On the off chance that you're 1.) reading this, 2.) are a United States citizen, 3.) are over the age of 18, and 4.) are not otherwise prohibited from voting, today is election day!  Get out and vote!  GO GO GO!

Discussion about voting is completely permissable in this thread.  Politics are not.

Sticky for just today.

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