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Topics - John.d.h

Pages: 1 2 3 [4] 5
76
General discussion / CRASH v0.3.1 Possibly related to transport
« on: 23 October 2010, 19:51:45 »
http://pastebin.com/6eYzWUeR



I had a building loaded with a bunch of units, and that building had been destroyed a few seconds before the crash.  Possibly related?  (Are the units inside all supposed to disappear when the building dies?)

77
General discussion / BUG: Transport behavior
« on: 23 October 2010, 18:35:20 »
Building "House" can carry unit "Chuck".  Send Chuck to load into House.  Before Chuck reaches House, tell Chuck to go somewhere else.  House will continue to have the "load" action running despite the fact that Chuck is no longer interested.  This precludes the building from using attacks (as it's no longer "standing ground") until it is issued another command.  Not a big deal, as you can just use "stop" or "attack_stopped" to fix it, but it's probably not the desired behavior (especially since the AI wouldn't know to do that).

Edit: Also, I'm having trouble getting units to repair a be_built building.  Both right-clicking and explicitly telling them to repair the building result in an invalid order.  Auto-repair works, though.

78
This has been mentioned but I can't find a ticket, so I figured I'd give it is own thread, lest it be lost.  Simply put, when the user hovers over a command, a short tool-tip/blurb will be displays along with the usual information, such as cost and requirements.



I figure there would be two ways to specify it in XML: either in the producing unit's command, or the produced unit itself.

1:
Code: [Select]
<command>
<type value="produce"/>
<name value="train_guard"/>
<image path="../guard/images/guard.bmp"/>
<tool-tip value="Heavy melee warrior. Slow speed, highly resistant, and good attack to ground units."/>
</command>
2:
Code: [Select]
<parameters>
...
<tool-tip value="Heavy melee warrior. Slow speed, highly resistant, and good attack to ground units."/>
</parameters>

The benefit for the first one (in the command) is that you can have different values for morph and produce, and it could also be made more generic (for other commands), e.g.:
Code: [Select]
<!-- produce command-->
<tool-tip value="Heavy melee warrior. Slow speed, highly resistant, and good attack to ground units."/>
Code: [Select]
<!-- morph command-->
<tool-tip value="With advanced training and heavy armor, a Swordman gains strength and resilience at the cost of speed."/>
Code: [Select]
<!-- attack command with a superfluous description-->
<tool-tip value="A heavy sword attack for massive damage to ground units."/>
...and if we want to get a little crazy...
Code: [Select]
<!-- effect description-->
<tool-tip value="The poison coursing through this unit's veins reduces speed and causes damage over time."/>
Code: [Select]
<!-- armor type-->
<tool-tip value="Teflon armor is highly resistant to sticky damage, but more susceptible to abrasion attacks."/>
... and the benefit of the second (specified in parameters) would be that you don't have to specify it in multiple places if your unit has more than one way of coming into existence.

Would it be better to read it from a text file somewhere?  Would it be possible to make it multilingual?

My thoughts for that would be that you'd have multiple text files, and the engine would look for a language abbreviation in the file name.  For example:

Quote from: guard_morph_tooltip.en.txt
Heavy melee warrior. Slow speed, highly resistant, and good attack to ground units.
Quote from: guard_morph_tooltip.es.txt
Combatiente pesado mano a mano. Baja velocidad pero alta resistencia y buen ataque contra unidades terrestres.
This might get rather cluttered, in which case a /units/guard/text folder would come in handy (but of course that's up to the modder).

79
Closed bug reports / [invalid] Two graphics bugs, v3.3.7
« on: 14 October 2010, 00:27:22 »
This happened whenever my Summoner would attack.  You can see her cape is gone, and there's a big purple splash all over the camera... so maybe her cape is flying up?  I know that doesn't make much sense, but that's what it looks like.


and here's one from the menu:


I noticed this same behavior in GAE 0.3.1, but not 0.3, so maybe this is from whatever you guys did with the shadows and transparency stuff?

Linux Mint 9 Isadora 32-bit

80
Feature requests / g3d viewer request: refresh button
« on: 11 October 2010, 04:15:05 »
When working on a model or animation, sometimes I like to have it open in Blender to modify it and a copy open in the g3d viewer so I can see how it actually looks in game.  I think it would be easier to focus on minor changes and updates to the file if there were a way to "refresh" the model in the viewer so it reloads the model, texture, etc., but keeps the same view.

81
Off topic / A relevant article for modders, devs, and others
« on: 9 October 2010, 22:38:45 »
I ran across this article today, and felt it needed to be shared.

http://makegames.tumblr.com/post/1136623767/finishing-a-game

Quote
As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.

82


Two copies of the same building, one rotated and the other not.  Red is where the particles are properly coming from.  Purple is where they shouldn't be, but are anyway.  Blue is where the purple should be.

83
General discussion / CRASH! Related to load/unload.
« on: 9 October 2010, 04:53:17 »
Occurred when loading a unit into a building that was also shooting at enemies.  In this case, it's the tower on the left, which is fighting a Guard.

Code: [Select]
[URL=http://img810.imageshack.us/i/screen3g.jpg/][IMG]http://img810.imageshack.us/img810/1907/screen3g.th.jpg[/img][/URL]

84
General discussion / Show your screens
« on: 9 October 2010, 03:42:59 »
We need a topic for posting our epic battles (in-game screens, final scores, etc.), so this thread seems as good as any other.  Include thumbnails so the thread doesn't get ponderously huge from full-sized images.

I'll start. :)

16 Ghost Armor to soak up EP: 2400 gold
+16 Archmages to rain Armageddon: 4800 gold
+16 Power Golems to steamroll over the ruins: 4000 gold, 4000 stone
+16 Initiates just to clear a path wide enough: 1200 gold
= Nearly stripping the map of resources to finance the invasion: 12400 gold, 4000 stone
Knowing the enemy soiled himself when he saw me approach... well, there are some things money can't buy.

Code: [Select]
[URL=http://img88.imageshack.us/i/screen0p.jpg/][IMG]http://img88.imageshack.us/img88/3775/screen0p.th.jpg[/img][/URL][URL=http://img819.imageshack.us/i/screen1dk.jpg/][IMG]http://img819.imageshack.us/img819/1475/screen1dk.th.jpg[/img][/URL][URL=http://img138.imageshack.us/i/screen2cj.jpg/][IMG]http://img138.imageshack.us/img138/6084/screen2cj.th.jpg[/img][/URL]
This was on MG 3.3.7 playing against a regular Magic AI.  So not fair. ;)

85
General discussion / v0.3.1: Minor graphical... thingy...
« on: 7 October 2010, 16:57:39 »
Code: [Select]
[URL=http://img295.imageshack.us/i/screenshot1ch.jpg/][IMG]http://img295.imageshack.us/img295/2059/screenshot1ch.th.jpg[/img][/URL]
This is new in 0.3.1, as I've never seen it in 0.3.  It doesn't happen that often, and only in the starting menu.  Occurs in both windowed and full-screen.  I got it at a higher resolution, too, but it was a single garbled square over the 'A' in "Advanced".

Linux Mint 9 (Isadora) 32-bit

86
General discussion / Placeholders not working
« on: 5 October 2010, 22:32:29 »
My understanding of things is that if you're missing a g3d file, the game will show a cube instead, right?  For me, the game crashes, unable to load the tech tree instead of using placeholders.  However, placeholder textures do work.  This is true for 0.3 and 0.3.1 both.  This is using the addons folder, as I haven't tested it by messing with the main directory.

Linux Mint 32bit.

Code: [Select]
Glest Advanced Engine: Error log file.

XML Error in techs/magitech/resources/gold/gold.xml:
 Exception caught loading 3d file: techs/magitech/resources/gold/gold.g3d
PHYSFS_openRead failed: techs/magitech/resources/gold/gold.g3d
Error: No such file or directory

<tons-more-similar-errors />

While this is very useful for me, as I use the error log as a "to-do" list, I'm pretty sure it's not the intended behavior.

87
Feature requests / Build vs. repair
« on: 3 October 2010, 21:34:51 »
Not really sure if this is a bug or not, but when you have a unit working on a building and he gets interrupted and then goes back to it, he uses his repair skill instead of his build skill.  The problem with this is that repairing is (at least in both Magic and Tech) drastically slower than building.  I propose that whenever a building is being built, exactly one of the builders should use his build skill instead of repair skill if he has the building on his list of buildable units.

88
General discussion / CRASH on v0.3, Linux Mint 32bit
« on: 2 October 2010, 00:48:24 »
gae-crash.txt: http://pastebin.com/5xH8jHcP

glestadv.log: http://pastebin.com/bu72Hyc3

glestadv-crash.png:
(click to show/hide)

89
General discussion / Upgrade name truncation
« on: 2 October 2010, 00:38:45 »


"Production Speed: +25%" to what units?  I know which ones, but do YOU?  Also, that's the edge of the screen and the full name "Improve Construction Techniques" gets truncated.  Is it supposed to wrap?

Edit: I'm an idiot.  I commented that section out and forgot to re-enable it. :P  The truncation thing still stands, though.

90
Feature requests / Layered upgrades
« on: 23 September 2010, 11:36:39 »
As discussed on IRC, posting here so it doesn't get lost.

Quote
[07:01] <johndh> How difficult would it be to impliment different levels of upgrades, á la *craft or Age of...?  I.e., you research upgrade A and upgrade B appears in its place.  I've got a boatload of upgrades in Solunar and most of them are meant to stack.

<snip />

[07:07] <johndh> Like, let's say we want three levels of "armor crafting", then we could have armor_crafting_meta.xml, which pulls together armor_crafting_1.xml with *_2.xml, and *_3.xml
[07:09] <@silnarm> hmmm... maybe a couple of extra XML elements could do it...
[07:10] <@silnarm> actually, a little logic could probably do it automagically.
[07:11] <@silnarm> if Upgrade B required upgrade A, dont show the icon for Upgrade B until upgrade A is aquired
[07:11] <@silnarm> and then hide the icon for Upgrade A.
[07:11] <@silnarm> if upgrade C requires upgrade B ... etc, etc
[07:12] <@silnarm> I'll think about it for a bit .... ;)
[07:12] == Neurotrophin [~quassel@adsl-70-37-3.gnv.bellsouth.net] has joined #glest
[07:12] <johndh> Sounds good as long as it doesn't do that by default.
[07:12] <@silnarm> ahh, ok.. an explicit system is better?
[07:13] <johndh> I think so.  If you've got two upgrades that are only quasi-related, then I think it would be better to show both.
[07:14] <johndh> I mean, you wouldn't automatically know that polymers will eventually lead to airplanes.  However, if it's something like "basic ballistics", there's an assumption that there's going to be intermediate and advanced.
[07:15] <@silnarm> ok, maybe UpgradeB: <supersedes upgrade="upgrade_a" /> or something along those lines?
[07:15] <johndh> Sounds good to me.
[07:16] <johndh> or in Upgrade A: <next-upgrade name="upgrade_b"/> would work, I suppose.
[07:16] <@silnarm> just links them up, yeah, that's good

91
Feature requests / More "effects" eye-candy
« on: 20 September 2010, 10:26:36 »
Particles are a good start, but there's a lot more that we could do with a unit that gets hit by an effect.  What about adding a model to the affected unit?  The example I'm thinking of is if a unit gets hit by an entanglement sort of effect, and vines spring up from the ground to wrap themselves around the target, like  the top right corner of this.

By the way, I couldn't find a ticket for the "apply effect" or "cast spell" skill on trac, and it seems to keep falling through the cracks. :look:

92
General discussion / [Fixed] BUG: v0.3 g3d viewer
« on: 18 September 2010, 02:58:16 »
When running gae_g3dviewer from command line, after all dependencies have been satisfied, the command fails with the error "Segmentation fault".

Linux Mint 32-bit, g3d viewer that comes with GAE 0.3

93
General discussion / BUG: v0.3 scenario buttons
« on: 18 September 2010, 02:25:08 »






As you can see, clicking around the edges works fine.  Clicking in the center, not so much.  AFAIK this only affects the buttons on the scenario selection menu.

GAE 0.3, Linux Mint 32 bit

94
General discussion / BUG: Crash, GAE 0.3, Linux
« on: 17 September 2010, 05:31:07 »
Crash report:
http://pastebin.com/LSyykWtQ

GAE 0.3 on Linux Mint 32.  I had just torched my enemy's castle and sent my battle mages back to my base to rest up for the next attack.  I also had my summoners working on some ghost armors, my mage tower working on some initiates, and my initiates working on an archmage tower.  I don't recall doing anything unusual to cause the crash.  The game simply froze, and then a little while later (maybe about half a minute), I got the crash report telling me to email gae-crash.txt to blah blah blah.

95
Note: This is neither my wimpy netbook nor the school computer with the bad drivers that I mentioned on IRC!  This is a different computer (my Toshiba laptop) that runs GAE 0.3 with excellent speed.

When starting Megaglest, it runs very slowly.  Even in just the menu, I get <1fps.  With GAE 0.3, it runs flawlessly.  When I finally got to start a game (this took a few minutes), it runs just as slow.  As you can see here in the screen shot, it's still <1fps, and even after 310 frames, the ground textures didn't load.  I've tried both 3.3.6 and 3.3.7-beta1, with the same results.



I'm running Linux Mint 32 bit off of my USB stick on a Toshiba laptop with built-in Intel hardware.

Here's the output when I run lspci:
http://pastebin.com/cEy3T7MD

96
Running GAE 0.3 on Ubuntu 10.04, playing as Magic.  The only thing unusual is that I changed my team color to orange.

1. Research properly displays costs in its tooltip, but they don't actually cost anything at all.  I could easily research all three Library items with only about 40 gold in the bank.

2. Death animations seem to sometimes play at instantaneous speed, or the unit disappears immediately upon death.  I noticed this with Archers, Swordmen, and Horsemen when being killed by my Battle Mages and Initiates.  Dying Archmages seemed to fade out normally, though.

97
General discussion / Glest development philosophy
« on: 9 September 2010, 02:38:22 »
both of these ideas are present in other RTS's, why not Glest?
Glest is not "Age of Warcraft and Conquer for Middle-Earth".  Glest is Glest.  Megaglest, specifically, is a particular kind of Glest with its own development philosophy, and there's no intrinsic reason to simply copy what others have done.

98
Tools / Making a modding tutorial
« on: 28 August 2010, 03:49:11 »
As was discussed in the Glest Guide thread a while ago, I've been working on a comprehensive how-to guide for making a unit for Glest from scratch.  It includes modeling, very basic texturing, rigging, animation, and even how to make a basic XML for viewing the unit in Glest.  I'm nowhere near done, but I've made some substantial progress that is at least a decent introduction to some of Blender's basic functions.  I'm not releasing what I have done just yet, but I would like to see if anyone has any advice for any specific things that they want to see included.  If you're new to modding, what are some things that you feel are missing from your knowledge?  What more would you like to know how to do?  If you're more experienced, what were some things that you wish you'd learned earlier?

My current table of contents looks like this, to give you an idea of what has been done and what is going to be done, and so you can see if there's something missing that you'd want to see in the tutorial.

(click to show/hide)

By the way, there are a lot of things I don't know about texturing, so if one of you knowledgeable folks wants to give me a hand with that after I'm done with the other parts, that would be very helpful.

99
Off topic / Should we bring back the rope?
« on: 9 August 2010, 23:46:43 »
This thread is a response to a post in the "schools and genders" topic, but I feel it warrants its own thread because it's likely to cover a lot more territory.  Plus, it's something I feel like ranting about for a bit, and nobody's going to stop me. :P

some parents might get angry if their child gets in the lower int. class... :|
Blah blah blah.  Too many problems are caused by people not being willing to hurt somebody's feelings by telling them they're fat, stupid, and generally not very good at anything.  Instead, kids get constant compliments for doing nothing of worth, and they grow up thinking that everything they do is great and that they're somehow "special".  Guess what folks; you're not special.  There should be an entire class in elementary school dedicated to teaching kids that.

While I don't normally consider AskMen to be a reliable source of advice, this particular article nails it.

Quote
Climbing a rope is tough, and many boys can't do it, especially today’s fatties. The same coddling parents who turned their sons into meatballs turned their overprotective attention on the schools and blamed the administration if young butterball Timmy feels shame. The pressure persuades schools to slacken standards and, thus, the ropes have been taken down. While kids may feel better that day, they lose important lessons: the need to overcome adversity, the iniquity of life and that satisfaction of physical strength. We say bring back the rope.

The entire article: http://www.askmen.com/entertainment/austin_400/437_bring-back-the-rope.html

Read, comment, discuss.  Go go go!

100
Off topic / Internet censorship, privacy, and anonymity
« on: 27 July 2010, 22:54:03 »
https://blog.torproject.org/blog/online-anonymity-debate-south-korea
http://en.wikipedia.org/wiki/Internet_censorship

While internet censorship and anti-privacy laws aren't anything new to dictatorships like China and North Korea, lately even some of the freer nations around the world have begun to jump on the bandwagon.  What do you think?  Do web users need to be tracked and monitored so they don't do bad things, or is it really none of the government's business?  Discuss.


Source

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