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Topics - Coldfusionstorm

Pages: [1] 2 3 4
1
MegaGlest / Big maps.
« on: 19 December 2019, 04:08:26 »
Is there a reason that big maps are slow? we are talking entirely empty maps besides a few gold mines and 8 easy starting CPU's?

Rather. Does anyone KNOW if theres a reason?.

2
MegaGlest / [NEW Gold resource texture]
« on: 24 August 2017, 13:31:36 »
UPDATE: The texture now works. AND looks perfectly! Download high res textures for your pleasure! :D.

This is a new improved texture file for the gold resource. It is free for use and it follows the same license as MG. So get it into the repo already XD

in windows all you do is plop it down here MegaGlest\techs\megapack\resources\gold\models
and replace the old one, And voila, You now have an awesome looking mining node.

https://www.dropbox.com/s/1wz5ez99qj37vvo/texture_gold.png?dl=0

And here are some screenshots:

https://www.dropbox.com/s/72xtq8mcpratx6a/GoldCapture3.PNG?dl=0

ingame:

https://www.dropbox.com/s/v73q3yuyx5c0r7x/screen0.jpg?dl=0

https://www.dropbox.com/s/b6dm9kdzfdqh3r1/screen1.jpg?dl=0

https://www.dropbox.com/s/xlm48ueye83puwj/screen2.jpg?dl=0

https://www.dropbox.com/s/kljd1hlb9f6dfi7/screen3.jpg?dl=0

https://www.dropbox.com/s/767268fh17xtyy8/screen4.jpg?dl=0

https://www.dropbox.com/s/nsk2srvxg8mbs0y/screen5.jpg?dl=0

https://www.dropbox.com/s/pupx50b918ay9yk/screen6.jpg?dl=0

https://www.dropbox.com/s/1fazkopv62gb5k6/screen7.jpg?dl=0

https://www.dropbox.com/s/ggewxonl7jsgtsx/screen8.jpg?dl=0

3
As the title says, Could we remove this and perhaps make it show like a tag or similar, Currently the text fills A LOT of space!.

i have been thinking it over a little and i can't really imagine any good reasons for having it as text in the title.

(on a offnote/offtopifc, can't we remove that awful MG_ in front of peoples names in the lobby)

4
MegaGlest / [Bug?](play.mg)
« on: 22 March 2017, 18:32:17 »
The desktop notifications on play.mg seems to be a little funky, When enabling them it instantly tells ALL open servers are open. Instead of telling when a server is populated, (minimum one player in it)

5
So, generally i find it hard to communiate with people and IRC are driving me nuts. So HERE! Join the discord! and let's get some games going!

https://discord.gg/ZqSPUkF

We have chat AND voice!

Gloat while you gloriously win over your enemies in fierce 1v1 battles, or Laugh manically as your team wins in a huge multiplayer with 8 players!!


6
Mods / Speedglest!
« on: 27 August 2016, 19:32:16 »
Megaglest has transformed into... DUNDUN DUNDUN DUNDUN... MEGAMAID! .. i mean Speedglest.

Welcome to the Speedglest thread

The goals of speedglest is to make Megaglest more modern, make it feel more responsive and faster

1. Avoid long drawn out game.
2. Make the game feel more fun to play! [Read: responsive]
3. More explosions.
4. Pyramid Sight increased to 20

Unfortunately as i am the only one on working on this particular mod, i have reduced the factions down to tech and magic.

2.1_ALPHA_HOTFIX Release notes.

[If you have disconnect / CRC problems or similar problems, re-download the mod from here as it fixes some, right here and now issues, among others multibuilding for the tech faction]
Version 2.1_ALPHA_HOTFIX is now released download below!

https://dl.dropboxusercontent.com/content_link/4C8pyLJI9mj9PFPW3mT0u4c2fP72dSNr26eDlLBbRdCDZNeaIYi0lV0Qcl6qaQGz/file?dl=1


Version 2.0 is now released download below!

https://dl.dropboxusercontent.com/u/5663916/speedpack_2.0.7z


Version 1.1 is now released

https://dl.dropboxusercontent.com/u/5663916/speedpack_1.1.7z


Release 1.0 is now released!

https://dl.dropboxusercontent.com/u/5663916/speedpack.7z


2.0 Release notes.
1.Egypt is now released! Make the rivers run RED!
2.Slaves harvest and movespeed increased.
3.Upgrade times halved.

1.1 Release notes.
1.Resource nodes now holds 6000 gold.
2.Tree's now provies less wood per tree (down to 200).
3. (updates as i remember what i patched)

1.0 Release notes.
1.Iniates moves faster
2.Workers moves faster
3.ALL upgrade times are halfed
4.Sight radius on Mage tower increased to 20
5.Sight radius on Castle increased to 20
6.Airship movespeed doubled
7.Dragon movespeed doubled
8.Evil dragon movespeed doubled
9.Players no longer start with defensive towers
10. Battlemachines have increased attack speed.

if you want to play a multiplayer game, come into IRC and highlight Coldfusionstorm or Colddroidstorm.
or ask in the chat :)

UPDATE!
Release 1.1 is currently underway. [29-08-2016] Is now released
With more improvements.

Eqypt is planned for version 2.0 Wich is a major release.

7
I was thinking about getting some achievements into MG.

These things are very popular, and could help boost Megaglest popularity, and at the same time get more feedback on what to help getting Megaglest closer to the mainstream and perhaps even get more programmers.

This could be in two categories.(Archivements are for vanilla Megaglest games, no mods)

Singleplayer - Multiplayer

8
Bug reports / Megaglest Crashing to desktop when saving username
« on: 21 April 2016, 07:54:31 »
Hi, Just installed today again.

EDIT:Upon restarting the game, the new name was saved and the translation set was changed from danish to english.

old install was present.

Ran the new installer
it asked to remove the old one, i pressed yes.
removed and installed new one.
Ran the game, changed video settings. (rain first, and then changed shadows to shadow mapping). Saved settings went to network settings and then to general picked new name (Coldfusionstorm), pressed save. and the game crashed with the following messages.

this message first


And then when pressing ok


Software and OS below

Software
OS:Windows 10 Pro.

boind (paused)
discord (voice program)
AU suite (a asus motherboard program)
Flux (color calibration acording to time of day)
QB torrent (Sharing Libre office)
Bitdefender (inactive)

AMD FX9590
Sabertooth 990FX 2.0
Some ram
AMD 7950

9
Loading completes fine but when firing the updated cannon. The game crashes, The Crash is kinda inconsistent but change the speed of the projectile and the loading a file from the same techtree saved with the old projectile speed the game crashes , or the skill plain does not work. perhaps the game loads old cached content?.

Starting a game from scratch (not loading but simply building base from start, This does not occur and multiple projectiles work correctly).

   <skill>
         <type value="attack"/>
         <name value="attack_skill"/>
         <ep-cost value="160"/>
         <speed value="250"/>
         <anim-speed value="50"/>
         <animation path="../../../../../../glestinspace_data/factions/uef/units/remech/models/remech.g3d"/>
         <sound enabled="false" start-time="0.5">
         </sound>
         <attack-strenght value="350"/>
         <attack-var value="0"/>
         <attack-range value="2000"/>
         <attack-type value="gauss_rifle"/>
         <attack-start-time value="0.0"/>
         <attack-fields>
            <field value="air"/>
            <field value="land"/>
         </attack-fields>
         <projectiles>
            <projectile attack-start-time="0.0" damage-percentage="50">
               <particle value="true" path="orbital_strike.xml"/>
               <hitsound enabled="false"/>
            </projectile>
            <projectile attack-start-time="0.0" damage-percentage="50">
               <particle value="true" path="orbital_strike2.xml"/>
               <hitsound enabled="false"/>
            </projectile>
         </projectiles>
         <splash value="false">
            <radius value="6"/>
            <damage-all value="true"/>
            <particle value="false" path="something"/>
         </splash>
      </skill>

And editing the particle file "Orbital strike"
<?xml version="1.0" standalone="yes"?>
<!-- THIS IS A GIS COPYRIGHTED FILE !-->

<projectile-particle-system>
      <texture value="false" luminance="false" path="../../../../../../glestinspace_data/factions/uef/units/siege_tank/images/lumminace.bmp"/>
      <model value="true" path="models/orbital_strike.g3d"/>
   <primitive value="line"/>
   <offset x="0" y="0" z="0"/>
   <color red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
   <color-no-energy red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
      <size value="1" />
      <size-no-energy value="1" />
      <speed value="0"/>
   <gravity value="0"/>
      <emission-rate value="1"/>
      <energy-max value="200"/>
      <energy-var value="1"/>
   <trajectory type="parabolic">
      <speed value="10"/>
      <scale value="90"/>
   </trajectory>
      
</projectile-particle-system>

Or this other file
<?xml version="1.0" standalone="yes"?>
<!-- THIS IS A GIS COPYRIGHTED FILE !-->

<projectile-particle-system>
      <texture value="false" luminance="false" path="../../../../../../glestinspace_data/factions/uef/units/siege_tank/images/lumminace.bmp"/>
      <model value="true" path="models/orbital_strike.g3d"/>
   <primitive value="line"/>
   <offset x="0" y="0" z="0"/>
   <color red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
   <color-no-energy red="1.0" green="1.0" blue="0.5" alpha="0.5"/>
      <size value="1" />
      <size-no-energy value="1" />
      <speed value="0"/>
   <gravity value="0"/>
      <emission-rate value="1"/>
      <energy-max value="200"/>
      <energy-var value="1"/>
   <trajectory type="parabolic">
      <speed value="9"/>
      <scale value="90"/>
   </trajectory>
      
</projectile-particle-system>

10
http://imgbin.org/index.php?page=image&id=22802

This shows the skill speed of the produce skill.

This is not very useful for knowing when a unit in production is Done.
in addition to this,  show the total time of the unit to be built and perhaps the remain time of a already building unit.

Like Buildtime = "timevalue here"

11
Mods / Teamcolour Behavior [Request to change it]
« on: 27 January 2015, 12:16:43 »
Teamcolor right now works that you define alpha color in your texture however, This removes the possibilty of making glasslike surfaces or low poly fences, (and properly a few more options im not currently aware of).

So i was thinking what about being able to mark mesh plates and let the engine teamcolor those instead of the on the texture, Or use a certain obscure color code for teamcolor. (not the beautifull solution tho).

12
Feature requests / Build skill resume
« on: 11 December 2014, 00:46:15 »
yeah so basically if a worker leaves a building while working on it the build process is canceled.

Im asking for that a worker can resume the build again. This can be very annoying as repair speed and build speed can be VERY different so that it takes ALOT of time while your worker is tied up "building" a building to full healh.

[im aware there is a beta release soon, so im asking for it after beta]

13
MegaGlest / Angle and Vectors of standard camera.
« on: 7 July 2014, 13:02:20 »
What is the vectors (angle & position) of the standard camera

LIke this?
http://www.pasteall.org/pic/73591


14
MegaGlest / Particles.
« on: 27 May 2014, 00:11:24 »
Is there a way to attach a particle system to a projectile wholesale?, fx i have a particle effect i want to attach to a projectile model.

Also what are the current limitations of the particle system?.

15
So, As some of you know ive been inhere a long time, and im kinda sick of working without having anybodyb to talk about all these ideas and toughts i goes trough so im starting this Thread to share my toughts on the process of making a RTS game from a design perspective mixed with blender stiff and icons
Hopefully it will be interesting to some.

(ALL IMAGES AND THINGS I UPLOAD HERE WILL BE COPYRIGHTED THINGS. DO NOT COPY WITHOUT PERMISSON).

Now i guess for the first post il show something off.



This is my current nuke icon, Im quite proud of it, Since i have no special education out in graphic creation at all.

Here is another Icon for a silo for melt down crystals.



The second icon is actually a picture of the ingame model with a black background, as you can see this have some unfortunate teamcolour bleeding at the egdes (the middle is red on purpose since it is molten.).

More to come with updates on game theory and toughts on balance on units and more.

Now i kinda wanted to show something ingame. So heres a screenshot shortly after starting a game, This shows the basic layout of your base when starting. and resources.

Do note that all units have only basic textures for the moment, im still looking for a way to do uv-mappings effective and time cost-effective.



I fiddled with particles it and im pretty happy with the result
25-05-2014
http://makegif.com/gA7S

16
Bug reports / Horrible FPS on [Rev: 4712.497ea17] (Weird behavior).
« on: 3 February 2014, 20:42:40 »
I where playing with Tomryen and atze. This is the console output and attached is The World Debug log.

My CPU was not Maxed out, my GPU was downright borred,(no GPU load 14% ca), 600 VRam Used.) And around 5 Gigabyte free ram.

D:\Multimedie\MegaglestSource\megaglest-source\mk\windoze>megaglest.exe
megaglest.exe v3.10.0-dev
Compiled using: VC++: 1600 on: Feb  3 2014 20:20:18 platform: Windows endianness
: little
GIT: [Rev: 4712.497ea17] - using STREFLOP [SSE] - [no-denormals]
Game unique identifier is: a03afd40-8d0b-11e3-bc78-47480cf261de
*Note: Monitoring Network CRC NORMAL synchronization...
*ERROR* [2014-02-03 21:19:31] In [network_interface.cpp::Glest::Game::NetworkInt
erface::DisplayErrorMessage Line: 198] sErr [Player Coldfusionstorm, disconnecte
d from the game.]
Save to log debugCRCWorldLogFile = C:\Users\Frederick\AppData\Roaming\megaglest\
debugCRCWorld.log_client
===> IRC Could not run the session: Illegal operation for this state run_result
= 3

D:\Multimedie\MegaglestSource\megaglest-source\mk\windoze>


This is the download link for the appdata folder world

220MB unpacked

http://www.tempfiles.net/download/201402/335871/debugCRCWorld.html

And here is glest.ini on pastebin
http://pastebin.com/fDmukjHa

And here is the glestuser.ini
http://pastebin.com/AKSY3MKU

Also not related to this game but from another game i had some graphic artifacts.
http://i.imgur.com/kFbUfgc.jpg

These were very slowly gliding upwards and dissapearing.(the weird shadows on ground).

My system
Amd FX-4100
HD Radeon 7850 1Gb ram.
8 Gb ram.
SSD OS disk. 120 Gb.
1TB Data drive(programmes, Megaglest movies ect,ect).
Windows 7 64 bit. (32 bit MG client)

17
Closed feature requests / Better health bars.
« on: 28 January 2014, 21:14:23 »
Im asking for health bars like these in these videos.

Units health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=3552
Building health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=2549
The reason im asking is this picture(my game)
http://www.tiikoni.com/tis/view/?id=4b8ff9c

As you can see for large units and buildings the current implementation use up alot of screenspace and makes the game cluttered.


18
Revision [4773]

Basically i was playing on a map with tomreyn.

I was watching lower Left bottom corner. i could only see a bit of water.

http://www.pasteall.org/pic/62415

Later in the game i was watching some palm trees.
And it did not seem to matter much obvously the fps changed a little depending on where i was. But the trend was clear the fps was declining, During this game

I started out with 180 FPS watching the entire map(aka i was a observer). when i was in the corner my FPS changed to 250 or so.

At the worst times my FPS was down to 10. and a single time below.(i think it was below 10 as i was busy in chat.).

19
[EDITi should note that this is a custom installation more noteably my own game design installation [EDIT].

My CMD output

http://pastebin.com/zFPa1Yya

My dump file

http://www.2shared.com/file/H9ldc78V/6069ee0e-1b93-4a4a-bb4a-0b999f.html

Unfortunately i lost my screenshot of the actual bug messages.

Dxdiag (system info).
Code: [Select]
[img]http://postimg.org/image/b2royybxp/[/img]http://postimg.org/image/b2royybxp/
Text is in danish.(sorry).

Also a manual system info.

CPU. AMD FX-4150 (
GPU1. Nvidia GTX 8800
GPU2. AMD HD 7850 series.
8 GB ram.

.I think that's all


Edit (tomreyn): Made remotely hosted image accessible.

20
These are the logs

http://www.pasteall.org/39130   network.log

http://speedy.sh/HhPzV/debug.7z debug.log

and the glest.log was empty except for
Log file

Core data

What i did.

I started the game went to internet lobby joined a headless and disconnected and returned to main menu and clicked exit.

(Well f***** **** ****** ***).

(Edit for information i FORGOT).

Win7 64 Bit
SVN version 4057.
(and just in case I got it from the SVN and compiled it myself).

21
Closed bug reports / [lacks info] Unknown error
« on: 19 January 2013, 21:50:47 »
I played a game with a friend of mine, The game was kinda laggy. (she was dropped near the end). I played the game untill the end, and when i won i got this error.

Client
http://imagebin.org/243418

Server
http://imagebin.org/243420 (it's a screenshot of my putty terminal).

And the last error when pressing ok in the game-client.(me).
http://imagebin.org/243423

I know it isn't much, but i couldn't find the doc's on the wiki about either debugging or other good pratices. (and i most certainly do not know how to enable logging on the server).

Edit by Omega: Fixed broken link; PS: CROP YOUR IMAGES

22
Pretty simple checkout trunk and try to load a Model with the viewer. i have a older version of the G3D viewer wich loads model and texture just fine.

*clearification, The model does load, Only texture is not loaded (white model).

23
General discussion / Default Login Setting [Forver is a long time]
« on: 1 December 2012, 00:44:40 »
When you log in the timer is set to forever, this is a really long time and is imo, unnessesary, it would be more secure if it was lower, at least set the default to one month, so if people forgot on public libary pc's or brother/sister/home, friends pc's ect ect. It will log out at least at some point.

24
General discussion / Looking for 3D modellers [Paid work]
« on: 15 November 2012, 17:36:34 »
As somebody might know ive been working on a commercial product (name TBD), But im in need of a modellers (or more?).

It's paid work, and i need around 25-50 models in total, you will be working together with me in creating the models(i will create sketches,concept art ect.).

If you are a new modeler this will be a good chance to test your skills and get some money for it.
Price are around 5-10 dollar per model(low poly game model).

Please note you are SELLING your models to me.

Wich means once they are sold you cant use them or sell them.(a similar liscene to selling your work can be worked out in case you want to keep/use models for showcasing for work references).

Im posting here because it's a glest related game, and because if i need to spend money to my project i want to "give back" to the community.

25
MegaGlest / Frame-lock-networking amongst others.
« on: 8 October 2012, 09:07:06 »
http://gamedev.stackexchange.com/questions/38426/frame-lock-networking

I was looking trough my chat log, and saw titi and softcoder discuss this, and i find it myself wildly interesting, Besides interesting it can be used for Megaglest for better network

So, Softcoder,Titi,Treba,Silnarm, And others hidden programmers.(sorry if i forgot someone).

What are your thoughts on this?

Interesting?,Waste of time?, usefull?,needed?.

Personally i come from commercial RTS games, so the delay is what annoys me most right now i think.

I often relocates resources fx, clicking 3 times, and then thinking ah, i only need two of these units. and then cancel one, sometimes i will do this in the same time im clicking and then i end up in a "battle" with the lag, 2 units click once more now becomes 4,  Visual still only on 3, i remove 1, and it's still 3 i then remove 1 unit, and if i then misclick. again.

Anyways, I find the subject very interesting. And would like to see it in mg too. :).

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