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Topics - Coldfusionstorm

Pages: 1 [2] 3 4
26
Off topic / Free MYsql Seminars, Germany,Denmark,Amongst others.
« on: 20 September 2012, 13:32:57 »
There is a free mySQL seminar , just wanted to let you pople know, if anyone knows enough about mySQL to find the link good .:)

http://www.oracle.com/us/dm/h2fy11/90562-emeafm12066744mpp003-oem-1708704.html

27
Mods / Multiply Matrials And UV-maps. Export problems.
« on: 29 July 2012, 13:28:49 »
I have been trying to create a model with multiply matrials And i can't seem to get it to export properly.

these are my files(test box'es).

http://www.mediafire.com/?q8z9fb9xr9awbn0

i cannot figure out what im doing wrong. :(.

28
MegaGlest / Are there attack speed limits?
« on: 18 July 2012, 15:25:19 »
I am trying to have a unit with a high attack speed but it seems that somewhere over 140 the effect lessen and lessen.

So, the higher the speed of the attack skill the lower the speed effect seems to be.(ingame).

Do i make any sense to you guys?

29
Feature requests / [done] hint_english.lng Addition
« on: 12 July 2012, 14:42:25 »
I request that this line be added to the SVN.

hint10=you can change the way teamcolor is shown by pressing *

Megaglest\data\glest_game\data\core\hint

it will be a very useful hint for new players.

30
Closed bug reports / [not a bug] Attack boost bug - SVN 3545
« on: 12 July 2012, 12:06:37 »
Allright

Basically under some circumstances the attack boost's can mess up,and mess around in it's internal parameters.

This is the files showing the bug in action.
http://www.mediafire.com/?6sqt024a80g247l

First there is two "generals" Named General and General 2.

These have 3 attackboot's in total all centred about the stop skill.

general have two attack boost's.

A drain enemy life one and a boost friendly units.

General 2 have a simple attack boost and to be honest i think identical to General's positive attack boost.

I was trying to replicate a bug i had in my own game(G.i.S), So that's why there is two different generals but the bug appared before i adjusted the second unit.

allright, To the image explanation

General_drain_ability.jpg
friendly_boost.jpg

These images show the stat's of the general. As you can see the radius is massive (in my own game hower the range was only 6.).

As you can see the general have a ability that removes enemy health. And this is the one that he is currently using.

And the second ability grans damage and _sight_. Note the sight, that is important.

Now first we look at the image called close_catapult_normal.jpg this picture dipicts a catapult far inside the range and thus losing life to the generals drain life ability.

Now we take a look at the image called:
catapult_far_away_wait_what_minus_range.jpg

Now what is this?. This is a catapult that is farther away but still inside the range, but it does not recive damage?, and whatmore it have a _minus_ range modifier of 90.

And if we look farther away we also see a spearman that also isnt affected by the damage attackboost

in this image:
spearman_not_affected.jpg

And a better picture
better_look_at_spearman_not_affected.jpg

Windows 7 64 Bit. - Service pack 1.

Cpu AMD Bulldozer 4100
8 Gigs ddr3 Ram
Nvidia geforce 8800
And different perhiphals.


31
MegaGlest / Developer Wishlist - UI discussion
« on: 12 July 2012, 00:47:49 »
Allright, so one of the items on the developers wishlist is a better UI interface so, why don't we sit down and look a bit at the issue and how to go around it, i will start out with showing my idea of how the layout should look and it's very much inspired by starcraft 2.

This is it.
http://www.sendspace.com/file/etb4ln

Now. At the bottom you see the unit selection, at the left side you see numbers, these numbers are for looking at large unit selections in this unit selection it's able to have 144 unit's selected at one time. by clicking on the numbers you can see all the different unit's in your unit selection.

in the right lower side of the UI you can see unit commands (slash abilitys).
in the left lower side of the UI you can see the current selected unit's stats. (health points, amor ect.). And the minimap

the black bar's are custommizable and can be colourd/given texture whatever, much like the current overlay we have.

The space between icons and minimap and stat's are in this picture transparent but i would imagine make the backround of the lower UI would be one colour. and not transparrent.

I think this UI design is very nice, is small, makes good sense, looks modern.

The second part of the design is command hotkeys.

Command hotkeys are a key assigned to a command.

So fx, the move command of a unit could have a key named "M", so when you press M it would work like you pressed M and a location with your mouse.
The real benefit of this is not on a move command tho, but that you don't need to move the mouse down over the fx, build command but instead can move the mouse over your build location and just click "b"(in this case for the build command). And then "c"(because you are now inside the build menu and the castle have the key "c" assigned to it.).

XML-wise it would look like this.

<code>

      <command>
         <type value="build"/>
         <name value="build_basic"/>
         <image path="imagehere.png"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
         <build-skill value="build_skill"/>
         <buildings>
            <building name="castle" hotkey-value="c" />
            <building name="barracks" hotkey-value="b" />
            <building name="farm" hotkey-value="f" />
                <building name="farm_thingy" hotkey-value="t" />
         </buildings>
         <sound enabled="false"/>
         <start-sound enabled="false"/>
         <built-sound enabled="false">
            <sounds-file path="something.wav"/>
         </built-sound>
      </command>

</code>

This could be accompanied with a small tooltip where the hotkey is defined with a small "c" and if part of the name of the unit have it light up in a yellow colour perhaps, or red or something else.

This is a picture With the tooltip, IM aware the tooltip is VERY small, It's in the lower right corner but it should be enough to give a general idea, you might have to zoom in abit.
http://www.sendspace.com/file/ds9e2f

I have abit more ideas, but id like to hear what other's think first.


32
After updating from last night revision softcoder made (revision 3437).

I was able to connect to tomreyns server.

However I had some damnh strange behavior when doing so.

When connecting to his server the screen would move as it does normally into the game lobby position(the background visually). Then while waiting for the connection to happen, i hear a trumpret you know(deee det de de deeeee, as if i were thrown back to the internet lobby). And then the entire screem freezes and the windows pause icon comes up, then after 2-3 seconds it jumps straigth into tomreyns game. Chatting and downloading tilesets works as normal.

33
Mods / How do you make a object with muliply textures?
« on: 5 July 2012, 13:29:26 »
So i tried doing a scene similar to the into scenes in the megaglest menu file and the main_menu files

Most notebly i tried getting one model with 2 uv-mappings inside the same object.
Just like the file in data\core\menu\main_model\intro1

This is my failed attempt to do so, perhaps somebody could help me out, ive used over 2 hours on this, and i just cant seem to get the grasp of how this works!. Could it be the exporter is broken in this regard?

http://www.mediafire.com/?q6qxb0bgq82ulqt

The file contains 4 files and is 88,1 kilobyte in size

34
Off topic / Save bandwidth
« on: 5 July 2012, 09:50:51 »
Here is a way for those of us on limited bandwitdh to save alot of it. in firefox you can turn off image loading by doing this

under Tools, Options, Content:

uncheck the box for "Load images automatically"

You now saved for who knows what amounts of MB's in images.

Do note that some webpages don't work all that well with images turned off, fx my Mobile phone provider has my data limit shown in images. So im not able to see those unless i turn it on again.

35
Closed bug reports / [not a bug] Morph bug
« on: 4 July 2012, 11:58:24 »
If duing morphing a unit(in my test's with a cellmap) into a larger unit (with a larger cellmap).

[incomplete text
Advanced but very precise explanation

When a unit(unit A) morphs it first check's if the cell map is clear for the unit it morphs into(unit B).

As long as the unit that are morphing have the same size/cellmap size(unit A) as the unit it is morphing into (unit B) there is no problem.

However if unit B have a larger cellmap than unit A it's goint to be a problem.

incomplete text]



The unit will not occipy the entire cellmap while morphing, wich means that other units can walk into the morphing area and this canceling the unit morphing this is especially annoying with unit's wich have a long build time until to see a unit standing inside the now not-morping unit. Because it finsished but did not have space to finish. It is also problematic whe you have serveral units morphing because if you have them too close they will start morphing because there is enough space but only some of them will finish because the finished unit size is larger than the base unit.


Windows 7 - 64 bit Service pack
MG v3.6.1-dev Rev 3080:3410m

36
MegaGlest / GIServer - Headless server bug/feedback thread
« on: 17 June 2012, 11:43:58 »
Ive setup a server for the G.i.S project, untill i have a full version og G.i.S tho, it's going to run Megaglest games, if there is any problems with the server you can report them here.

The server is currently bugged, the server is updated to rev 3447 But is aware it is.
So, you can play on it with newest SVN.

37
MegaGlest / Unable to run headless game, [fixed]
« on: 16 June 2012, 18:12:36 »
http://pastebin.com/tteEKQsh

heres my pastebin of the console

Im on fedora 13
This is my Uname -a
2.6.32-042stab053.5 #1 SMP Tue Mar 27 11:42:17 MSD 2012 i686 i686 i386 GNU/Linux

By using ./start_megaglest --headless-server-mode

My server worked

38
Closed bug reports / [not a bug] Build circles overlaps
« on: 31 May 2012, 17:27:25 »
As seen here.
http://tinypic.com/r/msxs9/6

build circles overlap and it look's pretty stupid. Not to mention it makes block gameplay harder(blocking with buildings).

Windows 7.
MG rev:3369

39
I have a crash related to maps or something

http://pastebin.com/t4p95NHz

revision 3369
windows 7.
8 Gb ram
8800Gtx
amd fx-4100

40
Tools / uv-mapping
« on: 30 May 2012, 09:25:29 »
Hey, so im trying to make good UV maps, but im abit unsure how to do that,i use mostly fixed size texture (square texture or retangel). With different size, basically im having trouble with getting textures to look good on the model, up untill now ive tried just making a uv-map with lots of spare inside the mesh to make space for details.

But mostly ive given up and just smack a single colour all over the place

41
Closed bug reports / [invalid] Fatal error on Windows XP
« on: 28 May 2012, 14:48:30 »


When starting a game i get a fatal error.
pastebin of CMD output
http://pastebin.com/TkY7H0WA

and this is the error file.

windows XP -service pack 3.
Aspire one(pc name).

Intel atom 1,66
Ram 0.99 Gigabyte

42
Feature requests / Building placement improvement.
« on: 27 May 2012, 15:44:14 »
Basically when

This building can''t be built.
http://www.mediafire.com/i/?quoo524sag7oqc1

This building can be built
http://www.mediafire.com/imageview.php?quickkey=v62gpv7vwp9g9co

It's not very easy to see where it can be built and where it can't. Basically this building because its transparent and red, it's hard to see where it can be built and where it can't. It was my understanding that the be_built skill controlled this ghostlike behavior but it's not. The ghost placement just takes some default model from somewhere in the XML and uses that and makes it transparrent.

So, I am asking for either a way to change/determine the model of the building placed or something elles.

And a second feature related to this:
https://forum.megaglest.org/index.php?topic=8365.0


 

43
Normally when you place a building a ghost placer will appear however when the building is placed the ghost placer dissapears, i would like the ghost placement of the building to stay while the builder is moving towards the construction site.

Basically, When you have placed a building for construction the "ghost building" should appear where the building is due to construction.

44
Feature requests / Human resource multiplier.
« on: 27 May 2012, 13:59:13 »
Basically make the resource multiplier availble to humans too.

It would be nice for when you are playing uneven PvP games.

fx, 3 friends.

you could now play 2v1 teams with the one player having a multiplier of 2. or you could challenge all of your friends to a deathmatchs 5v1.

45
Feature requests / 3D map editor
« on: 8 May 2012, 15:15:05 »
Thread fork of https://forum.megaglest.org/index.php?topic=8297.0

Allright, il say this first, im no programmer .....And the next sentence may come out arrogant..

But.

Wouldnt making a (3d) Visual Editor be as easy as copy pasting one text into another text and make sure the text made sense?, i mean seriously?, all the code you need are allready in there?. all you need to do is make it work together.

Redering?, Done in the game allready.
Editing the map files...Done allready.

The thing that needs coding... a different interface for buttons, and if you use the current interface its just making the current buttons do something different. (just got a idea from that).

A different verson of MG,/ build, that contains megaglest code game files ect,ect. and the map editor code, And a filler tech tree. The techtrees only purpose is to make the engine recognise calls to functions. Then in this special build, the game intercepts the calls (or rather the coder have modified the calls to call map editor functions instead of unit calls, like movement ect,ect).

Am i insane?, especially my idea i just got, this seems extremely feasible, and easy to get to work.

This is a very serious question, Mg really needs a visual editor i just recently made awesome map, only to see the egdes of the map ingame not  being wrong and ALL my work being lost in the process and leaving me with the question....how the hell do i deal with this egde thing.

If the coders(silnarm,Softcoder,Titi,Treba). Thinks im exstremly ignortant or overlooks serious c++ knowgelde to speak about this, just tell me, and i will shutup, it just seems to me right now, that we are missing something that would be so easy, and feasible to do.



46
Mods / G.I.S Update thread.
« on: 18 April 2012, 18:20:29 »
Allright, so ive been doing some good work the last couple of weeks, so id tought i share some of the units currently in game.

UPDATE V.2
Gameplay development are reaching final stages.
Im currently 80% done.
When reaching 90% Internal alpha testing will begin if sucessfull i will slowly increase my %age untill it reaches 100%(patches can still occur but they will be mostly be balance changes and such). Model and real texture will begin soon, around the 20'th 30'th. in this month.

There is also a third faction in the works, but it's only on concept level yet.

it's currently in the early morning i will update unit's below in the next month or so.

UPDATE V.1

Uef
Constuction suit
Marine
Seige tank
Drone
KL_540
Barracks
Energy_pillar
Landing_zone
Flame_bot
Brawler
Mechanic remech
Research_lab
Factory

Aliens
Queen
Harvester hive
Eeg dna type 1
Mutation Chambers
Panther
DNA-tank
Psionic-tower
Lair



The U.E.F is the most complete faction and The Aliens are the least.
Gameplay wise, its Uef 40% and Aliens 15%

So, i now ask you what do you think these units do?. ;P. And what their role is?.


47
http://postimage.org/image/o9ryx7def/29520770/
(i turned Debug on)

glest.ini

http://pastebin.com/S06nNRd7

I also changed my options to this
http://postimage.org/image/qcqwokym5/

When i did this i got the error posted above

.

OS:windows 7
MG:revision 3242

48
Feature requests / Allow copy paste ingame.
« on: 13 April 2012, 18:51:04 »
When playing over hamachi or just on LAN, you usually go trough alot of IP adresses when gaming wiht different people, and its pretty annoying.

So, make MG able to allow copy pasting into the game, or at least the connect on IP field.

49
Mods / How to make a awesome mod!
« on: 13 April 2012, 11:23:18 »
Just wanted to share this video of starcraft2 in its REALLY early stages, seriously it looks like something from sc1 :D.
https://www.youtube.com/watch?v=SvLsOF-c0_0

And this is how it looks on ULtra settings today
https://www.youtube.com/watch?v=mVzNcVMSlxA

50
Id like a option to enable a grid helper like this
http://www.mediafire.com/i/?2zrmnoqa9ri4ws9

Also it would be nice if we could have uneven building footprints. So that we could have other building shapes than just squares.

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