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Topics - Coldfusionstorm

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51
MegaGlest / New Images of GLEST-IN-SPACE! [Troll thread]
« on: 7 April 2012, 12:30:44 »
Here is a image of a harvester gathering resources.

Enjoy

http://imageshack.us/photo/my-images/805/hihim.jpg

(click to show/hide)


52
Some buildings are built others arnt.
Windows 7
MG revision - 3225

UPDATE: Buildings not being built is fixed, it was because the cellmap was all 0.

And the models of the buildings are missing while being built. a Video of it can be seen here.
********

Pastebin of the two buildings in question.

********
********

I also tried running my game in the stable megaglest release. No luck. And im pretty sure it worked back then.

Also the game validates in command line. and loads fine.

allright. Update My worker have a meeting point for some reason. It have no be_built skill. it did have a be_built at some point in time tho.
(allright, that was just a unit parameter easy fix).

UPDATE: I tried copying the megaglest worker unit and editing to fit my techtree. Buildings stopped dissapearing.

UPDATE Newest It appears a blind unit can't see the building he is building.

in short you need to have sight on your units(that means a value higher than 0)...how werid is that  ::)

SOLVED!

53
Right now you need to have windowed mode on a application to be able to view the ingame screen when alt tabbing.

what im requesting is a windowed mode that is fullscreen and so you can still move the mouse to the egdes without moving it outside the application and thus lose focus.

Possible concept.

The screen when in windowed fullscreen mode is just a little bit bigger than the screen, perhaps even only the "frame" of the game is, but the game still conforms to the selected resolution.

then when you move the mouse to the sides the mouse will hit a artificial egde (a egde defined outside the normal window size), when this egde is hit the screen moves.

This would be very usefull.

as of right now, im tabbing alot when doing changes in the game.

start game-play-consider what to change or what to fix-pause game-tabout-make changes-wonder if i need to do something more-holds tab to see ingame view-tab back to notepad++-make addtional changes.

on TOP of this, and this is perhaps the real gain is that tabbing becomes MUCH faster because megaglest keeps active and rendering in the background, the tabbing is instantanious. so you dont gen the pausing and resuming when tabbing in and out of the game.

For people with just semi stong computers this is also really nice, because now when waiting for a game to start they can tab out, check facebook, skype whatever.

Or say you play a game of megaglest with a couple of friends and then skype crashes, you now have to tab out and get into the call again in a multiplayer game its not very smart to pause your rendering of the game, and/or possibly the processing of data too.(obvously).




54
Feature requests / Make --validate-factions= Not load game UI.
« on: 1 April 2012, 08:29:55 »
Make --validate-factions=

Not load game UI. adds additional load time. and can be very annoying when testing alot of changes in a short time. (muliply faction changes,large changes in several XML files in same faction.).

55
If the AI-Behavior is refering to a unit wich does not exist, the console does not report were the error is, it just reports unit not found [unitnamehere]] and the path ends in the techtree name.

Version 3.6.1-Dev [Rev3068M] - using streflop.

Windows 7.

Edit by Omega: Renamed thread

56
Closed bug reports / [invalid] Command costing EP does not work.
« on: 2 February 2012, 18:37:21 »
Basically i have a command that uses EP and resources however it does not work, the production is just halted and resouces refunded(except ep).

This is the pastebin.
http://pastebin.com/7MFqx9qw

57
For some reason my custom hud is not shown in my mod.

my picture is named hud.png

My debug log in %appdata%\roaming\megaglest
http://pastebin.com/NTpRvxN1 (expires in one month(today is:21-01-2012)

Ive tried serveral things including moving my own techtree into the annex folder(wich have a working HUD. but the same hud just in my techtree wont work)

My fation XML's seems to be in order.
http://pastebin.com/kJAnuZih


58
Feature requests / Transports/tunnels and Transports.
« on: 21 December 2011, 12:49:06 »
As the title says, As we allready have cliffs, transports would be a huge plus, and would be very awesome!.

Also, There is focus on these at the moment in the GAE forums so by adopting thier methods, we can easy update it with new features.... later.

59
MegaGlest / Support of Bulldozer achitecture.
« on: 18 December 2011, 14:04:57 »
ooops. Had to go will finish post later.

Source
http://www.pcworld.com/businesscenter/article/241961/amds_bulldozer_disappoints_why_thats_good_news.html

a engineer explains the problem with standard intel compiler and benchmarks.

My suggestion could we try to optimize MEgaglest for Bulldozer? i Hoperfully will get one for chirstmas, and i would really like to see the REAL performance of a bulldozer

60
Off topic / Congress wants to censor the internet
« on: 14 December 2011, 20:45:48 »
I want to show you guys a serious threat to the internet, The congress wants to Censor the internet, at leasire for large corporations, and the only one to stop it is YOU and ME! Look below, and use your imagination, how will tommorows internet look?

EDIT:sorry that some of the links dosnt work, i tried to clean it up but failed

I've censored the following, in protest of a bill that gives any corporation and the US government the power to censor the internet--a bill that could pass THIS WEEK. To see the uncensored text, and to stop internet censorship, visit:
Code: [Select]
http://americancensorship.org/posts/14996/uncensor
<p>Hey, i ████ to █████ to you ███████ the USA ████'s to █████ █████ ████ ████ █████████ ███████ ████ as ███████, and ████, ████ ████ to ██████ and ██████ the ██████ ████ are so ████ █████ the ████████ the ███████ to ███████ █████████!

Code: [Select]
http://americancensorship.org/posts/14996/uncensor
[img]http://americancensorship.org/images/ac2-uncensorthis.png[/img]


61
Mods / [New mod] Navy Versus Pirates.
« on: 6 December 2011, 12:56:46 »
Fully open source mod.

If there is enough interest i will pickup this mod, also go to feature request and vote for water units, wich is kinda a prerequsite for this mod!

This will be a full fledged mod and be fuled by the glest community!

Sound artists.
-None-

Music artists.
-None-

Moddelers.
-None-

Animation.
-None-

Lead game designer.
Coldfusionstorm

Game design.
-None-

XML writing.
-None-

Texturing
-None-

1. Priority - Ship models
2. Priority - XML files. (On hold)
3. Priority - Texturing
4. Priority - Sound
5. Priority - Music

Tasks

Modeling 2 ships, one for navy one for pirates
-None-

Create XML for The mod
coldfusionstorm

Have a moddb entry up for the mod.
-None-

Cannon sounds when firing
MuwuM


Done Tasks

-None-


62
Bug reports / Particle placement bug[R2752]
« on: 12 November 2011, 09:09:52 »
Particles are not shown at their correct

this is ingame
(click to show/hide)

and this is how it looks in the Megaglest viewer
(click to show/hide)

As you can see, it can be very hard to get currect placement of particles when you can see what you are doing.

Megaglest Revision 2752.
Windows 7 64 Bit.

63
MegaGlest / Megaglest Homepage is down?
« on: 7 November 2011, 08:39:26 »
Yeah kinda of a bug report, whatever, The megaglest site is down, what gives?

64
Feature requests / Resource modifier for human players
« on: 1 November 2011, 20:33:24 »
The resource modifier should be avaible for all players, exstra money for AI is not a valid AI addition but can help poor AI's.

And it can be fun to have exstra money overall or just to encourage different game mode maps.

65
Units move at a certain speed and does not adhere to values set in XML, Or the XML value have very little influence on the move speed.

Pastebin of my test of a worker, with values like this the worker should barely be able to move but yes he happly walk around
http://pastebin.com/33YKunt0

SVN Revison and System specs.
SVN:2718
OS:win 7
Cpu e6600 2,4 Gigahertz Dual core.
Gerforce 8800GTX 786 Mb vram.
2 Gigabytes 800 Mhz ram.

Edit (tomreyn): Add revision # to subject line

66
On windows 7, when after tabbing out and then in a game you will need to press alt-enter to enable keyboard again, you can chat if i remember correct but no shortcuts will work and the lobby chat wont work either. This issue also affects earlier revisions (but it's unclear whether it also affects v3.5.2).

MY grpaphic gard is Nvidia

67
Im posting this in the way too past midnight so. this is the bug i wrote to softcoder but he was busy, and since i was tirred i just copy pasted it to save the trouble and get the bug out here in the open.

<Coldfusionstorm> I found out the cause of the slow archer movement
<Coldfusionstorm> well, if you take a look at the archers move skill it is 220
<Coldfusionstorm> the attack is only 50
<Coldfusionstorm> As i see it
<Coldfusionstorm> The "time" para meter for skills
<Coldfusionstorm> is currenly a sort of "reaction"
<Coldfusionstorm> Wich means
<Coldfusionstorm> That the slower the time skill is
<Coldfusionstorm> The slower the unit will react
<Coldfusionstorm> thats why the archer that have a slow _skill time_ (in the attack skill)
<Coldfusionstorm> will react slow
<Coldfusionstorm> because the "time" parameter is in actuality a reaction parameter

Added the () part for clarification.

How to reproduce, Play tech.

How to Come to the conclusion

Change the Tech archers attack skill time parameter to 250 or 350, now he will react allmost instantly a value of 1000 or 5000 would properly make it instant, but also very overpowered.

68
Feature requests / Store Units /Transport units/Tunnels/bunkers.
« on: 26 October 2011, 18:42:05 »
The thought is a skill/command that stores a unit for later exstraction.(Note im not intimate with the command VS skill differences).

The "-"command decides wich units are NOT allowed in. I chose this because the default behavior is to allow all units to get in.

if the attack command is "true" the units inside is allowed to attack behaving to thier normal unit behavior.
there is still the problem of WHERE the attack should come from. From wich points in the storage unit the attack should come from.

The Storage mechanism.
this allows another storage skill to empty the same bank of units. a bank can only be acessed by ONE skill at a time.


here is a example skill

<skill name="Tunnel">
<skill type="storage"/>
<allowed units>
<alow unit="-swordmand">
<can-attack="false">
<storage id="1">

Thats it. Please read it, and feedback id like to get these mechanism down so all we have to do is say to the devs, we like this please put it in and they can look at it and have a reasonable standpoint to code from.

69
Full XML http://pastebin.com/VT4KWsGX

Screenshot of the problem
http://img98.imageshack.us/img98/5550/glestinspace20111020200.jpg

This are the two commands that does not work.
Code: [Select]
   
        <command>
         <type value="morph"/>
         <name value="spawn_lasher"/>
         <image path="../queen/images/queen.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <morph-skill value="morph_skill"/>
         <morph-unit name="lasher"/>
         <discount value="0"/>
      </command>
     
      <command>
         <type value="morph"/>
         <name value="spawn_worker"/>
         <image path="../queen/images/queen.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <morph-skill value="morph_skill"/>
         <morph-unit name="blob"/>
         <discount value="0"/>
      </command>

Standard debug information

Windows 7.
Megaglest SVN version 2466

CPU:Intel e6600 2,4 Ghz
GPU:8800GTX 768 Mb ram


70
Mods / Glest IN Space Wishlist.
« on: 20 October 2011, 14:11:37 »
I Rialised this is in the wrong section please move it to the Feature request section.

A simple list of features i/we wish implemented.

1.

A on spawn skill/command.

(when a unit spawn it should be able to have a animation, fx a droppod falling from the sky).

2.
Cargo hold skill/command for units.
(So that units can be fx transported over cliffs and shorten transport time and implement some tactis to cliffs).

3.
Qued Commands/skills for morping units.
(if i want a fx suicide bomber to charge into a enemy base while i attack eleswhere its usefull to have the unit morph and after morph order the unit to attack into the enemy base).

4.
(bugfix)
if a builder unit have no repair skill and moves away from a building under construction the building can never be finished Even if the builder returns to the building site. (make constuction jobs able to be resumed)

5.
(Ability System/Unit Display Grid)
UNDerway, currently thinking about how this should works precisely

6.
Able to make production times in seconds.
(So that when you are ingame the time is show in seconds untill completion.)

7.
Make morphed units able to crush units still inside the unpathable area of the newly morped unit.

8.
Being able to have more than 6 morph commands (or just commands?) in a single unit.

9.
Stealth for units

10.
A attack command that is able to use whatever remaining HP a unit have fx the HP comand uses 10 HP per attack then i want it even if it only have 5 HP to still be able to attack the tought here being allowing a unit to detonate. It can currently be done but its ugly.

11.
Show grid option
A grid option so when placing units you can see WHERE EXACTLY the unit is placed, so that you can do easy walls.

means lighting the sqares upon where the building is placed up

12.
Transpant build placer
A placement holder much like the be_built skill only that it also aplied while the build site is orderd, also units should avoid a build site. and or move away when a building is about to be built

13.
Target ability
A placement circle appears that can apply effects on units in area for a amount of time or simply spawn units.

More to come.

List to the GIS Thread.

71
Feature requests / [Request]Morhp Options.
« on: 14 July 2011, 21:51:10 »
Id like if the Morph option had more options fx, to allow units to morhp for free. This could be used in all sorts of manners, deplyed units VS undeployed, Buildings that can fly, buildings that can gain bonuse when deployed.

fx:
(highligted addtion in red, more options can be added in the format of the orange highlights, But not both red and orange code in one skill!)

(P.S Omega pointed it to my attention that there could be some misunderstanding of free, what i meant is to make the cost not happen at all so that you won't have to even have the money for the morph to happen.)
      

<skill>
<type value="morph"/>
         <discount option="freemorph"/>
     
         <discounts>
                  <discount option="freemorph"/>
                  <discount option="discount" value="2"/>
          </discounts>

          <name value="morph_skill"/>      
     <ep-cost value="0"/>
     <speed value="900000"/>
     <anim-speed value="10"/>
     <animation path="../command_center/models/command_center.g3d"/>
     <sound enabled="false"/>
</skill>


72
Feature requests / [Request]Hotkeys for commands
« on: 4 July 2011, 19:50:42 »
each skill should be able to have a hotkey defined in the XML.

fx, Move could have a [M] assigned so when a unit is selected and you click M and use the skill.

73
I have a problem with the map previewer, i have built from SVN.

Link for picture
[SVN-REV-2364]
http://imagebin.org/158658

FPS drops to a 2-5 when the Map preview is up, INgame gameplay is normal(building units, ect,ect).

System info.

Windows 64Bit, Ultimate Edition
CPU:Intel e6600
GFX:Nvidia 8800 768
Memory: 2GB 800Mhz Ram
random HDD's

Edit by Omega: Added a short description of what the issue was in the title for recognition.

74
MegaGlest / SVN Compiled. Ready to play.
« on: 12 June 2011, 16:20:12 »
So, you want to test the new changes, but dont want to download the entire SVN for one reason or another so here it is the compiled binary provided by me! :D


THESE BINARIES ARE NOT IN ANYWAY SUPORTED!


WARNING! THESE BINARIES REPORTS A WRONG SVN NUMBER DO NOT REPORT ISSUES WITH THESE BUILDS! WARNING!

Revision 2360
http://dl.dropbox.com/u/5663916/megaglest%20-%202360.exe

Instuctions.
Download the .exe file and copy it into your megaglest folder.
Run the Megaglest - revision.exe file

75
Off topic / Wich CPU to use[AMD Prefebrly].
« on: 23 January 2011, 13:35:21 »
okay, so i am kinda working to get into the market for CPU's again.

Ive always had Intel, and been kinda happy,but I'm kinda tired of the socket changes and the need to buy a new motherboard every time a new processor comes out, not to mention that AMD doesn't lock their CPU's.

So, i am looking for performance,and values, since AMD don't *** around with sockets i want to support them, and i kinda just want advice on the CPU situation and which CPU's to look out for.

[freaky fact on the danish supplier homepage http://www.shg.dk/processorer.htm intel has 15 sockets vs AMD's 5!]


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