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Messages - Coldfusionstorm

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151
Mods / Re: Revival of BattleGlest?
« on: 27 January 2014, 17:26:40 »
I could help with VO's.

I love doing voices :).

I never played the first battleglest i have to admit.


152
Feature requests / Re: Being able to save Game Replays
« on: 27 January 2014, 16:45:04 »
Yes!, Gameplays would make the gameplay much more enjoyable!, I can only supporrt this. and i will give a Certified Coldfusionstorm:

 :thumbup:

Thumbup!

Replays are exstremely usefull in figuring out what you did wrong in a tactic vs what your enemy did. It can also be used to record exciting gameplay you did not have time to when you were action playing commenting on others gameplay ect.

153
MegaGlest / Re: Problem mutliplayer
« on: 25 January 2014, 18:51:32 »
There can be many reasons for this, But we need some more info.

What Operating system do you have? and is it 64 or 32?.

For windows you should start the came with a command line so you can copy paste the output the games terminal text(running in background of active game).

For windows it's "windows button+r"
Then you type "CMD"
Press "enter"

Now you must find the megaglest game on windows it's usually placed in here
"C:\Program Files (x86)\MegaGlest"

So type in "cd C:\Program Files (x86)\MegaGlest" this is inside the CMD windows you opened before.

Now you are inside the folder
type in megaglest.exe

If the game crash you can now see what happend back there.

When the game has crashed right click and from the menu chose "select all" Then press "enter".

After that go to this website
http://pastebin.com/

enter the text with "ctrl-v".

Press sumbit and it should now have put up all the text you just "ctrl-v"ed, Then give us the website URL(it changes when you submit text).

154
Feature requests / Re: particles bound to models
« on: 19 January 2014, 18:22:24 »
Nice UI Atze, Looks Very cool. :).

155
Im sorry for you, Sounds like a shitty admin, Your user account should not even be able to take up that much space. It's a pretty standard procedure at webhosting providers that your account can't exceed what you have signed up for. :/.

156
At last there are more people than just me saying this is wrong.

Hear hear.

157
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 26 December 2013, 18:46:22 »
Just set blenders export option to start up with glest orientaion :P

I was not aware the script/addon had this feature.

Also Thanks a bunch Yggdrasil, This streamlines the process ALOT.

158
Feature requests / Re: Game Timer
« on: 17 December 2013, 13:30:14 »
This is a really good idea!, I also find that this clock is much needed, The ingame clock is btw, Totally useless.(for me at least).

It would be nice in the format hr:min:sec

so.

00:12:45

Would be 0 hours and 12 minutes and 45 seconds into a game.

159
Im downloading 3.9.0 release now. il see what i find.

160
my spec's are irrelevant to this situation my i was not maxed out in any sense. (i had monitoring tools on.).

Nevertheless for good measure.

AMD fx-4100 (3.6)
8 gb Ram.
AMD Gpu 7850 1gb card(so sad that i found out it only had 1 gb after i bought it).

My gpu in all test's was pretty much borred. staying in the sub 15% workload range.
cpu was some higher hitting 50% and 75% but no higher than that, and no spikes(cpu is with windows task manager tool, if you keep it open and just minimize it keeps track of cpu usage).

161
MegaGlest / Re: Updated Megapack Animations
« on: 12 November 2013, 22:56:52 »
Should the animation not be bind-to-anim-progress
??

162
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.).

163
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 11 November 2013, 07:51:24 »
Nah i guess not, but they seemed to think that thier idea was good.

164
MegaGlest / Re: Updated Megapack Animations
« on: 11 November 2013, 06:20:15 »
There is a problem with the stable release, so the devs are currently working on fixing it.
It's a FPS problem. so.

165
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 10 November 2013, 21:19:24 »
A pre-paid production queue of at most two things is actually useful to eliminate the clicking APS pause (in case it's unwanted, and even in starcraft, so much concentrated on micro, it is unwanted).

But it's too far from our discussion. When we are talking about lack of strategy, we cannot compensate it by decreasing value of micromanagement: this way we will only produce the game that lacks both strategy and micromanagement.
Simply clicking to mantain production isn't strategic at all. This can't have a discussion.

Really?. i mean REALLY?. are you even listening to your own words?.

I MEAN REALLY?

Not building unit is not strategy?.

gee so you are telling me i only need the start units to win?. Wow nice. and here i tought i knew what RTS'ses was.

Sarcasm might have been used in the above lines.

Sesriously.

go away. And play Risk or Rome TOtal war. MG is obvously not a game for you.

I will agree the lack of ablities make the game less fun. But what you are suggesting would totally kill Megaglest.

166
MegaGlest / Re: Updated Megapack Animations
« on: 10 November 2013, 21:08:58 »
As long as it does not perform worse, im all in for better animations.

167
Oh. Found out why.

I had a problem with MG at a point in time and deleted the megaglest folder in %appdata%.

Later i changed my UAC to always ask for when programs need folder access.

when i created the folder "megaglest" the game started fine.

Going to test now.

Alright, Chaning UAC settings seemed to have no effect, neither did running as administrator.
(i remember this as working in the past). Does Megaglest no longer create a megaglest folder in the %appdata% folder if it isn't there at game startup?.

in effect, If you don't remove the MG folder in there (%appdata%). Normal installations should be fine.

Isn't it a common advice in here to delete it tho?.

So in short is it a bug that the game does not create a folder if the folder is missing on startup?.

168
Yes it does. il be using the svn installation for further testing and references. (so no mix up's happens).

169
Tools / Re: 3D Map Editor
« on: 4 November 2013, 23:53:12 »
Could we see some screenshots of this much wanted 3d editor?

170
Tools / Re: Enhancements to the MegaGlest Map Editor
« on: 4 November 2013, 23:52:15 »
Yes!, I welcome any improvement for the editor.! Good job!

171
It's not a vanilla installation no, it's my development directory for my game and im not currently able to compile due to low diskspace and a c++ servicepack 2010 update.


172
[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.

173
Closed bug reports / Re: r4621: Human resource multiplier
« on: 22 October 2013, 11:45:07 »
i disagree, The multiplier should be available, it would be a nice and interesting way to try different game out. large more massive games. = fun. (eventually a mod supply cap could be implemented that is, a cap inserted by the modder).

174
Sounds very interesting, i say YAY.(im currently working on game mechanics for my game so i would suggest some new abilities but i wont before im relatively sure i will need said feature). So go ahead. :).

175
MegaGlest / Re: Dual screen
« on: 13 October 2013, 19:40:36 »
i too would like a little better support for dual screen and window options in general(support for game running in background for exampe so that you can use areo peek for exampe and live tabbing), and fullscreen windowed mode.

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