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Messages - Coldfusionstorm

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26
Feature requests / Re: [8]Case sensitivity for windows too
« on: 23 March 2017, 20:43:47 »
I hate this topic because it sounds more like its Windows bashing, And you (titi) think the linux way is "the right way" personally i think the "windows way" is better, alone for the fact it solves alot of problems with a capital letter sneaking in now and then, From my view checking for case sensetivity in filenames are dumb, to keep my laungage nice.

If you want to change how the game check files, Do it. But don't blame windows for it. If anything you could say windows is more fault tolerant in this regard.

the _ONLY_ benefit i can see to this is that modders on windows can know when thier mod will crash on linux system for aparently not reason, Also, if you are so determined about this, create a script or validation feature wich makes sure that all references is the same letterm big or small.

(this thread rubs me so much the wrong way, Blaming windows for something that is a "feature" in linux)

27
Feature requests / Re: Simple Water Waves
« on: 23 March 2017, 20:36:25 »
i think this is a great addition, and that it comes at a small cost is even better!, Good job!, Can we get this in SVN asap please people? ! XD.

28
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)

29
MegaGlest / Re: My impressions and thoughts
« on: 22 March 2017, 17:42:31 »
A good human can make decisions just as well and better than a AI.

Automation is bad and should only in cases where it makes sense, ex repair units standing next to a building repeairs nearest building and if you want to make the most out of it you can just select the right building you _really_ want to be repaired.

However the Pathing and Response time of units makes me want to kill myself. waiting for units to turn around and then doing a a slow a** attack makes me want to kill myself, non-litterally. (but this is for another topic (the unit thing).

30
Mods / Re: Speedglest!
« on: 20 March 2017, 21:05:31 »
Woooh!, Rerelease is up in a few minutes!. REJOICE!

31
Feature requests / Re: toggle auto-attack mode
« on: 20 March 2017, 12:28:06 »
Im not entirely sure here, but isn't the current implementation that if units are given a move command they are moving towards the point without engaging thier enemies?, and if they are given a attack command they will move towards a point but attack all enemies in thier way?.

To be honest i feel that is the correct way to do it, If you want your units to move somewhere keep a eye on them.  Most of the time your eyes should be on your units anyway, i really beleive that chaning this mechanic would make Megaglest less interesting and challenging as a game.

Also don't we already have a "hold position" mode that holds units in place while attacking nearby units that are in range?

32
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!!


33
i already made a well thoguht out response to this years ago, Including ideas how to use the key and more.

34
Feature requests / Re: record games
« on: 13 March 2017, 17:06:59 »
Don't  ::) me ;),  Anyhow, I think it would be very nice to have, Im used to Windows where you can run games as far back as 10 years, so my mindset is cented around that, i don't know if il "NEED" it, But it bugs me that i wouldn't be able to do it, specifucally if the saves don't contain, at least make the replays somewhat at least "recoverably for future versions, Aka older versions wouldn't have... i dunno, stat showing for some stats or something similar to that.

Im just talking on top of my head here. This is just my thoughts on it :).

UPDATE:

I just found this completely by accident while talking about units in warcraft 3 lol.

i found it a interesting read. Don't know if it's intirely relevant.
https://blog.forrestthewoods.com/synchronous-rts-engines-and-a-tale-of-desyncs-9d8c3e48b2be#.8efrh0f4c

35
Feature requests / Re: record games
« on: 13 March 2017, 15:25:21 »
The real challenge i see with this is version changes (AKA, Techtree changes), this means replays from older patches will stop working unless you save some files from it, (perhaps keep techtree files on masterserver to be downloaded on demand for older replays?

36
Mods / Re: Editor for custom factions
« on: 30 August 2016, 00:59:36 »
Just a little update for other people! :P, my and Y have tested his tool and so far it's very awesome :).

37
Mods / Re: Editor for custom factions
« on: 29 August 2016, 22:04:24 »
Coldfusionstorm, I send you by email a beta version of my tool ;)

Currently for the cost, if your unit/building have twice the speed/attack/range etc... of the reference unit/building (tech swordman, tech barrack, tech worker), it cost twice its price!

But yeah, anything is possible!
We can imagine a pool of points to buy buildings, units, hp/attack/range bonus etc...
or a price that depends on unit attributes and other units/buildings...

very awesome, im looking at the readme now! :=), IL BE BACK!.... With feedback :D

38
Mods / Re: Speedglest!
« on: 29 August 2016, 11:10:10 »
Great mod, thanks for sharing. I prefer shorter games.

Thanks!. Im glad you enjoyed it!. It's really encouraging when people just comes and say they enjoyed it!  :thumbup:

39
Mods / Re: Editor for custom factions
« on: 28 August 2016, 23:27:08 »
Hi !

I finished the first iteration (the first because it does not support yet air units, different type of attack, upgrades etc ...). Also, it is not stand-alone, it must be installed in an Eclipse Modeling Tools.

I can easily create a faction like in the picture (click on "create a building" create a blue square, I can change its name, its attributes, etc ...), and with a right click on my faction it generates the directory to paste into techs folder.
Regarding animations, I can indicate for each unit to use the animations of an existing unit in Megapack (I have a script that will search all the values of a techs folder). So I can easily make a prototype, before creating specific animations.

I agree that it can rocketblast increase creating mods!

But what do you think about the idea that instead of several people each develop a mod, each develop only a faction and duels each other!? :)

I have toyed with the idea myself, and i think it has potential. However execution is important.
i think what you have right now is awesome and id like to try it out!.

Perhaps a "lite" version wich can be implemented into gameplay would be like having points you can use for different things.

so total point 100.
swordman -2 point.
firearchers -4 point
Upgrade doubble armor -5 Point.
5 exstra health -1 point

there could be lot's more.

I like the idea of creating custom factions for a single game creating your own unique style of fighting


40
Mods / Re: Speedglest!
« on: 28 August 2016, 18:15:19 »
Resource count is actually increased for version 2, I actually do see some of your points with regards to the game lenght, perhaps what im really meaning is that games are too slow to start. and you never get to the point of getting late game units.
Airship and Dragon speed is increased also.

in regards to game time too, I think you mean AI games. In general AI games is just won/lost at certain points, there are no comeback mechanics imo. Once you've lost you've lost.
in general i don't think games should last more than 30 minutes, in very good games with comebacks and huge exciting battles, sneak attacks and the like it's okay to last up to a hour.

Thanks for the response!,  Just a single post is very encouraging! :)


41
I no longer have a ATI in my main computer, but yes these are very annoying problems.

42
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.

43
Mods / Re: Editor for custom factions
« on: 27 August 2016, 19:15:00 »
This is a exelent idea!, As a modding tool alone this would rocketblast increase mod speed!, Such a tool would be really nice!

44
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 25 August 2016, 11:09:25 »
Name's are names, and should not be changed regardless of translation you never translate names , this can be a little difficult to work with in MG because unit's have VERY generic names, i mean Stickman? (there are others i can't remember right now but i recently translated the entire MG techtree to danish and some of the names were a regular pain to translate(and i translated some names because honestly Stickman is... Terrible ( im properly going to make a thread about names when i get back from work).

TL:DR.
Names should not change in translation , I think names in general should be improved.

45
Feature requests / Re: record games
« on: 24 August 2016, 12:05:16 »
Sounds awesome :),

46
Feature requests / Re: record games
« on: 23 August 2016, 01:09:19 »
i know this topic hasn't been posted in for quite some time, but it's such a awesome idea! i have to "upvote it"

47
Proper hotkeys would solve this problem and make the game much more enjoyable.

48
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

49
"For sure we are losing "fast testers" which usually are doing sentence: install => click every single button in menu => start some battle (and not finish) => uninstall. Such tests should be done in single player only."

testing?. Could you rephrase that please?

i would really like if we could get some more data on the subject.
Blocking players are exstreme, and if we do it, it should be on a solid argument, and just not what we "think is good".

Instead we could have a small survey efter a game.

1.Were the other players friendly?  "1-5 stars"
2.Did the game run smoothly? "1-5" stars
3.Did you enjoy the game? "1-5"
 [If you have any suggestion you can send them directly to the MG team below here]
                    [OK,Send survey] [No thanks i don't want to take the survey]

I would volunteer to review such messages on a regular basis.


50
That is a exstremely elitist stance, imho and btw

I don't know pain?, i played leauge the other day, The girl i was playing with was standing still while taking damage, did not avoid ANY skill shots, missed her own HUGEASS skillshot, did not check bushes, so yes I KNOW PAIN!. Oh yes, she died alot wich ACTIVELY HELPS THE OTHER TEAM!

We will always have noobs, what we need is a good environment for them to grow as RTS players, blocking people from playing will only prevent Megaglest from gaining new players. And is a schoolyard policy imo.

Everyone started as a newbie, be nice to them.

in relation to titi's #2
While i think it would be nice to be sure to have games ran smoothly into the end i doubt the way to do it is prevent low end machines from playing. Warcraft 3 is a good comparison for this.
More settings for visual settings would be good. a short unit test in the settings wich does this:
Loads a map
Spawns 10 units on one side. Issues move commands and attack commands
Spawns 10 units on the other side. Issues move commands and attack commands
Spawns 20units on one side. Issues move commands and attack commands
Spawns 20units on the other side. Issues move commands and attack commands

Then draw some conclusions from this dataset and give a performance score. Have a tip's and help section ingame.

low:your pc can play games with 400 units no problem. 4-8 players  :thumbup:
medium:your pc can play games with 800 units no problem 8-12 players:thumbup:
High: you pac can handle games with 1400 units no problem.  :thumbup:
Exstreme:2000+ units and exstreme graphics no problem  :thumbup:

This would on top give us a ACCURATE picture of both what specs people have and how to debug situations where the game get's slow for no reason.

We can even collect some statics on this and use it to improve the game for the current player base.

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