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Messages - Coldfusionstorm

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51
blocking should never be done, show a warning when entering the internet lobby.

[These games are multiplayer games] We don't recommend starting a multiplayer game before completion of the tutorial.

And then have a flag tutorialcompleted=yes. Wich makes the warning dissapear.

52
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

53
MegaGlest / Re: new feature: glow effect for models
« on: 18 March 2015, 13:47:09 »
So this is a walkable model with a glow texture correct?.
(very cool with glowing effect btw).

54
I use the load feature alot of testing techtree changes, it is in fact one of my test tools for testing new buildings, Tech requirements, large battles and semi-simulations of different battle sizes (ex, If changing the totalt health pool of 50 Tanks how long does it take to kill all the units with a attack of 30, Sure you can do the math for it, but sometimes you need to manipulate it, and it would take alot of time to build up such a army each time, not to mention that the build would be quite tedius, and this is just 50 tanks.

I can see what you mean tho, Is there some general check we could put in place for stuff like this?, is it even worth it?.

Also, Some people like to build a huge base or build different places, a safe game the come back to now and then.

All this is just on top of my head, Implementing CRC check might be overkill right now. And would it really safe time in the long run?.

A general error like "data mismatch", or something like that.

Or tech tree versioning stucture. so techs with same name(and uniqe game identifier), would track revisions.

But that is getting off topic, The bug report attached to this post just came when loading finished (but rendering did not start), and i pressed enter when the application stopped(megaglest froze). And simply trying to load the same file again worked.

55
Allmost, When loading is done.

Resume game and use the skill.

I was trying to get the skill to work, Perhaps some lingering data. But yes, What you described, was it. i haven't been able to reproduce it today tho.

What about adding exstra projetiles between loads, Would this count as changing the type of the projectile? (from single to muliple?)

56
I know, but i was not sure what info you needed. And if you even deemed it a bug. BrB, getting console output. (i have it set to start with that XD.

Well,I could not quite seem to get it to crash by using the attack skill and change the speed, i did however crash on loading, it also hits me that im using the 3.10 dev version i should properly update.starnova.exe v3.10.0-dev
Compiled using: VC++: 1600 on: Nov 24 2014 05:13:14 platform: Windows endianness: little
GIT: [$Rev$] - using STREFLOP [SSE] - [no-denormals]
*ERROR* [2015-03-13 02:40:52] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:40:54] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f
*ERROR* [2015-03-13 02:42:27] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:42:29] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f
*ERROR* [2015-03-13 02:44:42] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFl
ags = 1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingG
ame\techs/glestinspace/factions/Uef/units/lightning_tower/../../../../../../glestinspace_data/factions/uef/units/warp_co
il/models/warp_coil_scaled_construction.g3d]
*ERROR* [2015-03-13 02:44:44] In [model.cpp::Shared::Graphics::Mesh::loadMeshTexture Line: 747] Error v4 model is missin
g texture [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\techs/glestinspace/factions/Uef/uni
ts/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/energy_reactor.png] textureFlags =
1 meshIndex = 0 textureIndex = 0 modelFile [D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame\te
chs/glestinspace/factions/Uef/units/warp_coil/../../../../../../glestinspace_data/factions/uef/units/warp_coil/models/wa
rp_coil_scaled_construction.g3d]
Game unique identifier is: 127cd0fc-c91c-11e4-8dcc-432aae7eab7f

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: C:\Users\Frederick\AppData\Roaming\glest_in_space\
file: e2a7b832-1871-40c3-9593-e1bbc14da3e0.dmp
Succeeded: 1
*ERROR* [2015-03-13 02:44:57] Access violation. Illegal read by 1526556376 at 2751692801526556376|Unknown module|Unknown
 function
1526034611|Unknown module|Unknown function
1517344168|Unknown module|Unknown function
1516896500|Unknown module|Unknown function
1523835349|Unknown module|Unkn []

D:\GiT Projects\Source GiS\GlestINSPaceModding\GlestINspaceModWorkingGame>

This is the Dump (coppied to clipboard from MS VS c++ 2010 Express

http://pastebin.com/PunZgnbe

And the file itself
http://www.filedropper.com/e2a7b832-1871-40c3-9593-e1bbc14da3e0

57
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>

58
We had the same trouble ishmaru described here with teh new prax_next mod.  I don't think we did understand ishmarus problem back then. we now added a working and simple fix in git .

The problem was the following:
if you have one building with a storage of 500 and you morph it into a building with 600 storage your faction has a total storage of 500+600=1100 also you only have one building with 600.
This is is the bug Ishmaru described. When you now kill this building your faction still has a 500 storage because just the actual storage is remove form the total.
We simply remove the storage of the former unit after we added the storage of the new unit.

I also removed the "replace-storage" switch because its no more needed. Beside of this no one used this switch and I cannot imagine that replacing the whole factions resource with the one of the new morphed unit does make any sense in any mod.
( https://github.com/MegaGlest/megaglest-source/commit/667b043393ace7c0a28bfc5988960d2f25b238ac )

I agree this should be considered a bug. ThubgsUP for fixing it proprely Titi  :thumbup: :thumbup:

59
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"

60
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 28 February 2015, 00:53:41 »
Got it to compile, But Binary does not :/.

61
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 20 February 2015, 19:25:57 »
Well, i tried installing QT and Tried compiling This is the result

vs10c++
Windows 10.

Pastebin
http://pastebin.com/JEPy1nxK

62
MegaGlest / Re: New feature in map editor
« on: 10 February 2015, 13:42:27 »
im confused, Did you improve the randomize height function or did you replace it, the picture leans against that you simply fixed it.

63
MegaGlest / Re: New feature in map editor
« on: 10 February 2015, 13:30:52 »
what did you replace it with? xD, is it a tease to get us to get the newest git? :D XD

64
Feature requests / Re: MegaGlest Achievements
« on: 9 February 2015, 20:04:53 »
This looks great! ;). im not a great fan of archivement but these art icons look amazing! :D

65
Mods / Re: Teamcolour Behavior [Request to change it]
« on: 29 January 2015, 21:31:38 »
Ah Titi, Thanks that was exactly what i was looking for!, Even better you gave solution! Many thanks!

66
Mods / Re: Teamcolour Behavior [Request to change it]
« on: 28 January 2015, 13:24:04 »
Thanks, I did not know this, :), Il try it out, and il report back!

67
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).

68
MegaGlest / Re: No more trouble with colorpicking?
« on: 12 January 2015, 23:34:47 »
I have not tested it yet :), but i know of the issue :)

69
MegaGlest / Re: No more trouble with colorpicking?
« on: 12 January 2015, 21:05:02 »
Thank you! This was much needed Thanks Thanks Thanks Thanks Thanks Thanks! Titi,! Seriously THANKS!.

70
MegaGlest / Re: Happy 5th birthday MegaGlest
« on: 5 January 2015, 22:22:04 »
Happy Birthday MG!.

71
Feature requests / Re: Build skill resume
« on: 11 December 2014, 16:16:38 »
I agree, Only one worker should be able to build at a time.

72
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]

73
Mods / Re: Dead links
« on: 6 December 2014, 15:13:50 »
Great to see you back Carl.

Could you elaborate what you mean that in that maps cannot be downloaded.

are you trying to download maps/tilesets/techtrees from the mod download center.

Or is it something else?. Do you have the maps yourself?

are you hosting yourself or are using the headless servers provided by the MG team?.

74
MegaGlest / Re: What to do with GAE descriptions in Wiki?
« on: 30 November 2014, 06:57:23 »
So you say, just rip anything out not MG related.....ALRIGHT!

Riase you PITCH WORKS AND LET IT RIP!.

75
MegaGlest / Re: What to do with GAE descriptions in Wiki?
« on: 28 November 2014, 08:22:36 »
Could you give a exampe on where it is confusign?, i understand the the MG wiki is "ours" but keeping all glest stuff at the same place makes good sense, does it not?

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