Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - softcoder

Pages: [1] 2 3 4 5 ... 90
1
Off topic / New platformer game on steam from Tiger and Ninja
« on: 11 February 2019, 16:44:10 »
Some of our old time contributors have spent the past 4 years working on an epic platformer which is now available on steam here (check it out):

https://store.steampowered.com/app/546160/Ladybug_Quest/?fbclid=IwAR1GTLoJvJaNtxkidW3v4mmbMsSh-9kC1-S4dOFuDcHsMTr6jWHdGnMsUkM

2
We are working on updates as we speak.

3
MegaGlest / Re: Ultra Pack File
« on: 12 December 2017, 04:26:05 »

4
MegaGlest / Re: Internet Play
« on: 26 September 2017, 01:52:45 »
InternetGamesAllowed=true

5
FYI normally the game should start using the script 'start_megaglest' as it maps the libs folder which contains needed dependencies.

Thanks

6
The latest dev snapshots for every commit are found here:

http://snapshots.megaglest.org/READ_ME_FIRST.html

7
Ok seems like the logic finding local IP Addresses in Linux did not always find them. I added more code to use another API call to get a list so please try out the GIT code and let me know if its fixed?

8
for me (on Ubuntu 16.04) its working fine on the same machine. I did however notice when playing with my son using 3.13 (I had Ubuntu and he ran Windows 8) while i hosted his 'find lan games' did not find me but he was able to punch in the IP Address and click connect.

On the same linux box i can click search hand it finds me, making me wonder if the problem is in fact something in the search logic on some systems.

Edit megalgest.ini in ~/.megaglest/glest.ini

change the line for this entry to true:

DebugNetwork=true

Save the file (on both systems) then retry. Once it faisl again psot the contents of both systems glest.log files.

9
I notice you are using 3.12 can you try the latest (3.13) to see if the problem still persists?

Thanks

10
MegaGlest / Re: Megaglest and Steam
« on: 1 April 2017, 01:58:05 »
Ok we have release Mega Glest on Steam here:

Mega Glest is now release on Steam!

http://store.steampowered.com//app/578870?beta=0

11
Mods / Re: Assault Command MOD v2.1
« on: 13 February 2017, 00:27:50 »
Please let us know what kinds of additional direction to build into the AI tag controls so we can help make the AI play better for this mod.

Maybe it wont be too hard to actually do what is needed?

12
Mods / Re: Assault Command MOD v2.1
« on: 11 February 2017, 01:30:38 »
The AI by default is designed to work well with megapack. Outside of that Megaglest allows you to 'coach' the AI engine differently for your factions:

see for more details:
https://docs.megaglest.org/MG/AI_control

and

https://forum.megaglest.org/index.php?topic=8202.msg81414#msg81414

Good Work Ishmaru!

13
Bug reports / Re: CCleaner registry issue
« on: 11 February 2017, 01:13:11 »
Finally got around to debugging this and its fixed in GIT and will be included in the next release.

14
MegaGlest / Re: Megaglest and Steam
« on: 6 February 2017, 01:01:44 »
Ok everyone we're really close to a steam release (And general release). We've tested on multiple platforms and the steam client works beautifully with Mega Glest thus far.

We've been cleaning up some defects and getting together language translations but hopefully soon we will be ready to release (and this time on Steam!)

15
Closed bug reports / Re: Errors raised from data
« on: 2 June 2016, 21:59:01 »
So that would make support a lot more difficult, since windows users never use console and never will. How would we tell them of a bad install missing language files or something like this (or permission cannot find certain files).


16
MegaGlest / Re: building 3.12.0 from source
« on: 25 January 2016, 06:00:32 »
Filux is right. The breakdown of different downloads for source is done to satisfy linux distros (like Debian) as I worked closely with Pabs (and others) to design something that works well with their needs.

To build from git, we have our own scripts to make it very easy. To build from source archive requires multiple (and complex) steps because of the fact the each build environment's needs are different.

Thanks

17
Feature requests / Re: join a game in progress
« on: 24 January 2016, 05:12:16 »
This feature already exists as experimental, and will likely be tested after the current release we are about to announce.

18
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 07:27:44 »
Ok I found the issue and the fix is pushed on git head.

It relates to SDL2 (but was a generic bug) that was triggered when a resolution change occurs. In SDL2 when you go full-screen it uses the desktop resolution, and a graphics buffer fro color picking was not getting resized.

19
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 06:02:02 »
ok try git head again, this tiem run with this commandline option:

megaglest --verbose

And paste the console output as soon as you get the first error.

20
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 05:43:49 »
Please share what you get in the console and error.log as i added more info to show the location of the error

21
Closed bug reports / Re: Crash as game is won
« on: 19 January 2016, 05:12:05 »
I just pushed some more debug code, please snag a build with rev: https://github.com/MegaGlest/megaglest-source/commit/a0337c80e1c4d1727b3fc983e9840a8bb2804d3f

Thanks

22
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 17 January 2016, 21:45:29 »
This is a good idea and solves everyones need.

23
Closed feature requests / Re: go to maps by keypress
« on: 17 January 2016, 05:52:58 »
If you want a map that starts with the letter T, shift+t and click the next map button

24
Closed bug reports / Re: Crash as game is won
« on: 17 January 2016, 05:51:15 »
Ok made an attempt to fix this, pushed a fix in git

Thanks

25
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 1 January 2016, 04:06:23 »
Very nice thanks Muwuum!

Pages: [1] 2 3 4 5 ... 90
anything