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Messages - softcoder

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101
MegaGlest / Re: Installation crushes, game won't start...
« on: 6 January 2014, 16:54:04 »
What kinf of user is installing on the problematic pc? IS it a normal user or do they have special security restrictions?

102
MegaGlest / Re: Installation crushes, game won't start...
« on: 4 January 2014, 03:25:37 »
Please post better details than what you posted above. Screenshots of the error is possible and exact error text displayed with as much detail as possible.

103
Feature requests / Re: particles bound to models
« on: 3 January 2014, 23:13:38 »
Yes i think so as it would likely change the file format.

104
MegaGlest / Windows Users try this fix for network lag
« on: 1 January 2014, 21:33:00 »
There seems to be a known throttle in windows Vista and above which i believe affects megaglest for our windows users (it affects numerous steam games also). To fix this on your system check out these links:

http://forums.steampowered.com/forums/showthread.php?t=1043281

http://support.microsoft.com/kb/948066

Please report back your results (please note you must reboot after making the registry change)

105
Not entirely sure but port #:2869 is usually used for UPNP (telling your router to allow connections to a published game). This might be the libminiupnpc library we use for allowing hosting games to be easier via the UPNP protocol. I believe this code is not executed if the published checkbox was never enabled (which is the case when you come in from the Internet lobby to host a game).

http://en.wikipedia.org/wiki/Simple_Service_Discovery_Protocol

Apart from upnp, Megaglest does not directly use that port.

106
Feature requests / Re: Expand minimap when selected in game menu
« on: 31 December 2013, 07:32:17 »
Both client and host can click on the map preview now to see the map fullscreen. Click again to restore to normal size.

107
Bug reports / Re: freeze when leaving the game rev4554
« on: 31 December 2013, 05:25:10 »
Please try git head and see if this can be reproduced. I tried to add some code to attempt to fix this.

108
Please try git head and see if this can be reproduced. I tried to add some code to attempt to fix this.

109
Bug reports / Re: Invalid unitToAttackId in Island Survival Scenario
« on: 30 December 2013, 23:46:38 »
The first part of such errors says: The game may no longer be stable!

Thanks

110
Bug reports / Re: Invalid unitToAttackId in Island Survival Scenario
« on: 30 December 2013, 10:02:10 »
I committed an update in git HEAD which will display the error in a messagebox and not exit the game (however the game may not be stable due to the script no longer running as expected.

111
Bug reports / Re: 3.7.1, r4209: Screen flashes during startup
« on: 28 December 2013, 07:53:42 »
I've minimized the game assets loaded on startup. Please try git HEAD and tell me if you are able to reproduce this?

112
This is not a megaglest bug. Unity captures the Alt key and does not pass this to any program. Try Ctrl-Alt-Enter and that will work for example. Unity captures Alt for the stupid dash search input.

113
Next time you get this try running this command in linux to get as backtrace of the stuck process and paste here:

Code: [Select]
gdb -q -n -ex bt -batch megaglest `pidof megaglest` | tee /tmp/test

114
This bug is now fixed in git HEAD.

Thanks for reporting this.

116
Feature requests / Re: Game Timer
« on: 17 December 2013, 21:28:21 »
The clock now shows game duration instead of game time as that is more relevant. This applies for git HEAD.

117
Feature requests / Re: Game Timer
« on: 17 December 2013, 01:22:10 »
Do you mean the setting in 3.9.0 in the options menu under the MISC tab that reads: Display real and game time?

118
Fixed in SHA1: c91b929

119
MegaGlest / Re: Production Time and Seconds
« on: 8 December 2013, 02:16:04 »
Also check out the detailed techtree information (with heirarchy graphs) here: http://megaglest.org/techtree/

120
Closed bug reports / Re: Size 3+ Units are non aggressive
« on: 5 December 2013, 16:25:44 »
The code already knows about workers that harvest AND attack. These units will attack when enemies are around.

121
Closed bug reports / Re: Size 3+ Units are non aggressive
« on: 5 December 2013, 01:19:56 »
Actually they do attack when required, i think i  had made a change a long time ago for that.

122
I think this is fixed in git now.

123
This is already fixed in git (same as last crash)

124
MegaGlest / Re: Egypt & Roman?
« on: 27 November 2013, 07:57:38 »
Good news! We can solve this by playing a published game with game stats results on masterserver!

125
Bug reports / Re: Trouble with colorpicking in 3.9.0
« on: 25 November 2013, 17:01:38 »
Show a screenshot to explain what you are talking about.

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