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Messages - softcoder

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201
Do you have specific steps to reproduce this? Were you host or client, headless server, and steps taken?

202
Is this defect reproducible? Are there specific steps that can be followed to trigger it?

203
Bug reports / Re: crash of headless server 3.0.8-beta1
« on: 19 September 2013, 20:16:02 »
Is this reproducible? If not then it will be impossible to fix.

204
I have added some code (but commented out the actual non rendering). What is the unit is not visible but the particle should be visible because it is a projectile? The current code i have hides the particle of the unit is hidden from view (thus it is commented out).

I'm not sure there is an easy solution for this.

205
Bug reports / Re: 3.8.0 beta1: SegF on Linux host
« on: 19 September 2013, 17:33:28 »
Please try rev #: 4552 to see if this was related to a null pointer.

206
The lua is embedded in xml. This all characters must conform to xml standards. You must 'escape' such characters for example:

Code: [Select]
if (i > 0) then
should be:

Code: [Select]
if (i > 0) then

207
Should be fixed in svn rev#: 4551

208
Please try fro ma command window:

megaglest.exe --verbose

209
Hopefully fixed now, I fixed a refresh bug in the menu.

210
Fixed in svn rev#: 4550

211
I think its the fact that we read the techtree lng file. For some reason thius seems slower on windows and I do not know why yet. Its either the scanner (glob) logic or the actual file I/O of VC++ vs GCC (or the OS response time). At some point I'll time it and find out how to fix this. Focus right now is stabilizing the out of synch issue.

212
I have made some code changes in svn, but STILL you need to add some AI behavior tags for Alliance. Why? Because by default the min static resource value for a static resource is 20. To 'build' (not produce or morph) a resource bearing unit with minimum counts the way you want, you have two options in the ai-behavior xml section:

#1) This will tell the engine to BUILD a minimum of this many resource based units

                <resource-producer-units>
                        <unit name="warehouse" minimum="25"/>
                </resource-producer-units>

#2) This will tell the engine to BUILD resource based units unit this minimum amount of the static resource is reached

                <static-values>
                        <static type-name="MinStaticResourceCount" value="200"/>
                </static-values>


213
Ok please setup host and clients with world synch logging then provide the logs after getting OOS. MAke sure to quit and restart the game if a previous game plays successful.

214
please enable network logging and send the logs after reproducing this

215
Does the file exist: C:\Users\KurtAllDay\AppData\Roaming\megaglest\glestuser.ini

?

216
I can only see this happeneing if the down click image was a null texture. I added a check in svn and if this is the case it will not crash but output an error to the console.

217
Ishmaru i just noticed that in your XML you did not use:

Code: [Select]
resource-producer-units
Please use that tag for resource producers.

218
When you download the techtree does the host have the techtree 7z for better speed? Is your end downloading the full mod as a 7z or each file individually?

219
Please try running from commandline with verbose and paste the result:

Code: [Select]
cd "\program Files (x86)\megaglest"
megaglest.exe --verbose

Thanks

220
Tools / Re: Optimising G3D tool
« on: 28 June 2013, 16:12:33 »
Doing that i don't think will do much since it still means a seperate render anyways for vertices with each flag. Looking at the code each flag requires different openGL settings for the render so you'd have to render one pass for each different type of property which is the same as original.

221
We will fix it before release in otherwords :)

222
If you need custom behavior for Annex set the factions to behave the way you want using the XML tags documented somewhere in the forums. The changes relate to the ideas of consumable resources (typically food):

resource-producer-units

and fear each unit specify the tag:

minimum

Sorry I don't have time to look up the syntax but should be in the forums or wikia

223
MegaGlest / MegaGlest 3.8.0-beta1 ready for testing
« on: 26 June 2013, 06:44:22 »
MegaGlest 3.8.0-beta1 - come and get it while its hot (svn revision 4514)
Downloads here: http://sourceforge.net/projects/megaglest/files/in_development/ or below

Full Installers are available on sourceforge for Windows, Linux 32 / 64 bit:

Linux 32 bit
Linux 64 bit
Windows

Changelog:

v3.8.0-beta1
- Greater ability to translate game content into your native language. (including techtrees)
  - Added Hebrew, Arabic, Vietnamese.
- better network game performance / management to handle slower clients.
- performance improvements.
- Enhanced AI behaviour.
- new game content including maps and tilesets.
- many bugfixes discovered in 3.7.1
- added ability for stand alone mod's to customize more of the engine like about screen.
- animated tileset object support.
- easier ability to download game content from host.
- many new lua functions for scenario modders.
- addition of google-breakpad to better track down bugs.
- color picking is now the default selection mode
- additional way of terrain texturing

v3.7.1
- bugfixes reported in the bugs forum since 3.7.0

v3.7.0
- bugfixes reported in the bugs forum since 3.6.0.3
- display requirements when a player cannot execute a command
- improved IRC connection handling
- auto word wrapping for message boxes
- headless server can run in local lan mode (does not broadcast to master server)
- Added lua security sandbox
- third person view allows you to follow a selected unit. Select one unit anf press f4 to enable (deselect anf f4 to disable).
- cell markers allow players to create markers anywhere on the map and associate a note with them. All team players see the markers.
- quick sonar signal to tell team players where the action is happening
- admin player can disconnect other network players in game
- saving / loading games.
- when placing a new unit, we display a 'ghosted' model while units walk to the build location to show the space it will occupy
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders
- enhanced AI management (logging and modding) and added more intellegence to decsions
- enhanced game data downloads now allow for downloading data from the mod center instead of game server if available.
- Quick keys in game lobby, SHIFT+<letter>+listbox arrow to jump to that letter in a list
  or Hold CTRL when clicking listbox for network control type to change all non human control values
- enhanced unicode support for non-ascii characters
- customizable unit, resource and upgrade language files
- tilesets support animated models
- scenario factions may now be 'neutral', meaning not on any players team.
- new command action mouse cursors
- resources are selectable showing info about the resource
- particle colors are now affected by the time of day
- new game hints are displayed while loading a new game
- linked faction support (and new techtree MagiTech for classic Glest play)
- added runtime checks to ensure cpu supports expected optimizations of the binary used (sse, x87)
- lots of code cleanup from static analysis such as cppcheck and valgrind
- experimental big endian and non x86 architecure support (need testers to give feedback)

v3.6.0.3 - this is primarily a bugfix release AND IS COMPATIBLE with 3.6.0.2 (only the binaries have changed, data is still the same)

- cmake build fixes (for newer libircclient 1.6 support, custom data path's etc)
- fixed vbo bug causing numerous clients to crash for certain video drivers
- g3dviewer fixes + ability to specify image size of auto screenshots on commandline
-  battle end screen no longer chopped off for 8 player display
- proper use of fontconfig so various linux distros will find the fonts specified regardless of actual location
- Windows headless server hosting is now fixed

224
This is a duplicate bug. For dev revisions this may occur because data structures are different not network games etc.

225
Not enough details. Did Derek have an old dev binary or 3.7.1? The stack traces tell nothing.

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