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Messages - softcoder

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26
MegaGlest / Re: Problems with compiling and windows deps
« on: 18 November 2015, 14:32:54 »
The deps are not setup properly for debug mode (they are release). therefore your project if compiled in debug wont properly match deps, so you will need to pick release. You Can however pick release with Debug info.

27
MegaGlest / Re: Problems with compiling and windows deps
« on: 15 November 2015, 14:13:05 »
for the latest windows builds all deps  are auto  downloaded from the right location. delete any windows_deps* folder AND 7z files, then cvall one of the bat files in mk/windoze:

Make sure you compile using the develop branch.

build-mg-2015.bat rebuild

or
       
build-mg32bit-2015.bat rebuild

Obviously this works because our jenkins server builds it every git push:

http://snapshots.megaglest.org/windows/

Thanks

28
Feature requests / Re: [Linux] Tab out
« on: 5 October 2015, 15:28:43 »
We are working on an SDL2 port.

29
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 3 October 2015, 16:52:10 »
What is the status of this editor? Is it functional enough to replace the wxwidget editor?

30
Great job Filux

31
MegaGlest / Re: Mobile platform support? (was: Can I haz iPad?)
« on: 3 October 2015, 16:38:28 »
Just looking into it, i have a raspberry pi2 and will see if its reasonable to achieve.

32
MegaGlest / Re: Mobile platform support? (was: Can I haz iPad?)
« on: 3 October 2015, 16:27:40 »
I started looking into this, we will see how it progresses.

33
Why dont you explain the problem with the current fix? What is wrong?

34
Ok fixed in git, when the players units are all dead, the teams resources will not include anything related to dead players.

35
-  glest-dev.ini is not delivered.
- cegui will not be delivered (scripts updated)
- cmakelists should stay as is, since Debian build needs to build data and binary packages separately and independently. This is why cmake system is done the way it is.

- tx-cleanup... no idea what to do about this, is that archive automatically made from github? Don't think its our scripts including it.

36
Fixed now in git

38
From the description i do not understand the problem? Please describe exactly what is wrong in more clear details.

39
Bug reports / Re: Megaglest 3.10 error
« on: 22 December 2014, 01:33:06 »
Not sure what caused this but i added a check in that area of code in case the team index is somehow corrupted.

40
When changing res in osX I added code to force an app restart since there seems to be weird opengl issues in osx.

42
Furthermore, attack boosts messed up existing unit upgrades, and did not properly aggregate or remove the boost afterwards. This is now fixed in git.

43
I'm not sure what really to do here. Setting to 0 would make unfair as team mates on a losing team make big debt on purpose while team is being destroyed and then would not have to pay it back. I think we just leave it like the way it is or suggest a faire compromise.

45
This is not a bug. I believe how the resource bar works in already described in the forum post where the feature was introduced.

Thanks

46
MegaGlest / Re: MG with small fonts in debian
« on: 30 November 2014, 22:23:30 »
I just added fonts-linuxlibertine as a dependency in the debian control file for the next release.

Thanks

47
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 30 November 2014, 07:17:27 »
CEGUI is nice but some bugs that we encountered made me put a halt for now on that branch. I mentioned some of the problems in the irc channel for cegui, but i had no time to create defect tickets.

For now I will focus on releasing what we have related to other changes and not this stuff.

48
MegaGlest / Re: MG with small fonts in debian
« on: 30 November 2014, 02:05:09 »
FYI the current debian dependencies (fonts) that exist are (and these have been since last release):

 fonts-liberation,
 fonts-uralic,
 ttf-dejavu-core,
 ttf-wqy-zenhei,

Do we need to add anything else?

49
MegaGlest / Re: New beta very soon! Any known showstopper ?
« on: 29 November 2014, 02:45:49 »
For all new code added since last release, all contributors will need to go over that code to ensure the following:

- new member variables are initialized with a proper default value
- new variables are saved when a game is saved (i saw many vars including lootable resources etc that are not saved at all)
- new variables are conditionally loaded (if they exist in the saved game, must be backward compatible with old saved games)

P.S. I commited some code cleanup related to warnings from cppcheck

Also note that I fixed the g3dviewer and map editors to work on the newer wxwidgets 3.0.2

Thanks.

50
I have promoted some code to try to fix this problem. However since we don't have steps to reproduce it will be hard to know for sure.

Thanks

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