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 6 7 ... 90
51
The multiple flag is not intended to determine whether or not a boost can work from multiple sources, but rather if 1 units boost can be applied multiple times. It sounds to me that these two units are both applying the boost multiple times, turning off the multiple flag would still allow both units to apply their boost the reviving unit.

Thanks

52
Closed feature requests / Re: Lock units in scenarios (lua)
« on: 19 November 2014, 05:46:33 »
Yes we stick to using int for booleans as I think i saw that using booleans gave unpredictable results.

Thanks

53
Like we already allow for damage particles, unit particles now allow you to use minHp / mapHP. The code has been pushed to the develop branch

example:

Code: [Select]
<skill>
<type value="produce"/>
<name value="produce_skill"/>
<ep-cost value="0" />
<speed value="300" />
<anim-speed value="300" />
<animation path="models/dungeon1.g3d" minHp="1" maxHp="160"/>

<particles value="true">
<particle-file path="no_particles.xml" minHp="1" maxHp="5998" minmaxEnabled="true"/>
<particle-file path="fire_particles.xml" minHp="5999" maxHp="6000" minmaxEnabled="true"/>
</particles>
<sound enabled="false" />
</skill>

54
This is not a bug as is working as it was designed to work. The basic concept when this was added is to allow pooling the resources for use to the team, but each member stil lcan only produce to his faction's maximum. The - #'s can occur and means the team has to 'make up' for the loss.

Thanks

55
Closed bug reports / Re: Megaglest Errors in Windows Compiling
« on: 15 November 2014, 00:55:49 »
Is this really an issue or can we close this item? Please respond back so that we know the final result.

56
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 1 July 2014, 19:41:29 »
Not yet, had many distractions for MegaGlest but I have in recent weeks been continuing on this work.

57
On commandline try running with -the parameter: -verbose

Then paste the output here.

58
I just pushed a fix to the ce-gui branch for 14.04.

Thanks

59
Feature requests / Re: Miners cannot unload to air units
« on: 31 March 2014, 00:30:20 »
This is not a bug, its a feature request. Your problem exist because the air unit has no land ability.

Thanks

60
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 15 March 2014, 23:14:48 »
Great job, hope this editor gets finished an really replaces out use of wxwidgets.


61
This should be fixed now.

62
Fixed in git

63
Please give the latest git a try and let me know if you can reproduce this.

64
Closed bug reports / Re: CEGUI improvements (tracking bug)
« on: 14 March 2014, 02:12:31 »
Should be fixed in git now.

65
Fixed in git moments ago.

66
Closed bug reports / Re: MG-3.9.1 ubuntux64: Freeze, then crash
« on: 24 February 2014, 03:59:07 »
It looks very much like a video driver (opengl related) bug to me. I see this error when running megaglest under a windows VM on Virtualbox (but never on a real windows system).

Thanks

67
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 18 February 2014, 18:12:33 »
I left the old stuff only until i am finished replacing the code, as i did in the main menu ALL old code goes away when i am done (don't worry about that) :)

68
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 18 February 2014, 07:45:08 »
Here's another look at the misc tab of Options Screen using CEGUI: (ignore the stuff behind. its the old UI that has not been removed). **NOTE the language combobox shows each language in its native font!


69
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 18 February 2014, 07:43:45 »
Here's another look at the misc tab of Options Screen using CEGUI: (ignore the stuff behind. its the old UI that has not been removed). **NOTE the language combobox shows each language in its native font!


70
Closed bug reports / Re: no more teamchat when game is lost
« on: 14 February 2014, 17:05:56 »
This is not a bug and is on purpose to avoid the dead player cheating since he sees the whole map. Team chat is disabled.

71
Off topic / Re: Pyrogenesis vs. Glest/Megaglest (as an engine)
« on: 14 February 2014, 01:18:54 »
For a fair comparison you'd need someone who actually spent good time in both (not sure i know anyone who really has). Beyond opinions, 0ad is much better than megaglest in many ways. They have FAR MORE resources and help than we do, so thats an obvious item right there, they also started on their code over 10 years ago!

Having said that, theres a difference between something looking nice and actually working and being fun to play. This was what differentiated GAE and Megaglest (GAE ws another fork of Glest). In the end our goal is fun, stable game play. Beyond that we have expanded many feature requests since 2010 when we forked the inactive Glest project. The bottom line is try try each engine and see what your prefer. FIRST and FOREMOST ask which game you like to play. Then decide on modding.

72
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 13 February 2014, 03:58:06 »
Here is a screenshot of the main menu UI redone in CEGUI.

Using CE-GUI takes care of word wrapping in message boxes, adds scrollbars when the text is too large to fit the view area, ensures you cannot click under the messagebox on buttons below, allows you to drag the dialog around out of the way.



Using CEED (the CEGUI designer): (Help guide for how to use Ceed is here: http://static.cegui.org.uk/docs/ceed-snapshot11/user-manual.pdf)

Furthermore, text can use format tags to do all kinds of things: http://cegui.org.uk/wiki/Formatting_Tags_in_CEGUI


73
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 10 February 2014, 07:54:37 »
According to their website they offer full support. We should lose nothing. Checkout out their videos on the website i mentioned above. There are lots of demos of the widgets and how they work.

The editor to make themes etc (you can build menus, assign fonts, mouse pointer etc..) is called CEED and reference on the cegui website. It is python based.

74
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 10 February 2014, 00:19:08 »
Notice how 'clear' the font rendering is. This will likely solve the problem we had with our previous rendering of fonts showing blurry. You can really see the difference in the screenshot above.

75
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 9 February 2014, 17:16:12 »
Yes its a great theme, theres what it looks like:

To see this in git add this to glestuser.ini:

Code: [Select]
CEGUI-Theme-Path=$APPLICATIONPATH/../../data/glest_game/data/cegui/themes/glossyserpent.1.0.7/cegui/
CEGUI-Theme-Name=GlossySerpent
CEGUI-Theme-Name-Cursors=GlossySerpentCursors



To see some of what is possible in ce-gui check out: http://cegui.org.uk/

Pages: 1 2 [3] 4 5 6 7 ... 90