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Messages - softcoder

#76
MegaGlest / Re: CE-GUI branch: feature/ce-gui
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:

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/
#77
MegaGlest / CE-GUI branch: feature/ce-gui
9 February 2014, 07:55:37
I've started work on looking at replacing our UI with CE-GUI. So far its working out fairly easy, I was able to add this dialog box on the main menu in one day and its fully clickable, resizeable and dragable!



Whats great about CE-GUI is you can create themes via XML files and they even have a GUI editor. It was quite easy to integrate thus far.
#78
The code for this was wrong, basically fully hard coded. That means for debian and ubuntu packages these files were also never found. All file access for data needs to use code that manages data paths, never hard code.
#79
I started into it, but eventually decided it was much lower priority (if needed at all) as no-one is really asking for it, and currently most modders already know and use g3d.
#80
I have re-enabled streflop and added win64 support to the library (And win64 build). This should make it more stable again, please try the latest git.
#81
Should be fixed in svn now
#82
Can anyone else confirm if the win64 binary makes problems on your system?
#83
I have updated the resource view.

If you have either share units or resources or both enabled, there are now always two set of resources rendered.

Line #1: always shows the resource totals of the first selected unit faction. (to know what player, the players team colour with * shows in front of the first resource)
Line #2: always shows the resource totals of the team.
#84
My bug, fixed in git.
#85
Hoping this is fixed now in git.
#86
I guess you mean allowing a player to control multiple factions. I will think about it.
#87
MegaGlest / Re: Opinion: The way forward
29 January 2014, 22:18:28
As discussed on IRC I am currently investigating GUI replacement, looking at CEGUI for now.
#88
First of all without trying it you really don;t know what it is like. The feature are selected in advanced game options by the host of the game. You cannot change it mid game, thats far too complex. This doesn't change anything, it adds the ability to play the game in different ways, so if the host chooses to do so that is his ability. Both features are of course disabled by default. As with most game options this option is decided by the host. The features can be used both in a good way and bad and I find it interesting that people can only dream up bad ways to use it (i won't be playing with these features with you.. thats for sure :) ) because there are many awesome ways to use them. IT all requires good team communication.

For example, new players get put out usually very easy. Other team players could send their own units to a safe map location and tell the newbie (After losing his own faction) that he can have that new safe area of the other team players faction). There are many possibilities.
#89
MegaGlest / New team play features coming soon
27 January 2014, 22:35:00
I am adding some features requested by the VBros (BOTH are already in git) and would be good to hear your feedback about how they could work.

#1: Shared Team Units
- This game option would allow all players on the same team to control any unit on that team. This
would allow for team embers to organize and have people focus on specific tasks (like gathering resources
or building units or attacking / defending).
- Should a player be considered 'dead' ONLY when the last team building is gone?

#2: Shared Team Resources
- This game option would pool all resources for a team allowing them to be used by any player on a team
(assuming your faction can use the resource of course).
- Clicking on a player 'castle' shows that factions individual resource values (including negative resources for players hogging resources from others on the team)

Thanks
#90
This additional test case should now be also fixed.

Thanks
#91
Should be fixed properly now, sorry about that.
#92
Please try if my fix worked on this bug using git HEAD.

Thanks
#93
This may be fixed in git HEAD.
#94
MegaGlest / Re: MG mock DVD case.
19 January 2014, 17:37:00
Looks great to me!
#95
Just commited something to try to fix this. Next install we build try again.
#96
Bug reports / Re: wrong usage of RandomGen ?
12 January 2014, 00:21:52
A few things about RandomGen. Its deterministic, so really only meant to be used to get the same random # for all players. The code in ai interface was not added by me, and could use real randomization since the server controls the AI it does not need to use deterministic randomness. The use in properties is never used from my look at the code (it uses true randomness).

If you want to use the class and get different #'s, you can't use it as a local variable as it loses state every time it is used and goes out of scope, make it a member variable. You need to ensure it is not accessed multiple threads or it may cause out of synch.
#97
Then this is the problem. I think this issue may be fixed in the current dev version in git, but for now please create the megaglest folder in that path and retry.
#98
Does the following file exist?

c:\users\svitnik\appdata\roaming\megaglest\glestuser.ini

??
#99
Sorry I cannot read the pixture, please either only show the contents of the Dos window or take a better (larger resolution) image.
#100
attempted to fix this in git. Please test.