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Messages - silnarm

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126
Edit: I've narrowed down what's wrong. When the game Crashes (isn't closed through it's menus or with alt+f4) it's process keeps running and the game wont start again until I manually end the process.

Hi Chuppa, good to see you got this narrowed down so far, and that it isn't a problem with the engine itself, as such ;)

Try disabling error reporting in windows if you haven't already, it keeps the crashed program open while preparing an error report (dumprep.exe) which is possibly the real problem.

127
General discussion / Re: 0.4 beta1
« on: 3 May 2011, 22:22:35 »
Sorry guys, I made a mistake when I set the default data dir, you need to double click the exe to avoid the back.tga problem (the shortcuts are broken)...

128
MegaGlest / Re: Build animations
« on: 1 May 2011, 03:54:05 »
When a building which is in state of building is attacked by another unit its animation might plyed back reversed ;). How to handle this?

I was thinking use Unit::progress2, 'sync' with hp in Unit::repair() if hp > progress2.
Then animProgress is just progress2 / max_hp for the "stall instead of go backwards" version, and hp / max_hp for the version that will back up.

Bearing in mind we should be preparing for the merger. If we keep adding features, we'll never get anything done. :-X

True, but this was very easy to add in the end, I'll hook it up in MG too.

129
General discussion / Re: Documentation
« on: 1 May 2011, 03:43:36 »
Thanks Omega, pages per feature are nice, a little concerned by duplication though, you've described what in the code is an EnhancementType on four pages... Upgrades, Effects, Emanations & Levels are all derived from EnhancementType, so I'd prefer to document that XML seperately (and only once!) and link to it on the pages for Upgrades etc, The pages that will loose most of their content from this can be fleshed out with lots of examples.

This is good for us, as if EnhancementType has things added to it, we only have to update the docomentation in one place; and I think it is good for the modder reading it too, as they will be made aware that upgrades, levels and effects are very similar, and xml snippets can be interchanged between them.

With a beta finally out, and not too many more problems to look at, I'll get to work on the wiki at once...

130
Currently, when you loose a game, enemy archers remain invisible other than those standing next to where you first base was (before it got destroyed by the enemy). However, I think it would be more logical to view all enemy archers, independent to their position and where your buildings used to be.

I'm hoping these enemy archers were from different factions, one of which had not researched archer-cloak ... otherwise cloaking/detecting may be defective.

Agreed. Fog of war and cloaking should be both removed when the game ends. It helps to learn from your mistakes. "Oh, so the CPU went around that way with a force consisting mainly of..."

Seems reasonable...

131
General discussion / Re: 0.4 beta1
« on: 1 May 2011, 03:23:42 »
may i please have the back.tga?

Sure... back.tga.

That's not a new texture though... You been messing with that install?

132
General discussion / Re: 0.4 beta1
« on: 1 May 2011, 02:06:51 »
p.s what is the proper syntax to make an image as a border?
I tried a quick cut and paste but the entire screen filled with the border texture and it was unplayable  :(

With Type='texture' you provide two numbers in the Sizes table, the first is the width (in pixels) of the borders (on the sides) [the green parts on img below], and the second is the size of the corners (square) [the mauve bits].


hey, i installed it all (except for the glew.dll, because i had it already), but it wont work. when i start it up, the screen flashes a few times, then it quits (all in the time of 3 or so seconds)

what am i doing wrong?

Try clearing out your addons folder, except for the data addon that this came with, if that fails please paste the contents of stdout.txt, glestadv.log & glestadv-error.log if not empty ;)

Note: stdout.txt will be created in the ProgFiles/glestae 0.3.2/bin/ folder if you double click the actual exe, if you use the shortcut it will be created in ProgFiles/glestae 0.3.2/
Another minor nuisance with the windows install...

What happens when you run it from the command line?

Just a heads up, we redirect std streams by default on Windows, so if you ask anyone to do this on windows, tell them to run 'glestadv -noredir' else they will see nothing ;)

133
General discussion / Re: 0.4 beta1
« on: 30 April 2011, 05:28:33 »
Ooops... I always forgot about new dependencies...

glew32.dll, place beside the exe,
http://sourceforge.net/projects/glestae/files/snapshots/glew32.zip/download

134
General discussion / 0.4 beta1
« on: 30 April 2011, 05:12:44 »
As always, it took us longer than we might've wished, but finally a beta for 0.4 has arrived.

0.4 beta1 Windows binaries with data addon.
 * requires that gae-0.3.2 be installed.
 * does not include shibboleth

Edit:
glew32.dll, if needed, extract and place beside the exe.

Double Edit:
Important
Looks like I set the default data path to '../share/glestae' rather than the correct './share/glestae' This means the shortcuts are broken and the beta1 exe needs to be double clicked to find the data, else you get the missing back.tga problem.

Ooops...


135
Bug reports / Re: Minor GUI bugs in git master
« on: 30 April 2011, 05:05:23 »
Depends... your favourite text editor may have an encoding menu, or encoding as a submenu of some other menu... or it might be an option on the save dialog (try save as..).  Or of course it may not have it anywhere... most would these days though, at least you would think.

Last resort, there is GNU 'recode'.

136
Bug reports / Re: Minor GUI bugs in git master
« on: 30 April 2011, 03:04:30 »
it works.
Does it?

Yep  ;) The FontMetrics are correct now, everything is nicely centred, nothing has been pushed off the screen by dodgy indexing into the character widths array (the negative numbers hailstone mentioned).

Save that file as ascii, not utf!

137
MegaGlest / Re: Build animations
« on: 30 April 2011, 02:56:54 »
Upon further review this actually seems a good idea (also, I was tinkering, and found a clean(ish) way to do it), the same sort of thing could be done with produce/upgrade skills and some nice animations using this method would be cool (probably more so be-built, but it could be added for produce/etc easily if anyone wants it).

Done in GAE, beta1 will be released shortly.
It's just 'straight' tied to the hp atm, so if the under construction building gets attacked, the animation will go backwards! will fix this before 0.4 proper.

in the be-built (or build-self) skill node,
Code: [Select]
    <anim-stretch value="true" />

138
Bump.  I'm making a few improvements to this mod, including replacing the missing icons and giving each faction the ability to recruit mercenaries.  Are there any requests while I'm at it?

Purchasable buffs for those mercs might've been nice... A crying shame the Lua AI interface didn't get done  :'(

139
<double-offtopic>
<offtopic>
As for project Red, I was planning on putting the dwarves and undead into a fantasy pack with a new grey elves faction which has been laying half finished for a couple of months (while I concentrate on planning the huge TC mod i will make for G4). Feel free to add them to project Red but they will also be releasing as a fantasy pack sometime this year  ;)
</offtopic>

My addons folder sports a tech-tree called 'fantasy' with dwarves, undead and elves... I'm onboard for that TC ;)

</double-offtopic>

140
Tools / Re: TGA transparency
« on: 29 April 2011, 09:35:49 »
This should work under linux, (only doubt is the OpenTK dlls... but I think they are x-platform)

[Link to G3dHack alpha2 removed, see here for latest version]

needs mono + mono.winforms.

141
MegaGlest / Re: Build animations
« on: 29 April 2011, 09:06:33 »
By making the choice of animation based on hp, and several workers means the building builds faster, will it abruptly switch animations without finishing them smoothly?

Yeah, this solution is fundamentally different from how the OP wanted this done... and not particularly compatible, you would need fairly static models (or 'fully' static) that could play looping until replaced by the next stage.

To do what the OP wanted, or similar with multiple g3d anims, would be something completely different to how it is done now... it could be done, but I'd prefer a solution not so wildly different to how anims currently play (and not needing lots of 'special case' code).

142
Feature requests / Re: Begin regen only out of combat
« on: 29 April 2011, 08:55:57 »
maybe too tricksy me thinks.

143
Just thinking of the selection/targeting problems is enough to turn me off...

Embarrassing to ask, but what is project red? I know a project green, but nothing about the opposite side of the color spectrum.

To either end of spectrum ;) Green is in the middle with yellow.  I wonder if there is a 'project blue' for the future.

144
Tools / Re: TGA transparency
« on: 29 April 2011, 08:49:25 »
Aren't all meshes currently rendered two-sided in the game anyway?

Nope. Meshes with the two-sided property are, meshes without are not.

145
General discussion / Re: Walls
« on: 29 April 2011, 06:58:17 »
Add the following to the wall unit's xml (in the parameters node),
Code: [Select]
<multi-build value="true" />
<properties>
   <wall/>
   ...
</properties>

You had to hold down shift for multi-build to work properly previously, I wasn't aware of this and it has been fixed, not sure if that was before the last snapshot... there'll be a 0.4 beta today or tomorrow though anyway.


146
MegaGlest / Re: Build animations
« on: 29 April 2011, 06:48:18 »
I don't think stretching one animation out is the ideal solution, Omega has pointed out why already...

The work-around solutions, while novel, are ugly and again Omega has pointed out likely AI issues.

Multiple animations per skill has been discussed time and time again... for various purposes. Someone should actually do it someday I guess... (GAE can actually load multiple animations, but it only ever uses the first... not so useful).

The way I would do it if it were to be done now,
Code: [Select]
  <animations>
<animation condition="hp < 2000" path="construction_models/castle_construction_stage1.g3d" />
<animation condition="hp < 5000" path="construction_models/castle_construction_stage2.g3d" />
<animation condition="hp < 8000" path="construction_models/castle_construction_stage3.g3d" />
<animation condition="hp < 9000" path="construction_models/castle_construction_stage4.g3d" />
  </animations>

But I don't think this should be done now, or like that...

It should be done like this,
Code: [Select]
  <animations>
<animation name="build_stage1" path="construction_models/castle_construction_stage1.g3d" />
<animation name="build_stage2" path="construction_models/castle_construction_stage2.g3d" />
<animation name="build_stage3" path="construction_models/castle_construction_stage3.g3d" />
<animation name="build_stage4" path="construction_models/castle_construction_stage4.g3d" />
<select-anim-script>
<![CDATA[
if unit:hp < 2000 then
return "build_stage1";
elseif unit:hp < 5000 then
return "build_stage2";
elseif unit:hp < 8000 then
return "build_stage3";
end
return "build_stage4";
]]>
</select-anim-script>
  </animations>

147
Tools / Re: TGA transparency
« on: 29 April 2011, 06:37:48 »
Is this seriously the way you mark a mesh as using team-texture ?!?

If so, then the blender export script is defective.

You should set a mesh as two-sided if (and-only-if) you intend for back facing facets to be seen (ie, have translucent/transparent mesh or texture, or 'holes' in the mesh).

There'll be a new model viewer/hacker tool available "very soon" (tm) that will let you change mesh properties (two-sided and team texture are separate properties) as well as mesh opacity and diffuse colour, and add/change textures for all five slots.

If the blender export script is using 'two-sided' to set both the two-sided and team-texture mesh props, it might get much more use than I expected.

148
Bug reports / Re: Crash in 'About' menu
« on: 22 April 2011, 16:19:59 »
This issue no longer occurs here, was it fixed?

Yeah, commit 768eda1..

One of two problems I introduced in fixing one problem... not a good ratio! :look:

149
General discussion / Re: Looking For Testers ...
« on: 22 April 2011, 09:34:20 »
Maybe if we merged this in to the mainline (also in need of some serious testing) you might get some more feedback  ;)

I for one wouldn't mind seeing what you've been up to anyway...

If you wish, right click the directory you checked-out, and select 'Git Commit -> master ...'
Enter a log message, something simple like 'AI Tweaks' is fine, you can provide more details if you really want. Hit ok to commit all your changes to your local repository.

Then right click that folder again, and from the TortoiseGit sub-menu select 'create patch serial...',  for the 'version' part, just change it to 'number commits' and set it to 1.

Afterwards, inside that directory will be a patch file, either create a ticket and attach it, or send an email to glestae-devel@lists.sourceforge.net with it attached.

I'll take care of merging it into the now much changed master branch.

150
Glad to hear it helped, was trying not get too 'mathy' with the vector stuff.. wasn't sure how successful it would be ;)

  • Speed
  • Emission rate
  • Energy var
  • Energy max
  • Fixed


As well, some parts like the GAE only blending type and blending equations I basically just copied and pasted available options. I know the basics to how the blending equations work, but they could use the TLC of someone who can explain it properly.

Nice work Omega, I've got a page for cloaking almost ready to put up, and I see someone has put some 'outdated' and 'recurring elements' things on some pages which I should sort out... I'll add the particle pages to the list, will give it some attention as 0.4 draws near.

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