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Messages - silnarm

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1276
General discussion / Re: Online Mod Maker -- Now Underway!
« on: 21 June 2009, 01:04:47 »
Good work thus far Omega, keep at it :)

...now we just need a low-poly unit generator.

Nah, low poly models are easy... what we need is a texture generator...
hmm, maybe we can clone Madelf  :P

1277
General discussion / Re: Engineering the GAE Website
« on: 21 June 2009, 00:52:17 »
Testers are always needed and will be extremely important when we merge the latest Glest code (keep an eye out for the topic).

Indeed, we will need a small army of testers... and getting some in before the merge with 3.2.2 would actually be good... more on that soon :)

Quote from: hailstone
I'm not too concerned about the website at the moment since we don't have an "official" release yet.

Too true, while the next 'release' will run much smoother than Vanilla Glest, it wont have stable multiplayer, so not to many people are likely to make the switch. 

1278
General discussion / Re: Coders HERE!!
« on: 21 June 2009, 00:42:15 »
Indeed. Here's an interesting article. http://www.norvig.com/21-days.html
Top link, that was a great read!

1279
Off topic / Re: Off Topic - Main
« on: 20 June 2009, 01:20:51 »
If there is a separate track for the vocals, this is easiest!  Just delete the vocals!

I'm no expert, but I think technically this would be the only circumstance where you could do it 'cleanly'
You might be able to do it 'to some extant' if it were all mixed, but I doubt it would sound very good afterwards.

1280
General discussion / Re: To Do List & Bugs
« on: 19 June 2009, 23:47:11 »
That hasn't been there long, but then nothing has :)
I'll admit I have known about it since virtually 'day one', as is we handle audio platform dependently... OpenAL on linux, and DirectSound on windoze... I think we should abandon DirectSound and get OpenAL working on windoze... or abandon both and just use SDL.

It's not a priority though... wont happen any time soon.

1281
General discussion / Re: Coders HERE!!
« on: 19 June 2009, 23:37:19 »
im changing mine
advanced
Advanced enough to start trawling through upwards of 300 source files trying to figure out how it all works ??

I think we need a category between beginner and advanced :) Beginner to advanced in three months just doesn't seem right to me.

1282
Mods / Re: Igor faction
« on: 19 June 2009, 10:20:23 »
You might be right about the selection, though.  I haven't tested that out.

If you're still rendering a model, it'll be selectable.
If you render a 'nothing' model, it will not be selectable.
OpenGL handles the 'object picking' as well as all the pretty pictures :)  There needs to be something rendered in order for it to be selectable.
I haven't tested that... but I'm confident enough in it to say "that's how it is" :)

Quote
The AI probably wouldn't know how to use it properly

Yep, that's a safe bet.

An all zero cellmap is always going to cause problems, if a unit does not occupy at least one cell, then are far as a lot of the code is concerned, it doesn't exist... however some other parts of the code do indeed know about it, this disagreement of course has the potential to cause all sorts of problems.

Plaza style 'buildings' would be nice though... (onto the list with you then!)

1283
General discussion / Re: Project Status and Changes
« on: 19 June 2009, 09:53:57 »
I think it would be a good idea, if you haven't already, to merge any changes made in trunk to the pathfinder branch.
That would be a good idea, I introduced a couple of bugs with the forwards/backwards running paths that weren't apparent because they only affect air units... I rarely run test games long enough to get to air units, will have to make some more modifications to my magitest tech tree :)
I should hopefully get them sorted on the weekend, will merge the fixes from trunk too...

Quote
EDIT: sign up to the glestae-svn mailing list under yoursfusername@users.sourceforge.net otherwise I will get a message the first time you commit.
Done.

1284
Mods / Re: Igor faction
« on: 18 June 2009, 23:51:22 »
I, sadly, have not read the time thief; could you provide a little more detail on the glass clock?
No! The Glest version would not be like in the book anyway, and that would just be spoiling the book for you, read it :)
We've actually probably got a couple of choices if we want some big Igor like contraption, have you guys read 'Making Money' yet?  Of course the Glooper (is that what it was called ???) would be even less useful in Glest, but it'd sure look cool.

Quote from: Grim_weeder
One problem I've run into is: how are the igors going to attack? crossbows? saws? scalpels?
Maybe the Igors can just be the workers/builders then, now that the Marthterth are in, they can probably do all the fighting.  It'd be cool if we could make it so the Igors knew when a big attack was coming, and vanished!

1285
General discussion / Re: Project Status and Changes
« on: 18 June 2009, 23:22:57 »
I'm going to spend some time trying to understand the code then it should be easier for me to help merge it. EDIT: I was thinking you were talking about the pathfinding. Yer, I don't think it will take too long.
Cool man, if I can help out in any way, don't hesitate to mail me... I don't know how it all works yet myself of course, but I at least 'know my way around' now :)

Quote from: hailstone
- Uploaded 0.2.11 files to sf (including win32 deps with zlib)
Cool, are those linux binaries 32 or 64 bit ?? they all seem to be 64, but they're filed under glestae_binaries_linux32.

Quote from: hailstone
- found a good description of how the repository should be used (the feature branches one) http://svnbook.red-bean.com/en/1.5/svn.branchmerge.commonpatterns.html
Will have a good look around on there, good book.  Could you look into the 'svn:eol-style' property. We probably don't need that perl script, it was a nice cut-and-paste hack, if I do say so myself, but if Subversion can solve this problem for us permanently, all the better :)

1286
General discussion / Re: Melee attack for archers
« on: 18 June 2009, 22:53:04 »
i think that the most logical situation is the units pulling out some type of sword or dagger.
I'm in favour of them backing off and trying to shoot again, if feasible... Obviously the act of stopping and shooting means they are unlikely to be able to do it indefinitely but if they can get a extra shot a two out then it should be the default behaviour, only when they have no choice but to fight hand-to-hand should they pull out their sword/dagger/whatever.  This behaviour should be over-rideable though, through attack preferences somehow...

Quote from: Mark
I think that if glest maps were to ever be able to be bigger an archer would have a range of...
This is definitely on the cards, probably a few months away though. It also raises the problem of changing stats to suit map size, even when I get big maps working well.. there initially at least wont be many available, people are going to want to play on existing small maps, and we don't want a duplicate tech tree with different stats for ranged units.

And, if we did, we'd have to rebalance it...

Of course, we need a whole new map format in any case... so maybe we can organise to integrate of bunch of 'big' stuff at once, break compatibility, but just once :)

1287
General discussion / Re: Coding Questions
« on: 18 June 2009, 12:36:08 »
Ok, I think I might have it, MeshCallbackTeamColor::execute() is sometimes enabling two texture units, sometimes just one... you're just using whichever is active...
try this,
Code: [Select]
glActiveTexture(GL_TEXTURE1);
if ( glIsEnabled ( GL_TEXTURE_2D ) )
   glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
Just after you push attribs.

1288
Mods / Re: Igor faction
« on: 18 June 2009, 07:52:59 »
fusing the surgeon and the mechanic into one (any ideas as to what I should call it?)
Ideally, every unit would be 'Igor'.  Of course Glest wont let you do that :( and of course it could get rather confusing.

I'd just stick with surgeon, far more Igor like than mechanic.

Quote
some sort of morph for the surgeon/mechanic, not sure what though.
fusing the repo igor and the spare collector into one
Yeah... maybe it is too 'narrow' with just Igors.  But it would still be fun 'small' faction :)

One question: what are 'spares'?
Spare parts... you know... arms, legs, that kind of stuff..

1289
Mods / Re: Igor faction
« on: 17 June 2009, 22:16:24 »
Nice! Another Discworld fan, Yay!
This should be fun, good luck!

1290
General discussion / Re: Coding Questions
« on: 17 June 2009, 22:10:46 »
The transparency thing seems like it might be a single/double sided mesh things... but I see you explicitly disabled face culling... so maybe not.

All I can say from looking at it quickly, is that perhaps 'mixing' immediate mode code with the vertex array based model renderer is an issue?  But I don't think this should be the case either... Sorry, not very helpful... but I'm no graphics  programmer.


1291
Bug report / Re: Glest speeds up a lot
« on: 17 June 2009, 04:26:13 »
I just got a new Mac and started trying out Kasek's port. It looked great and started out really good too, but after a few minutes everything started going really fast.
This I can not help you with, maybe try to contact Kasek.

Quote
Also the entire map is viewable even when none of my units were present. Please help.
This would be because Fog-of-War has been disabled (possibly 'by default' in Kasek's port).
Go to wherever glest is installed on Mac, find the file "glest.ini", open in up and find the line
FogOfWar=0
and change it to
FogOfWar=1

1292
General discussion / Re: Project Status and Changes
« on: 17 June 2009, 04:19:57 »
A "make install" file would be nice.

Well, we don't use make, so you're not getting an install target for it, but I think we can rustle up an install script :)

1293
General discussion / Re: Melee attack for archers
« on: 17 June 2009, 04:08:44 »
I hope this is not on GAE yet, I've only played GLEST  ::) But checking through a few of the units' xmls I counldn't find anything similar to that  :-\

I'm 99% sure Daniel added code to do this, I recall seeing it in the UnitUpdater somewhere...
I'm not sure if it's 'hooked up' yet, or perhaps if it requires new xml (ie. works under FPM)... but there is code for this in there... I'll investigate when I get a chance.

1294
Maps, tilesets and scenarios / Re: Volcanic Released
« on: 16 June 2009, 08:54:58 »
... but it appears the trees are broken ?!?

I can be such an idiot at times... there's nothing wrong with the trees... I broke the renderer on my 'working copy' of the game... which obviously I should not have been using to try out a new tileset...

Looks very nice... I'll have a crack at those textures over the next couple of nights, I had a play with them yesterday... but just made them tile worse... but I'm nothing if not persistent :)

1295
General discussion / Re: Project Status and Changes
« on: 16 June 2009, 07:32:56 »
My last exam is on 17th June GMT+10 time,

Good luck! Don't cram to hard tonight... go to bed early, sleep well, get up early and go over your notes in the morning, worked a charm for me[1] :)

[1] Disclaimer: may not necessarily work well for you.
Quote from: hailstone
2. Update to latest Glest

I've done some diffs, I'm going to clean up the output and 'package' it up in small(ish) chunks, separated probably by project folder (ie game/world, shared/util etc) so we can do it simultaneously, without stepping on each others toes.  If anyone else out there knows a thing or two about C++ and knows how to read diff output, help would be most welcome :)

The total size of the diffs was about 6500 lines, unified format (three lines of context around each change) and that includes the new files. Shouldn't take all that long to patch, could of course take a while to get working...

1296
Script tag on line 74 should have that type. I used to use text/javascript until I got scolded for it!
Reference: http://en.wikipedia.org/wiki/Internet_media_type
Fair enough... I think I'll be sticking with text/javascript myself.

Quote
Still doesn't work in IE! Of course, EVERY other browser does. That's how bad IE is. I need to make a 'You are using IE and need to download this brilliant invention named firefox' page for IE users! It'd be better than hitting a non-working page!
Actually, your form no longer has any inputs, so I'd suggest you've actually broken it in every browser :)

1297
meta tags for 'description' and 'keywords' aren't closed,
style tag in head has no type,
color value in said style needs a '#' in front of it,
script tag (line 53 of homepage output) has no type,
script tag (line 74 of homepage output) has type "application/javascript" ?!?

Feed it valid html and IE will usually display it properly... bad html will probably send it into 'quirks mode'.
You might want to set a DOCTYPE too.

1298
now im having this error message when trying to run configure

configure: error: cannot run /bin/sh mk/autoconf/config.sub

so i tried to run it

mk/autoconf/config.sub
bash: mk/autoconf/config.sub: /bin/sh^M: bad interpreter: No such file or directory

hmmm... just about everything in /mk/linux had windoze line endings for some reason...
I've added a perl script that should clean them up, it doesn't work under windows, because I think perl under windows just replaces '\n' with '\r\n' anyway, but it should work under unix. I can't run it on linux to try it now, I'll run it and re-commit tonight. If you wanted to try it before I get to that. do a fresh checkout, goto /mk/linux, do a chmod u+x convert_eols.pl, then run it.
[sorry, can't set unix file permissions either atm...]

Sorry about all this... I still need to get nvidia drivers set up under linux so I can play with glest properly... I'll make it a priority so I can ensure these problems are dealt with in a more timely manner... :)

1299
General discussion / Re: Project Status and Changes
« on: 14 June 2009, 09:32:31 »
I think it started from 3.1.2 though Daniel imported a few later versions of Glest. I see a message that 3.2.1 was going to be imported so try from that.
I'll check it out this week some time, hopefully :)

I think it would be best to only do testing for the above projects until either Daniel returns or we've done the above (since I'm not that familiar with the new network code and it was really Daniel's project). Not that I'm trying to stop you from testing it.
Agreed, multiplayer would be nice, but I'm willing to wait and hope Daniel comes back for a while yet... we've got plenty of other things to keep us occupied...

1300
Maps, tilesets and scenarios / Re: Volcanic Released
« on: 14 June 2009, 09:21:49 »
I can throw together some new plain textures for surfaces 1 & 2, a chance to try out that new trick in the GIMP :)

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