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Messages - silnarm

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1301
nope didnt help
svn revert; svn up (??)

I just tested the scripts out, the file permissions got trashed somewhere along the way, I've fixed them...
If it wont update just to a fresh checkout of trunk.


1302
General discussion / Re: Project Status and Changes
« on: 14 June 2009, 04:33:36 »
My last exam is on 17th June GMT+10 time, then I have holidays so I will be able to do more than I have been.
Here's the plan:
1. Get Silnarm's pathfinding merged with trunk
2. Update to latest Glest

1. I'm going to call that a deadline, three days to clean up the pathfinder...
2. Which version of Glest was gae0.2.11 built off ?? I'll do a diff on the latest to what gae started off with, and have a look at how 'smooth' or not this might be.

If there i anything serious to test concerning GAE-multiplayer, give me a hint, we have 4 computers all in local lan and I will quickly find 4 players :) .

What is the deal with multiplayer atm? I know from scouring the forums weeks ago the Daniel was working on it, is that work contained in 0.3 ? How different is 0.2.11s multiplayer from Vanilla Glest ??

I know there are some sync issues... I have a wild theory that with the new pathfinder, and hence World::update() not stalling so badly, there wont be so long between calls to NetworkManager::update() and some of these problems may vanish...
Just a wild theory of course, I've been wrong before, I'll be wrong again, I could be wrong here :)

1303
did you check it back out after deleting ??? It should work...

1304
makerelease.sh also had windoze line endings. I'll fix 'em, but I'm not going to the other end of the house to do in on the linux box ;) File->Advanced Save Options :)

1305
General discussion / Re: Where is the editor?
« on: 13 June 2009, 04:26:31 »
glest_tools/bin
Contains the map editor, G3D viewer, and a Max7 export plugin.
For Blender export/import scripts go to http://www.titusgames.de/

For anything else, it doesn't exist :)

1306
Linux and other ports / Re: Glest not loading!
« on: 12 June 2009, 06:20:26 »
Starting has root, you obviously shouldn't be getting permission denied messages... Have you rebooted since all this crashing? There might be a lock on it.

Barring that, I guess try re-installing Glest.

1307
General discussion / Re: Project Status and Changes
« on: 12 June 2009, 05:48:20 »
All in good time Omega... we're a bit 'light' on programmers atm :(


1308
Off topic / Re: Off Topic - Main
« on: 12 June 2009, 05:25:11 »
General use: Firefox
Also installed: Opera, Safari.

I consider using IE akin to Russian Roulette, and so try to uninstall it as best I can on my 'working machine' (on a windoze box, it seems you can never get rid of it completely...) Unfortunately I frequently need to make sure things display properly in it...

I've never used Safari or Chrome so I can't give any opinion on them. I'd be interested in how they compare with the new Firefox when it's released.

My girlfriend uses Chrome, it's quiet fast, but still crashes occasionally.
Safari is Konqueror in disguise, hence it's also very fast.

Looking forward to a faster Firefox... I couldn't live without my Adblock Plus!

1309
Maps, tilesets and scenarios / Re: Volcanic Released
« on: 12 June 2009, 05:07:22 »
I see what you mean about surface one. Any suggestions? I'll try to lower saturation a little to make it less intense and remove some of the coloring so that it doesn't stand out so much (though it IS the 'path' texture). (do you like the ash piles at least?)

Don't get me wrong man, I like what I see, especially the 'ash piles' and other 'eye candy' textures!
The problem is you only have one 'plain' texture for the surface, because the other ones are eye candy you've set the probabilities very low for them (a good idea) which means the one plain texture is left to do the bulk of the 'work'. The same small texture over and over again is unlikely to look natural. So you just need a couple of extra plain textures for the surface, and spread the probabilities out on the 'plain' ones.

From what I've seen of Titi's tilesets, he follows the general pattern set by the default tilesets.
Certainly my favourite tileset to date, 'Autumn' does so... six textures each for surfaces 1 & 2, with a good
spread of probabilities.

I can't speak for anybody else, but if you use Gimp try the offset feature ( http://docs.gimp.org/2.6/en/gimp-layer-offset.html ), it's what I use. My method is to do the majority of the image without focusing too much on the edges. Then use the offset to 50% (the x/2 y/2 button is easy enough). What this will do is shift everything in the image 50% both ways....

Gold! :o Didn't know this one, cheers!


1310
Maps, tilesets and scenarios / Re: Volcanic Released
« on: 11 June 2009, 00:24:45 »
The download link doesn't seem to be working...

I downloaded it OK, but it appears the trees are broken ?!?
They all look Ok in the G3D viewer, but in the game I get this:



And for some constructive criticism, I think surface 1 is to different from surfaces 2 & 3,  they don't 'splat' well, as can also been seen above.  Surfaces 1 & 2 also have a kind of 'carpet effect' going on... I think because there is no variety... there are multiple textures, but with the probabilities you have set in the xml, the first one is going to get used on almost every occasion, hence the nasty looking tiling. Spread those probabilities out a bit! :)

But a promising looking tileset, it's nice to see some different looking terrain in Glest, and it's very nice to see people making some different tilesets.  Keep up the good work!


1311
Awesome tileset, can't wait for the improved version  :)
Great work!

1312
Mods / Re: Free 3D model sites
« on: 10 June 2009, 23:39:52 »
... Could we even do something like, "This is licensed under the [insert license here] with the exception that the content cannot be aggregated for redistribution or ...

Your product, your choice.  You most certainly can release under a 'standard' license with 'exclusions' that suit you, this is precisely what Ogre3D does for example, it's licensed under the LGPL with exclusions so that if you actually change anything you must make your changes available.
Here's how they handled that,
http://www.ogre3d.org/licensing

Personally I agree with titi's view, you should try to keep it 'free' free, if possible.

1313
Bug report / Re: plays fine then WHAM, FPS drops
« on: 10 June 2009, 09:00:35 »
The latest pathfinder game project had /D PATHFINDER_DEBUG_TEXTURES in additional options.
Doh! Sorry man...

In one of my binaries is starts slow at the menu but the latest trunk and pathfinder is smooth. As we change things more we might figure it out.
let's hope so ...

1314
Bug report / Re: plays fine then WHAM, FPS drops
« on: 9 June 2009, 10:06:59 »
Am I meant to have a xx.bmp files in misc_textures?
Only if you also have PATHFINDER_DEBUG_TEXTURES defined ;)

1315
Mods / Re: Mod Megapack V4 is released
« on: 9 June 2009, 01:53:30 »
Yeah, he likes the marquee too, and he just loves to respond to month old posts about bugs he that he clearly has absolutely no idea about.

Not that I think you're to concerned titi, but I wouldn't worry about this one... I don't think he's worth the effort.

1316
Bug report / Re: Game is slow sometimes
« on: 8 June 2009, 00:58:56 »
well, this is no error or glitch, your computer is taking much more then it wants to, when ever i play on my brother's lap top it does that...  ???

For the record, this is an error or glitch (Glitch seems most suitable). Glest has very modest requirements when it comes to 3d, and the fact that it runs fine, then slows down, then comes good again, etc. should be proof enough that a 'slow' computer or not very good 3d card is NOT the problem.

1317
Bug report / Re: plays fine then WHAM, FPS drops
« on: 8 June 2009, 00:55:43 »
Are you able to leave it running for 5 minutes without doing anything? Then see if the same frame drop occurs.

I've started a couple of games, PAUSED it immediately then let it sit there... 5 minutes later, bang... I started disabling things, but it kept happening, the only way to get rid of it was to render nothing. Even without render3d(), render2d() blows up.

On a 600MHz machine the pathing patch will help some, that stops the UnitUpdater from blowing up, but there is something wrong with the Renderer.

I'd be curious as to how many people experience this problem, and the kind of hardware they're on. Unfortunately I don't think we'd get much of a response... Those who don't experience it probably don't care, those who do come here, post once, don't get an solution in a day and promptly move on...

@Hailstone, if you experience this yourself, check out the PathFinder branch and turn on (uncomment the #defines) GAME_RENDER_PROFILING & LOG_FRAMERATE_DROPS at the top of game.h (the actual FPS that will cause logging is 'hard-coded', change it in Game::tick() if needed).

1318
Mods / Re: New Faction: Dark Magic Version 3.1 released!!!
« on: 8 June 2009, 00:35:03 »
Forgive me for butting in here, I quite like the one archmage posted, if you want to check out some more though, do a image seach for 'succubus', that should return some sweet pics.

ie. A quick poke around on deviantART came up with these,
http://irikoy.deviantart.com/art/Succubus-23355340
http://ryankinnaird.deviantart.com/art/Succubus-118188861
http://nocturnal-prince.deviantart.com/art/Succubus-64989349
http://rakufordevian.deviantart.com/art/Succubus-67494889

Obviously they'd need to be modified somewhat... but certainly good enough as a reference.

Cheers [and good luck to all of you, I'm eagerly anticipating the results of this collaboration]

1319
General discussion / Re: Crash in Program Crash
« on: 7 June 2009, 05:55:01 »
If you put a breakpoint (in VS) in Game's destructor and then find dch in program (hover over program in Game's constructor). It says error because the window was destroyed (and it's got the context attached to it) when you press the exit button in crash (I assume anyway). I think this could be fixed by moving the rendering stuff out of the destructor and into a Game::end() method and calling that only when you exit from the game state not the crash state.
Right you are... but I think the best solution would be to just remove the render to screen,
so
Code: [Select]
logger.add("Game", true);becomes
Code: [Select]
logger.add("Game");
I don't think we need that super-informative message rendered to the screen :)


1320
Bug report / Re: GLEST ERROR!!!!!
« on: 7 June 2009, 02:23:17 »
what?... when i open glest i get that error...

Glest isn't 'opening', possibly because windows can't open glest or one of the dlls it needs, are you running glest from an administrator account ??

Quote
and i thought since he helped make the game he may know how to fix it...

To whom do you refer?


1321
Bug report / Re: GLEST ERROR!!!!!
« on: 7 June 2009, 01:43:33 »
That's a windows error, possibly related to file permissions... are you running this with an administrator account?

ps. could you loose the marquees please.

1322
Mods / Re: GLADE Team
« on: 7 June 2009, 01:30:34 »
have a look at the "short" explanation of the GPL here:
http://www.gnu.org/licenses/quick-guide-gplv3.html
Uh...  ???  Let's just go with that unless/until somebody comes up with a better idea.

GPL is your best bet, CC is nice and all, but it could potentially be much harder to comply with... eg. if you used a photo of a person for a texture, you'd need their written permission... sampled even a second of music/sound from somewhere, need permission... etc

1323
General discussion / Re: Crash in Program Crash
« on: 7 June 2009, 00:58:35 »
Commenting out the delete line causes it to exit as expected.
Maybe try swapping the order they are released, delete preCrashState state first then programState. Obviously commenting out delete statements isn't the ideal solution :)

Quote
The previous state is saved which happens to be the 'game' state. When this state tries to be deleted it tries to print a message to the screen with the logger but the window with the context has already been destroyed so it crashes with the assertion error.
It would indeed appear the program is still looping after things have been released... this all a bit complicated by the platform specific stuff... I've had a quick look, but this will take some investigating I suspect, one thing I have noticed though, WindowGl::context doesn't seem to ever have it's end() method called, which may be related...

1324
General discussion / Re: Coding Questions
« on: 7 June 2009, 00:12:56 »
For instance, I was trying to find the location of the piece of code that makes Workers auto-build and Technicians auto-heal. Is that even defined in the XML files? Can anybody help me with that?
UnitUpdater::updateStop() checks if there are more commands in the command queue, if there isn't it checks if it can do any autocommands, UnitUpdater::doAutoRepair() will return a repair command if there is a repairable friendly unit in sight.

Quote
I'm generally a little confused by the game's structure. Are there UML class diagrams or anything of that nature available? (Those would also help beefing up my project report  ;) )
Unfortunately no, there are no UML diagrams, nor anything 'of that nature'. I've been working on an introduction to the engine (for coders), but it wont be ready for some time, certainly the part you'd be interested in wont be ready for 2-3 weeks, minimum.

1325
Whilst we could be just around the corner, we could be some ways off, and I don't have the time to figure this out for you, sorry.
I highly recommend you 'start again' this time putting the deps where they are expected.
Move your deps folder up to 'd:\glest', delete everything else from d:\glest, then do a check out, in d:\glest of https://glestae.svn.sourceforge.net/svnroot/glestae/trunk

your directory structure should look like this

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