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Messages - silnarm

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201
General discussion / Re: Bug with object names translations?
« on: 9 March 2011, 19:20:39 »
Hi all,

Greetings :) Thanks for taking the time to translate the new tech/faction lang files :thumbup:

Quote
- resource names are displayed always untranslated (for example, "Energy" does not appear as "Energia" and so on)

Is it a known bug?

I'm seeing the same behavior in git master.  Resource strings are translated for requirements in the unit tips, but not in the top bar or in the "you don't have enough" messages.
...
Also I see that the name of the unit selected isn't translated either (should be "Siervo").  It's translated in the tips, though.

Thanks guys, will get these ones fixed up, given the number of strings 'floating around in the engine' there is/was plenty of opportunity to miss some, if you spot any more, please let us know!

202
General discussion / Re: Error Compiling Latest G3D Viewer
« on: 5 March 2011, 10:48:48 »
Yeah, sorry, this is a known problem, should probably look into to fixing it one day  :P

you'll need to remove the wxpng and wxzlib libraries from the gae_g3dviewer project.

Right click gae_g3dviewer in the solution explorer, select 'properties' then navigate to,
Configuration Properties -> Linker -> Input, then click somewhere in the 'Additional Dependencies' field and a little button with 3 dots will appear at its end, click it.

find and remove these two,

203
General discussion / Re: GAE-devel Mailing List Spam
« on: 4 March 2011, 22:38:34 »
What you need is a captcha like this one: http://random.irb.hr/signup.php

+1 :P Pure gold.

204
Feature requests / Re: Visiual notification of low "food"
« on: 2 March 2011, 03:31:10 »
...i'd give people 30 seconds or so to save their troops. 30 seconds is plenty of time to build a quantum reactor.
My calculations indicate it will take a single IPV approximately 45 seconds to build a Quantum Reactor, not including the time to issue the command, or the time for the IPV to get in position. 

But we're getting off topic...

if it's the modder's choice

This is all I was getting at, the original suggestion was with hard-coded numbers, and was not configurable by the modder...


205
Feature requests / Re: Visiual notification of low "food"
« on: 2 March 2011, 02:49:36 »
While Zoythrus has given a '+1' already, I think he failed to consider his own mod! In which a warning hard-coded as originally suggested would be utterly useless for the Crincillin.


actually, im not too sure what your reasoning is, but i would think that being told if you're going to run out of energy would be a good thing (i mean, if you dont have any, all of your units will die.....)

Code: [Select]
<interval value="5"/>
If the warning comes 5 intervals out, that gives you 25 seconds (at normal game speed) to do something about it... and you'll lose units anyway.

206
Feature requests / Re: Visiual notification of low "food"
« on: 2 March 2011, 01:33:06 »
I will try somehting today to highlight it. I think of an image which is rendered in the background of a "critical" ressource.
BUT what is critical? For example regarding food  is 190/200(-5) really critical at the moment? I think not, so should it been marked?

Thats the biggest problem i see with this.
Maybe 1/4 of total storage and negative consume? Or just warn when you are running out of food?
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?

Either of these sound good... in principle.

However, please don't hard code any numbers.

First one becomes,
Triggered when the player goes below X% of total storage and net production is less than Y.

Second,
If you will go below X resources within the next Y intervals.

These numbers should be set per consumable resource, per faction, in the faction xml.

While Zoythrus has given a '+1' already, I think he failed to consider his own mod! In which a warning hard-coded as originally suggested would be utterly useless for the Crincillin.

207
But all this only after waiting for the great titi test and found no problems with flickering of the screen.

Titi is not going to test your windows binary  ::)

If you want the problem fixed in SVN, and you believe you have fixed it, upload a patch.

208
Please create a patch, a compiled binary does not help anyone...



make sure all changed files are checked, name the patch something like 'zfighting_fix.patch' and upload it, so we can see what you actually did.

209
General discussion / Re: GAE 0.3.2
« on: 26 February 2011, 01:31:42 »
Quote
The interface was changed a bit.  Hover on the unit icon for better info.
Oh...well I'm pretty sure they should change it back. That kinda makes it a lot harder to test and evaluate mods, or even just during regular gameplay. Each second is very valuable, I'm not kidding.

Yeah, armour should probably still be on the panel proper... and maybe kills/levels would be nice, but I doubt there'll be room.
The main problem with the original code is that the amount of information there can be arbitrarily long, in GAE with effects listed there too, this was a serious problem.

Re: Skill speed not shown anymore in the master branch.
All skill speeds were removed from command descriptions, some (produce like commands) will be replaced by a 'time-to-produce' like field, showing how long the whole command would take.

I wasn't planning to bring it back for other commands, its value is an interesting number to the engine, I thought less so to the player. Obviously in the case of move you can compare these values so there is some benefit, but I think maybe we should leave it, and it could be included in the tip if needed (ie, slug_move_tip=Slugs move very slowly)

Re: Selection size.
Configurable and with options on how to display the icons would be ideal, I'm currently most of the way through a massive widget refactor, with just the 'game' widgets to fix up now. The Display panel is I think going to be largely re-implemented, so it may come out somewhat differently  :|

210
General discussion / Re: XML Reference
« on: 22 February 2011, 12:38:00 »
So how come I can't seem to repair transformed defense towers? Also "Become farm" should be "Transform to".

The defence tower wasn't in shibboleth initially, I added it so I could test some stuff with housed units, and obviously didn't add it to the worker's list of repairable units.

Just thinking about it now makes me wonder though, should a transformed building be repairable before it finishes its own construction? Might make that a flag...

211
Bug reports / Re: Shibboleth Crash (Latest GIT (Master))
« on: 22 February 2011, 12:16:33 »
Hi ultifd,

  Do you have a gestadv-crash_22_feb_XXXX.txt file (or maybe it was only the 21st for you?!? where XXXX is the approximate time of this crash) in your config dir ??

  I got a stack trace from tomreyn earlier (using shibboleth) that seems to have been caused by the new transform command, any chance you had just ordered a worker or technician to turn into some building ??

212
MegaGlest / Re: What should really be ported from GAE to MG?
« on: 19 February 2011, 11:50:00 »
Obviously I hope this thread is redundant now ;), but I'd like to address a few points,

Load times with PhysFS,
 On linux the difference appears to be nil.
 On Windows it adds some overhead to every read operation. This overhead made it unbearable when it was first added, because Glest was reading just about everything a byte at a time. It is not slow though, its just the overhead for each call to read. We changed it all, to read as much as possible (pref. all) in one operation, and Omega's results should be reproducible on any windows, megapack in a 7z on GAE will load significantly faster than MG loading it uncompressed. (and because of the file loading changes, GAE reading it uncompressed will be even faster still).

Normal maps
 So long as we use them sensibly, this should be fine. First of all it would be configurable, so people using not so good hardware can turn it off, and also we simply wouldn't use it when rendering at a distance. On buildings and other big units, when zoomed in, it would be a nice feature to have.

Specular maps
 Can in some situations create a much more realistic surface (shiny stuff!), and as archmage has noted, its "cheap as chips".

213
General discussion / Re: Glest forks to join forces?
« on: 19 February 2011, 03:29:03 »
As ultifd just pointed out, we aren't talking about porting things one way or the other, if that were to happen it would mean this effort has probably failed.

We'll be merging code into one project, its likely some newer features will not go into the initial merger, in the name of getting the job done, and hopefully stable! Once that is done, new stuff can be added in development branches, and merged to the master branch when stable.

214
General discussion / Re: Compilation - Missing ProjectConfig.h?
« on: 19 February 2011, 02:43:25 »
If you weren't getting the GAE_ options in CMake, I think maybe you had the source directory set wrong ?? It should be set to the top level directory you checked out (and not, for example, to the 'source' directory within that).

Also, the compile guide on wikia is in desperate need of an update... we don't even use SVN anymore, please see http://sourceforge.net/apps/trac/glestae/wiki/CompileGuideWin

The base package is all you need for the game project, but it is missing glew... will upload a new one now.

Sorry for the inconveniences!

[Edit] : new base deps pack is up.

215
General discussion / Re: Compilation - Missing ProjectConfig.h?
« on: 19 February 2011, 02:09:56 »
Hi, I'm trying to code a campaign mode and video renderer for GAE, but during my test build, the compiler returned several hundred errors regarding a missing 'ProjectConfig.h'. Can anyone furnish me with the aforementioned header?

Please follow the compile guide. ProjectConfig.h is generated by CMake.

Quote
Also, is there a way to pause the game while a lua script runs?

I would have thought so, but apparently not...

do this to script_manager.cpp,
Code: [Select]
diff --git "a/C:\\DOCUME~1\\James\\LOCALS~1\\Temp\\script_manager_HEAD.cpp" "b/D:\\game_dev\\gae-git2\\source\\game\\script\\script_manager.cpp"
index 0726422..a338944 100644
--- "a/C:\\DOCUME~1\\James\\LOCALS~1\\Temp\\script_manager_HEAD.cpp"
+++ "b/D:\\game_dev\\gae-git2\\source\\game\\script\\script_manager.cpp"
@@ -93,6 +93,25 @@ int getCellHeight(LuaHandle *luaHandle);
 int getTileHeight(LuaHandle *luaHandle);
 int getWaterLevel(LuaHandle *luaHandle);
 
+int pauseGame(LuaHandle *luaHandle) {
+ g_simInterface.pause();
+ return 0;
+}
+
+int resumeGame(LuaHandle *luaHandle) {
+ g_simInterface.resume();
+ return 0;
+}
+
+int togglePause(LuaHandle *luaHandle) {
+ if (g_simInterface.getSpeed() == GameSpeed::PAUSED) {
+ g_simInterface.resume();
+ } else {
+ g_simInterface.pause();
+ }
+ return 0;
+}
+
 void ScriptManager::initGame() {
  const Scenario* scenario = g_world.getScenario();
 
@@ -117,6 +136,9 @@ void ScriptManager::initGame() {
  // Game control
  LUA_FUNC(setPlayerAsWinner);
  LUA_FUNC(endGame);
+ LUA_FUNC(pauseGame);
+ LUA_FUNC(resumeGame);
+ LUA_FUNC(togglePause);
 
  // Gui control
  LUA_FUNC(lockInput);

216
This is something I had already thought about, but haven't bothered with as yet, because there have been (small) data changes in just about every recent release.

Ultimately I think it would be best to move all the data into a git-submodule, then it could be easily packaged seperately, and would make total-conversions much simpler for people to prepare as well.

Hopefully we might get this done before 0.4.

Cheers.

217
MegaGlest / Re: GAE Pathfinder in MG ( all problems solved? )
« on: 12 February 2011, 00:35:24 »
If people are willing to run this experiment again, please set the following in the ini,
Code: [Select]
DebugLogFile=debug.log
DebugMode=true
DebugPerformance=false
DebugNetwork=false
DebugWorldSynch=false
DebugPathFinder=true
DebugLogFilePathFinder=pathfinder.log

I'd be interested in perusing a pair of pathfinder.log files from either end (JUST the pathfinder.log).

218
Mods / Re: Ability to give Detectors targets
« on: 9 February 2011, 00:58:44 »
but please, dont make it a 1on1 detector system for everything! i have no prob with the AA gun spotting the stealth bomber, but all other detectors should spot the all other cloaked units. let a detector do what it's supposed to do - detect.

Use one cloak type.

219
Feature requests / Re: Control idea.
« on: 9 February 2011, 00:16:34 »
I have two ranged units with Light Mode and Heavy Mode for attacking, by default clicking on a target uses the first attack set, Light Mode, to use Heavy you have click the heavy command then select the target, could it be set as the secondary attack so that double clicking would use heavy (also have it so you can force which attack is primary)....

This is exactly what Zoy and Omega were just talking about.

The idea is as such, if you single right click then you get the 'first' listed command of the appropriate class, and if you double right click you get the second.

I really like this idea myself... but we are getting a whole bunch of ideas for right double clicking and right click dragging. So something will have to give.

My suggestions,

Right double click: Use second command of appropriate class, and force hands to come up with something else for the OP idea.

Right click drag: multi-target, and force hailstone to add a modifier key for his pan camera with right mouse button code.

220
Feature requests / Re: HP Cost
« on: 9 February 2011, 00:07:47 »
not trying to toot my own horn or anything, but i am actually amazed that people listen to me!
Wouldn't that be the opposite of tooting your own horn ?

I must ask though, what exactly is the related spawn attack? I haven't yet seen the big question answered: are the spawned units temporary (eg: attack once, then disappear) or permanent?
Modder's discretion.

Quote
not trying to toot my own horn or anything, but i am actually amazed that people listen to me!
What'd you say?
:O

221
MegaGlest / Re: Do you like the new tutorial?
« on: 8 February 2011, 23:59:14 »
...
Code: [Select]
highlightGUI('attack_button')   -- Highlights the active attack button, does nothing if no unit selected
highlightGUI('resources') -- Highlights the resources at the top of the screen
...

+1

222
Feature requests / Re: better clicking on resources to harvest
« on: 8 February 2011, 23:57:50 »
The appropriate solution is 1b (except its not 'colour based', its regular OpenGL 'name based'), as recently discussed here.

223
Feature requests / Re: MG Features
« on: 8 February 2011, 23:54:28 »
OK this all is a problem, but you always said we would look at your code and steal everything from you and so on ....

I did ?  I believe all I ever said was that you know where to find our code and to help yourselves, whether you do or not doesn't concern me.

For the record, softcoder clearly does look at GAE, and is quiet adept at taking other peoples code and adding it to MG. Obviously I have no problem with this... except when shiny new features we developed end up in a MG release before a GAE release, this unfortunate state affairs has sadly seen me take several new developments 'underground' :(

Well, you did ask a one line topic about where to find a full list of features, which does not exist! Try asking for individual features before implementing. For example, "I am going to implement the ability to load and save games." ... "Oh, we already have that."
Last time I talked to silnarm he said the "Save Game" feature gets broken in every release.
Also I downloaded GAE and it didn't work...

I never said anything of the sort, I assume you are referring to this post where I tried to explain that in-between releases things may well be broken.  If you download a released version, I think you will find save game works... if it doesn't please sent us a bug report! (and not one those useless 'x doesn't work' one liners you like to post, please read this first).

GAE and MG have very different development philosophies, and even though MG uses a purely linear development model and tries very hard never to have anything broken, things are occasionally broken in trunk... that's software development.

224
Bug reports / Re: [Fixed 2-Feb] Crash on Rev1057 (transports?)
« on: 8 February 2011, 01:13:45 »
Looks like hailstone got this one :thumbup:

225
Feature requests / Re: HP Cost
« on: 7 February 2011, 22:44:31 »
Two very good points...

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