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Messages - Julius

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26
MegaGlest / Re: Graphics Improvements Discussion
« on: 9 February 2013, 17:14:24 »
Yeah obviously not the cube.  ::)

27
MegaGlest / Re: Graphics Improvements Discussion
« on: 31 January 2013, 20:13:49 »
Cool model, please put an Creative Commons license on it and release it on OpenGameArt.org :) Thx.

28
MegaGlest / Re: Desura
« on: 11 February 2012, 20:49:30 »
Desurium is 100% identical to Desura except the name (it's a trademark issue... similar to the Chrome and Chromium browsers).

AFAIK Desura does not use any form of DRM (yet?), all the (Linux) games I have tried run independantly when started from the Desura directory without Desura running in the background.

29
MegaGlest / Re: Desura
« on: 11 February 2012, 16:21:56 »
Source code to Desura:
https://github.com/lodle/Desurium

I think it's a good idea... and plenty of other FOSS games are on it already.

30
Full screen apps in the latest version of Ubuntu cause a blank screen so I've had to play Glest (and Wesnoth for that matter) in windowed mode. A bit annoying from an ambiance point of view. But, very helpful to see my CPU monitor. Yes, I'm certain it was mega-glest 3.3.5 using 100% of the CPU. I ran 3.3.4 and it ran like a champ. It sounds very similar to the other post about Intel hardware. I will try again with another machine later (a desktop) and see how it runs.

Obviously, if it's just some new features needing a more expensive machine, that is understandable, but given the huge difference in performance from 3.3.4 and 3.3.5 I figured I should report my experience.


Have you tried to disable compiz (desktop effects)? It can cause strange effects with OpenGL games, likely also causing your black screen problem.

31
Very nice, and thanks for mentioning our article too!

I have to apologize for the mis-information regarding the editor in the original version, it's fixed now. Thanks to the GAE team for the nice additions to the editor!

32
MegaGlest / Re: beta13
« on: 25 June 2010, 14:57:52 »
Was just about to report that those crashes don't happen on Linux (after playing around with the internet custom screen and wrong router setup for a while, also entering and exiting that menu a few times) but just now it crashed upon pressing the "return" button (e.g. crash= kicks me back to deskop).

I will try to do it again but with Megaglest started from a terminal to see if there are any error messages.

5 min later:
Ok I think i can recreate it: when the window stating the message with the wrong router setup appears press "ok" and then as quickly as possible "return". Crashes every time with my setup. If you wait a bit it doesn't happen.
Terminal window says just "Segmentation fault"

Hope that helps ;)

33
MegaGlest / Re: beta13
« on: 25 June 2010, 10:37:46 »
Ubuntu Linux 10.4 Nvidia, runs fine.

One small "bug" that has been in glest for a long time already: to change resolution to a bigger/higher one you have to press the button on the left side, which is a bit conterintuitive.

And it would be great if double tap on the number to auto zoom to the battlegroup could be implemented.

34
MegaGlest / Re: Some questions about Megaglest
« on: 24 June 2010, 14:50:22 »
Thanks for the answers!

That there are not .blend source files for the tech and magic fraction is of course a pity, but it would be great if you could upload the rest after your vacation.
Maybe the tech and magic fraction should be phased out of Megaglest in the long run if there arn't any source files available?

Oh and btw, one small feature request. Would it be possible that a double tap on the number of the battle group automatically scrolls to that group? That is really helpful if you want to control several groups on different parts of the map.
Also is it possible to assign a number to buildings for quick access to the build menu? (might be done already)

35
MegaGlest / Some questions about Megaglest
« on: 24 June 2010, 10:26:35 »
Is it possible to get the model source files (preferable in .blend format) for the factions in Megaglest? Would be nice to create some hero characters by making modified versions of base models. Maybe it would be good if those were also put into the code repository, like OpenArena does it.

Oh and is it possible to create complete campaigns now, or is it limited to single map scenarios?

Last but not least, all the media is still licensed under the CC-BY-SA like in the "normal" Glest right?

36
Hmm you are right  :-X

37
Hmm ok, I do admit that I was unaware of such a default also, but I assumed there there is such a thing as without opening ports on my hardware firewall all other games work just fine, only Megaglest complains about a closed port.

38
Well, you need to fix this yourself...for original Glest, it is actually the same thing...GAE too.
Quote from: softcoder
#4 - What ports are required for network play (these must be open on your firewall)?

The network game interface window displays the actual port # used by Mega-Glest. The actual Port # is specified in glest.ini and the default is:

Code: [Select]
ServerPort=61357
:thumbup:

Well duh, that is not what I ment. I ment that using a port in a range most other online games use would make Megaglest also work fine by default.
I guess this question will come up more often, so switching to a port most firewalls have open by default will save you a lot of questions like this on the forum.

39
The betas seem to work fine, but I can't test the masterserver since it seems to need a certain open firewall port. Other games work fine though, so maybe this could also be "fixed" before the new release?

40
Mods / Re: Blender base animations
« on: 2 August 2009, 20:39:02 »
Thanks a lot, I will see if I can use any of this for my project!

Once I have something to show I will definitely update you ;)

41
Mods / Re: Blender base animations
« on: 31 July 2009, 13:50:54 »
have a look at the egypt faction thread and the dark magic one.
There are several .blend files for download , which are setup ready for glest.

Nice stuff! May I use these under a free license like "Creative Common Share Alike" http://creativecommons.org/licenses/by-sa/3.0/ ?

Or another one similar: http://wiki.freegamedev.net/index.php/Licensing_guide ?

Edit: Still looking forward to your .blend files John.

42
Hmm maybe it would be best if a new map editor would be included directly in the game?

Also it would be nice if map-makers had more possibilities to make maps... e.g. more variety with map-models (and their placement) as well as holes on the ground with a background for hell/demon/space maps etc.

Edit: I think I read that heroes are already possible with GAE. Isn't a merger with that planned anyways?

Oh and of course a master-server & and game-browser would be nice, but I guess I am just repeating what so many have said already.

43
Mods / Re: Blender base animations
« on: 28 July 2009, 21:10:51 »
Ahh ok... no hurry. I will wait for your files then.

44
Mods / Re: Blender base animations
« on: 28 July 2009, 12:49:49 »
If you want other models, try talking to the people who make mods to see if they can upload their original blend files for you. No guarentees, since I lost mine in a computer failure, but you never know...

Thanks for the link, but as already mentioned, I was looking for a set of animations in .blend files.

I have already more or less a set of units, buildings etc but no Glest compatible animations. It would be important however that the animations are released in a Creative-Commons Share alike compatible license (e.g. everything that is more permissive CCA, BSD, LGPL etc, or GPL/CCbySA itself) since that is what the models are released under.
If you need help selecting a license head over to our FGA page (http://freegamearts.tuxfamily.org/ sadly very inactive lately) or the new and better OpenGameart.org (http://opengameart.org/ no affiliation with me though ;) ) or ask me ;)

@John.d.h.: What about this file I found in the GLADE thread:
http://www.mediafire.com/file/ydytmgco5mw/dark_mage_full.7z
It says John's Dark Mage, is it from you? It includes .blend files so that would be a nice start. No word on the license however.
And of course if you have more .blends you are willing to release that would be really nice!

Thx again!

45
Mods / Re: Blender base animations
« on: 27 July 2009, 19:46:12 »
I might be able to put something together for you.  I'll see what I have available.

Sound good, definitely looking forward to that!

It really should not only help me but anyone doing Glest mods with Blender.

46
Mods / Blender base animations
« on: 27 July 2009, 13:56:50 »
Hi

I am new to this community, but I am currently doing some preliminary research on how to do a mod for Glest.

Basically I know how to do it (I have some years experience in game dev), but I am wondering if there are .blend files already set up for Glest, which include animations I could freely use (e.g. Creative Commons or GPL licensed).

I know that there are Max files (what is the license of them anyways?), but since I don't own 3dsmax they don't help me all that much.
Also I would really like to do this as an experiment only with open-source tools and art assets.

In the end I could probably do them myself... but having a base, set-up correctly and which exports to Glest fine etc. would be a really big help.

In case no such thing is available yet... if there anyone working on a Glest mod with Blender willing to supply the community with such a file under a free license?

Thanks a lot!

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