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Messages - tomreyn

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2626
MegaGlest / Re: Try this benchmark for 3.3.7-dev
« on: 20 September 2010, 22:12:36 »
I re-ran the benchmark and got the same result, 40 and 4. In the menu, I'm getting around 15 to 20, but it drops down to about 6 in the New Game menu.  It's about the same whether I use the regular *.ini settings or reduce to 800x600 resolution.  It's not fast by any means, but it's easily playable.  If I could get PhysFS to work, I could try the benchmark in GAE and compare, but in regular play I get about 6 or 7 render fps with GAE and about 18 update fps.

Output of lspci:
http://pastebin.com/cEy3T7MD

I'm running Linux Mint 9 (Isadora) 32-bit, with an Intel Core-2 Duo T5550 @ 1.83GHz each.  2GiB of RAM.

Hmm, your GPU, an Intel GM965/GL960 (AKA Intel GMA X3100) is a bit outdated. 2007, when Intel released a comparison of their chipsets, it was one of their better models, but this may have changed a little already (and then Intel GPUs are not really meant for gaming). I run Ubuntu 10.04 (x86_64), which Mint 9 is based on, and both use the same vanilla kernel, and on my Intel GMA X4500MHD I get slightly better results than you on this benchmark: ~40 Update FPU and ~ 11 Render FPU.

2627
If you are hosting a custom game and are currently at the lobby and have used the K shortcut key to disable music, then as soon as a new player connects to the lobby, your music will restart to play.

2628
When you host a network game, you should be able to move other players to a different player slot. You are the host, so you should be able to define all aspects of the game (well, despite of the player names, I guess).

2629
Closed feature requests / Re: Map Preview now in svn
« on: 20 September 2010, 20:37:04 »
Map previews are really awesome! :)
I also like the compromise you found where natural resources are only displayed on the custom game menu mini map if, in advanced options, 'fog of war' has been set to 'off'.

So I think there is only one thing missing now: a link between the colored start positions on the mini map and the player slots. There are two ways I can imagine of how this can be done (in terms of UI, not programatically):

1. Replace the colored start position markers in the preview map by digits indicating the player slot.
2. Indicate the player slots' color in the table.

I think my preference would be with 1., but 2. is probably easier to implement.

2630
Feature requests / Faster End-of-game detection
« on: 20 September 2010, 20:28:22 »
Currently, it takes quite a while until the game realizes that you have won a game. I assume the test for whether you have won currently tests whether all hostile buildings have been destroyed AND have expired (destroyed buildings have vanished). I think the test conditions are imperfect. It would be better to check whether any of the remaining hostile teams still has a non-destroyed main building. If this is not the case, you win (instantly).

2631
Feature requests / Re: Ingame minimap should keep the aspect ratio
« on: 20 September 2010, 20:11:52 »
Oh you're right, i mixed up those mini maps (preview and in-game). So I agree the aspect ratio of the in-game mini map should get fixed, yet. It miht also be nice to have a small (1px) white border around the in-game mini map - I tend to click on the mini map just because I missed it and when I really just wanted to direct a unit to this location on the current screen.

2632
Feature requests / Re: Ingame minimap should keep the aspect ratio
« on: 20 September 2010, 01:59:57 »
This seems to be fixed by now

2633
MegaGlest / Re: Low Framerates (win7)
« on: 19 September 2010, 00:56:57 »
You did not seem to be testing on 3.3.7 beta2 then, nor am I able to find your report on how much memory actually gets used by the game. Did I miss it?

2634
MegaGlest / Re: Low Framerates (win7)
« on: 18 September 2010, 14:05:29 »
MegaGlest 3.3.7 beta2 should be pretty stable. Please try this version and report your findings. Please also report your RAM allocation while the game is running (both on the menu and during a game, after some minutes into the game).

2636
MegaGlest / Re: Whats next ...
« on: 17 September 2010, 19:46:07 »
Observer mode, listing games on the master server after a game has already started (and removing it when a game has ended) were also projected at some point. We'll need to define a new/extended master server API for this purpose (I suggest either titi or softcoder take on this since I'm not sure I could come up with something which could be easily implemented in the game). Another feature I had in mind was to make the master server export the data as an XML feed, and to not delete all data after games have finished, so that stats can be created (manually at first, possibly automatically later, as in a ladder).

2637
MegaGlest / Re: MegaGlest 3.3.6 release
« on: 17 September 2010, 19:40:18 »
If you check the replies to that post on /. you'll see that some people have already helped this guy out.

2638
MegaGlest / Re: MegaGlest 3.3.7 beta2
« on: 17 September 2010, 19:36:29 »
Yeay, we just had a stable 3 humans vs 3 bots game on PC-BSD (host), Linux + Windows :)

2639
MegaGlest / Re: MegaGlest 3.3.7 beta
« on: 16 September 2010, 18:37:45 »
Please create a new thread for every bug report, do not post it as a reply to this announcement thread. Thank you.

2640
When a client is in the game lobby and has switched to team 8, increasing the team number once more will not immediately make it switch back to team 1 (as would be expected). Instead, the client will immediately switch to team 9, and only correct this (either to team 1 or back to team 8) when the server insists on it.

2641
Closed bug reports / Re: Switched user names in r939
« on: 8 September 2010, 03:19:10 »
This happened again today. Here's the client log for the switched player name: megaglest_btrunk+r950_d20100907-233125UTC_ptomreyntrunk_tswitched_player_name.tar.gz

2642
MegaGlest / MegaGlest 3.3.7 development snapshots
« on: 6 September 2010, 21:27:24 »
We just made some pre 3.3.7 development snapshots earlier, which should be compatible. You are welcome to use them and are likely to get support. Please join the IRC channel (#glest on irc.freenode.net). Please only use these builds if you know what you are doing and if you have a way to downgrade to 3.3.6 in case they won't work for you.

Linux 32 bit (built on Ubuntu 8.04, revision 944)
Linux 64 bit (built on Ubuntu 10.04, revision 943)
Windows 32 bit (revision 943)

Edit: Fixed URL and bitsize for Windows build, provided revision #s

2643
Feature requests / Please rearrange elements in 'Custom Game' menu
« on: 5 September 2010, 11:06:30 »
Since we have this very nice option of filtering maps by # of players now, it may make more sense to rearrange the UI elements on the 'Custom Game' menu screen.
I suggest to move the map filter to the very top left position, followed by the map, tileset and tech tree options (on the same row). The next rows would be the player slots, followed by advanced options (if active).

This image should explain it much better:


2644
In the 'custom game' screen, if a map only supports two players, it makes no sense to display 8 lines for each possible player slot. Please only display as many player slots as the currently selected map supports. I believe ths would make for a nicer interface.

If this cannot be done, please consider either greying out this player slot or at the very minimum greying out the < and > selection buttons in the inactive player slots.

2645
Closed bug reports / [fixed] Bug: Switched user names
« on: 4 September 2010, 11:06:24 »
I was just playing a game with ultifd on r939 yesterday. While I logged onto his game server as 'tomreyntrunk', when I chatted in the lobby and in game, the game would report that I was 'AI1' (first CPU player). This incorrect output could be observed on both client and server. I created a log file of this game which I uploaded to the common location. Its name is megaglest_btrunk+r939_d20100904-042002UTC_ptomreyntrunk.tar.gz

2646
Closed bug reports / Re: glest3.3.7-dev crashes
« on: 4 September 2010, 11:00:45 »
Please always provide the subversion revision and branch you built from, too.

2647
MegaGlest / Re: Faction Preview in game lobby
« on: 2 September 2010, 01:43:32 »
I think all it really takes for the map preview is to map, in a quad whose constraints resemble that of the map, the starting locations of player slots. This might be easier than having to plot the whole map. I assume that  all of constraints of a given map, and starting positions of the various players could be extracted form a maps' XML code somewhat easily. This could then be used to draw a schematic of the map on the lobby on the fly.

An alternative option would be to have map makers accompany their maps by a graphics file which can be quickly loaded into the game when a map s displayed in the game lobby.

But this may still be much more complicated than I can think of, I simply could not tell...

2648
I like this feature - very nice.

There's one issue with it, though: When you start with an 8 player map, then activate the filter and set it to 2 players, then the currently set map will change to the first matching map. However, 'max players' and map size information is not updated and thus gives false information for this map until you switch to another map (and back again).

2649
MegaGlest / Re: Faction Preview in game lobby
« on: 1 September 2010, 08:27:10 »
I'm pretty much with Titi there, both about the faction preview and the options which can/should be removed from the lobby screen.

I do appreciate the efforts spent on integrating the faction preview and I think it's not generally a bad feature, but I think that:
  • these images are way too large, and while they just refer to the human player, they span all rows
  • to me map previews would be much more important than faction previews, since there are not that many factions and it's rather easy to learn them, but it is and remains a nuisance not to know whether you are going to play a F4A or a cooperative game map (i.e. will team players start close to each other, and which player will start where on this map)? When I was playing with Nebososo the other day it took us ~20 minutes to find a four player map which works for 2vs2 (in the beginning we started and restarted games several times, then Nebososo ended up searching one by loading them in the map editor)

2650
Closed bug reports / Re: Path Finder Error!
« on: 29 August 2010, 14:47:00 »
Thanks for your report. The 'RoutePlanner' path finder is still under development and not really stable, yet, so there are known issues with it. Silnarm, who develops it, may be interested in your log files, though. Be sure to set DebugWorld=true in glestuser.ini when testing path finders.

When you are reporting issues in a development version (i.e. when you checked out from subversion and compiled yourself) please be sure to include the subversion revision your report refers to.

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