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1
MegaGlest / Re: MegaGlest mobile
« Last post by filux on Today at 20:02 »
This discussion will be more reasonable when at least 50% of mobiles will satisfy the minimum MG requirements.
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Ah, I got it, I thought you wanted to make it rally like "gold-mine", where it produces gold all the time.
3
You know how food works, don't you?
This works the same way. You just need to give a building negative reqs of that resource.
For example a goldmine has reqs:
wood: 100
stone: 200
gold: -10

this will produce 10 gold per interval
4
This looks great, you probably should add, "amount" so it will give that amount of resource on given interval.
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I "invented"  ;D Produced Resources.

Produced Resources are resources you gain with time.
For example if you want to make a "Goldmine"-unit and want it to produce
one gold per second you can do that by using produced resources. Produced
Resources work like consumed resources (food),
but there are no consumers; only producers.

!I AM STILL NOT SURE IF THIS IS THE RIGHT WAY TO IMPLEMENT THIS!
Maybe we should only add resource reqs for skills. So you can give negative reqs of a resource to the stop skill of a unit.

pull request

XML Syntax:
Code: [Select]
<?xml version="1.0" standalone="no"?>

<resource>
<image path="images/iron.bmp"/>
<type value="produced">
<interval value="30"/>
</type>
</resource>

I will add another aspect to this pull request (or make a new for this) if you want. These would be consumables with specific or zero damage (like in gae)
It would be fairly easy to implement so tell me if you like the idea. For example for oil production; cars would consume the produced oil but will not die if oil is empty (they could still drive of course which would be strange but nevermind  :P)
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Bug reports / OSX Megaglest 3.11.1 does not run
« Last post by Bag O Tricks on 26 April 2015, 02:00:09 »
Problem: The latest Megaglest 3.11.1 app for OSX does not run. Attempting to run the application causes it to consistently quit automatically generating a standard error message (detailed below).

Why do I think the installer is faulty? I am running previous Megaglest OSX versions (3.7 and 3.9) on the same computer with no problems.

What I did (step by step):
- downloaded the OSX latest .dmg installer from https://megaglest.org/download on 25 Apr 15
- opened the .dmg to install the Megaglest application to my Applications folder.
- attempted to run Megaglest.app v3.11.1. The application does not run: it quits automatically and generates error message (below).

Observations:
- I ran Megaglest v3.9 immediately afterwards - with no difficulties.
- The v3.11.1 application is very much smaller (> 300MB) than previous versions: is this just coincidental?

My system details are included in the error message: which I append below, for what it's worth.
Any advice appreciated.

~ Bag O Tricks ~

Error Message:
'MegaGlest quit unexpectedly'

Process:         sh [523]
Path:            /Applications/RTS/MegaGlest.app/Contents/MacOS/MegaGlest
Identifier:      org.megaglest.v3.11.1
Version:         ??? (???)
Code Type:       X86-64 (Native)
Parent Process:  launchd [131]

Date/Time:       2015-04-26 11:39:49.787 +1000
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          269604 sec
Crashes Since Last Report:           15
Per-App Crashes Since Last Report:   5
Anonymous UUID:                      6FC5E8A8-01B3-44C2-8579-C5C5CFCD67BB

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0xfffffffffffffff8
Crashed Thread:  Unknown

Backtrace not available

Unknown thread crashed with X86 Thread State (64-bit):
  rax: 0x0000000000000055  rbx: 0x0000000000000000  rcx: 0x0000000000000000  rdx: 0x0000000000000000
  rdi: 0x0000000000000000  rsi: 0x0000000000000000  rbp: 0x0000000000000000  rsp: 0x0000000000000000
   r8: 0x0000000000000000   r9: 0x0000000000000000  r10: 0x0000000000000000  r11: 0x0000000000000000
  r12: 0x0000000000000000  r13: 0x0000000000000000  r14: 0x0000000000000000  r15: 0x0000000000000000
  rip: 0x00007fff5fc01028  rfl: 0x0000000000010203  cr2: 0xfffffffffffffff8

Binary images description not available


Model: MacBook4,1, BootROM MB41.00C1.B00, 2 processors, Intel Core 2 Duo, 2.4 GHz, 4 GB, SMC 1.31f1
Graphics: Intel GMA X3100, GMA X3100, Built-In, 144 MB
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MegaGlest / Re: MegaGlest mobile
« Last post by Mytos7ita on 25 April 2015, 10:32:58 »
Would be very difficult, but in my opinion Megaglest will "die" if the game will never have some innovations!
I really like Megaglest and the idea of kratos is not bad.
I know that isn't so easy but i think that developers of the game should do something like that!
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Mods / Re: Goblin faction
« Last post by titi_son on 24 April 2015, 14:05:11 »
Looks really good until now :D

But do you know why this does not work with megaglest 3.11.1? I needed to use the git version

And i think you forgot to export some meshes on the firebelly because i get this errors but that does not matter much (only in idle and move animation):
Code: [Select]
Warning: Particle system is trying to find mesh'stick.003', but just found:
'burn.001, stick.002, cloth.002, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_idle.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail
Warning: Particle system is trying to find mesh'burn.001', but just found:
'stick.003, cloth.003, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_move.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail
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Mods / Re: Goblin faction
« Last post by wciow on 24 April 2015, 03:22:06 »
New release Cimiz

Not sure if anyone tested the last release but I'm going to post another one anyway  :P

There is only 1 completely new unit (the hovel) in this release but the other units have been finished and polished.

If anyone does test this comments are welcome  :)
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Mods / Re: Minecraft Mod
« Last post by ElimiNator on 23 April 2015, 16:31:18 »
No, kind of got board of making it. Ill finish it when my current project is done.
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