Author Topic: Mega-Glest 3.2.5 - new features  (Read 9811 times)

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Mega-Glest 3.2.5 - new features
« Reply #25 on: 12 February 2010, 22:24:21 »
Guys take things slower, you're really talking about a lot for just another minor release! :P

I'd like to see the attack multiplier system fixed, I mean, I put all multipliers at zero for one type of armor, and used the armor on a building, I set the armor to 1000, and it still took damage, I think that needs to be fixed!

I'd like to be able to have more than one type of armor per unit.....
You know like:
---
Swordsman
Armor: Wooden Shield, Full Chailmail, Leather Boots, Leather Gloves
---
Archer
Armor: None (or you could get into detail and add clothing...)
---

Also, I'd take out the number for how much armor, because it really doesn't make much sense(not realistic!).
Egypt Remastered!

Proof: Owner of glest@mail.com

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Mega-Glest 3.2.5 - new features
« Reply #26 on: 12 February 2010, 22:51:29 »
I think all that stuff is fine the way it is, and if changed all mods would need changing too.
Only maby the damage mutiplyer might need changing.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

modman

  • Guest
Re: Mega-Glest 3.2.5 - new features
« Reply #27 on: 12 February 2010, 23:06:52 »
For me as a modder, GAE has more features, so it gives me more options on how to make a faction unique.  The particle aura thing titi is working on is the first thing which will really make me want to consider making a MegaG-only Dark Magic.  The best possibility for me would be that titi could somehow put the code for the particle aura in GAE.  Otherwise, I don't see a future in Mega-G.

Also, I don't like some of the features in GAE.  I should really make a new topic about it, but there are some real inconveniences for faction testing.

And finally, coders, don't be fooled!  Modders like myself are probably the most vocal group, but we are not the main users of Glest I think.  The main users mostly want stability and eye candy over features and options I think.

//EDIT:

I made a topic a while back in General about features we wanted in Glest (that is, any and every version).  It was an extensive list, so I wanted it stickied (which never happened).  Now I have to search through a sea of old topics to find it... :)

//EDIT:

Maybe it could be moved to announcements?  There it would be ensured survival, productivity, and people would see it.  The Announcements forum is generally never used anyways, and has mostly old stuff.  Actually, the MegaGlest topic would be better there, since it is not really a mod in the normal sense (here), and then less stickies would be on mods!  Yay! ;D
« Last Edit: 12 February 2010, 23:14:44 by Sir modman »

silnarm

  • GAE Team
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Mega-Glest 3.2.5 - new features
« Reply #28 on: 12 February 2010, 23:49:13 »
Ok, I would request everyone stay out of the network code in 3.2.2_network for a while. I will port over the multi-player fixes from mega-glest into what is currently there in that branch.

Thanks

Ok, I'll go back to 0.2.x for the time being and try to sort out the problems titi identified, I'll go ahead and add you both to the project to get you SVN write access.

A couple of things with the networking, I recently added a circular buffer because hailstone discovered an article explaining that peeking in winsock is horribly inefficient, that's why it's now effectively double buffered, if you can avoid peeking on sockets, that would be appreciated.

The sync problem involves commands coming in for units that don't exist, so it may not be a problem with the networking, but rather the games are not running in perfect sync.  I had thought random numbers were the culprit (and this was a problem with AIs) but I've been through every use of Random objects and nothing that effects the game came to light.

Anyway, let us know when you've got it all in, I'll update and resume the log-fest.

I'd like to see the attack multiplier system fixed, I mean, I put all multipliers at zero for one type of armor, and used the armor on a building, I set the armor to 1000, and it still took damage, I think that needs to be fixed!
Would you like to add the ticket yourself then?

http://sourceforge.net/apps/trac/glestae/newticket
Glest Advanced Engine - Code Monkey

Timeline | Downloads

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Mega-Glest 3.2.5 - new features
« Reply #29 on: 13 February 2010, 01:24:56 »
Let's not make this a feature request thread.  The coders seem to have some momentum going right now, so let's not distract them too much. :P

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Mega-Glest 3.2.5 - new features
« Reply #30 on: 13 February 2010, 03:30:09 »
You know, I'm not even going to bother, you all want all these features and all I want is something to be fixed.

Quote
Would you like to add the ticket yourself then?

Oh come on, do we have to use that ticket system, the forums is a much better place to store that stuff, then I don't have to keep traveling to other sites to get info about what this forum is supposed to be about!

I might consider using that system if I had a clue how it worked, but I don't understand it at all, and I don't see why we have to use it.
Egypt Remastered!

Proof: Owner of glest@mail.com

hailstone

  • GAE Team
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Mega-Glest 3.2.5 - new features
« Reply #31 on: 13 February 2010, 08:43:51 »
Both software have different roles. The tracker is a tool to manage tasks in a project - to keep track of what has been done and what is to be done in the future (by who, the version, and more). A forum is a discussion platform. We could use the tracker as a forum but it wouldn't be as useful as software designed for that purpose. Feature requests posted on the forum have a habit of being lost and forgotten.

It's easy to create a ticket by going to the newticket link and filling out the form. The most important fields are Summary, Description, Version (the version you are using) and change Type field to enhancement if it's a feature request. The other fields can be changed by someone else once you have submitted it. If a ticket requires discussion please add a link to a forum thread.

Quote from: titi
I think the first thing we have to do is a Masterserver!!! I already thought about how to do it:
I have been thinking about using PHP too. I'm not sure how you were planning to do the C++ side of things but I've had a quick look at
Code: [Select]
http://www.alhem.net/Sockets/index.html . Although time will tell if a free webhosting is able to deal with the amount of requests. Hopefully using PHP will make authentication and posting of stats easier too. I've done an initial implementation of a LAN announcer. It's a patch for the 3.2.2_network branch at the moment. see https://sourceforge.net/apps/trac/glestae/ticket/67

I'm all for collaborating by the way.
« Last Edit: 5 April 2016, 19:19:03 by filux »
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Mega-Glest 3.2.5 - new features
« Reply #32 on: 13 February 2010, 08:48:16 »
I haven't gotten any MegaGlest packages setup yet for 3.2.4...........
I should begin work on that and get that done tomorrow. :)
Egypt Remastered!

Proof: Owner of glest@mail.com

modman

  • Guest
Re: Mega-Glest 3.2.5 - new features
« Reply #33 on: 14 February 2010, 17:58:39 »
Oh come on, do we have to use that ticket system, the forums is a much better place to store that stuff, then I don't have to keep traveling to other sites to get info about what this forum is supposed to be about!

No, the ticket system is easier.  This is why they spent the effort making another website, instead of just making a topic on these forums. :)