Author Topic: GAE 0.3.2  (Read 23768 times)

John.d.h

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Re: GAE 0.3.2
« Reply #25 on: 22 February 2011, 09:18:39 »
  • This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
Not that I'm aware of...
Quote
  • Also how come GAE doesn't tell what type armor units or buildings have?
The interface was changed a bit.  Hover on the unit icon for better info.
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  • Why aren't there any keyboard commands for camera/zooming with the camera. Or are there?
Shift + WASD to move around, mouse wheel (or scroll bar thingy for touchpads) to zoom.  F resets the camera.

Omega

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Re: GAE 0.3.2
« Reply #26 on: 22 February 2011, 19:44:02 »
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
For some reason, it's TGA only. They really need to convert to PNG, as GAE does support it now...

Also how come GAE doesn't tell what type armor units or buildings have?
Looks like it got removed in the new unit GUI... Bring back, please?

Why aren't there any keyboard commands for camera/zooming with the camera. Or are there?
Odd... The keymap.ini says page up and page down, yet they don't seem to work for me... The mouse scroll wheel does, though.
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John.d.h

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Re: GAE 0.3.2
« Reply #27 on: 22 February 2011, 19:49:00 »
Also how come GAE doesn't tell what type armor units or buildings have?
Looks like it got removed in the new unit GUI... Bring back, please?
Oh really?

ultifd

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Re: GAE 0.3.2
« Reply #28 on: 22 February 2011, 19:50:27 »
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.

Thanks for the other info! And yes, the other types of screenshots should be supported too! Probably PNG and JPG.

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Re: GAE 0.3.2
« Reply #29 on: 22 February 2011, 20:09:48 »
Probably PNG and JPG.

but who cares about JPG?  :P

ultifd

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Re: GAE 0.3.2
« Reply #30 on: 22 February 2011, 20:12:40 »
If you want to save space, you do. :D But basically, PNG is the best.

Omega

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Re: GAE 0.3.2
« Reply #31 on: 22 February 2011, 21:58:45 »
Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG). JPG is a lossly format, so it is very bad for contributory efforts like this, where we may often need to modify something, or expand on anothers work. JPG loses data each time it's saved, and that's simply no good. And at 100% quality, JPG doesn't save much over PNG. The problem with supporting JPG is that it can make an unknowning person make an entire mod with JPG images. And in most image editors, the default JPG quality is usually 85-90%, so you'll lose quality fast.

Filesize isn't every thing. Even for those who have terrible internet like me.
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ultifd

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Re: GAE 0.3.2
« Reply #32 on: 22 February 2011, 22:07:53 »
Quote
And in most image editors, the default JPG quality is usually 85-90%, so you'll lose quality fast.
It's always 100% in every image editor that I use,  :angel:

Anyways, if I had to upload a lot of screenshots for Glest, I would probably use JPG. Unless one day I get a 3 MB Upload connection...So perhaps for mods I wouldn't use JPG, but for screenshots I would.

Anyways, GAE should at least support PNG...

John.d.h

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Re: GAE 0.3.2
« Reply #33 on: 22 February 2011, 22:48:55 »
If you're uploading screenshots, it's easy enough to open the *.tga and save it as *.jpg.  I would imagine that even your default image viewer can do that.

ultifd

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Re: GAE 0.3.2
« Reply #34 on: 22 February 2011, 23:30:24 »
If JPG was supported, I bet it would be even easier to just upload it after they are taken, right? Anyways, it wouldn't be that hard, but it would take some time and work.

Quote
Filesize isn't every thing. Even for those who have terrible internet like me.
Really?

edit: it seems you can't see what your enemy's armor is...not even sure if you can see how many kills they have

hailstone

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Re: GAE 0.3.2
« Reply #35 on: 23 February 2011, 01:03:46 »
For some reason I'm getting this now on 0.3.2:
...
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?

Why no keyboard commands for camera/zooming with the camera. Or are there?
I think the patch by asmodeus fixes this which has been applied in git-master. I don't think there will be a 0.3.3 so focus on bugs for 0.4. A ticket for screenshot formats (ticket 306) has been added. No new enhancements are being accepted for 0.4 so in the meantime just resave it like John suggested. I remember there being issues with certain keyboard keys but even letters aren't working for zooming (added Ticket 307).

Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG).
Not to get too far off topic but Fernland only uses one jpg for a rock. If it bothers you that much convert it to png. I have jpg loading working but haven't committed since it will break people's builds. It'll be sorted before 0.4 is released.
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ultifd

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Re: GAE 0.3.2
« Reply #36 on: 23 February 2011, 01:23:13 »
OK, thanks. All I wanted to know was whether or not other formats were supported, anyways.

Omega

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Re: GAE 0.3.2
« Reply #37 on: 23 February 2011, 02:47:23 »
Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG).
Not to get too far off topic but Fernland only uses one jpg for a rock. If it bothers you that much convert it to png. I have jpg loading working but haven't committed since it will break people's builds. It'll be sorted before 0.4 is released.
Huh? Just one? I got put off when Titi just said that it requires MG because it uses a JPG texture...:P
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ultifd

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Re: GAE 0.3.2
« Reply #38 on: 23 February 2011, 22:48:51 »
How about move speed? Where is that located?

John.d.h

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Re: GAE 0.3.2
« Reply #39 on: 24 February 2011, 00:54:24 »
How about move speed? Where is that located?
Hover on the move command, same as MG.

ultifd

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Re: GAE 0.3.2
« Reply #40 on: 24 February 2011, 01:08:15 »
How about move speed? Where is that located?
Hover on the move command, same as MG.
Right, I found that out in 0.3.2. But in Git-Master, it's gone. Also for some reason the resources, they are only all gone after all your buildings are killed, in git-master; not if the main building is killed.

John.d.h

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Re: GAE 0.3.2
« Reply #41 on: 24 February 2011, 01:38:37 »
Oh, I hadn't noticed that.  Seems like a bug to me.


ultifd

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Re: GAE 0.3.2
« Reply #42 on: 24 February 2011, 02:07:48 »
:-\ It's hard for me to tell what are bugs, because I don't how things are supposed to be; and whether not they are normal...  :-X

Omega

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Re: GAE 0.3.2
« Reply #43 on: 24 February 2011, 02:49:24 »
Well, the git-master is anything but complete, so I'd say that's why. All issues will probably be solved before 0.4.

In fact, if I may request so, when 0.4 is finally ready (still got a ways to go), could you release a beta to the community first, for us to test for bugs before we consider it "stable" (or as close to stable as we'll get).
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John.d.h

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Re: GAE 0.3.2
« Reply #44 on: 24 February 2011, 03:05:20 »
All issues will probably be solved before 0.4.
Only if we keep pointing them out. :P

ultifd

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Re: GAE 0.3.2
« Reply #45 on: 24 February 2011, 03:13:54 »
Well, GAE needs more testers; that's how we started to stabilize multiplayer in megaglest a year ago.

Omega

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Re: GAE 0.3.2
« Reply #46 on: 24 February 2011, 03:31:46 »
Well, GAE needs more testers; that's how we started to stabilize multiplayer in megaglest a year ago.
*raises hand to volunteer* :thumbup: Having a few people do testing with GAE before it's released publicly on the board could help prevent some bugs. After all, the developers can't test every feature, whereas a small team of players (volunteers, of course) with a week with the program could help catch a lot of bugs, particularly when they test features in ways the developers might not have, or use their own mods, etc. Commercial games generally have months of testing with large groups professional testers, and it's proven to work. For us, a small team of dedicated volunteers should do (and would probably be the best we could get). This would help ensure that the main releases are as stable as possible, whereas the testing copies would be just alphas.
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ultifd

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Re: GAE 0.3.2
« Reply #47 on: 24 February 2011, 23:34:43 »
What's the max number of units that can be selected? Is 24 the max?

John.d.h

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Re: GAE 0.3.2
« Reply #48 on: 24 February 2011, 23:57:48 »
What's the max number of units that can be selected? Is 24 the max?
Yes.

Omega

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Re: GAE 0.3.2
« Reply #49 on: 25 February 2011, 00:04:59 »
What's the max number of units that can be selected? Is 24 the max?
At the moment, yes. No reason to say it won't increase, or better yet, be user defined, in the future.
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