Author Topic: [Not a bug] Textures problem  (Read 3040 times)

uncle

  • Guest
[Not a bug] Textures problem
« on: 11 March 2012, 22:20:30 »
This is what I saw when I tried to do something in GAE:



It is not there on purpose, is it?
« Last Edit: 24 June 2012, 07:14:26 by silnarm »

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: Textures problem
« Reply #1 on: 11 March 2012, 22:39:58 »
That texture is the placeholder texture... I noticed that GAE has trouble reading things from MG.
Egypt Remastered!

Proof: Owner of glest@mail.com

Psychedelic_hands

  • Guest
Re: Textures problem
« Reply #2 on: 11 March 2012, 23:10:40 »
 GAE just handles missing models better, instead of just crashing it just replaces the missing model. The reson the models are place holder here is because you're playing in Shibboleth, which is the techtree designed to test new features. It's not meant for actually gameplay, use the Magitech techtree for that.
« Last Edit: 11 March 2012, 23:49:42 by Psychedelic_hands »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Textures problem
« Reply #3 on: 12 March 2012, 23:52:23 »
Perhaps we need some way to prevent Shibboleth from defaultly being downloaded with the data when pulling the git master? It causes too many problems with unsuspecting players try and play it.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Bloodwurm

  • Guest
Re: Textures problem
« Reply #4 on: 13 March 2012, 19:32:35 »
Well besides for testing purposes, that faction is also great as examples. It can show modders how to use certain features.
So I'm not sure it would be such a good idea to remove it from the git.

Maybe change it's name to something like Shibboleth - NOT MEANT TO BE PLAYED..
or even TEST or DEMO would make more sense?

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Textures problem
« Reply #5 on: 14 March 2012, 01:30:40 »
I do like like the name Shibboleth and its meanings, though appending [DEVELOPER] or [TEST] to the techtree and faction names could help prevent someone from unknowingly playing it. Of course, it shouldn't be included in official or even beta releases.

Perhaps we could introduce the concept of a "hidden" techtree, by adding <hide value="true" /> to the techtree XML, displayable by adding developerMode=true to the INI. Perhaps we're overthinking this, but regular players unknowingly believing that Shibboleth is a unique GAE techtree (which it is) meant to be played (which it isn't), they could be let down considerably and end up thinking the game is "rubbish".
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Textures problem
« Reply #6 on: 14 March 2012, 02:34:22 »
Perhaps we could introduce the concept of a "hidden" techtree, by adding <hide value="true" /> to the techtree XML, displayable by adding developerMode=true to the INI. Perhaps we're overthinking this, but regular players unknowingly believing that Shibboleth is a unique GAE techtree (which it is) meant to be played (which it isn't), they could be let down considerably and end up thinking the game is "rubbish".
That would actually be pretty useful for "special" tech trees only meant for specific scenarios.  I think toggling them along with debug mode would be simpler, though.

 

anything