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Messages - vyguera

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Programming / Re: Static analysis and continuous integration
« on: August 21, 2014, 07:50:54 PM »
I use to use a static analisys tool called SonarQube at work. It can be integrated with some IDEs, tracking tools, and languages (cppcheck among others) and it has some usefull stats and charts.

Graphics / Re: Links and Resources for Artists
« on: July 15, 2014, 07:37:32 PM »
Yes. They look nice. Whould be great to include them.

Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 19, 2014, 10:12:14 PM »
Hi Mike.

When I search for cegui in Synaptic Silly entry is also there. On the other hand I've never had it installed (so it is not a dependency for sumwars). Don't worry about it.

I personally uninstalled previous CEGUI versions because I was certain sumwars was trying to use cegui 0.7 instead of cegui 0.8.3 and in my case no other packages had cegui as a dependency than sumwars so I didn't mind to uninstall all them.

Nevertheless if you prefer to leave previous cegui packages installed you can ensure first if you are using /usr/local paths in all you cmake properties for CEGUI. I have attached you a screenshot. If this doesn't work you should consider uninstall them.

Furthermore, when I open Synaptic, if I right click on an installed package, I can check it to be (just) unistalled or completely uninstall (what removes all config files in /etc or wherever). I mean you should use this second option (if it's available for you).


Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 19, 2014, 09:09:25 PM »
Installation complete.
Now sumwars does not launch. Neither from shortcut in GNOME 3, nor from Terminal prompt.
Terminal returns the following:
[mike@localhost build]$ sumwars
sumwars: error while loading shared libraries: cannot open shared object file: No such file or directory
[mike@localhost build]$

I had this error some time ago when I compiled sumwars for the first time to work with CEGUI 0.8.3.

My own problem was I had CEGUI 0.7 and 0.8.3 installed on my computer. I had to completelly uninstall CEGUI 0.7 from Synaptic (including all configuration files) and recompile & install CEGUI first and sumwars then. Also being aware to use my /usr/local/.../CEGUI instead of /usr/.../CEGUI paths in all CEGUI/make variables when configuring sumwars from cmake, as CEGUI 0.8.3 was installed on that particular path (/usr/local).

Hope this helps you.
P.S: Are you trying with CEGUI 0.8 or 0.8.3?

Edit: I also had to remove all my cfg files from my ~/.sumwars directory to be automatically rebuilt.

Maybe simply specifying "left hand" and "right hand" instead of just "left" and "right" would make it clearer?
I don't think so. Once again a user can think which hand are you refering to: his hand or avatar's hand.
I specially prefer diablo's, or fusion approaches.

General / Re: Inventory system
« on: March 10, 2014, 10:09:54 AM »
I can think of a small variation of third solution. It would be the same but some kind of foldable and/or moldable (in a real world) items, like clothes, could change its shape addapting it to an adjacent square or by compressing it, so it wouldn't be either rectangles nor squares.

This solution would possibly increase the probability to completely and automaticaly fill the inventory without human intervention. Nevertheless, items image would be shown deformed in the inventory. As a solution its image could also be shown in its description and/or more image could be created for every deformation case.

Personally I don't specially like this solution because of the image deformation but its there and might be the most voted.

General / Re: Inventory system
« on: March 09, 2014, 02:59:06 PM »
Four solutions come to my mind:
  • Allow to add an item to a bigger or equal size slot, but not only this case but normal cases, also when dragging and dropping.
  • Just not allow putting items in bigger slots.
  • Make the same solution as in Diablo or Torchlight, where you have to manage the space. This is your solution.
  • All slots equally size, one item per slot and no difference between small, medium and big items. Although you can do this in all solutions especcially for this you could pile an ammount of the current small items in the same slot, like potions or scrolls, from one to, for example, 20 units. Solution used in Guild Wars 2 or World of Warcraft.

Nevertheless, I suppose that using three kind of inventories (small, medium and big) is a design question you did some time ago and you chose this one becouse it's different to others and somehow the attractiveness is precisely the novelty.

I realized that magicial basic magic attack and firebolt skill has no effect on the elemental summoned by Windclaw, but it does Icicle skill.

Is it a bug or is that on purpose?

I use v.0.57 on Linux from Stefan Stammberger's sumwars-code branch.

Thank you fusion44. As you know I'm already testing it. I write it here just to inform other people.


While I was writting this you answered, but the result is the same:

I'm sorry I have ants on my pants and I changed my code by myshelf, adding a new line to the optionswindow.cpp file, and now it appears the new language on the language list. I have tried to change the language but it seems it doesn't had any effect even restarting.

I have played the tutorial, trying to find anything in Spanish, but there is nothing... Looking at my sumwars.log I see that it changed correctly to Spanish as I see this:
...sumwars/sumwars-code/src/core/gettext.cpp:134 setLocale > set new language [es_ES.utf-8]

Anyway, I know that the hg repository isn't up to date with the translations, because the last commit from weblate is from 2013-11-05, and I did translate before that until 2013-11-19 which was the last day I translated something. Even more, it was two days after when I translated the tutorial and the menu message files.

Besides I can't change to any other language like German. Everytime I start the game it changes to Spanish.

In summary I can't still test it until everything is updated.


I updated with no success. I did a "hg update default"
and the result was:
0 files updated, 0 files merged, 0 files removed, 0 files unresolved

The repository I'm using is, which haven't been updated since 2013-11-13.

Is it the right repository or should I use your own fork (I don't know if you have one)? Or maybe you didn't do a Push, but a Commit on your IDE so it's updated only in your local repository...

After more than a week installing, removing, reinstalling dependences, compiling, and reinstalling again and again I managed to start the game on my linux laptop.

But, now there's one more problem I can't resolve: The game initially starts in English and when I go to Options to choose my language (Spanish) there isn't this concrete language option, ie, I can't change to my own language because it doesn't appear "Spanish" at the language list.

I can find .mo files at /usr/share/sumwars/translation/es/LC_MESSAGES/ so they exist, therefore, is it a code issue? or is there something more I don't see?

OK fussion44.

I'll try to test it on Linux by myself as I use it at home. If I can't I'll wait to your build and I'll try again on Windows.

Thank you for your fast reply.

Translation & Internationalization / Spanish translation almost finished
« on: November 18, 2013, 10:11:53 PM »

I have translated almost the entirely game into Spanish, but I need to test it by play.

How can I do it? Do I need to download the game from Hg and build it, or what exactly?

Thanks in advance.

Translation & Internationalization / Re: Translations using weblate
« on: May 28, 2013, 05:26:20 PM »
Hi Stefan.

Good news.

I saw it yesterday. I have been translating all this morning and I haven't got any problem.

Thank you.

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