Myth II 1.8.2 Public Beta 2

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Re: Myth II 1.8.2 Public Beta 2

Postby Point » Tue Feb 06, 2018 11:30 am

ok thanks for all the effort ... I will give the new version a try.
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Re: Myth II 1.8.2 Public Beta 2

Postby Point » Tue Feb 06, 2018 11:34 am

has the new version replaced the public download link, or is it somewhere else?
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Re: Myth II 1.8.2 Public Beta 2

Postby Point » Tue Feb 06, 2018 12:55 pm

ok that worked... installation successful :)
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Re: Myth II 1.8.2 Public Beta 2

Postby Obelix » Thu Feb 08, 2018 7:36 am

When zooming out, to the extreme level enabled now by 1.8.2b2, beyond a certain leve of zoom out, edges of the viewable area are all stretched out and broken.

Image
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Re: Myth II 1.8.2 Public Beta 2

Postby Point » Thu Feb 08, 2018 12:11 pm

re: map edge flair ... does the mesh/map have raised mesh edges?
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Re: Myth II 1.8.2 Public Beta 2

Postby Myrd » Thu Feb 08, 2018 9:43 pm

Obelix wrote:When zooming out, to the extreme level enabled now by 1.8.2b2, beyond a certain leve of zoom out, edges of the viewable area are all stretched out and broken.

Image


Thanks for the report, we'll fix it for the final.
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Re: Myth II 1.8.2 Public Beta 2

Postby Platinum » Fri Feb 09, 2018 8:31 pm

Just wondering if a health selection preference could be enabled to change gameplay? I've brought this up before. In years past, there was a rumor that selecting 'legendary' in multiplayer mode would increase units' resistance to damage. This is not true. For those of you who have ever played N64's Goldeneye or Perfect Dark, once you unlock the 4th difficulty level, you get the ability to alter the enemy's hit points. You can make them super weak (any sort of damage results in a death) or make them super tough where you have to shoot them 50 times before they will die.

I would LOVE if something simple like this was adapted to Myth gameplay. I would want something that provides a range of 0% (Where a unit will die from the slightest damage such as thrall debris left over after fighting, or flying debris) to a range of 1000% where units can take 10x the amount of damage as normal. I think it would make a great tool for changing gameplay elements (that could then potentially be adapted into tournament usage). I'm sure this could be done via a plugin, but if there was a standard mode included with a Patch that would make it even better.

Also, King of the Map (KOTM) was an additional gameplay mode that was introduced in regards to flag tagging, could you also make one for Captures? e.g. "King of the Bacon?" I know a select few maps utilize a ball for KOTH currently, but not many and its only one ball.
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Re: Myth II 1.8.2 Public Beta 2

Postby Pyro » Sat Feb 10, 2018 11:25 am

Platinum wrote:Also, King of the Map (KOTM) was an additional gameplay mode that was introduced in regards to flag tagging, could you also make one for Captures? e.g. "King of the Bacon?" I know a select few maps utilize a ball for KOTH currently, but not many and its only one ball.


There is a plugin for that.
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Re: Myth II 1.8.2 Public Beta 2

Postby erileykc » Sat Feb 10, 2018 1:06 pm

Great, works like a champ now on three different Macs running OS10.10, 10.11 & 10.12

Myrd wrote:Okay, I think I found what the problem was. Thanks everyone for reporting it.

I've posted a new version of the Mac installer that should have the issue fixed. Please try it out and confirm whether it works correctly now. Thanks!
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Re: Myth II 1.8.2 Public Beta 2

Postby Industry » Sun Feb 11, 2018 5:08 am

Crash to desktop after victory in Point's Fort Mazz coop. 25MB crash log.

CWR-CIVILWAR-Tagset-1.72
CWR-FortMazz-Solo

Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_zuw'.
129 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_cuu'.
130 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_zcp'.
131 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_zup'.
132 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_cuj'.
133 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_cu<89> '.
134 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_cuk'.
135 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_cu<86> '.
136 Error: File system Open in /Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-d ev/Myth2Code/definitions.c, line #471: couldn't read header for unit definition '_zac'.


Essential a log file filled with this:
/Volumes/Macintosh HD/Users/shadowknight/Projects/myth2/1.8-dev/Myth2Code/render/render_ rasterize_private.c, line #853: assert: !(texture->flags&_1bit_transparency_encoded_flag )

after 50,000 lines of that we get a seg fault 11
Segmentation fault: 11
52872 0 Myth II 1.8.2 0x001006c4 handle_signal + 88
52873 1 libsystem_c.dylib 0x9092859b _sigtramp + 43
52874 2 ??? 0xffffffff 0x0 + 4294967295
52875 3 CarbonCore 0x988a4415 CallComponent + 223
52876 4 CarbonCore 0x988a445e CallComponentDispatch + 29
52877 5 CarbonSound 0x9bc4b3b3 SoundComponentGetSourceData + 43
52878 6 SoundManagerComponents 0x092a155a BigEndian16DecompDispatch + 7338
52879 7 SoundManagerComponents 0x092a1131 BigEndian16DecompDispatch + 6273
52880 8 SoundManagerComponents 0x092984a6 MixerDispatch + 1670
52881 9 CarbonCore 0x988a4415 CallComponent + 223
52882 10 CarbonCore 0x988a445e CallComponentDispatch + 29
52883 11 CarbonSound 0x9bc4b3b3 SoundComponentGetSourceData + 43
52884 12 SoundManagerComponents 0x092a05ec BigEndian16DecompDispatch + 3388
52885 13 SoundManagerComponents 0x092a0402 BigEndian16DecompDispatch + 2898
52886 14 CoreAudio 0x9cf063a5 _ZN19HALC_ProxyIOContext10IOWorkLoopE v + 2535
52887 15 CoreAudio 0x9cf058fe _ZN19HALC_ProxyIOContext13IOThreadEnt ryEPv + 136
52888 16 CoreAudio 0x9cf05870 __HALC_ProxyIOContext_block_invoke_6 + 20
52889 17 CoreAudio 0x9cf057f5 _ZN13HALB_IOThread5EntryEPv + 69
52890 18 libsystem_c.dylib 0x908d0ed9 _pthread_start + 335
52891 19 libsystem_c.dylib 0x908d46de thread_start + 34
52892 Recording Buffers Flushed
52893 Saved Recording To 'Crash- 2018-02-11 00.48.44'
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Re: Myth II 1.8.2 Public Beta 2

Postby Deceiver » Sun Feb 11, 2018 10:45 am

Myrd wrote:Project Magma is proud to announce that the second public beta of Myth II version 1.8.2 is now available.

Public Beta 2 fixes some issues found in the first 1.8.2 beta. You can check the updated readme for all the details.

Myth II 1.8.2 is an incremental update over Myth II 1.8.1, adding the ability to join co-op games after they have been started, a new and improved higher-resolution interface and a number of other improvements and bug fixes.

Download it here: http://tain.totalcodex.net/items/show/m ... lic-beta-2

To see the detailed list of changes, consult the ReadMe here: Readme_1.8.2_beta2.pdf

Everyone is encouraged to install the beta, and help test the next version of Myth II. We need your help to find any bugs, so that we can fix them before the final version.

Please post all bug reports regarding Myth II 1.8.2 in this thread.

Note: This beta is set to expire February 16th, by which time we expect to have the final version released.



I downloaded the file: right clicked and "show package contents" -- I replaced the myth 1.8.2 Public beta apps. and I copied my HD conversion plugins from my old- and put it in the new "required.zip" file that i unzipped.. and put it in my myth folder.. still get "insert CD" when i try to open the game.. have I broken my game? hehe
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Re: Myth II 1.8.2 Public Beta 2

Postby Pyro » Sun Feb 11, 2018 11:15 am

Deceiver wrote:still get "insert CD" when i try to open the game.. have I broken my game? hehe


Can you check the data integrity of your game foundation files to rule that out at least? Read this thread to know how.

What was the last version of Myth2 that worked for you without this issue? What has changed since then? What happens if you download the 1.8.1 update and get the app from that. Does that version work?
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Re: Myth II 1.8.2 Public Beta 2

Postby Obelix » Sun Feb 11, 2018 12:08 pm

Point wrote:re: map edge flair ... does the mesh/map have raised mesh edges?

I don't know. The map is River Town
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Re: Myth II 1.8.2 Public Beta 2

Postby Platinum » Mon Feb 12, 2018 8:29 pm

If you need more specifics I can, but it seems like nearly every 3rd party plugin I used to be able to use a tagset on, no longer will work. It will crash every time (game doesn't load and goes right back to main menu). Its pretty much nearly any combination that used to work before.
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Re: Myth II 1.8.2 Public Beta 2

Postby Platinum » Mon Feb 12, 2018 8:32 pm

Pyro wrote:
Platinum wrote:Also, King of the Map (KOTM) was an additional gameplay mode that was introduced in regards to flag tagging, could you also make one for Captures? e.g. "King of the Bacon?" I know a select few maps utilize a ball for KOTH currently, but not many and its only one ball.


There is a plugin for that.



Yeahhh but more choices that are included standard is nice so that everyone is capable of playing it without use of a plug. How creative can the Myth engine handle if we all were to collaborate and present new gametype options? Like thinking outside the box and such.
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