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M.U.L.E. Community / The Wampus Cave / Re: Finished with Mule
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on: March 14, 2015, 03:01
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I see what you are saying, but this and the previous version (1.3.5) included minor tweaks to the game play. I'm talking about some real changes and enhancements to the interface (network, 2X zoom, fix the memory leaks with java, fix the display in the lobby so the columns don't cut information off by default). It's not that I don't appreciate the little things, cause I do :-) It's just that all the other stuff seems to fall on deaf ears :-(
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M.U.L.E. Community / The Wampus Cave / Re: Finished with Mule
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on: February 16, 2015, 18:40
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It is unfortunate that no development has been done in the last 5 years for this game. It also makes me mildly sad :-( It would be nice to see some changes happening with respect to working properly with new versions of java, tweaks to the interface, cleaning up the TCP/IP logic, etc. It's unfortunate but don't hold your breath that anything will be done anytime soon. this game has most likely seen it's last version
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Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Magnification 2x
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on: January 02, 2015, 16:59
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I second this. I haven't played in almost a year and I am sad that no more development is happening with this game. I constantly switch from windowed mode to full screen mode. But this causes memory leaks with the java run time (for whatever reason) and eventually the game will just die.
Are there any plans to make any more modifications and or fixes? The game plays perfectly now, just the interface could use some tweaks IMHO.
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M.U.L.E. Community / The Wampus Cave / Re: 2 FAGGOTS, MOTOMAN and NILAC
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on: December 08, 2014, 19:57
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difference between the people on the two sides of the Atlantic ocean seems to be that while the North Americans are still using and old measurement system (feet, inches, yards, gallons, etc.) we Europens are using the metric system.
I just thought I would point out that not all North Americans use an old measurement system. Canadians also live in North America, and use the metric system. 
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Planet Mule 1 / Bugs 1.3.x / memory leak using full screen toggle
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on: February 02, 2013, 19:50
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I think mule has a memory leak problem when using full screen. If I monitor the memory usage of the Java(TM) Platform SE Binary while playing mule it will start out around 140,000K and use up to 180,000K throughout a game which is all fine and dandy if I never toggle to full screen. However as soon as I toggle full screen a few times the amount of working memory jumps up above that and never comes back down.
In fact I can just sit on the main game screen before the game even starts and press F5 repeatedly toggling full screen and window mode and the memory will climb until eventually the game crashes and closes. Because of this I have to completely exit the application before starting another game as it may crash and burn mid game...
I have tried different versions of java (1.6.0_14 that comes with the game, and 1.7.0_13) my Nvidia drivers are the latest 310.90. I'm running this on windows 7 64 bit.
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Planet Mule 1 / Bugs 1.3.x / Re: Full screen/window mode
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on: June 19, 2012, 02:16
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After messing with it a bit more I did realize one setting was making a difference:
snapFullscreenScale false (was true)
actually makes the fullscreen mode slightly larger than before the game goes right to the top/bottom edges of my screen now, with the above set to true I have a maybe 1 inch black border on the top/bottom...
As for changing my resolution ya I could do that before I play... but I really don't like the look of my desktop in anything other than the native resolution, and my icons move around and stuff... more hassle than it's worth, I can live with the extra flashes, I only switch to fullscreen when it's my turn anyway... maybe I'll get a smaller second monitor (with a lower resolution) to play mule on :-)
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Planet Mule 1 / Bugs 1.3.x / Re: Full screen/window mode
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on: June 19, 2012, 01:46
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Thanks for all the ideas Chuck, I really appreciate it. My screen does flip to full screen properly re-sized and fairly quickly, maybe takes about 2 seconds. I think you are correct that it's a windows 7 thing where the screen blinks about 3-4 times switching to full screen and about 2-3 times switching back to window mode. I messed around with the settings file but it didn't make any difference as mine was already pretty fast it just blinks a lot :-) . I guess I'll have to live with it, as it seems development has pretty much stopped on this version of Mule :-( too bad
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Planet Mule 1 / Bugs 1.3.x / Full screen/window mode
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on: June 18, 2012, 15:33
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When my computer died, I never reinstalled MULE and I haven't played for about a year and a half. last night I played a few games on my windows 7 64bit computer with latest nvidia drivers (301.42). I tried 2 different versions of java 1.6.33 and 1.7.05. with same results. When switching between full screen and windowed mode the screen flashes about 5 times quickly before switching to full screen (after pressing the Function key to switch). I'm sure it just switched smoothly on my old vista 64bit PC. Anyone else notice this odd behavior? I don't know if it's win 7, Nvidia, or java that's the issue but I'd kinda like to get it working as before... On a side note if the game had a 2X Zoom mode or something I wouldn't feel the need to switch between full screen and window mode. As it is the game is quite tiny on my 1920X1200 screen 
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M.U.L.E. Community / Player Introduction / Re: M.U.L.E. 2 beta 0.26
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on: March 27, 2011, 15:11
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I thought, or at least it appeared to me that the packer only grabbed one food from each land plot that you went to. (excluding your own). I never did spend any time on the plot to see if I would get another one tho...
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M.U.L.E. Community / Player Introduction / Re: M.U.L.E. 2 beta 0.26
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on: March 20, 2011, 18:32
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So far it's pretty cool, here are my comments:
- Characters need to be bigger on the map screen, it's hard to tell which guy is yours. - A pic of the character would be good to have in the status for each player across the bottom, maybe only when it's their turn. - When your turn ends before the others it should switch back to the map screen so you can watch the action, or better yet have the ability to switch back and forth from map to store for the players who are not doing their turn. - The land rush I found slightly confusing at first. The arrows indicate you are supposed to exit the store. but I was like where is my guy? Then with the small characters was hard to tell which guy was mine :-) Why not just start the countdowns on each character in the store so you can see who is going to exit first etc... and each guy will leave when their timer runs out. Maybe you could have the toggle 'M' for map before the race starts so you can see the map and get an idea which plot you want, or even allow toggle right until your timer hits zero then it will suck you back to the store automatically for you to start your race, maybe even let guys move to the side of the store that they want to exit on but no exit till their timer runs out show the timer above their head or something so it follows you around... - The auctions seemed to function pretty well, I noticed the sounds for Ore didn't ever seem to work, and Crystite seemed to be hit or miss, but food and energy appeared to work all the time. _ in the auctions it the messages "Production", "Spoilage" etc should stand out more... different brighter font or color or blink... so you know whats going on...
great game so far tho I like it! changing characters every round is cool idea :-)
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