MegaGlest Forum

Modding and game content creation => Mods => Topic started by: titi on 30 March 2008, 19:13:40

Title: Mod Megapack V4 is released ( outdated )
Post by: titi on 30 March 2008, 19:13:40
Update: The megapack V4 is the last available version for original glest!
Its continued in megaglest now and its part of it.

So if you want newer versions go here: https://forum.megaglest.org/index.php?topic=4930.0


Megapack V4  is released!

Download at:
http://www.titusgames.de (http://www.titusgames.de)

update: I got too may questions from windows users latly which are not able to install this.   8) 8)
Here is a simple step by step instruction how to install it:

1. install glest 3.2.2
2. install 7zip from www.7zip.org
3. download the megapack file megapack_v4.7z
4. open megapack_v4.7z with 7zip
5. in seven 7zip navigate into megapack_v4->glest->
6. there should be 4 directories: maps,scenarios,techs,tilesets    mark them all.
7. click on "-"-Button ( extract )
8. In new window click on "..."-Button and navigate to your glest installation directory (something like "C:\Programme\Glest_3.2.2\" for example)
9. click on "OK" and wait

Thats it .....

----------------------

The megapack includes three new factions for glest.
It introduces the north american indians, the norsemen and a persian faction
to the glest world.
With this mod three complete new faction can now fight with the techs and the magics.
Additionally there are new tilesets, maps and scenarios in it.
I hope you all have fun with it! ( give me your feedback!! )

(http://media.moddb.com/images/mods/1/10/9791/all.jpg)
(http://www.titusgames.de/persian/tmp/004-screen14.jpeg)
(http://media.moddb.com/images/mods/1/10/9791/screen2.jpg)
(http://www.titusgames.de/screens/winter_beta.jpg)
Title:
Post by: titi on 5 April 2008, 16:17:12
Ok, if noone else is willing to give feedback, I will do it :)

For me It's all fun to play, but in the end of the game there are two little problems:
- the valkyries armor is too strong now ( after the upgrade )
- the crossbow attack is a little bit too strong and must be lowered a bit
Title:
Post by: rollerride on 7 April 2008, 02:18:11
awesome
Title:
Post by: ZaggyDad on 11 April 2008, 16:10:01
I think you forgot the spearman berzerker in the Norsemen faction.

And the "crossbow" (which I think should be ballista)should be longer ranged. It should be like 1 1/2 more range than the archer, or something. Because it uses a TON more force on it.

And the arrow upgrade needs an arrow in the icon. The defence tower has one you could use.

~Zaggy
Title:
Post by: Alexfolland on 22 April 2008, 20:00:30
WOW! :D  (Sorry if I sound a bit nuts)
Title:
Post by: titi on 23 April 2008, 08:33:37
Please tell me that you like it!
 :(
I need some motivation to continue my work....
Title:
Post by: weedkiller on 23 April 2008, 14:37:41
Hehe, i know its hard sometimes  :) ). I think you had that idea right at start of northmen, but that is what i think now too.
Title:
Post by: ZaggyDad on 23 April 2008, 15:02:12
Perhaps you could make the Ancient Greeks? They had some cool military stuff. (Hoplites and all that)

~Zaggy
Title:
Post by: Trappin on 27 April 2008, 03:43:34
Thanks for the great mod tit. I played a bunch of 2 vs 2 singleplayer games using the mod and nothing in the norseman faction seems out of balance.
Title:
Post by: Omega on 11 July 2008, 20:53:20
Hey Titi, could you brea the pack up? On dialup, 140MB is about   hours. Can you break it into 20M at the pace I'm downloading, I'm looking at 2 non-stop days!!!

Can you also make sure that it contains only necessary files (ie: don't include the full glest game in it) and try to use 7z (the best file compressor for computer) to compress it.

Thanks!
Title:
Post by: M on 12 July 2008, 01:04:38
7z is a bad comprssion regular zip is much tighter and lees errors
Title:
Post by: titi on 12 July 2008, 01:20:27
NO 7zip!!! NEVER EVER!

but if you want to download it in parts you should use a downloadmanager.
You can stop whenever you want and continue download later.

A very powerful utility is the commandline based wget.
This is what I use in linux but its available for windows too.

http://download.freenet.de/archiv_w/wge ... _6649.html (http://download.freenet.de/archiv_w/wget_for_windows_6649.html)
(http://gnuwin32.sourceforge.net/packages/wget.htm (http://gnuwin32.sourceforge.net/packages/wget.htm))
Title:
Post by: M on 12 July 2008, 02:24:08
ive tried 7z and it is about 10 to 15 percent bigger files then plan old zip files plus it isn't widly used so not everyone can unzip it. Try using all zip it is a free program it does a great job at zip plus it does surport 7z but if you try compressing the same file using both ways you will soo zip files are tighter I also have the 7z program and have tested it with all zip and again all zip using zip file is tighter than 7z
Title:
Post by: Omega on 12 July 2008, 04:50:12
Thats odd, I tested 7zip on my documents folder. I ended up with a 350MB folder becoming 245MB and when I tested it with pictures and videos, it worked fine (or seemed too) I've also tested it with g3d models and xmls and stuff and had no troubles. Occassionally, I saw it make files larger (though its rare) but aside from that, I've seen no troubles. Care to explain why theres a taboo on it?

Oh, and I'll try the download mananger.
Title:
Post by: M on 12 July 2008, 07:37:13
one it isn't widely used as a compression two not all zip programs will unzip them. Aa you have said it can and i find offten do make files bigger and if the point is to save space on a download or backup files then 7z is not the way to go
Title:
Post by: Omega on 15 July 2008, 21:29:36
Ok, hmm...
Title:
Post by: Omega on 15 July 2008, 21:31:44
I downloaded it now using the free download manager (on dial-up too) it took me over 13 hours (did it overnight) and it looks great. Now for Nirhilian or whatever... gee, only 5 mor hours left at this pace! (lol) :lol:  :lol: BTW, if 7z makes it bigger, then don't use it. Also, according to FileHippo.com, its more popular in downloads than WinZip or WinRAR. Lastly, make it a self extracting exe (choose sfx in the menu)
Title:
Post by: titi on 16 July 2008, 00:21:19
:D
Thanks, it's always good to hear that people like it!
Did you test my new tileset "evergreen" too?

( creating .exe files is really a bad idea because lots of us use linux!! )
Title:
Post by: Omega on 16 July 2008, 06:14:11
It looks fantastic Titi, but as usual, I got wasted by the indians [using norsemen], but that's natural when you play a totally new faction for the first time. (Dang Thors died to the archers and fire archers before they could even reach them, friggin' slowpoke!) but aside from those paltry troubles, the faction looks great. The tileset is rather nice, but I liked the jungle one slightly more. Although the evergreen is better than the forest tileset (I prefer the evergeens over normal trees, it looks more canadian! WOO :O )
Title:
Post by: wciow on 31 July 2008, 16:32:57
I just played this mod again for the first time in ages (well a couple of months). This is probly the best mod pack available for Glest! It's nicely balanced and has cool Dark Dragons. As someone who mods Glest I can see that lots of time and effort has gone into this.  :D
Title:
Post by: horseman on 6 August 2008, 06:04:03
Guys i couldn't find the download link :(  . Can someone guide me to the link?
Thanks!
Title: topic
Post by: @kukac@ on 6 August 2008, 08:26:37
www.titusgames.de (http://www.titusgames.de)

It's on the first page :P
Title:
Post by: Omega on 15 August 2008, 18:29:26
Titi, why does exe not do good with Linux? I've never actually seen a Linux computer (not sure if they make 'em in Canada) or even used one. I heard some people say something bout case sensitivity. Do they mean  
something.G3D will not work but something.g3d will? (File extension)

And don't worry, my mod's gonna come out in a Zip file, though I am using 7zip to create it since it boasts the ultra compression format. By having only an attack and a few die sounds per unit.
Title: Re: Mod Megapack V2 is released ( with indians and norsemen )
Post by: modman on 28 September 2008, 15:13:37
The factions are both really unbalenced with magic and tech.  Somehow you need to make them weaker, and the hole valcyrie upgrade is rediculous.
Title: Re: Update!! Mod Megapack V3 is released
Post by: titi on 28 November 2008, 11:01:01
Mod Megapack V3  is released
Code: [Select]
[url=http://www.glest.org/glest_board/viewtopic.php?f=4&t=3970#p19822]viewtopic.php?f=4&t=3970#p19822[/url]
Title: Re: Update!! Mod Megapack V3 is released
Post by: gameboy on 22 January 2009, 14:11:01
titi, how would you like 2d icons for your norsemen?
i've already finished all the units and a few commands only buildings are left, i'll uploaded it soon, hope you like it.
Title: Re: Update!! Mod Megapack V3 is released
Post by: titi on 22 January 2009, 15:55:53
NICE! Let me see what you have......
Title: Re: Update!! Mod Megapack V3 is released
Post by: gameboy on 25 January 2009, 10:59:10
okay here they are i've not finished the building and a few commands remain.
http://www.mediafire.com/?sharekey=2e4004805cbbc1fcd2db6fb9a8902bda
Title: WOW!!
Post by: titi on 25 January 2009, 14:05:35
WOW!!!!
They are really looking good! I would be really happy to include them in the next megapack release!

There is one thig we saw:
The thor has the same golden shining background like the bezerk units. What do you think? Is this ok or should it be the normal backgound?
Title: Re: Update!! Mod Megapack V3 is released
Post by: gameboy on 26 January 2009, 04:10:47
Well, I thought Thor was like a God unit or something thats why I put the Shining Thingy because it signifies something like a super unit.
Title: Re: Mod Megapack V3 is released
Post by: Omega on 26 January 2009, 19:32:18
Thor is a god in a legend. I think the background's very good. Want to do military's backgrounds? (see the thread for more details)
Title: Re: Mod Megapack V3 is released
Post by: gameboy on 27 January 2009, 17:24:20
yes i'll do your images omega.
titi expect the remaining icons after i release 0.8 of my elf faction.
Title: Re: Mod Megapack V3 is released
Post by: titi on 13 February 2009, 11:20:03
v4 is coming soon, will you finish the icons for the new release ( I think in one or 2 weeks )
Title: Re: Mod Megapack V3 is released
Post by: gameboy on 13 February 2009, 11:22:08
I'll try, but I want to release my elf faction too.
Title: Re: Mod Megapack V3 is released
Post by: titi on 15 February 2009, 19:07:50
UPDATE for glest 3.2.1!:
The scenarios from the megapack don't work for glest 3.2.x!!! Use these instead:
Code: [Select]
[url=http://"http://www.titusgames.de/scenarios/m3_scenarios_glest3.2.x.zip"]m3_scenarios_glest3.2.x.zip[/url](~8kb)
Title: Re: Mod Megapack V3 is released
Post by: gameboy on 16 February 2009, 07:38:32
Here are the Norsemen icons http://www.mediafire.com/?ldzd12nf1bm
Title: Re: Mod Megapack V3 is released
Post by: titi on 17 February 2009, 09:02:16
Thanks a lot!
I must try it ingame this evening!!!
Title: Re: Mod Megapack V3 is released
Post by: titi on 17 February 2009, 20:50:47
puuh.. a lot of annoying work, but now the icons are in the game and it looks ......

GOOD!!

Thank you for this.

When playing I had a problem to regognize the bonetents icon. Just two bones doesn't really say "I'm a building".
But I must try it again, probably its ok like it is.
Not so clear when playing first time with the new icons are all buildings, but as I said, I must try it some more time.
Title: Re: Mod Megapack V3 is released
Post by: hawkn93 on 26 February 2009, 23:28:58
Hey. i'm a noob around here. I was wondering how you download a Mod onto glest. I read the readme, but i cant figure out what file to unpack the zipped folder into. If someone can give me a tut link, that would be awsome.

forgot to mention i use windows.
Title: Re: Mod Megapack V3 is released
Post by: John.d.h on 27 February 2009, 00:06:09
By default, Glest should be installed in "C:/Program Files/Glest_3.2.1".  In that directory, you'll find folders corresponding to the ones in the mod that you've downloaded.  Most mods should come with a readme file that tells you where to put the files for that mod.  In general, new tech trees should go in the "techs" folder.  Look through some of the folders and you'll see how things are set up.  Hope this helps, and welcome to Glest. :)
Title: Re: Mod Megapack V3 is released
Post by: -Archmage- on 1 March 2009, 04:47:51
yea welcome to glest 8)

you'll start to understand without reading the readme's
once you know the file structure ::)

anyway don't count on me to explain things
Title: Re: Mod Megapack V3 is released
Post by: assassin on 11 March 2009, 07:52:30
Nice mod titi!
I can't wait for v4
will it have the Persians in?
Title: Re: Mod Megapack V3 is released
Post by: titi on 11 March 2009, 07:55:23
Thanks!
And yes it will :) and hopefully soon!
Title: Re: Mod Megapack V3 is released
Post by: -Archmage- on 11 March 2009, 12:11:34
good job on the persian faction :D
Title: Re: Mod Megapack V3 is released
Post by: Omega on 11 March 2009, 17:10:48
I happen to really love the persians. They are very fun to play as, and I prefer them over any other megapack faction. However, the vast number of factions in the megapack worries me, especially how there is usually only a limited time to download the faction alone, which is best for me, since I usually download on my school computers, and I can't really go over 100 MB (but prefer to stay under 60).

Still, kudos.

OT: I really like your avatar. Is that a hockey player? (We Canadians are the best Hockey players in the world)
(titi: Yes, its a hockey player. I'm playing icehockey and thats my avatar in my teams icehockey forum. I decided to use it here too because I was nearly the only one here now without an avatar :) )
Title: Re: Mod Megapack V3 is released
Post by: modman on 14 March 2009, 00:15:26
So I see you're a moderator again Titi! ;D
Title: Mod Megapack V4 is released
Post by: titi on 22 March 2009, 21:11:26
V4 is released now.

Whats new:
- Persian faction
- Winter tileset
- Hell tileset
- Ready for glest 3.2.1
- New norsemen icons ( thanks a lot Gameboy!! )

Download at:
http://www.titusgames.de (http://www.titusgames.de)

Title: Re: Mod Megapack V4 is released
Post by: doomgamer on 25 March 2009, 13:02:41
hey can somone tell me how to pause the game

please...oh and srry for the off topic

the mod pack is a great mod ty for it

[titi: see here: https://docs.megaglest.org/Controls ]

Ty titi
Title: Re: Mod Megapack V4 is released
Post by: Yggdrasil on 25 March 2009, 16:05:41
Just played all three new factions and i have to say: awesome! The tilesets are also nice. Keep up the good work.
Title: Re: Mod Megapack V4 is released
Post by: titi on 9 April 2009, 07:07:35
Cool, I had about 2000 megapack downloads on my website in march :) .
Title: Re: Mod Megapack V4 is released
Post by: modman on 16 April 2009, 15:56:25
Titi does this mean that Persian is completed too, or are Norseman and Indian done as well?  Basically, which of the factions is completed?
Title: Re: Mod Megapack V4 is released
Post by: titi on 16 April 2009, 20:42:35
all three :)
Title: Re: Mod Megapack V4 is released
Post by: modman on 16 April 2009, 21:08:58
But completed means you will not make any more changes to the factions; are these final?
Title: Re: Mod Megapack V4 is released
Post by: titi on 17 April 2009, 06:46:45
yes, but as for all faction in the megapack( including tech and magic ) I will probabaly make some small changes in the next release. ( currently I think the persian swordman is a bit too strong, but I have to play some more ).

But yes, this is an official version of the persians like the other 4 factions.
Title: Re: Mod Megapack V4 is released
Post by: Omega on 19 April 2009, 18:04:43
Cool, I had about 2000 megapack downloads on my website in march :) .
Amazing! Makes sense though, since the megapack is the best, and persians is my favorite faction (gotta love elephants!).
Title: Re: Mod Megapack V4 is released
Post by: titi on 6 May 2009, 08:08:58
Wow and again definitly much more than 1000 megapack downloads in april!  :o :o
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 7 May 2009, 20:04:58
i haven't downloaded the V4
but my friend tried to
Title: Re: Mod Megapack V4 is released
Post by: titi on 7 May 2009, 20:26:42
tried?
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 9 May 2009, 02:38:00
well his computer is a "pain the the butt" ::)
sometimes it works sometimes it doesn't
Title: Re: Mod Megapack V4 is released
Post by: Jamesgamer on 29 May 2009, 00:43:38
Great work, Titi.

One thing: I agree with Omega. Can't you break up the download into... factions? Or updates/patches on previous? It's a bit annoying to have to download the whole 110+ MB every time you make an update.

Also, I would personally suggest reducing the number of attack types; all "sword" could be turned into "slashing" (like the Glest Team did for the main tech tree), for example.
Title: Re: Mod Megapack V4 is released
Post by: John.d.h on 29 May 2009, 01:11:11
Also, I would personally suggest reducing the number of attack types; all "sword" could be turned into "slashing" (like the Glest Team did for the main tech tree), for example.
I kinda agree.  While having different attack types can be nice, it would be easier to move factions around into different tech trees if you have the same attack types.
Title: Re: Mod Megapack V4 is released
Post by: ElimiNator on 29 May 2009, 01:34:12
who made norsmen  ???
Title: Re: Mod Megapack V4 is released
Post by: MadElf on 29 May 2009, 05:48:44
Titi, like all other factions on the pack.
Title: Re: Mod Megapack V4 is released
Post by: ElimiNator on 29 May 2009, 05:57:36
When water units come out he should make some boats.

(All factions should have air units, Titi makes them but not some of the others.)
Title: Re: Mod Megapack V4 is released
Post by: MadElf on 29 May 2009, 08:09:32
All of them do, lol.

Persian has the Flying carpet, norsemen has the flying valkirye and indian has the Thuder Bird.
Title: Re: Mod Megapack V4 is released
Post by: titi on 29 May 2009, 11:05:43
And yes yes, if we will ever see a stable official release of the glest advanced engine I will definitly add ships!
Title: Re: Mod Megapack V4 is released
Post by: assassin on 29 May 2009, 12:49:43
Isn't the point of GAE to be unstable with lots of new features?
If the "water units" support is released as a patch, you could incorporate it into the official linux binary.
Title: Re: Mod Megapack V4 is released
Post by: hailstone on 29 May 2009, 14:10:58
Isn't the point of GAE to be unstable with lots of new features?
If the "water units" support is released as a patch, you could incorporate it into the official linux binary.
I don't think anybody aims to make unstable software :P but since we will continue to add features it will inherently be less stable than the original Glest. A separate branch for each new feature can be used until it becomes stable enough to be incorporated into the main development line.
Title: Re: Mod Megapack V4 is released
Post by: assassin on 29 May 2009, 14:23:54
Yes, I suppose that would work, but it would take up lots of server space and might be confusing if there were too many different releases. One way would be to make everything "stable" before incorporating it into GAE. Another option would be to provide patch files that people could choose to add or not. However, this would mean that lots of people would have slightly different types of glest, and so to play a new mod, you might have to recompile glest. I think the easiest thing to do would to get every new piece of code stable before adding it to GAE.
Title: Re: Mod Megapack V4 is released
Post by: silnarm on 30 May 2009, 03:05:30
Yes, I suppose that would work, but it would take up lots of server space and might be confusing if there were too many different releases.

Would take up very little server space, we're talking about source code here... and the SVN isn't really meant for everyone, developers are likely to know what's going on in each branch.

Quote
One way would be to make everything "stable" before incorporating it into GAE. Another option would be to provide patch files that people could choose to add or not. However, this would mean that lots of people would have slightly different types of glest, and so to play a new mod, you might have to recompile glest. I think the easiest thing to do would to get every new piece of code stable before adding it to GAE.

As an end user, all you really need to worry about is the trunk 'stable' release.  Unless you want to help testing new features... for which you will indeed need to be able to compile. All these other branches is simply how (or perhaps, 'where') we get things stable before moving them into the trunk.

Apologies to titi for the unintentional hijacking of this thread.

To go back OT, Great job compiling this titi, and to everyone involved in the mods.
And I'll throw my hat in for 'incremental' updates too, it is getting big...

Edit: Apologies to titi again, I didn't realise this was all your work, incredible job!
Title: Re: Mod Megapack V4 is released
Post by: titi on 3 June 2009, 12:05:38
I just want to mention that the megapack is not all my job, but most of it.
See the AUTHORS file in the megapack which contains credits and so on for everyone
who helped me with music/models and so on ( I hope its complete !).

And thanks for the feedback. It's always good to hear that people like it!
I don't get too much feedback, I only see the downloads ;).
Title: Nice job
Post by: ProGod Noypi on 4 June 2009, 06:55:14
   ;DNICE JOB.it would be good if you put a spartan in greeks or make a new faction using spartans.

Can someone give me a link of all the factions except invaders.
some of the link dont work i download all of them then i delete them all because they dont work.

If someone will give the links to me just contact me.
Title: Re: Mod Megapack V4 is released
Post by: ace frog on 8 June 2009, 18:29:00
FAIL!

IT DOESN'T WORK!
Title: Re: Mod Megapack V4 is released
Post by: @kukac@ on 8 June 2009, 18:40:16
Yeah, but we still don't know, what is your problem...
Title: Re: Mod Megapack V4 is released
Post by: titi on 8 June 2009, 20:33:45
I think it's not a problem with the forum. He successfully tested backgound colors and big fonts and its all working fine ;D
Title: Re: Mod Megapack V4 is released
Post by: silnarm on 9 June 2009, 01:53:30
Yeah, he likes the marquee too, and he just loves to respond to month old posts about bugs he that he clearly has absolutely no idea about.

Not that I think you're to concerned titi, but I wouldn't worry about this one... I don't think he's worth the effort.
Title: Re: Mod Megapack V4 is released
Post by: GlestNewb on 13 June 2009, 04:44:44
Hey this is an amazing thing you've made but the norse factions doesn't work for me and makes the game crash, can anyone help?
Title: Re: Mod Megapack V4 is released
Post by: assassin on 13 June 2009, 08:23:16
Can you post what glest says when it crashes?
Title: Re: Nice job
Post by: Omega on 13 June 2009, 18:47:07
   ;DNICE JOB.it would be good if you put a spartan in greeks or make a new faction using spartans.

Can someone give me a link of all the factions except invaders.
some of the link dont work i download all of them then i delete them all because they dont work.

If someone will give the links to me just contact me.
Code: [Select]
[url=http://glest.110mb.com/mdc.php]glest.110mb.com/mdc.php[/url]
Title: Re: Mod Megapack V4 is released
Post by: GlestNewb on 13 June 2009, 22:25:22
Can you post what glest says when it crashes?

It says,
"ERROR(S)

Error loading Faction Types:techs/magitech
Error loading units:techs/magitech/faction/norsemen
Error loading UnitType:
techs/magitech/factions/norsemen/units/archer/archer.xml
Attack Type not found: arrow"
_________________________________________________
I didn't delete anything, i just copied and pasted the norsemen into the factions
Title: Re: Mod Megapack V4 is released
Post by: titi on 14 June 2009, 01:05:58
The norsemen faction is NOT made for the magitech techtree.
It's made for the megapack4 techtree!

Thats the reason why I bundle alll these things and don't have downloads for every single faction.
It's not made for magitech because the glest team can change magitech every time and this will result in a lot of balancing editing work for me.
So I decided to put all in my own techtree called megapack4 .

SO download the whole megapack from www.titusgames.de and it will work.

( By the way , the error you got says that some attack type is not known in the magitech tech tree.
Title: Re: Mod Megapack V4 is released
Post by: GlestNewb on 14 June 2009, 02:18:32
ok thank you very much
Title: Re: Mod Megapack V4 is released
Post by: titi on 20 June 2009, 23:21:53
 I made a topic split here, go to this topic ( https://forum.megaglest.org/index.php?topic=4413.0 )
to read more about General Edmonds installation problems ...
Title: megapack4
Post by: Witchdoctor on 14 July 2009, 23:20:10
i dnt kno if i messd up
i get an error message evrytime wen it tries 2 load the archer
something about a missin arrow
Title: Re: Mod Megapack V4 is released
Post by: dr fwit on 15 July 2009, 08:24:38
Thanks so much for the megapack - it works perfectly and has really expanded the playability of the game for me!  I'm no coder but I work enough with computers to know that a lot of work must have gone into it and the creator has done themselves proud.

I especially like the elephants (persian) and Thor statues (norse).  The scenarios were a surprise too - I'd gone through the standard ones so often it was great to try some new ones (omg - beehive fortress really makes you work! ).  Are there any plans for more scenarios with these factions?  Sorry if this is the wrong post to ask.
Title: Re: Mod Megapack V4 is released
Post by: Omega on 22 July 2009, 21:33:33
It should work perfectly fine on the mac. I don't know SQUAT about macs (to tell the truth, I'm not an apple fan, except for the iPod). I'm not sure how you extract a 7zip on mac, but there probably is a way because the format is becoming more and more popular. Once extracted, it is really platform independant.

Of course, I could be wrong, since macs aren't my thing.
Title: Re: Mod Megapack V4 is released
Post by: drescherjm on 28 July 2009, 02:26:11
I would assume that p7zip is easily available for the mac as it is with other unix operating systems.

http://p7zip.sourceforge.net/
Title: Re: Mod Megapack V4 is released
Post by: titi on 30 July 2009, 22:06:40
available for MacOs for example here:
Code: [Select]
http://software.sueddeutsche.de/ie/49229/7zX
The mac version is called "7zX" but its using the same compression algorithms. Only the frontend is different.
Title: Re: Mod Megapack V4 is released
Post by: Trajnn on 1 September 2009, 20:17:30
this is actuelly a pretty good mod. I just downloaded both this and glest yesterday, and you sir, have given me the pleasure of getting qoushed by the ai of the norse and gang as well.
Title: Re: Mod Megapack V4 is released
Post by: assassin on 5 September 2009, 06:50:32
Are you planing on releasing a GAE version of the Megapack?
Title: Re: Mod Megapack V4 is released
Post by: titi on 5 September 2009, 07:36:03
If it is once stable (with anykind of working multiplayer) shure!
Title: Re: Mod Megapack V4 is released
Post by: Omega on 8 September 2009, 19:35:02
Version 0.2.11 is stable, and hopefully v0.2.13 will stablize the broken parts of 0.2.12. Basically, unless proven otherwise, it's stable.

As far as I know, multiplayer works. I tested it on myself (127.0.0.1) with two GAE's running side by side, and it works. No reason why it wouldn't work for an actual multiplayer over the web.
Title: Re: Mod Megapack V2 is released ( with indians and norsemen )
Post by: Kung Fu Panda on 18 September 2009, 14:01:17
The factions are both really unbalenced with magic and tech.  Somehow you need to make them weaker, and the hole valcyrie upgrade is rediculous.
what are u talkin about?(or typing lol) I didn't find an upgrade for valkyries and I didn't find the 'training field' upgrade.
I downloaded from the titusgames website - whole megapack - in case you are wondering I downloaded the partially finished version  ;D 
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 7 October 2009, 20:22:05
Hey do you want me to make some installers? :)
Title: Re: Mod Megapack V4 is released
Post by: assassin on 11 October 2009, 08:18:10
What is it about installers?
All they do is extract a file and move it.
Title: Re: Mod Megapack V4 is released
Post by: titi on 11 October 2009, 15:58:19
What about a linux only installer for the next version ? ;)
Title: Re: Mod Megapack V4 is released
Post by: assassin on 11 October 2009, 17:06:15
suits me  ;D
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 11 October 2009, 19:37:25
IDK, I'll make both if you want........but don't expect it for while, so you might as well make some updates to the Mega Pack, maybe make a megapack v4.1 or v5.
Title: Re: Mod Megapack V4 is released
Post by: titi on 11 October 2009, 20:56:14
Hopefully V5 will be there this year or beginning of next year.
New things will be:
- ancient egypt faction
- new tileset(s) ( surprise )
- and maybe darkmagic ( if its done, has no license problems and the other developers give their OK )

By the way: We will need an updated glest for this, which only loads the needed factions, otherwise loading times will get really long and some people might run out of memory when starting the megapack techtree.
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 11 October 2009, 21:13:07
Well, I was think Romans would be Ancient Egypt's counter-faction, so maybe you could add in Romans 2.1 once it comes out.
Romans2.1 might come out Tuesday night, but if it doesn't then I'm hoping I'll get it out there next weekend.....

But I'll make the installers for v5.

And about the loading issue, maybe you should separate the factions into two techs.......
Title: Re: Mod Megapack V4 is released
Post by: titi on 11 October 2009, 21:56:29
Well, I was think Romans would be Ancient Egypt's counter-faction, so maybe you could add in Romans 2.1 once it comes out.
Romans2.1 might come out Tuesday night, but if it doesn't then I'm hoping I'll get it out there next weekend.....
Yes, If there is an other nice faction which fits with the others and which is poolished enough and has no copyright problems,  I will happily include it!
Woodsman and dwarves might be other good candidates too and maybe Elimnator also has something for the pack :) .
The megapack is only a collection of mods and they really must not be made by me, my son and weedkiller only ! Its only something made for the players out there who want to have fun with it! Maybe one day the megapack gets too big, but currently its the best way of providing all the existing finished , poolished and playable factions( in one techtree)  and tilesets. 
Quote
But I'll make the installers for v5.
Yes, this would be nice, but please first a linux version :)
Quote
And about the loading issue, maybe you should separate the factions into two techs.......
If nobody does it, I will modify the sourcecode myself  :)
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 11 October 2009, 22:04:50
Quote
Quote from: archmage101 on Today at 17:17:55
Well, I was think Romans would be Ancient Egypt's counter-faction, so maybe you could add in Romans 2.1 once it comes out.
Romans2.1 might come out Tuesday night, but if it doesn't then I'm hoping I'll get it out there next weekend.....
Yes, If there is an other nice faction which fits with the others and which is poolished enough and has no copyright problems,  I will happily include it!
Woodsman and dwarves might be other good candidates too and maybe Elimnator also has something for the pack Smiley .
The megapack is only a collection of mods and they really must not be made by me, my son and weedkiller only ! Its only something made for the players out there who want to have fun with it! Maybe one day the megapack gets too big, but currently its the best way of providing all the existing finished , poolished and playable factions( in one techtree)  and tilesets.

Thanks.

Quote
Quote
But I'll make the installers for v5.
Yes, this would be nice, but please first a linux version Smiley

Actually they are made at the same time. It would only take longer to build them separately.

Quote
Quote
And about the loading issue, maybe you should separate the factions into two techs.......
If nobody does it, I will modify the sourcecode myself  Smiley

Oh good, I didn't know you could do coding.
BTW, where do you put the code on a persons computer.....I'll need to know for the installers and it would be nice to know?
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 12 October 2009, 16:47:43
You know, I just realized the similarities between the GUE and the Megapack, maybe we could combine them...
Title: Re: Mod Megapack V4 is released
Post by: Mark on 12 October 2009, 22:32:29
No, I think the megapack is of much higher quality, I mean, who is going to download a 600 MB file when they don't know that it is good, whereas Titi's has been very well received.
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 12 October 2009, 23:26:24
Hmm, well then I'd like to join in on production of the MegaPack v5 as one of my mods will hopefully be in it, and I'll be making the installer.
The GUE will be canceled, and I'll do enhancements on the menu and stuff for the MegaPack if you want titi.
Title: Re: Mod Megapack V4 is released
Post by: Kung Fu Panda on 13 October 2009, 12:12:02
titi there are totally new attacks and armors - not there in either in the megapack v4 that I have, magitech, or in in all the numerous tech trees i have ( and those i created  ;D) so I was asking what are the damage multiplier values I should put in the tech tree.xml. I could also think and do them myself but I'm a total loser in balance..... so......
Title: Re: Mod Megapack V4 is released
Post by: titi on 13 October 2009, 12:14:28
I don't understand your question, which attacks and armors? Is this probabaly the wrong thread?
Title: Re: Mod Megapack V4 is released
Post by: madmanntis on 14 October 2009, 02:59:04
By the way: We will need an updated glest for this, which only loads the needed factions, otherwise loading times will get really long and some people might run out of memory when starting the megapack techtree.

YES titi! Excellent idea! I second that! Exclamation mark!
Title: Re: Mod Megapack V4 is released
Post by: John.d.h on 14 October 2009, 03:13:06
GAE already does that.
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 14 October 2009, 03:26:37
Ah, but this isn't a GAE mod...although it would still work, ugh, if only GAE would work for me...
Title: Re: Mod Megapack V4 is released
Post by: John.d.h on 14 October 2009, 03:29:22
Well, it's pointless waiting for a new version of regular Glest, since GAE is now the only development path going on.
Title: Re: Mod Megapack V4 is released
Post by: Loronal on 14 October 2009, 10:04:40
I have loved the megapack especially with the egypt faction. I have been able to fight tech okay with egypt but the other factions win against me. Actually by my bet its the fact that Im not good at playing glest. I used to by and could defeat cpu brutals but I think Im losing my touch in gaming but I am certainly getting bettter at modding. Hey anyways this is incredible Im sad I didnt get earlier.
Title: Re: Mod Megapack V4 is released
Post by: titi on 15 October 2009, 12:20:04
  ::) The first post contains a little installation description for windows users now ::)
Title: Re: Mod Megapack V4 is released
Post by: titi on 26 October 2009, 14:55:57
Just for your info:
I removed some messages here, because the whole discussion was very offtopic. I'm quite shure I didn't removed anything important!
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 7 November 2009, 02:24:20
Megapack V5 stuff to work on:

Indian Projectiles- I noticed a few projectiles needed some work.
Persian Projectiles- I'll take a look at these sometime after I finish work with Indians.
Norseman Projectiles- I'm not too sure if any updates are needed, but I'll take a look after I finish the more important things.
Two new factions: Romans and Egypt! - We need to balance these with the current Megapack factions.
Balance notes: The elephants are a bit too strong in Persians they don't die much, and their attack is devastating!
I'll balance the factions using my Spectators map, after I finish updates to the projectiles.
I also noticed that some of the anims are in a disagreement with gravity.
Title: Re: Mod Megapack V4 is released
Post by: titi on 7 November 2009, 10:25:38

> Indian Projectiles- I noticed a few projectiles needed some work.
?? maybe you use GAE. Glest 3.2.2 doesn't show any problems for me. What do you think is wrong?

> Persian Projectiles- I'll take a look at these sometime after I finish work with Indians.
same thing...

> Norseman Projectiles- I'm not too sure if any updates are needed, but I'll take a look after I finish the more important things.
same thing

> Two new factions: Romans and Egypt! - We need to balance these with the current Megapack factions.
yes, if they are completly done. But I have to test everything first. Maybe dwarfs or others are ready too!

> Balance notes: The elephants are a bit too strong in Persians they don't die much, and their attack is devastating!
??? no I think they should even get stronger!! Its a very late unit which is slow and has no range attack. This means it has to have very good armor! But persian is very strong, I will try to tweak a bit here.

> I'll balance the factions using my Spectators map, after I finish updates to the projectiles.
Sorry, but I want to make it on my own, because CPU logic is not all you have to take into account. I played lots of multiplayer games with these factions to get a proper balance too! You should balance your roman faction to tech and magic ( and maybe indian) from the current megapack.
We will never be able to create completly balanced factions and I think its good to have different strong factions, this gives us more fun/options when playing vs AI and good or bad players :). But they should be at last a bit balanced.....

> I also noticed that some of the anims are in a disagreement with gravity.
Yes, thats probably right, but I think I'm not really willing to change it in the old factions. The work on them is done and they are fun to play ....

Additional things for the new megapack:
- new tilesets ( mediterran / scrubland ( I will tweak it if Madelf doesn't do it!)) and maybe more...
- new maps ( especially trappins maps )
- hopefully some good new scenarios using the megapack ( lua scripted ones ? )
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 7 November 2009, 15:35:00
Quote
> Indian Projectiles- I noticed a few projectiles needed some work.
?? maybe you use GAE. Glest 3.2.2 doesn't show any problems for me. What do you think is wrong?

No, nothing is wrong I just wanted to improve the existing one.



Quote
> Two new factions: Romans and Egypt! - We need to balance these with the current Megapack factions.
yes, if they are completly done. But I have to test everything first. Maybe dwarfs or others are ready too!

Yea Dwarves is good, maybe even Elves if someone finishes my work, because I'm probably not going to work on Elves for a while.



Quote
> Balance notes: The elephants are a bit too strong in Persians they don't die much, and their attack is devastating!
Huh no I think they should even get stronger!! Its a very late unit which is slow and has no range attack. This means it has to have very good armor! But persian is very strong, I will try to tweak a bit here.

Just watched a game of persians vs tech in my Spectators map, they are kind of weak, their attack is fine, I think they need about 10 more armor, but they get produced kind of fast so that a factor as well.....
BTW, tech won, I thought Persians was going to win but their forces weren't doing much damage on techs army, because techs army was all grouped up, and Persians was in a line so techs army easily chewed the Persians armies to pieces.



Quote
> I'll balance the factions using my Spectators map, after I finish updates to the projectiles.
Sorry, but I want to make it on my own, because CPU logic is not all you have to take into account. I played lots of multiplayer games with these factions to get a proper balance too! You should balance your roman faction to tech and magic ( and maybe indian) from the current megapack.

Well I was up late last night tweaking the balance with my Spectators Map, I actually liked the way the balance was and only minorly tweaked it, I'll send my changes to you.



Quote
> I also noticed that some of the anims are in a disagreement with gravity.
Yes, thats probably right, but I think I'm not really willing to change it in the old factions. The work on them is done and they are fun to play ....

Yea the style in which the anims are done makes the game-play a lot of fun.



BTW I worked last night a bit on the Indian particle effects, I think I have much improved them.
Title: Re: Mod Megapack V4 is released
Post by: ElimiNator on 7 November 2009, 22:39:37
I am having romans in vbros pack 3, are you having it in your mega pack too?
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 7 November 2009, 23:01:33
Yes, he is.
But still lets include it in both, a lot of people like Romans.
Title: Re: Mod Megapack V4 is released
Post by: ElimiNator on 8 November 2009, 01:36:49
Please arch... Let Him tell me...
Title: Re: Mod Megapack V4 is released
Post by: titi on 8 November 2009, 10:55:20
Oh I didn't know that its in vbros too!
In the megapack I try to include only completly done and state of the art factions wich are kind of balanced to each other.
If romans will fit, I think it should be included, like every other faction.

Before I release a megapack 5 I ill try everything to get a new glest release which only loads the factions which are needed. Silnarm already implemented it and made a patch for glest 3.2.2.  I have to ask martino now if we should go on our own or not.
After this is done and we see how it works, we will decide what to do with romans and other vbros factions in general. Maybe we make our own glest release, including some mods and the binary in one installer???
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 8 November 2009, 15:38:16
Titi, once everything is figured out, send me the completed V5, and I'll make some linux installers.
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 24 November 2009, 17:36:19
Also, you may want to include the Woodsmen mod, that one is spectacular, probably the best mod ever!
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 21 December 2009, 17:31:06
It's almost Christmas, I thought you were going to make the V5 release on Christmas..............
Title: Re: Mod Megapack V4 is released
Post by: Omega on 21 December 2009, 17:55:25
Wow, arch, triple post over the course of a month!  ;)

I don't recall him saying he'd release before christmas, though that'd be nice.

What though is planned for v5? Summary?
Title: Re: Mod Megapack V4 is released
Post by: Loronal on 22 December 2009, 15:06:02
It's almost Christmas, I thought you were going to make the V5 release on Christmas..............
Do it for new years
Title: Re: Mod Megapack V4 is released
Post by: titi on 25 December 2009, 19:40:03
yes yes, I'm on it
It will be done in the next two weeks, maybe this year.
Title: Re: Mod Megapack V4 is released
Post by: ultifd on 5 February 2010, 04:07:26
What's going to be in v5....?  ???

Here's a video featuring your Indians... not much...but it's something...  :)

Glest: Indians' Revenge
http://www.youtube.com/watch?v=QPw74of-y-M
Title: Re: Mod Megapack V4 is released
Post by: titi on 5 February 2010, 11:21:40
Its included in megaglest now.
Megaglest is not only the program, its data too!

Current versions are available via SVN only, but there should be a megaglest fullrelease soon!
Title: Re: Mod Megapack V4 is released
Post by: -Archmage- on 5 February 2010, 13:12:27
Can you send stuff to me for installers?
Title: Re: Mod Megapack V4 is released
Post by: titi on 5 February 2010, 23:42:34
as i said before, its too big, I cannot send it.
You have to download using svn for now
Title: Re: Mod Megapack V4 is released
Post by: tiger on 18 February 2010, 06:57:10
Here are some pics taken from a match me and Eliminator hade.
Code: [Select]
[img]http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/hs427.ash1/23653_1320918273310_1541414237_811964_4412013_n.jpg[/img]

[img]http://photos-f.ak.fbcdn.net/hphotos-ak-snc3/hs387.snc3/23653_1320918233309_1541414237_811963_4650313_n.jpg[/img]

Did it look like the ultra hade hope?
 :)
Title: Re: Mod Megapack V4 is released
Post by: ultifd on 18 February 2010, 08:52:43
Cool,
Are you using megaglest? if you are which version and how did it go? was it smooth?
The last time I tried playing multiplayer...it sucked.
A picture is worth a 1000 words, but without no explanation it's just a picture.  :-\ Kinda.
Title: Re: Mod Megapack V4 is released
Post by: titi on 18 February 2010, 09:50:11
Cool thank you for the pictures, looks like you had a really big fight.
Try to win vs 2 Mega CPUs next time  ::) ::) / We never did it up to now!

Its always good to know that someone loves to play the stuff you made thank you!

@ultifd:
Current multiplayer is completly smooth and really stable in latest Megaglest beta ( not yet in 3.2.3 so choose a 3.2.4 version )
We never had a crash even in onlinegames! Only very bad connections ( 10 second timeouts ) will stop the game now.
Title: Re: Mod Megapack V4 is released
Post by: tiger on 18 February 2010, 16:07:18
when we played it was smooth.
fun to!
Title: Re: Mod Megapack V4 is released
Post by: ultifd on 18 February 2010, 21:04:42
Cool, nice to hear.  :P
Title: Re: Mod Megapack V4 is released ( outdated )
Post by: Gabbe on 28 May 2010, 22:41:13
The stickies is getting a cleanup...It says "outdated" why is this stickied?
Title: Re: Mod Megapack V4 is released ( outdated )
Post by: ultifd on 28 May 2010, 22:43:43
Well, cause this is one of the most awesome packs...  ::)
Just wait, our moderators will "clean up" soon...  ::)
Well, before it gets un-stickied (or maybe not) could titi upload the "megapack v5" aka the latest one?
I know he updated a lot of stuff...  ::)
Title: Re: Mod Megapack V4 is released ( outdated )
Post by: -Archmage- on 29 May 2010, 01:05:57
Quote
clean up

We will?

I say we do annual "clean-ups". Around Christmas time, each year. 8)
Title: Re: Mod Megapack V4 is released ( outdated )
Post by: Gabbe on 29 May 2010, 07:46:17
ok, but isn`t this topic for MG?
Title: Re: Mod Megapack V4 is released ( outdated )
Post by: -Archmage- on 29 May 2010, 15:02:20
This isn't even in the MG boards. ::)

We'll just let Titi do what he will with his topic. :)