MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: Omega on 1 December 2008, 04:11:26

Title: Labyrinth -- RELEASED
Post by: Omega on 1 December 2008, 04:11:26
I've done it (or to quote properly, still doing it).
I've created the ultimate mod/scenario. The Labyrinth is a maze with a back up story-line of its own. It features two short unplayable factions specifically for use in the scenario (unplayable due to the lack of buildings, upgrades and resources). You control a party of four players ripped off right from Final Fantasy: a swordsman, a white mage, a black mage, and a ranger. Controlling these four party members, RPG style, you must navigate the monster filled Labyrinth, which is basically a giant maze.
The AI's pathfinding troubles are used to ensure that the foes are random.

The Characters
The main enemy in this game is the Minotaur. Powerful enough to take out the entire party, you must be careful, for once you defeat him, you must work your way back through the maze to reach the Omega Mark. Once you destroy the Omega Mark and 'save' the world, you have won!

Pictures soon to come. Projected release date: within December (uncertain date)

Please post ideas, comments, etc;
[attachment=0:2n8xx5pk]labyrinth.jpg[/attachment:2n8xx5pk]
Title: Re: Labyrinth
Post by: modman on 1 December 2008, 05:24:45
Quote from: "omega"
The AI's pathfinding troubles are used to ensure that the foes are random.
:O
Sounds fun, but it could get kind of boring quickly.  Maybe there should be more creatures to fight with!  Like the Golem and the Drake Rider you could use and the Dragon too.  Also a Behemoth as a Minotaur!
Title: Re: Labyrinth
Post by: @kukac@ on 1 December 2008, 17:24:12
Hmm, wouldn't it be better in the Maps, tilesets and scenarios forum? I'm not sure if it is a mod or a scenario actually...
Title: Re: Labyrinth
Post by: Idanwin on 1 December 2008, 18:52:50
It does have an own tech tree.
But the tech tree is just 4 units, so maybe it should be in the scenarios.
Title: Re: Labyrinth
Post by: Omega on 1 December 2008, 22:40:50
Actually, I plan on improving it to be a couple of scenarios. You'd play them in order to tell a story. I'm done the first level, and I'm thinking of more ideas using these characters. With each level, the characters change, so there's probably going to be quite a few!
Please keep this in mods, since it is a mod/scenario. (and the scenarios, maps, and tilesets board is pretty barren)
I also plan on having the white mage upgrade to a summoner in later levels who can call espers such as odin or atomos.

There will also be more enemies, and I hope this will be well recieved! I need some sounds though. Maybe I'll link the sounds so that it uses magitech's sounds without needing to copy and paste (the same way the FPM uses media from magitech).
 8)  8)
Title: Re: Labyrinth
Post by: gameboy on 3 December 2008, 09:30:34
heres an idea, unlockable attacks and attributes.
Title: Re: Labyrinth
Post by: hailstone on 4 December 2008, 08:33:36
How would attacks and attributes be unlocked?
Title: Re: Labyrinth
Post by: gameboy on 4 December 2008, 09:00:39
basically, give a unit 1000 ep and let it regen at 1.
the unit has a few choices in the start and each costs a specific amount of energy a stronger morph costs more example:
White Mage:
Starting:
Basic attack
normal health and armor
Morphs:
Wizardry - better attacks
Attacks:
Blast - mild attack, attacks at a range of 2 has a area effect, higher levels get high damage.( by level i mean morphs, if a unit morphs to blast once, the morphed unit will get another morph that increase the damage of the attack.)
Lightening - Finish off an enemy instantly, use some energy points.

Elemental - force field, faster move speed and attack rate
Force Field - Higher Armor, increases with each level
Speed of The Snake - Higher attack Speed, increase with each level
Strength of the Tiger - Higher move speed, increase with each level

Sorcery - better health, healing and re-gen
Call of the Souls - Higher health, increases with each level
Exorcism - Faster healing,  increases with each level
Spiritual Knowledge - faster regen of both HP and EP.
Title: Re: Labyrinth
Post by: hailstone on 4 December 2008, 09:23:16
I think the next stage after that would be to have a choice of upgrade (window with two or more); maybe even a path like FPM.
Title: Re: Labyrinth
Post by: Omega on 4 December 2008, 15:28:17
Thelvl up every stage with more stats and abilities.
Title: Re: Labyrinth
Post by: John.d.h on 6 December 2008, 02:58:13
Sounds pretty cool.  It reminds me of one of the special scenarios in Warcraft 3 where each player controls a single hero and they go through a dungeon adventure sorta like what you're talking about.  I think it's called War Chaser or something like that.  This mod has a lot of potential, I think.  You could maybe even (thinking way far ahead, here) make a tactical adventure RPG sort of game out of this, but probably without any dialog, just dungeon-crawling hack-and-slash.  In any case, I'd like to see how this turns out.
Title: Re: Labyrinth
Post by: Omega on 7 December 2008, 19:32:59
Progress is going good all units are finished. Counting each lvl as a seperate unit, there is 12 enemies and 21 heroes. (nine different types of heroes, nine different types of enemies)
Like I said before, the enemies and heroes have units.

The Heroes:

The Enemy:

The Stages

Credits:I'm missing whoever made the modified archer with the sword. Who was that again?
Did I miss anyone else?

I still have to do the scripts, add sounds, and I'd like to improve icons. But aside from that, there isn't much else to do. I don't think there'll be any major assignments in school until January, when the finals begin (except for a large Ancient Civilization essay, which I got plenty of class time to do). I guess things will be going pretty fast. Of course, there's Underworld and Military to slow things down, but don't worry. I should hopefully have this up and complete before the holidays. (if not, I'll finish it during the holidays and upload it at my grandmas. They have high speed internet. I'm kinda crossing my fingers that my parents will get satellite for Christmas, since I did hint that a lot...)

Quote from: "johndh"
You could maybe even (thinking way far ahead, here) make a tactical adventure RPG sort of game out of this, but probably without any dialog, just dungeon-crawling hack-and-slash.  In any case, I'd like to see how this turns out.
Actually, I really want a great storyline. I'm a sucker for those. (think Final Fantasy)
Title: Re: Labyrinth
Post by: verarticus on 8 December 2008, 03:52:52
well I see one problem (at least in my opinion) there are going to be 4 units which will have several attacks and the healer has to be commanded to heal (unless in GAE which I can't figure out how to use it : (    )  the unselect glitch and that are going to make this a massive pain at times.
Title: Re: Labyrinth
Post by: Omega on 8 December 2008, 15:49:48
I know that the healer has trouble, which is why I made sure they didn't depend on him too much. However, later in the game, you can have your paladin stand back while the blackmage uses a very powerful firaga to whipe the foes. Note that four or so firaga will kill your paladin.

Paladin can heal as well. And I don't think GAE has lau yet though.

And lvl 3 has now had to be split into 2 parts in order to get it to work properly.
Title: Re: Labyrinth
Post by: gameboy on 9 December 2008, 16:27:47
Quote from: "omega"
I'm missing whoever made the modified archer with the sword. Who was that again?
i think that as ayrin greenflag
Title: Re: Labyrinth
Post by: Omega on 10 December 2008, 03:55:25
Yeah, I think it is. Is there anyone else who knows I probably used something of theirs and didn't yet credit?
Title: Re: Labyrinth
Post by: Omega on 16 December 2008, 15:49:27
WOO! I am now done the models, the units, the techtree that goes with it, the maps, and I have written all the scenarios.

I have now tested stage1, and after spending 3 hours shaping it up, it is official declared with the status of AWESOME

It is great, since it is unlike most glest mods. If any of your characters die, it can leave you drastically weakened, and in the first level, it is important to keep your white mage alive. In fact, when I beat it for the first time, I only had my white mage and black mage alive. Ouch. It involves a lot of strategy, because you can't just stand back and make a bigger army. There is no army. This is no longer about brute force, but is now about strategy.

In one word, this is great. No denying that I can just tell that everyone will love this wether opr not they are RPG fans. I'm going to test stage2 tonight, and maybe even stage3. I also changed the ending to make it more climatic, and I think that everyone will love that. I won't spoil it for now, so you'lkl just have to wait until I release it.

In other words, I have now added two videos. Glest does not currently support video, and it does not support reseting maps and stuff, so the mod/scenario is made of five different scenarios and 2 different videos. The videos are options and contain no storyline elements to ensure that if you cannot play them, you won't miss anything. I don't have a very good AVI codec, so the videos have to be in wmv for now for size issues. If anyone knows a good converter that can make something along the lines of 1mb/minute (or is that too much to ask? I really like wmv's high compression, but AVI can easily end up being 1GB/minute.

Anyway, enjoy! If I finish this before thursday, I can upload before christmas. Otherwise, I MIGHT be able to upload at home, but with my internet, there is no promises. I go to my grandmas on the 27 of december, so that's a good date, since they have high speed internet.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 17 December 2008, 15:42:14
I've finally finished the labyrinth, while I tested every stage except the very end of the fifth stage. My laptop overheated (gotta buy a fan) and I never finished it. Since stage five is the longest stage, I didn't want to do it again, or I wouldn't be able to release this soon. If there is any problems, please contact me. The read me tells you how to set everything up, and everything should work great. Please comment it, and note that it is split into parts that can take as little as ten minutes or as much as 1 hour to win.

Your strategies will have to vary from normal glest, since this is RPG style and totally different. I think you all will enjoy it. Oh, and tell me what you think of stage 3, since it took me forever to think of how to do it!

Download it here (http://http://www.mediafire.com/file/i2twkmi0nzw/labyrinth.zip)!

COMMENT, COMMENT, COMMENT!
Title: Re: Labyrinth -- RELEASED
Post by: wciow on 17 December 2008, 16:41:34
Gonna test this and give some feedback  :shock:  :D

Things that were great:
Really good scripting.
Excellent ideas and missions.
Nice balance between your heroes.
Well made maps.

Things to improve:
Proper models instead of recycled Magitech ones.
More enemy mobs. Most of the time is walking not fighting.  
A system of XP rather than auto levelling for each scenario. (lua really needs a command for read/write to a file)
White mages attacks need less splash damage. He probably caused more damage to my other units than the enemy!!
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 17 December 2008, 19:47:48
Quote from: "wciow"
This mod is AMAZING :D
Thanks. :-[

Quote from: "wciow"
Proper models instead of recycled Magitech ones.
Plan on making some soon, but I wanted the main thing out before christmas.
Quote from: "wciow"
More enemy mobs. Most of the time is walking not fighting.
I know, but that is because lau cannot currently put units wherever, and is limited to player starting points. I'll keep pestering Martino about it and maybe he'll impliment a method of placing units along a grid (x,y)
Quote from: "wciow"
A system of XP rather than auto levelling for each scenario. (lua really needs a command for read/write to a file)
My goal would be this if I could. My goal is that some time in the future, I'll make my own game that can do that. Currently I'm not that good though. All I need is a really good programmer and leave the plot and graphics to me (one word: video)!
Quote from: "wciow"
White mages attacks need less splash damage. He probably caused more damage to my other units than the enemy!!
This is the downside for using your white mage. I wanted to have it so that white mages could not hurt you, but the damage-all section of the XMLs doesn't work...

Any more comments? What's your opinions on stage3?
Title: Re: Labyrinth -- RELEASED
Post by: divineauthority on 17 December 2008, 20:08:40
With regards to the white mage's splash damage, couldn't you give your heroes an armour type which isn't affected by the damage caused from the white mage?

Or is this too simple (it's been a while since I played around with Glest)
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 18 December 2008, 15:50:38
Maybe I could, but wouldn't that ruin some of the strategy? I think about it in v.1.0 (current version is 0.9)
Check out the website: http://http://glest.110mb.com/labyrinth/ And yes, you must use that exact link. I used the same domain as the glest guide, but the two are not related and do not link to each other.
Title: Re: Labyrinth -- RELEASED
Post by: John.d.h on 19 December 2008, 11:09:48
Anybody else getting errors?
Title: Re: Labyrinth -- RELEASED
Post by: wciow on 19 December 2008, 13:46:14
Yup I got that as well just change the name to 'fire.bmp' instead of 'archer_fire.bmp'
Title: Download doesn't work!!
Post by: titi on 19 December 2008, 20:06:23
Where can I download it ? The download doesn't work any more.
( I like these free webspace hosters ....  >:( )
Title: Re: Labyrinth -- RELEASED
Post by: mictes on 19 December 2008, 20:29:35
Wow chill out man!  :D
There was a downtime, it's all ok again.
Even Google has downtimes...
Title: Re: Labyrinth -- RELEASED
Post by: titi on 19 December 2008, 22:51:50
no I think its not a downtime, I still get a 404 page
"The page you're accessing no longer exists or you mistyped the URL. "
Title: Re: Labyrinth -- RELEASED
Post by: John.d.h on 19 December 2008, 23:33:51
I took the liberty of re-uploading it for you.

http://www.mediafire.com/file/odowzmgmnbr/labyrinth.zip (http://www.mediafire.com/file/odowzmgmnbr/labyrinth.zip)

Edit: Okay, so I got it to load everything properly by going into the lvl_1_ranger directory and making a copy of "fire" called "archer_fire", since apparently the xmls reference both.  However, once everything loads and the game starts, the map is nothing but blackness and it tells me I lost!  Grr!   :lol:
Title: Re: Labyrinth -- RELEASED
Post by: hailstone on 20 December 2008, 02:10:01
Quote
Where can I download it ? The download doesn't work any more.
This link for 0.9 doesn't point to a file. http://glest.110mb.com/labyrinth/LINK%20HERE (http://glest.110mb.com/labyrinth/LINK%20HERE)
The media fire one is up again.
Title: Re: Labyrinth -- RELEASED
Post by: titi on 20 December 2008, 02:19:08
thanks a lot!

There is simply a wrong download link for 0.9 on this site:
http://glest.110mb.com/labyrinth/ (http://glest.110mb.com/labyrinth/)
Title: Re: Labyrinth -- RELEASED
Post by: titi_son on 20 December 2008, 07:41:09
?  

I have not  units and the game is not end ?

(stage1)



(my english is not good here is the german version :
Ich habe keine Einheiten mehr und das Spiel ist nicht zu ende
hab ich richtig übersetzt ins Englische?)
Title: Re: Labyrinth -- RELEASED
Post by: modman on 21 December 2008, 04:21:42
Yes somehow I couldn't beat this either.  The game never ended.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 21 December 2008, 21:29:21
Hmm, after testing it three more times, the first time which worked, and the other two which did not, I assume that one of the units isn't appearing or glinching or something. If this happens, just skip that part and manually quit. I'll try to narrow down and fix the problem by v.1.0, but I'm not 100% sure what happened there. Still, it doesn't affect gameplay too much, so just keep playing for now!
Title: Re: Labyrinth -- RELEASED
Post by: John.d.h on 21 December 2008, 21:44:11
Doesn't affect gameplay!?  It quits out as soon as it starts! :O

Edit: Included a screenshot of how the game starts out.

[attachment=0:3b8vi5bt]You lose, Exit game.jpg[/attachment:3b8vi5bt]
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 28 December 2008, 02:10:50
That's not possible...
I've never seen this before. I've seen the non ending one, but not this... Not sure what happened. And I can't see the friggin' image, the glest uploading isn't working!
Title: Re: Labyrinth -- RELEASED
Post by: modman on 28 December 2008, 03:20:22
Also another problem is I got attacked before I even finished reading the prompts.  A fix on that would be nice.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 28 December 2008, 03:54:48
Yeah I know. I think that the game should pause while you read the prompts. For now, why not manually pause it if that's the problem? That's what I did.
Title: Re: Labyrinth -- RELEASED
Post by: modman on 29 December 2008, 20:48:46
How was I to know I would be attacked within 20 seconds?

Also there should be buildings you have to distroy instead of having to distroy all of the individual units that could easily be hiding in some random corner.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 30 December 2008, 01:35:54
Where is there random units? I purposely set the things you had to destroy as slow moving golems. However, maybe your right. Ideas?
Title: Re: Labyrinth -- RELEASED
Post by: modman on 30 December 2008, 02:29:17
Maybe I'm wrong, but I read in the code that you have to distroy the last of the AI's units before you can win.  Maybe not?
I'm just talking about the first scenario.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 31 December 2008, 11:02:54
In the first scenario, you see some messages, then attack the first base, killing the golem. Then you attack the second base, also killing the golem. Now you attack the last base with two golems and once you beat one, two demons should spawn for you to finish off. Maybe I'll cut out the demons and add buildings (an outpost) instead. After all, you have to kill the enemies before you'd attck the building. Look for that fix in v.1.0 in the future.
Title: Re: Labyrinth -- RELEASED
Post by: assassin on 7 March 2009, 18:18:47
Um.. does this work in Glest 3.2.1?
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 8 March 2009, 21:25:26
It was made for the beta, which is no longer a beta. So I guess it works. (I haven't downloaded 3.2 because its supposedly the same except for its error logs)
Title: Re: Labyrinth -- RELEASED
Post by: assassin on 9 March 2009, 11:19:59
Oh I see, the problem I had with it is that some file names have spaces. This is not good for linux. When you release version 1 please remove spaces in file names (change them to __)
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 9 March 2009, 15:36:21
There are no spaces (to my knowledge). Please tell me where these spaces are.
Title: Re: Labyrinth -- RELEASED
Post by: titi on 9 March 2009, 16:28:18
We didn't had any problems in linux when we played it, but I don't know which version we played.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 10 March 2009, 18:10:35
There's only one version. I won't release another until I finish military and a number of other projects (I'm a busy guy)
Title: Re: Labyrinth -- RELEASED
Post by: assassin on 11 March 2009, 07:13:57
The space in the file name is in /techs/labyrinth/factions/heros/units/models2/texture_Map #2.tga
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 11 March 2009, 17:25:09
Ah, now that I look, I found two textures with spaces. However, there will not be a new version for quite a while until I have totally new models for the units. Since I currently have so many projects, this may not be until the summer at least (expected completion time of military).
Title: Re: Labyrinth -- RELEASED
Post by: jda on 26 August 2009, 19:09:04
Stage 1 won't even load on my system, it will indeed crash glest!
Running in Linux...

System and software versions:
Code: [Select]
$ lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
Description: Ubuntu 9.04
Release: 9.04
Codename: jaunty
Code: [Select]
$ dpkg -l glest
[i]<headers sniped out>[/i]
ii  glest                     3.2.2-1~getdeb1           a free 3D real-time customizable strategy game

Error-messages dumped by glest run from command-line:
Code: [Select]
Couldn't process event: Error loading Faction Types: techs/labyrinth
Error loading units: techs/labyrinth/factions/heroes
Error loading UnitType: techs/labyrinth/factions/heroes/units/lvl_3_sniper/lvl_3_sniper.xml
Exception caught loading 3d file: techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/archer_standing.g3d
Can't open TGA file: techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/texture_map #2.tga
Falha de segmentação
Note: "Falha de segmentação" is Portuguese for: "Segmentation fault"

This to reinforce assassin's claims and maybe something more:
Only the last message refers to a filename containing a blank-space. All the other errors mention files or folders which do not contain invalid filename characters.

Pitty, sounds like a really interesting mod.
If I may, omega, coulnd't you just post some bugfix-release, like 0.9.1 to address these problems?

TIA,
jda
Title: Re: Labyrinth -- RELEASED
Post by: assassin on 27 August 2009, 07:19:38
THat's exactly the same errors that I got :(
Title: Re: Labyrinth -- RELEASED
Post by: titi on 27 August 2009, 11:52:21
Thats the usual case sensitivity problem!
I'm shure the texture is called something like

texture_Map #2.tga
not
texture_map #2.tga

so rename it to

texture_map #2.tga

and it will work.
Title: Re: Labyrinth -- RELEASED
Post by: titi on 27 August 2009, 11:56:22
this was a very good way to fix the case sensitivity problems:

https://forum.megaglest.org/index.php?topic=3492.msg19106#msg19106

Quote
... fix them by running the following bash command in the data directory:

Code:

Code: [Select]
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'
This replaces all upper-case characters in filenames with lower-case. You can also use this in the techs dir.

Please use all-lowercase filenames next time (or at least provide the fix(es) with the download).

And now I will take a look at the mod :-)
Title: Re: Labyrinth -- RELEASED
Post by: jda on 28 August 2009, 19:16:26
Thanks, Titi!  :)

Your first answer solved the issue (partially but more on this below).

Titi's second answer, mind those who are just trying to play Labyrinth, was directed at omega, NOT the general public!  ;)

So, I renamed "texture_Map #2.tga" to "texture_map #2.tga" and the message I posted earlier was gone.  :)

However... another error appeared, complaining about not finding "archer_fire.bmp". I recalled someone said something about that needing renaming too (actually copying) to "fire.bmp" (the alleged missing file) so I made a symbolic link (instead of a copy).

That error dealt with, another one came up. Another "texture_Map" one, this time "# 27". So I did the same as above for "texture_map #2".

If you want to play Labyrinth on you Linux machine, you'll have to run the following commands in a terminal-window (or console) after you've properly installed all the required folders (see file "READ ME. pdf" included in the Labyrinth folder for details on how to install Labyrinth):

Step 1: Define in which folder you have installed Labyrinth.
Option A: If you've installed it in your home folder this should be $HOME/.glest. So set that path so that the following commands apply to that sort of installation - in a terminal, run:
Code: [Select]
GLEST_PATH=$HOME/.glestOption B: If you've installed it for system-wide usage, by any user on your system, instead run:
Code: [Select]
GLEST_PATH=/usr/share/games/glest
Note: On the following steps, if you went for option A, you can (and should) omit the "sudo" command before all others. In case of option B, you MUST include the "sudo" command!

Step 2: Correct the first error:
Code: [Select]
sudo mv -v "$GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/texture_Map #2.tga" "$GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/texture_map #2.tga
Step 3: Correct the second error:
Code: [Select]
cd $GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_5_sniper/../lvl_1_ranger/images/
Code: [Select]
sudo ln -sv fire.bmp archer_fire.bmpOptional: Get back to your home folder:
Code: [Select]
cd
Step 4: Correct the third (and last) error:
Code: [Select]
sudo mv -v "$GLEST_PATH/techs/labyrinth/factions/heroes/units/palace/models/texture_Mapa #27.tga" "$GLEST_PATH/techs/labyrinth/factions/heroes/units/palace/models/texture_mapa #27.tga"
Step 5 (optional but tidy): No need to have the GLEST_PATH variable around anymore, so we'll unset it:
Code: [Select]
unset GLEST_PATH
EDIT:
The above instructions were for correctly loading Stage 1, but all the other four stages also load correctly afterwards. ;)
And yes, the end of stage 1 has to be met with the ESCAPE key, after you've killed every foe.
Title: Re: Labyrinth -- RELEASED
Post by: kazakore on 28 August 2009, 21:48:12
Can't get this to work on a WinXP 32 machine with Intel CPU.

In GAE 0.1.12 it comes up with Error building 2D mipmaps.

On Glest 3.2.2 it states it can't find a texture file, which doesn't exist and isn't just a case problem as I have checked the directory and there is no "surface2a.bmp" is in. Goes g1, g2, surface3a, surface3b...

Using the same install, just running the original program file for vanilla Glest, so not sure if that may be the source of some problems but other Scenarios, such as those bundles with MegaPack4, all run fine.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 31 August 2009, 02:11:09
Well, I'll leave linux stuff for you. I know too little of it.

For kazokore, reading your errors, this is not a labyrinth bug. You appear to have something wrong with the tilesets. What tilesets do you have installed? Do they work normally?
Title: Re: Labyrinth -- RELEASED
Post by: kazakore on 31 August 2009, 21:07:44
Well, I'll leave linux stuff for you. I know too little of it.

For kazokore, reading your errors, this is not a labyrinth bug. You appear to have something wrong with the tilesets. What tilesets do you have installed? Do they work normally?

Just checked Stage1.xml and it uses the Forest tileset. Just created a game using this and it loaded normally.

EDIT: And I have Glest 3.2.2, GAE 0.1.12, Megapack4 and Vbros pack 1 installed.
Title: Re: Labyrinth -- RELEASED
Post by: jda on 1 September 2009, 17:18:48
Well, I'll leave linux stuff for you. I know too little of it.

The linux stuff needed to make the current (0.9) version of Labyrinth, for end-users is just what I said above.

For you, the developer of Labyrinth to make it work "out of the box", just two things:

1. Make all filenames use only lowercase characters, i.e. in the current set of files for Labyrinth, "texture_Map #2.tga" and "texture_Map #27.tga" should be "texture_map #2.tga" and "texture_map #27.tga" (Linux can handle uppercase characters just fine but somehow, the current port of Glest to Linux seems to have made some minor mess of it...? Hence this small workaround is needed...).

2. Have an "archer_fire.bmp" file (this seems to be a problem affecting Windows too...?). It can be a simple copy (or rename?) of "fire.bmp".

Anyways, omega, thanks for all your work, in Labyrinth and all the rest, I've seen your manuals, mod-listings and, in this forum, many posts and you definitely rock Glest!  ;)
So does titi with its megapack and everything else (man, you're on top of every question about moding in this forum, frequently handing over the work already done in your replies! You definitely rock too!).  :)

modman seems to be a great modder too! And I love wciow's dwarves faction too! And there are many other great modders in here and around, so thanks and congrats to all you great modding guys around!

Cheers!
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 1 September 2009, 17:49:01
Thanks for the compliments! :)

I think I'll try to make a remake of labyrinth with bug fixes (I doubt I'll get around to new models, since I wanna do FPM!).

However, it'll have to wait until after military, which the final release should be not too long after the release of gae 0.2.13 (a few weeks?).

While we're at it, anything other than textures that should be changed?
Title: Re: Labyrinth -- RELEASED
Post by: jda on 17 September 2009, 16:36:10
While we're at it, anything other than textures that should be changed?

Not that I could tell, in regards for proper working in Linux (besides the problem with stage 1 not providing the "Exit game" dialog when all is done).

However, I never did get past stage 2! So I can't actually say everything is working fine (though it probably is).

Regarding stage 2, I might comment on that, but I'm unsure if there was some bug or rather I didn't played it as it should be.
The thing is I played it for hours (GAE's save-game feature would have come in handy, but I haven't tried GAE yet; the "Pause" feature did get used though!  ;D ) and never did find the Minotaur. Also, when I finally gave up and the game-report came on, I noticed I'd killed some 20+ enemies, and I did find them scattered through quite different parts of the map (which I unveilled to some 60-70%), but ALL of them came from team 2! I walked quite a bit of the map and still got to see no enemy from teams 3 and 4... I am assuming you used all three bases to scatter the enemies around, as you did in stage 1.

All of this to say, I probably just didn't play stage 2 the best possible way (and I only played it once) and maybe it's aimed at a different kind of player/gameplay-type.
But maybe there was some kind of bug? I'll try and install GAE and play stage 2 with it (so I can save the game and resume it later).

Oh, and sorry for the delay in answering...

Cheers!

EDIT: GAE does not seem to work with vanilla glest scenarios (tried with labyrinth and the original Glest scenarios too). Hence, I cannot use its "save game" feature with Labyrinth. :(

EDIT #2: The above problem with GAE and scenarios was fixed, thanks to hailstone - details here (https://forum.megaglest.org/index.php?topic=3454.msg30298#msg30298).

EDIT #3: Somehow, something I'd written got deleted, probably in one of my prior edits. I've retyped and underlined it.
As for stage 2, I haven't had the time to play it. Sorry... Later.
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 21 September 2009, 02:39:00
I really should get into this sometime and fix it. Many bugs can be fixed using new GAE lua commands. However, GAE needs to be fixed, so v0.2.13 or later should be an ideal fixing period.
Title: Re: Labyrinth -- RELEASED
Post by: jda on 5 November 2009, 04:45:35
I don't know if you're still planing on finishing this up, but I guess if you do, it will still be after both GAE 0.2.13 and your Military faction are out, so...
... If and when you come back to Labyrinth, here's my followup.

I went on to stage 2 using GAE's savegame feature. Turns out it apparently doesn't handle scripted scenarios very well (but could be my setup...?). Note that this affected not only your scenario but Glest's original Storming one too. Details here (https://forum.megaglest.org/index.php?topic=3470.msg33988#msg33988).

Anyways, just for testing purposes, I thought of something much simpler and useful: turning off the fog of war (lol, I didn't know about it when I last posted in this topic... lol).
So it turns out there seems to be three bases, yes, and the minotaur is in one of them. So far so good.
Only all three bases are colored blue. And on the final report (though I did not complete the stage myself), again 20 enemies killed all from team 2.

On to the actual gameplay:
Without the Fog of War, I could actually see how the enemies start out and how they move around. Pretty interesting actually. Turns out most of the enemies I'd killed in my other atempt probably did come from the same base. They scatter around pretty well... :)
This makes the game interesting and I think you did achieve some randomness very remarkably.
And yes... the problem about not seeing the minotaur.... yes, I had not explored enough...
Looking at the overall map... CONGRATULATIONS! I don't want to make a spoiler out of this comment by revealing too much...
But I do apreciate how you attained the objectives of the vision you had for the game.

Still... for me personally... too long a game to make an enjoyable play. But I really can't imagine how to make it in different way! YOU MADE A REAL LABYRINTH! I guess it's supposed to be frustrating... ;D
But it is perfectly finishable - I just don't like to be so much in the dark myself but... It is what it's supposed to be. And it is not even that hard to finish, if you're lucky (or remove the fog of war). lol
Title: Re: Labyrinth -- RELEASED
Post by: -Archmage- on 5 November 2009, 12:37:07
Cheater.......
I finished the whole thing in about 3 hours with fog of war on.
Title: Re: Labyrinth -- RELEASED
Post by: jda on 5 November 2009, 15:34:22
lol
I just used the fog of war to test against the apparent oddness I'd found (see two posts of mine before this one).
Then again, Archmage, your results just show I'm a lousy player and hence Omega should just disregard my comments on the gameplayability. ;)

EDIT: K, I finished stage 2 (WITH fog of war on! But then again, I did have the edge of already having seen the full map before so... ;D ).
The interesting thing is, on stage 2, unlike stage 1, you are offered the option of ending the game (the standard Exit-dialog comes up). So I was wondering... is that not working on stage 1 because you'd actually be required to erm find the entrance to the labyrinth? I recall I was already in a sort of entry-hall when I whacked out all the remaining foes. Wouldn't that be enought to be taken as "Entry to the labyrinth: found" and display the Exit-dialog (after you've killed the enemies who are "blocking" your way in)?
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 8 November 2009, 13:08:24
Hey, forgot about my baby here. It's a bit old, and certainly could use a GAE checkup! However, currently I can't get my version of GAE to work. I believe I'm missing some sort of dependency. Once I get it working, it'd be nice to do something while I wait (ho hum) on FPM.

Interesting points though. Here's my recap:

-I'd like to custom model some things (not everything, but a good bit). That'd wait until I finish up volcanic 2
-GAE-izing is a MUST once I get my GAE up and running. The lua I was forced to use in vanilla glest sucks, and GAE opens so many possibilities, with better AI being the best of them!
-You can't use 'save game' on scripted scenarios (yet) it doesn't store the variables and location in the script. I hope that eventually GAE will, but that's up to Silnarm, Daniel, and Hailstone (the coders).
-Yeah, I'll fix the LOUSY stage 1 ending, as well as fix the 'missing' enemies, since GAE lets you position foes properly! (YAY)
-It's supposed to be long. My final test took me about 2 hours (of course, I knew where I was going). The idea was to add a 'story' for a possible 'campaign' (or at least the best campaign possible with existing Lua functions. I'm still hoping for the ability to dynamically clear maps, show images, load new maps, and change unit positioning, as well as waiting for the timers, which come in 0.2.13.
Title: Re: Labyrinth -- RELEASED
Post by: jda on 8 November 2009, 15:32:34
Sounds good to me. :)
Title: Re: Labyrinth -- RELEASED
Post by: titi_son on 14 November 2010, 08:00:41
lol the download links doesn't work  ;D
Title: Re: Labyrinth -- RELEASED
Post by: Omega on 14 November 2010, 15:51:14
Meh, it's an extremely old post anyway, and was terrible, never using the better GAE coding or even unique models... I don't know if I still have it on my computer anywhere... Anyone else?
Title: Re: Labyrinth -- RELEASED
Post by: Gabbe on 14 November 2010, 16:16:37
Where did this mod come from? o.O (No i dont have it, but i felt like :D ;D) will you remake it perhaps?  :|
Title: Re: Labyrinth -- RELEASED
Post by: ultifd on 14 November 2010, 18:06:21
Hmm...I think this must be the one with the videos.
Maybe I can recover mines, I deleted it a few months ago.
Title: Re: Labyrinth -- RELEASED
Post by: -Archmage- on 15 November 2010, 05:44:50
I played this once, though it's probably long lost in a sea of old files that need to be sorted... :-X