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Modding and game content creation => Mods => Topic started by: madmanntis on 27 April 2009, 09:16:53

Title: Woodsmen
Post by: madmanntis on 27 April 2009, 09:16:53
http://www.gamefront.com/files/20112850/woodsmen-0.9.5.7z
http://www.filefront.com/14984347/woodsmen-0.9.5.zip (http://www.filefront.com/14984347/woodsmen-0.9.5.zip)

Here it is folks. The first second, unfinished release of Woodsmen.

I posted the techtree earlier today this year.

Originally, this faction was one of four that I had hoped to make. However, a couple things are making me question my original plan: a) Modding takes far more time and effort than I realized (I've been working on this since early fall last year). b) I began to look at the Glest Advanced Engine... pretty cool stuff. My mind suddenly blazed with ideas for a GAE mod.

In creating and testing it I tried to make it jive with magitech. It's fairly even I'd say... Tech usually beats Woodsmen, Woodsmen usually beat Magic. So it's somewhere it between the two. Although, I think that the Woodsmen are much moreso like Tech in gameplay than magic.

Anyways, as I said, it's incomplete. It's missing the Forest Protector (air unit), Earth Cannon (anti-air), Earth Burrow and Earth Brother (big bear unit).

So yeah... Enjoy. God bless.
Title: Re: Woodsmen? Stay Tuned..
Post by: MadElf on 27 April 2009, 10:06:20
Are they like indians or wood elves or something?
Or Forest Gnomes?
Post some pictures.
Title: Re: Woodsmen? Stay Tuned..
Post by: wciow on 27 April 2009, 20:25:46
Always nice to see a new faction, should be good!  :)
Title: Re: Woodsmen? Stay Tuned..
Post by: -Archmage- on 28 April 2009, 22:31:09
Quote
I don't have anything uploaded yet. (Any suggestions as to where I should upload my first version of this?)

filefront
Title: Re: Woodsmen? Stay Tuned..
Post by: madmanntis on 29 April 2009, 11:24:11
Well, like I said... they're men... in the woods. Their style is like a pinch of barbarian, a pinch of fur-trader, a pinch of lumberjack... a pinch of whatever else I saw fit really.

One of these days I'll have to post a tech tree. Also, putting up a partial (although still playable version) should hopefully be on the horizon.

But here. I have some screenshots (far better than my vague descriptions)! Enjoy.

(http://i39.tinypic.com/wkmn3n.jpg)
(http://i44.tinypic.com/1hpno0.jpg)
http://i41.tinypic.com/in8t40.jpg (http://i41.tinypic.com/in8t40.jpg)
http://i40.tinypic.com/2mwzddi.jpg (http://i40.tinypic.com/2mwzddi.jpg)
http://i42.tinypic.com/j63i45.jpg (http://i42.tinypic.com/j63i45.jpg)
http://i42.tinypic.com/2rpweix.jpg (http://i42.tinypic.com/2rpweix.jpg)
http://i40.tinypic.com/30krbm0.jpg (http://i40.tinypic.com/30krbm0.jpg)
http://i41.tinypic.com/2e4zrkm.jpg (http://i41.tinypic.com/2e4zrkm.jpg)
http://i40.tinypic.com/1zy7o9.jpg (http://i40.tinypic.com/1zy7o9.jpg)
Title: Re: Woodsmen? Stay Tuned..
Post by: MadElf on 29 April 2009, 12:21:55
That is awesome man, I love it!
Specially the moose rider, good idea.

But I think you should change the name to Barbarian, it fits, I think.
Title: Re: Woodsmen? Stay Tuned..
Post by: John.d.h on 29 April 2009, 16:12:28
This looks really cool.  I'm especially interested to take a look at how the javelin thrower works, since I'm planning a similar unit for my mod.  Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.
Title: Re: Woodsmen? Stay Tuned..
Post by: MadElf on 29 April 2009, 23:38:34
Quote
Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.

Well, yeah... Kind of:

http://upload.wikimedia.org/wikipedia/commons/d/da/Milkmaid-and-Moose-Cow-hp4080.jpg
Title: Re: Woodsmen? Stay Tuned..
Post by: John.d.h on 30 April 2009, 02:07:06
If I rode a moose into battle, I wouldn't even need a weapon.  I'd just run people over. :D

I'm pretty sure moose bulls are even bigger than the females.  (Sexual dimorphism is generally greater in animals that fight each other.)
Title: Re: Woodsmen? Stay Tuned..
Post by: Omega on 30 April 2009, 03:47:12
Looks totally awesome! I'm gonna give you a boot in the rear if that's what it takes to speed up developement of this!

Being Canadian, I happen to love moose (and yeah, they're bigger).

I don't know how long you've been working on this, but at this rate, you might be able to be done very soon (how many units are in the faction?).

*The images are great, but next time do could you post just a couple, and make the rest links to the images (use the [url] tag instead of the [img] tag).
Title: Re: Woodsmen? Stay Tuned..
Post by: madmanntis on 30 April 2009, 04:32:29
Quote
*The images are great, but next time do could you post just a couple, and make the rest links to the images (use the [url] tag instead of the [img] tag).

Done. I suppose it did take up a lot of room....

Quote
Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.

Quote
Being Canadian, I happen to love moose (and yeah, they're bigger).

Yeah... when initially modelling the moose, it was quite a bit bigger, but I scaled it down to be a size 2 unit. I thought size 3 would be too big... we'll see.

Quote
If I rode a moose into battle, I wouldn't even need a weapon.  I'd just run people over.

The Forest Marauder (aka, moose rider) has a secondary charge attack (which, sadly, the computer will never use  :-[) that does big impact damage (but uses all of the unit's slow-regen ep).

Thanks for the feedback y'all!

Title: Re: Woodsmen? Stay Tuned..
Post by: MadElf on 30 April 2009, 07:48:46
When will it come out? I wanna try it against the Elves. ;D
Title: Re: Woodsmen? Stay Tuned..
Post by: tucho on 30 April 2009, 08:45:59
Looks nice :), I hope see a playable version soon
Title: Re: Woodsmen? Stay Tuned..
Post by: Omega on 30 April 2009, 18:49:47
Yes, it looks very good. Do you have much modeling experience? Also, will it go with Magitech or be a stand alone tech tree?

*PS: Tucho, it's nice to see you again!
Title: Re: Woodsmen? Stay Tuned..
Post by: MadElf on 30 April 2009, 22:44:55
Probably he does, the models look great!
Title: Re: Woodsmen? Stay Tuned..
Post by: John.d.h on 1 May 2009, 00:10:59
The Forest Marauder (aka, moose rider) has a secondary charge attack (which, sadly, the computer will never use  :-[) that does big impact damage (but uses all of the unit's slow-regen ep).
I think the GAE team was working on getting units to use alternative attacks, but I don't know if they got it working yet or not.  If so, that would be a good opportunity for it.
But I think you should change the name to Barbarian, it fits, I think.
I'd stick with Woodsmen.  Barbarian is used a lot already and it also sounds kinda negative.
Title: Re: Woodsmen? Stay Tuned..
Post by: madmanntis on 2 May 2009, 16:39:49
So,  here's the tech tree, and a quick description of the units and stuff.
http://i43.tinypic.com/nd79cw.jpg (http://i43.tinypic.com/nd79cw.jpg)

Red = Build
Blue = Produce/Research Upgrade
Green = Morph

Yellow Border signifies an Upgrade

UNITS
Forester - The basic worker. (the only worker for Woodsmen).
Deer - Food producing unit. Fast.

Hunter - Ranged unit. Shorter Range. Slow movespeed. Throws spears. Little leather armor.
Axeman - Melee unit. Slow movespeed. Slower but strong attack. Carries a large axe. Leather armor.
Forest Marauder - Mounted unit. Fairly fast. Pretty good attack. Wood armor. Rides a moose. Can charge.
Fallen Elder - Melee/siege unit. A battering ram. Slow. Bulky. Heavily armored. Slow attack. Big damage.
Falconer - Ranged unit. Normal range. Quicker movespeed. Uses falcon as weapon. Big slashing damage.

BUILDINGS
Grand Lodge - Main building.
Hunter's Hall - Produces most military units.
Implement Shack - Does upgrades.
Wilderness Shelter - Produces Deer for food.
Forest Elder Aviary - Produces Falconers and, in the future, Great Protectors (see below).
Forest Elder Guardian - Basic defensive structure.

UNITS and BUILDINGS SHOWN AS N/A
Great Protector - The Woodsmen air unit. Initially going to be a giant eagle and rider. Now I'm thinking owl.
Earth Cannon - The anti-air structure/unit. Basically a geyser that a Forester pushes small boulders into.
Earth Burrow - Basically a big dirt cave. Exists only to produce the Earth Brothers.
Earth Brother - The Woodsman "big" unit. Basically a huge bear. But really bad-ars.

UPGRADES
Eye of the Predator - Increases sight of nearly all buildings and units
Forest Elders - Allows Forester to plant Forest Elders (the tree-buildings).
Advanced Animal Training - Allows Forest Marauders, Forest Protectors and Earth Brothers.
Lightweight Spears - Increases the range of the Hunter and Forest Guardian.
Rawhide - Increases armor for the Hunter, Axeman, Falconer and Forest Protector.
Excavation - Allows Forester to dig/build Earth Cannon and Earth Burrow.
Carpenter Moss - Allows most wood buildings to upgrade to mossy counterpart (with regen and armor). Also upgrades Forest Marauder's armor.
Title: Re: Woodsmen!! Tune in.
Post by: MadElf on 3 May 2009, 00:00:24
That is awesome! I love the falcon guy, really creative ideas! And the deer looks s realistic!
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 3 May 2009, 00:03:48
wow good job, i'm trying the faction right now
it's great! :)
i see you used filefront, glad i could help ;)
Title: Re: Woodsmen!! Tune in.
Post by: John.d.h on 3 May 2009, 17:39:13
I just tried out this mod, and wow, where do I start?  The models and textures are superb, the music is great, animations look fantastic, and there's really nothing I didn't like.  Well done.
Title: Re: Woodsmen!! Tune in.
Post by: modman on 3 May 2009, 21:20:29
Very Cool!  I will add it to the Factions Download Center under unfinished factions. ;)

I can't wait to play it!
Title: Re: Woodsmen!! Tune in.
Post by: Omega on 5 May 2009, 20:43:14
And I'll add it to Glest Guide's MDC (mod download center, it has got 52 hits in just over a day, nice!) when you release a playable version with all units. Take your time, this looks great and I want it to be great straight until the end!
Title: Re: Woodsmen!! Tune in.
Post by: titi on 5 May 2009, 20:59:48
I also wanted to test it today. The screenshots looked very promising!

But...., it doesn't work in linux :(
The damn blender exporter bug corrupted the files! The bug is fixed now, but it looks like it made a lot of mess :( !
Oh man, I'm so sorry that I didn't saw this bug!

So what happened?
Instead of reporting a bug in the blender exporter, I think everyone made the things working on his own :(
The people manually edited the g3d-xml or they did something different to make the texture export work .
This now results in models which include references to textures like this:

\\texture_axeman.tga

and \\ is something linux really doesn't like!
you simply get something like this when you try to start:
Code: [Select]
Error loading UnitType: techs/megapack_v5/factions/woodsmen/units/axeman/axeman.xml
Exception caught loading 3d file: techs/megapack_v5/factions/woodsmen/units/axeman/models/axeman_walk.g3d
Can't open TGA file: techs/megapack_v5/factions/woodsmen/units/axeman/models/\\texture_axeman.tga
Segmentation fault

What can we do now to fix the corrupted .g3ds?
I'm currently working on a (linux)shell script which hopefully fixes this bug, but I'm not shure if i will have success.
So I still think the best and most proper way to fix it, would be to export everything again using the current blender exporter 1.1
But this means alot of work!

So, would you be so kind to do this madmanntis? I would be very very happy!

( And to all the other modders out there, please use the new blender exporter 1.1 when you are using windows! )

Update: here is a scriptfile which can fix the woodsmen for linux:
Copy this file: ( http://www.titusgames.de/woodsmenpatch.sh (http://www.titusgames.de/woodsmenpatch.sh) ) in the directory  "woodsmen"
make the script executable ( "chmod a+x"    or however you want )
go to the woodsmen directory and execute the script.

this is what the script looks like ( it should work for other mods with similar g3d problems too! ):
Code: [Select]
for g3dfile in $(find . -type f -name '*\.g3d')
do
for texture in $(find `dirname $g3dfile` -type f -name '*\.tga')
do
tgaName=`basename $texture`
fromName=\\\\\\\\$tgaName
toName=$tgaName
cat $g3dfile |sed "s/"$fromName"/"$toName"\x00\x00/g" > $g3dfile.new
mv $g3dfile.new $g3dfile
done
done
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 5 May 2009, 22:22:15
i've been running it under linux fine
probably because i used one of my glests running under wine
Title: Re: Woodsmen!! Tune in.
Post by: titi on 5 May 2009, 22:25:38
Good job!
I currently played my first game and it was really fun and the units really look good!
I think I have to learn a bit more about the upgrades before i play next time  ;D .
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 9 May 2009, 02:27:44
i'm curious, why did you release it as 0.9, it's so good, i think the first release should have been 1.0
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 11 May 2009, 00:28:58
so what's going to be new in version 1.0
Title: Re: Woodsmen!! Tune in.
Post by: madmanntis on 11 May 2009, 02:17:39
Hey all!

Thanks for the awesome feedback. I am joyed to see that it's been well received thus far. I'm sorry that I have not been able to respond sooner... I've been quite busy with the summer mission I'm on right now (and, will continue to be on for 15 weeks-ish).

titi: Thanks for your work on the Linux patch! Yeah... off the top of my head, I don't even know what version of the blender exporter I'm using right now (Version 1.too-old it seems). I've noticed on other threads that a new g3d-blender exporter exists. Does that mean you can export directly to g3d from blender without xml2g? That would be swell-tastic!  :)

archmage101: Yeah... I'm not much of a Beta, Alpha, version number kinda guy. I guess I said 0.9 because four of the units are non-existant (no xmls, no g3ds, no textures). That in itself may not be enough to warrant the 0.9, but now having read these posts, I guess linux-friendly-g3d's might be a good thing to have next version as well.

So yeah. Next version: full tech tree and linux-friendly g3d's.

Beyond that: original sounds, tweaked models (the aviary is too big) and I'm toying with the idea of changing the tech tree a bit so falconers come around earlier in the game. There's also a bunch of other things I want to tweak/fix... I have a list started (let me know if you have anything to add to it).

But yeah... as to when the next version is ready... it's gonna be a while. As I said, I'm on mission right now, and things are pretty busy for me.

Thanks again! Peace!
Title: Re: Woodsmen!! Tune in.
Post by: John.d.h on 11 May 2009, 02:44:27
Does that mean you can export directly to g3d from blender without xml2g? That would be swell-tastic!  :)
Yeah, that's actually been available for quite some time now.  Check out the first post on http://www.titusgames.de/ for the download and the instructions.
Title: Re: Woodsmen!! Tune in.
Post by: ElimiNator on 19 May 2009, 05:50:28
Looks good. But you should have a air unit too.  :P
Title: Re: Woodsmen!! Tune in.
Post by: Omega on 19 May 2009, 15:43:13
An air unit could be some kind of bird maybe?
Title: Re: Woodsmen!! Tune in.
Post by: ElimiNator on 19 May 2009, 20:04:08
Ya like a snowy owl. You can make them from a hole in a tree?
(http://www.nrdc.org/water/conservation/hbyear/images/jan1.jpg)
Title: Re: Woodsmen!! Tune in.
Post by: tiger on 21 May 2009, 06:31:43
make a flying unit :)
Title: Re: Woodsmen!! Tune in.
Post by: spartanski on 13 June 2009, 04:04:57
Using Titi's Thunderbird (which I reskinned) I made a Golden Eagle flying unit which works, but is a little too powerful for Norsemen (the faction I played against). The reason I chose a Golden Eagle and not a snowy owl like previously suggested was that Golden Eagles are used extensively in the Balkans for falconry. Also they are held sacred in cultures ranging from northern North America to northern Eurasia.
Only problem is I am not really sure how to upload it  ???
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 13 June 2009, 14:47:44
right click the file and compress it (you'll find that by looking through the button on the right click pull down thing)
then go to an uploading site (example: filefront, mediafire, savefile)
you will have to create an account on the site to upload stuff
then upload the compressed file, and give us a link to it (copy and paste)

hope this helps! :D
Title: Re: Woodsmen!! Tune in.
Post by: spartanski on 13 June 2009, 18:08:05
Thanks for the help. Just replace the old aviary and mossy aviary with these new ones and add the golden eagle file. It may need some work to make it completely balanced with the other factions.

here is the download http://files.filefront.com/13896108 (http://files.filefront.com/13896108)
Title: Re: Woodsmen!! Tune in.
Post by: MadElf on 13 June 2009, 23:35:15
I think using the Dragon model for an Eagle doesn't work very well, since eagles don't have 4 paws.

An idea: You should make that when buildings upgrade to mossy form, their texture gets more green and with a mossy appearance.
Title: Re: Woodsmen!! Tune in.
Post by: spartanski on 14 June 2009, 04:17:59
I agree that a different model needs to be used instead of the dragon, but all I know how to do is edit tga and xml files.
Title: Re: Woodsmen!! Tune in.
Post by: MadElf on 14 June 2009, 04:21:58
Don't worry, everyone started like this.
Try reading some modeling tutorials around the net.
This is a good one: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
Title: Re: Woodsmen!! Tune in.
Post by: madmanntis on 14 June 2009, 19:32:17
Yeah... I dunno. I'd prefer an owl to be honest. I don't have anything in the way of modelling done, but I made a little bit of concept art (which I cannot share due to not having a scanner  :-[). However, I've been hoping to produce SOMETHING new soon as I get a computer desk (I refuse to model and/or animate while sitting in the floor in an uncomfortable fashion).

Sorry for the standstill.
Title: Re: Woodsmen!! Tune in.
Post by: -Archmage- on 14 June 2009, 19:46:40
use a digital camera and take a picture of it
Title: Re: Woodsmen!! Tune in.
Post by: Fluffy203 on 14 June 2009, 21:01:51
I can make you a snow owl , can't texture it , but i can model one  ;D
Title: Re: Woodsmen!! Tune in.
Post by: Fluffy203 on 14 June 2009, 22:35:18
Ok i got bored here is your snow owl , if you want me to animate i will (http://i249.photobucket.com/albums/gg218/Shadowfox_203/th_snow_owl.jpg) (http://s249.photobucket.com/albums/gg218/Shadowfox_203/?action=view&current=snow_owl.jpg)
Title: Re: Woodsmen!! Tune in.
Post by: Mark on 18 June 2009, 21:43:22
That image is kind of hard to see, but if you could take a picture of a textured one and upload that it would be cool.  Also, I think that a golden eagle is cool too, but try to concentrate your efforts on the glade project.  (no offense madmanntis).
Title: Re: Woodsmen!! Tune in.
Post by: madmanntis on 18 June 2009, 23:12:00
No offense taken. And while I am honoured that fluffy so readily shared his noteworthy modelling talents with me, I'd kinda like to go this mod alone to get some good experience. Also, I was moreso leaning towards a great-horned owl. I'll take a peek at the snow owl when I can. Perhaps I can slightly modify it to suit my needs... that is, if it's all right (fluffy)?
Title: Re: Woodsmen (is currently at a standstill)
Post by: madmanntis on 10 July 2009, 22:44:46
You may have noticed that the name of this post says, "is at a standstill." This is true. However, just for the sake of interest, here's a screenshot of something I was working on a bit.. the forest protector (http://i32.tinypic.com/21azbth.jpg (http://i32.tinypic.com/21azbth.jpg)). I still want to tweak the model, then animate. That won't be for quite a while. I've tried to work on my mod just a little while on mission, but it's been eating up too much time. So nothing new will really show up until mid-august or later.
Title: Re: Woodsmen (is currently at a standstill)
Post by: GlestNewb on 10 July 2009, 23:06:51
amazing mod :D
Title: Re: Woodsmen (is currently at a standstill)
Post by: -Archmage- on 10 July 2009, 23:21:27
Hmmm...neat, it looks as if has a sword in his right hand.
Is the owl going to fly the guy just above the ground so he can attack?

or is that not a sword he's holding?
Title: Re: Woodsmen (is currently at a standstill)
Post by: ElimiNator on 11 July 2009, 00:12:36
There is a big prob in your mod.
Wen you upgrade a building to mossy the workers can't repair it any more.
you need to add the mossy stuff to the workers repair list.

BTW this mod is cool  ;).
Title: Re: Woodsmen (is currently at a standstill)
Post by: madmanntis on 13 July 2009, 23:41:39
Quote from: ElimNator
There is a big prob in your mod.
Wen you upgrade a building to mossy the workers can't repair it any more.
you need to add the mossy stuff to the workers repair list.

Thank you! Excellent constructive criticism! I shall have to fix that.

Quote from: archmage101
Hmmm...neat, it looks as if has a sword in his right hand.
Is the owl going to fly the guy just above the ground so he can attack?

Well actually, he's holding throwing spears (or javelins if you wish). I merely wanted to try something a little different than the "guy-riding-a-flying-creature" approach. Basically the owl is holding a basket that the spear-dude stands in. I still have to tweak the model and figure out the animations.
Title: Re: Woodsmen (is currently at a standstill)
Post by: John.d.h on 14 July 2009, 00:03:26
Well actually, he's holding throwing spears (or javelins if you wish). I merely wanted to try something a little different than the "guy-riding-a-flying-creature" approach. Basically the owl is holding a basket that the spear-dude stands in. I still have to tweak the model and figure out the animations.
I think it would look cool if the owl would drop the basket when he dies.
Title: Re: Woodsmen (is currently at a standstill)
Post by: GlestNewb on 14 July 2009, 01:29:47
Man I LOVE this mod, it's really easy for me to kill enemies from something like tech (it's hard for me to win a 1v1 tech game with tech and magic) and if you have 16 falconers, then u can kill a strong target or building in a couple of hits.
Title: Re: Woodsmen (creaking back into motion)
Post by: madmanntis on 24 September 2009, 04:03:02
Hullo my friends! Don't worry. Woodsmen is alive.

I finished my summer mission about a month or two ago (time flies) and, once again having a somewhat stable schedule, production continues.

So... although I have no photos (yet), here is what I've done:
-re-exported all existing models with Blender exporter v1.1
-re-modelled the construction model for the Grand Lodge (it didn't jive with the cellmap)
-re-modelled the hunters den (I didn't like the cellmap... the marauder tends to get stuck)
-changed the texture for the aviary a little bit
-now have the fallen elder being produced at implement shack
-created destruction models for Forest Elder Aviary and Guardian
-modelled, textured, xml'd Forest Protector and Geyser Cannon (the anti-air, previously shown as "Earth Cannon")
-made some original sound for the Hunter (but I don't like the voice I used... will re-do)

And... yeah. That's it I guess. I'll try to get an in-game photo up some time to show off the Forest Protectors and Geyser Cannon.

Cheers! God bless ye! It's good to be back (officially).
Title: Re: Woodsmen (creaking back into motion)
Post by: ElimiNator on 24 September 2009, 04:13:54
Cool! I always liked this mod!
Did you fix the worker so he can repair the mossy buildings too?
Title: Re: Woodsmen (creaking back into motion)
Post by: John.d.h on 24 September 2009, 04:24:37
Cool.  I'll be looking forward to the new version. :)
Title: Re: Woodsmen (creaking back into motion)
Post by: -Archmage- on 24 September 2009, 11:17:43
I liked this mod, I'm looking forward to a new version.
Title: Re: Woodsmen (creaking back into motion)
Post by: Omega on 24 September 2009, 16:24:34
YES!  ;D ;D ;D

I happen to love this mod. Just realized that I must redownload. Lost it in a crash!
Title: Re: Woodsmen (creaking back into motion)
Post by: madmanntis on 24 September 2009, 19:42:07
Cool! I always liked this mod!
Did you fix the worker so he can repair the mossy buildings too?

OH! I forgot! Thanks for the reminder.  ;)
Title: Re: Woodsmen (creaking back into motion)
Post by: GlestNewb on 25 September 2009, 01:39:33
Thought this mod would die :D
Title: Re: Woodsmen (creaking back into motion)
Post by: madmanntis on 29 September 2009, 04:37:34
So, I said I'd post a few photos.

The first two are ingame photos to show off the Forest Protector and Geyser Cannon.
http://i37.tinypic.com/20j4b39.jpg (http://i37.tinypic.com/20j4b39.jpg)
http://i34.tinypic.com/29nvy2x.jpg (http://i34.tinypic.com/29nvy2x.jpg)

This one is a screenshot from blender (not a render). It's the model for the Earth Brother (still in development). I imported a worker and a behemoth do give you an idea of the size. The things on it's back are basically going to be curved, sharpened logs.
http://i35.tinypic.com/2csf1nm.jpg (http://i35.tinypic.com/2csf1nm.jpg)

I know I had said something about the next version having a full tech tree and re-exported models. Well, I'm thinking that's still a way's a way, so perhaps expect a slightly updated release with the two new models (and some somewhat embarassing custom sounds for the hunter) in the next couple of days.
Title: Re: Woodsmen (creaking back into motion)
Post by: John.d.h on 29 September 2009, 05:12:29
I really like the owl, especially the texture.  The bear model looks good overall, especially the head, but the feet look a little off.  For reference: bear front paw print (http://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/B%C3%A4renspurP1050395.jpg/800px-B%C3%A4renspurP1050395.jpg) and bear rear paw print (http://upload.wikimedia.org/wikipedia/en/thumb/f/f6/Grizzly_rear_paw_print.jpg/800px-Grizzly_rear_paw_print.jpg).  As you can see, the front paws are kinda roundish while the back paws are longer and more triangular.  Hopefully that helps.
Title: Re: Woodsmen (creaking back into motion)
Post by: ElimiNator on 29 September 2009, 06:14:16
Wow looks good I like the owl by the way.  :D
Title: Re: Woodsmen (creaking back into motion)
Post by: -Archmage- on 29 September 2009, 12:18:49
The Owl is awesome, very nice model. :)
Title: Re: Woodsmen (creaking back into motion)
Post by: GlestNewb on 29 September 2009, 22:12:42
Awesome owl but it's HUGE lol.
Title: Re: Woodsmen (creaking back into motion)
Post by: madmanntis on 30 September 2009, 00:22:39
I really like the owl, especially the texture.  The bear model looks good overall, especially the head, but the feet look a little off.  For reference: bear front paw print (http://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/B%C3%A4renspurP1050395.jpg/800px-B%C3%A4renspurP1050395.jpg) and bear rear paw print (http://upload.wikimedia.org/wikipedia/en/thumb/f/f6/Grizzly_rear_paw_print.jpg/800px-Grizzly_rear_paw_print.jpg).  As you can see, the front paws are kinda roundish while the back paws are longer and more triangular.  Hopefully that helps.

Thanks! Great feedback! I will definately modify the feet.

Thanks everybody!
Title: Re: Woodsmen (creaking back into motion)
Post by: -Archmage- on 2 October 2009, 14:10:30
Hey, you know, this could be the Dark Magic counter faction! :D

Tech<--->Magic
Woodsman<--->Dark Magic

Whadaya think.............?????
Title: Re: Woodsmen (creaking back into motion)
Post by: Mark on 3 October 2009, 02:37:16
I don't really understand, because this is really not like dark magic.  But it is good enough to go many places I guess.
Title: Re: Woodsmen (creaking back into motion)
Post by: madmanntis on 6 October 2009, 02:26:21
I know I had said something about the next version having a full tech tree and re-exported models. Well, I'm thinking that's still a way's a way, so perhaps expect a slightly updated release with the two new models (and some somewhat embarassing custom sounds for the hunter) in the next couple of days.

...and by a couple of days, I guess I really meant a week.  :P

Check the initial post for a slightly updated version of Woodsmen.
Title: Re: Woodsmen (slightly new release.... um.... released)
Post by: -Archmage- on 6 October 2009, 12:46:47
Now I'll have to update the GUE. ::)

One more thing on top of my huge list......
Title: Re: Woodsmen (slightly new release.... um.... released)
Post by: Loronal on 6 October 2009, 21:36:30
cool this mod is amazing I really liked it. It's one of the first mods that is pretty much complete that I really liked. Next to the megapack this is my favorite mod ;D ;) :D
Title: Re: Woodsmen
Post by: madmanntis on 10 October 2009, 02:23:53
So, I finished texturing the Earth Brother. I just need to rig it and model it. After that, the xml. Then i'll have only one more unit left!!

So, here's a picture of latest work. I exported a still version so I could get a screenshot (I really do dislike toying around with cameras and lighting in blender).
(http://i36.tinypic.com/1pw608.jpg)

Edit (IMPORTANT): The texture used for the model shown here is a derivative work of chascar's photo as seen on Flickr here: http://www.flickr.com/photos/chascar/553955755/ (http://www.flickr.com/photos/chascar/553955755/)

Title: Re: Woodsmen
Post by: titi on 11 October 2009, 00:56:45
nice model!
Title: Re: Woodsmen
Post by: 24kgoldring on 11 October 2009, 03:56:36
Fantastic Work! Yet, I see no bugs for this faction, just pure pwnage.
Title: Re: Woodsmen
Post by: Loronal on 11 October 2009, 19:22:57
Please tell me how you make those textures AUUUGHGH its amazing
Title: Re: Woodsmen
Post by: madmanntis on 14 October 2009, 02:47:37
Thanks y'all!!  :D
Blessed be God.

As for how I do my textures? Well, I've wondered if I ought to try and make a GIMP texturing tutorial some day.... hmm.... we shall see...

In the meantime, I can tell you that texturing (doing it and learning to do it) takes patience in varying quantities. Everyone's first textures are going to be rough. My earliest modelling/texturing exploits (prior to starting Woodsmen) were far less pleasing to the eye (enough for me not to post them)  ::)... so yeah..

Also, I had a really good image of a bear to use for the texture, and that I cannot take credit for (speaking of which... see my last post for an edit including attribution). Clone stamp, durn/dodge, eraser and the "Colour to Alpha" tool are your friends. But like I said... these would be better explained in some kind of a tutorial.
Title: Re: Woodsmen
Post by: -Archmage- on 4 November 2009, 15:06:10
0.9.5 ---> 0.9.6+ anytime soon? :D

Also your download link is broken..................
Title: Re: Woodsmen
Post by: Loronal on 4 November 2009, 15:22:49
Oh I thought the mod was developing again when i saw this
Title: Re: Woodsmen
Post by: madmanntis on 7 November 2009, 00:00:43
Sorry for the silence friends. I've been getting my new pc together and it's been a little interesting. Windows 7 64-bit looks nice, but works crap-tastically for me right now (random freeze here. random freeze there....). I still need to transfer all of my files over from my old pc too. Then work continues.

The link is broken? Thanks for the head's up. I will fix this possibly tomorrow... if not, Sunday./

Thanks.
Title: Re: Woodsmen
Post by: Zoythrus on 7 November 2009, 00:01:56
YAY! the woodsmen are coming back!
Title: Re: Woodsmen
Post by: -Archmage- on 17 November 2009, 23:52:55
Dude the link is still broken!
PLEASE PLEASE PLEASE fix it, I love this mod!
Title: Re: Woodsmen
Post by: madmanntis on 24 November 2009, 00:26:13
Hey! Sorry about the link being down for so long. And thanks for giving me the neccesary, motivational harassment to get me to finally just go and fix it (I need that sometimes).

First post for the link. Or click it here:
http://www.filefront.com/14984347/woodsmen-0.9.5.zip (http://www.filefront.com/14984347/woodsmen-0.9.5.zip)
Title: Re: Woodsmen
Post by: -Archmage- on 24 November 2009, 00:45:10
Could you package it as a 7z?

Do I have to harrass you to do this :P?

Although it's a small package, so if you don't do it, I'm fine.
Title: Re: Woodsmen
Post by: -Archmage- on 24 November 2009, 17:37:21
Do you mind if I work on a sort of 0.9.6 or something, I just played it , and now I'm itching to fix a few things I saw, with sounds timing and a few other things.
Title: Re: Woodsmen
Post by: madmanntis on 24 November 2009, 23:13:25
Do you mind if I work on a sort of 0.9.6 or something, I just played it , and now I'm itching to fix a few things I saw, with sounds timing and a few other things.

Sound timing? Yeah, you can fix some sound timing if you want. I am curious which units it was (I suspect the falconer and maybe the fallen elder).

As far as the, "few other things," just lemme know what they are first, and I'll tell you if it's something I want to look after myself, or not. The sounds in general are in a very rough shape, as I plan to focus on sounds after the units are modelled, textured and worked into the game.

So yeah.. just let me know what you plan/hope to change/tweak. Like john.d.h with his Sun and Moon mod, I hope to go solo on most of the work and thus forcefeed myself some experience.
Title: Re: Woodsmen
Post by: -Archmage- on 24 November 2009, 23:23:23
I'll maybe work on it later this week.
Title: Re: Woodsmen
Post by: Zoythrus on 25 November 2009, 01:46:39
i have played the newest release and i have one thing to say...it is a very beautiful mod. i think that it is one of the best in terms of playability, units, and overall beauty.

thank you for making it!
Title: Re: Woodsmen
Post by: -Archmage- on 25 November 2009, 02:11:08
Zoythrus I'm afraid I  have to say that that is an understatement...
Title: Re: Woodsmen
Post by: Zoythrus on 25 November 2009, 02:20:33
i think its wonderful-looking. i will admit that it's not done yet, but it is looking really good at this point!
Title: Re: Woodsmen
Post by: Loronal on 2 December 2009, 19:08:26
You have probably one of the greatest experiences in texturing though.
Title: Re: Woodsmen
Post by: wciow on 3 December 2009, 11:08:46
This is a great mod! I missed it with all the other mods currently in production.

Lots of people rated it highly in the favorite mod poll so I downloaded it and played a bit last night.

I hope this mod improves in the future.
Title: Re: Woodsmen
Post by: emscape on 3 December 2009, 18:06:38
nice mods, btw thanks for borrowing some models, they are so great.
Title: Re: Woodsmen
Post by: Bob on 4 December 2009, 12:41:57
Very good but, the computer have ia to game with Woodsmen?

Title: Re: Woodsmen
Post by: ultifd on 27 February 2010, 06:51:28
Awesome!  ;D Great faction.
I created a video, but then I found out it was more than 20 minutes long...  ::)
Is this going to be updated/ at least with the "big bear" models/units?  ???
 :P
Title: Re: Woodsmen
Post by: madmanntis on 28 February 2010, 02:27:23
WELL actually.... I sorta dropped the ball for a long while, but I've recently picked it up.

After finally getting Windows 7 64 bit to cooperate, and then finally after getting my ambition to.... exist, I was able to do all of the animations for the Earth Brother (aka, big ol' bear shown in this thread somewhere). I've exported these to g3d, I just have to come up with an xml.

My next task is modelling the Burrow, the building that will produce the Earth Brother. I'll then re-release. Then I can try to fix up some of the sound, while fixing balance issues, general gameplay issues and any other issues that y'all bring to my attention.

So yeah. This mod isn't dead. It's just.... real sleepy.   ;)

(http://i46.tinypic.com/2pz9mpw.jpg)
Title: Re: Woodsmen
Post by: ultifd on 28 February 2010, 02:31:36
WELL actually.... I sorta dropped the ball for a long while, but I've recently picked it up.

After finally getting Windows 7 64 bit to cooperate, and then finally after getting my ambition to.... exist, I was able to do all of the animations for the Earth Brother (aka, big ol' bear shown in this thread somewhere). I've exported these to g3d, I just have to come up with an xml.

My next task is modelling the Burrow, the building that will produce the Earth Brother. I'll then re-release. Then I can try to fix up some of the sound, while fixing balance issues, general gameplay issues and any other issues that y'all bring to my attention.

So yeah. This mod isn't dead. It's just.... real sleepy.   ;)
I see, this bear? (http://i36.tinypic.com/1pw608.jpg)cause I'm confused.  :P
Very nice to hear, since this is one of the top...  ::)
Good luck and I can't wait to test them...even if it it will take like weeks for you to finish.  ::)
Title: Re: Woodsmen
Post by: madmanntis on 15 March 2010, 21:09:27
Thanks for the nudge archmage.

A quick update to show that neither I or this project are dead.   ;)

What has been done:
Earth Brother:
-finished animations
-exported g3d's
-have begun work on xml's

Earth Burrow:
-modelled
-have begun texturing

What needs to be done before I can release the next version:
Earth Brother:
-RE-export g3d's (had model positioned wrong on grid)
-finish xml
-create icons

Earth Burrow:
-finish texturing
-create construction model
-export to g3d
-xml
-icons!

Forest Elder Aviary:
-re-export, so as to be rid of annoying transparency glitch (will have to read old posts to see how Eliminator overcame this)

So yeah. There you have it. Most likely won't have anything new for you until next week AT LEAST.

But, for anyone like me, who browses through mod-related posts searching for pictures  :look:, here you are (earth burrow model in blender):
(http://i42.tinypic.com/nxw76g.jpg)
Title: Re: Woodsmen
Post by: -Archmage- on 15 March 2010, 21:24:12
 :D
Title: Re: Woodsmen
Post by: ElimiNator on 15 March 2010, 21:43:17
-re-export, so as to be rid of annoying transparency glitch (will have to read old posts to see how Eliminator overcame this.)
What are you talking about?
Title: Re: Woodsmen
Post by: John.d.h on 15 March 2010, 22:02:33
I found the solution a while ago, and put it here:
https://docs.megaglest.org/Transparent_teamcolor (https://docs.megaglest.org/Transparent_teamcolor)

Basically, just make sure the opaque object is the light pink one, and the one with the transparency is the dark pink one.
Title: Re: Woodsmen
Post by: ultifd on 15 March 2010, 22:40:49
Cool  8) , can't wait.  :bomb:  :thumbup:
Title: Re: Woodsmen
Post by: madmanntis on 16 March 2010, 00:13:35
What are you talking about?

I found the solution a while ago, and put it here:
https://docs.megaglest.org/Transparent_teamcolor (https://docs.megaglest.org/Transparent_teamcolor)

Basically, just make sure the opaque object is the light pink one, and the one with the transparency is the dark pink one.

Ahhh. Excellent! Thanks John! And sorry for the confusion ElimNator! I thought that it was you had initially discovered this... but perhaps I was mistaken.
Title: Re: Woodsmen
Post by: ElimiNator on 16 March 2010, 00:55:00
O yes, I brought up the problem and Titi found the fix.  :)
Title: Re: Woodsmen
Post by: John.d.h on 16 March 2010, 01:44:38
O yes, I brought up the problem and Titi found the fix.  :)
I just don't get any credit around here, do I? :P :O
Title: Re: Woodsmen
Post by: tiger on 16 March 2010, 01:50:17
 :D
Title: Re: Woodsmen
Post by: ElimiNator on 16 March 2010, 02:38:26
What did you do?  ::)
Title: Re: Woodsmen
Post by: -Archmage- on 16 March 2010, 15:43:01
John solved the problem. ::)

THANK YOU JOHN, HERE ARE YOUR CREDITS! :D
Title: Re: Woodsmen
Post by: ElimiNator on 16 March 2010, 16:48:55
No, look here (https://forum.megaglest.org/index.php?topic=4423.msg27007#msg27007) Titi did.
Title: Re: Woodsmen
Post by: John.d.h on 16 March 2010, 17:03:40
That's not the problem we're talking about (https://forum.megaglest.org/index.php?topic=4423.msg36882#msg36882). ::)

Anyway, bringing things back on topic, the burrow is looking awesome and I'm looking forward to tearing some people up with an army of giant grizzly bears. ;D
Title: Re: Woodsmen
Post by: -Archmage- on 16 March 2010, 17:05:25
Gah!
I was just about the post the same link!!! :bomb:

*sarcastic smile*
Title: Re: Woodsmen
Post by: ElimiNator on 16 March 2010, 17:07:29
Sory but there both the same.  :O
Title: Re: Woodsmen
Post by: -Archmage- on 16 March 2010, 17:38:53
Elim, you're making a fool out of yourself......the problem is that some things were not visible through transparency, like parts of a model being blocked by other parts of the same model(the parts that are blocking out the things behind it are transparent). ::)
Title: Re: Woodsmen
Post by: ElimiNator on 16 March 2010, 17:49:38
Um I know...
Title: Re: Woodsmen
Post by: -Archmage- on 16 March 2010, 17:55:44
Yah, and JOHN solved the problem, not Titi, Titi solved the transparent teamcolor problem, they are two different, but related problems... ::)

After you figure this out, I'd like to remove this little section of OT...
Title: Re: Woodsmen
Post by: madmanntis on 21 March 2010, 04:14:18
I think the confusion comes from both of the problems being solved in the same thread. Well, thanks to John and Titi for their contributions to Glest-kind!

Some small update-ness:
I was able to re-export the Earth Brother so it sits centered on it's 3x3 grid. Also, I modified the models for the Forest Elder Aviary and the Forest Elder Guardian. The Aviary is now a little smaller (it originally had a height of 11, and I felt it looked :confused: HUGE ingame. Now it's just 8 for height) and I beefed up the branches of the Guardian (they were scrawny with the same thickness at both the base and end of the branches). I then re-exported both units so the transparency of the leaves doesn't make the rest of the unit disappear from above.  :D

Will hopefully amass ambition to finish the burrow texture, finish xml's and test it all soon.. then re-release!

Title: Re: Woodsmen
Post by: ultifd on 21 March 2010, 04:16:30
So a week-ish from now is the release date?  :|
 :)  :thumbup:
Title: Re: Woodsmen
Post by: John.d.h on 22 March 2010, 19:51:06
The Aviary is now a little smaller (it originally had a height of 11, and I felt it looked :confused: HUGE ingame. Now it's just 8 for height)
Ah, good.  The big canopy kinda blocked out a lot of other units in the area, so this should help a lot.
Title: Re: Woodsmen
Post by: kris9700 on 4 April 2010, 17:04:56
Awesome mod cant wait tell its finished.  ;D
Title: Re: Woodsmen
Post by: ultifd on 5 August 2010, 03:16:57
The Forest Marauder (aka, moose rider) has a secondary charge attack (which, sadly, the computer will never use  :-[) that does big impact damage (but uses all of the unit's slow-regen ep).
Is this still true?  :| Why...

Hmm...would be cool if we could see the "brother(s)" in game...  :|

EDIT: I think there might be some new bugs in Woodsmen. Mainly with the forester (worker). Something about NULL and etc. I'll update this post later.
Title: Re: Woodsmen
Post by: bogeyman on 8 November 2010, 01:28:54
I like this faction! Very great and unique concept!
The owl looks really cool...
Can't wait for the bear...  :)
Title: Re: Woodsmen
Post by: madmanntis on 14 December 2010, 19:08:50
Hullo all. It's me again. It's been a long while. I am sorry for that.

Here's why. Gather around for sad story time.

So when we last left off, I was trying to get back into developing this mod and was about to release a version with the Earth Brother and Burrow.

As I had mentioned back in those days, the PC I built had been giving me grief with mysterious hard-freezes. I searched and searched but could find no solution online. Eventually I took it to a local computer shop which also did tech support.

One of their attempts to fix the problem was to reinstall my OS. They backed up all my info to their hard drive, put on a clean install, and they thought they'd fixed it. I took it home to find that a) my files had not been put back, and b) the problem had not been fixed. Annoyed, I again kept my PC over the weekend, and tried to fix it.

I went back to the shop. I was informed that they still had my files (they had forgot to put 'em back). I was also told that although they didn't fix the problem the first time, I'd have to dish out another $70 for them to look at it again. I refused. I took it home and continued to try to diagnose and fix the problem myself, figuring that I might as well wait to get my files until the problem had been dealt with.

I never did get it %100, but my PC was a little more stable than before. Also, I was going to be moving soon for school. I took my PC back to the shop to retrieve my files.

It was then that I was informed (FOR THE FIRST TIME) that the policy of the store is to hold files on their hard drive for a limited amount of time. This is before I understood the wisdom of creating a backup of your work.

Whatever copy of Woodsmen is floating around on the internet is all that's left. All of my source files, textures, .blend files for each unit (with animations)...... gone.

That is why I have not posted in a while. It was a little bit crushing. All of my work on the Earth Brother (modelled, textured, animated, ready for glest) and the burrow are gone.

The moral of the story: CLOUD COMPUTING my friends. Back it up on the cloud.

God bless
-Madmanntis

Post Script(s):

With the course I'm taking now, as part of my project I'm making a website where I'm going to post some of sketches and things, including the concept drawings I could not share back in the day for lack of a scanner and camera. So I'll shoot a link over when that comes...

As far as the future of this mod, I am unsure. I have to think about whether I can and/or will get back into the swing of glest modding. It'll be like starting from scratch. There's a possibility I might just let the community have the mod to finish as it pleases. Like I said, I have to think about it. So more on that later.

Title: Re: Woodsmen
Post by: ultifd on 14 December 2010, 21:15:34
Oh no...  :( Another thing like this...cept' last time John d.h. recovered his files...
Everyone must backup... online and to external drives and such.
Quote
As far as the future of this mod, I am unsure. I have to think about whether I can and/or will get back into the swing of glest modding. It'll be like starting from scratch. There's a possibility I might just let the community have the mod to finish as it pleases. Like I said, I have to think about it. So more on that later.
Yeah...I guess the community could help balance the mod and fix any problems that it has...and maybe somehow in the future we'll have those other models too.
Title: Re: Woodsmen
Post by: Zoythrus on 14 December 2010, 22:04:09
well, wasnt there a bear made as a Glestimal? we can just retex it and pack it as the Brother

the burrow....do bears even have burrows?
Title: Re: Woodsmen
Post by: John.d.h on 14 December 2010, 22:10:43
Well shucks, this puts a damper on my plans for a big compilation mod for GAE.  Woodsmen was going to be a big part of that. :(

Sadly, most of us learn our lessons about backups after we lose important data.
Title: Re: Woodsmen
Post by: Zoythrus on 14 December 2010, 22:12:37
ok, everyone who can read this:

back up your files somewhere! eg. i have all of the constellus files backed up on Mediafire, and i would suggest that you all do likewise! (filefront works too)
Title: Re: Woodsmen
Post by: Omega on 14 December 2010, 22:41:33
Well, I'm assuming you don't need to make any changes to existing models and textures. That means you just have to (re)model the two new units you said you created (sucks, I know, but beats redoing it all). The rest (ie: balancing, fine tuning) is easily done from the XMLs, which can be changed from your latest download.

I wish you the best of luck in continuing this project.

Well shucks, this puts a damper on my plans for a big compilation mod for GAE.  Woodsmen was going to be a big part of that. :(

Sadly, most of us learn our lessons about backups after we lose important data.
That is sadly true, having ended up learning my lesson the hard way... Abet, it made me start the Military mod anew with better aspects, so I suppose it was for the better.
Title: Re: Woodsmen
Post by: John.d.h on 14 December 2010, 23:03:30
Well, I'm assuming you don't need to make any changes to existing models and textures. That means you just have to (re)model the two new units you said you created (sucks, I know, but beats redoing it all). The rest (ie: balancing, fine tuning) is easily done from the XMLs, which can be changed from your latest download.

I wish you the best of luck in continuing this project.
I too would like to see this finished.  I just mourn the loss of all the source files. :(

back up your files somewhere! eg. i have all of the constellus files backed up on Mediafire, and i would suggest that you all do likewise! (filefront works too)
Dropbox does it automatically, rather than having to remember to make periodic uploads.  Referral link in my sig. ;) But seriously, we've had catastrophic data losses for at least two major mods (Woodsmen and Military), and I had a pretty big scare recently, so everybody needs to have a backup -- if not for themselves, then for the community who wants to see their work completed!
Title: Re: Woodsmen
Post by: Mark on 17 December 2010, 01:57:24
back up your files somewhere! eg. i have all of the constellus files backed up on Mediafire, and i would suggest that you all do likewise! (filefront works too)
Dropbox does it automatically, rather than having to remember to make periodic uploads.  Referral link in my sig. ;) But seriously, we've had catastrophic data losses for at least two major mods (Woodsmen and Military), and I had a pretty big scare recently, so everybody needs to have a backup -- if not for themselves, then for the community who wants to see their work completed!
Yeah, a lot of dark magic stuff got lost in my crash, but nothing like this, or yours, john.

So what, specifically, is on the agenda? 
Title: Re: Woodsmen
Post by: madmanntis on 14 January 2011, 06:33:38
Hullo!

A quick update for y'all.

First, off, there is a small chance I may be able to recover the files from my old PC's hard-drive. I deleted my old files to free up space when I got my new PC, but I'm fairly certain that I didn't format or anything. I won't be able to get around to this for a while, as the old PC is at my parents' place 5 or so hours away, and I really down feel like making an unnecessary trip down perilously icy Saskatchewan highways.

But yeah... won't be for a while.

Secondly, as I mentioned in my last post, I had to make a little website for my one course' final project and I've put up all my old Glest concept doodles on there. It isn't awesome mods to play with... but it's something to look at if you're bored. If you see an unmade concept you'd like to make into a unit, feel free to borrow it.
Here's  the link for that. (http://lavalamp.dyndns.org/~manna/madmann/sketches/page01.html)

That's all for now. And YES. Some serious file protection will happen in the future.

God bless
-Madmanntis

Post Script:
Man.. I'm so out of the loop. Is there any simple answer to the question of, "what has changed in Glest?" The last time I was around, Megaglest was just getting into particle effects in xml. Anything else huge?
Title: Re: Woodsmen
Post by: Zoythrus on 14 January 2011, 07:28:15
GAE has functioning cloaking
Title: Re: Woodsmen
Post by: ElimiNator on 14 January 2011, 18:47:54
Mega-Glest has a master server for online game-play, you should download the newest version here:
http://megaglest.org/download/
Title: Re: Woodsmen
Post by: John.d.h on 14 January 2011, 23:13:28
I don't know if there's an official changelog somewhere, but GAE now has cloaking, transport/garrison units, even more effects and emanations, most of MG's particle system, more players than before, bigger selection size, teleportation... tons of new stuff.  Here's some more:  http://sourceforge.net/apps/trac/glestae/query?status=closed&group=milestone&order=priority&type=enhancement&row=description (http://sourceforge.net/apps/trac/glestae/query?status=closed&group=milestone&order=priority&type=enhancement&row=description)

No idea where I'd find MG's change log, though.
Title: Re: Woodsmen
Post by: Gabbe on 14 January 2011, 23:16:12
https://forum.megaglest.org/index.php?topic=6332.0
Title: Re: Woodsmen
Post by: ultifd on 15 January 2011, 00:19:02
Nice sketches! I really hope you'll be able to recover your files...   :)

Oh gee/great, another MG/GAE debate? Hopefully not.
Anyways, there will be a changelog once 3.4.0 is released. Latest new "big" MG things are FTP transfer support and integrated IRC...mainly MG has more "improvements" than new features, but that might change later.
Personally, if you recover your files, I think you should maybe make two separate versions. MG one with balance updates and new units, and GAE with all that + new features, I guess. (wait for GAE 0.33)
Also having a MG version would be good because people would probably also try it out on GAE... (I would.) Then of course, I bet people would like to try woodsmen with each other. (Last version has some bugs and then it gets out of synch or something, not sure...)
Anyways good luck! Thanks for not giving up!  :thumbup:
Title: Re: Woodsmen WIKI Page, Stub Created
Post by: ultifd on 23 February 2011, 07:46:07
Sorry for the double post, but I created a page for the Woodsmen... https://docs.megaglest.org/Woodsmen If you are going to add info, try to add it like how the magic (https://docs.megaglest.org/Magic#Units_in_Magic) page is, by listing the units and buildings and then linking them, creating other pages for those units. (Before we wouldn't have done this but due to the new theme, I guess we kinda have to.)
Title: Re: Woodsmen 7z
Post by: ultifd on 10 March 2011, 08:48:06
Sorry for the triple post... :/
I just wanted to say that I've re-uploaded Woodsmen as a 7z...5 MB less now.(17.1 MB)
http://www.gamefront.com/files/20112850/woodsmen-0.9.5.7z
Title: Re: Woodsmen
Post by: val-gaav on 20 October 2011, 07:07:41
I've emailed Madmantis but got no reply. Maybe someone else contacted him earlier and got a reply can tell me what is the license for this mod ?

I can see woodmsan are part of project green which is CC-BY-SA , I don't know however if I can assume that Woodsman are licensed like that since I don't see main author mentioning licensing terms.