1-Does MegaGlest support GAE features? (Mainly subfactions, pets.)No, I don't think so. Not pets at least.... subfactions? :| No, unfortunately.... I am pretty sure.
2-Is there a way to change the Glest logo on the title screen (changing the graphics in the base folder has odd results lol)?Yeah you just edit/replace the logo.tga in MOD>DATA>CORE>MENU>TEXTURES...something like that
6-What is glest like with flying units? (Do they just look like they're flying or can they actually fly over land units and objects.)Sometimes they look like they are actually flying...Just depends. On the quality of the unit I guess
7-Are there any other important things I should know for what I plan in this projects (restrictions, advice on stuff, etc)?Eh, thinking
Werewolf models in development (model and skin done, needs animation), sound needed will use stronghold legends.http://www.filefront.com/15204467/wolf.rar/ - Are you using this or are you actually making one yourself?
I will be putting a page about this on my website soon which will have up to date information.Cool :thumbup:
6-What is glest like with flying units? (Do they just look like they're flying or can they actually fly over land units and objects.)
Hmm, having loom at both MegaGlest and GAE in detail I think I'll go with GAE, though MegaGlest is said to be more stable and ready to play, GAE offers more features which I can't say no too, I intend on making a half water based faction so water units is a must also partrols are very important, not sure about guarding and saving and loading games is a must, the only thing I really want in GAE is 8 players, that would be awesome but I'd rather have all the other features and be stuck with 4 players than the other way round, big games require saving and loading and the features GAE provides are what I need for my TC, I'm sure with GAE's "I'm out there going for all these feature I don't care about crashing!" will lead to 8 players eventually where MegaGlest seems a bit behind compared to it, I'd rather some instability than not being able to have my project close to what I want. This also means I'll be making use of all sorts of GAE features so I'll also spam the bug reports for it along the way to help cause it sounds like it's low on testers, really though modders use the new features so they are the best testers!On GAE vs MG:
Did a little mini edit before going to bed, rather than sinking the buttons I remembered that I can do better transparency now so the buttons have a very different effect to them. Here is the options menu, the camera rotates left a lot from the main menu possition revealing a desert in the distance:I can't see that new pic, nothing shows up when I click the "Spoiler" button. And actually, the pic I could see before, on your other spoiler/pic, doesn't show up anymore.(click to show/hide)
EDIT: Now this is WEIRD! Clicking on the Spoiler button in this thread works just fine!!! Hum... I'll try clearing up my browser cache and look at the original one again... :look:
EDIT #2: Erm... nevermind... Clearing up cache, cookies etc did fix this... ::) :-[ ;D
i noticed that you said that you were basing some of the stuff off of Rise of Legends. ive beaten the campaign for the game, and i liked the Vinci the most. you need one of the factions to be more steampunk (or technology based).No, ChupaReaper does not need to make "one of the factions more steampunk (or technology based)"! He might but he certainly does not need to! Will you guys stop telling people what artistic choices they need to make? ::) :P
Awesome, more teams will be perfect, the one thing that made me want to use MegaGlest at first until I found out about the GAE features.I checked for that. silnarm actually said it in his reply to your requests thread:
1. More players (like 8 in MegaGlest), with a higher player cap my new GAE project will be awesome in multiplayer.The next version will support at least 8 players.
<snip>
I found in: data > core > factions_textures four tgas of 1x1 pixels each named faction0, faction1, etc and I found that each of these were just one pixel of colour so I changed them and it worked! I've added faction4, faction5, 6 and 7 for players 5-8 (as faction0.tga is for player one).LOL, I'd never noticed. 8)
Regarding the team colours:Dark colors may not look good on the minimap: little visibility. :(
<snip> I want it to be darker (almost black maybe).
I might make the yellow lighter near white almostPossily problematic with very light tilesets such as the Winter series. :(
I'll make a colour chart at some point to make sure there are no clashes.The color chart sounds like a good idea to me. :thumbup:
A good feature would not only to be able to define colours using an xml but select which one you want to be in game.
And I use Photoshop CS4, gonna get CS5 at some point.Ages since I last used Photoshop, I think it was CS2... ;D Don't remember a thing about it now. :P
That's a nasty bug, fortunately each worker unit I have will be basically the same, only they build different race buildings:Sounds good. :) Most Magitech-like factions out there usually have more buildings and units per faction than what you mention. However, being that your factions will battle each other, not those other factions, your option for the number of units is perfectly good and I have thought more than once that if the factions had less units, specially less late-game destroy-most-anything-with-a-couple-hits, the gameplay might be more interesting. ;) Specially because your mod will have four (?) different factions which is much more and much more interesting than the usual two (or in some cases one to add to Magitech-like trees). I think it will be very cool and fun to play. :thumbup:
Werewolf: Lycaden, Spectral Gate, Housing (Not sure on name yet), Town (no name)
Satyr: Babel, Hell Portal, Housing (same, no name yet), Town (no name yet either)
The first two (Lycaden and Babel) produce basic units such as Werewolf Dual Bladers or Satyr Crossbowmen
Second two for magic units such as zombies, worgs, epions (giant shadow bats inspired by stronghold legends) or doom demons fro the satyr buildings!
Housing will increase the static population resource which limits how many units (not buildings) you can have and towns do the same but create more population and can have werewolves and satyrs produced from them, basically like the city but smaller.Titi's Indians faction uses this same concept of Housing (though the actual buildings and such differ of course). The Indians are on Titi's Megapack V4 ("V5" doesn't really exist but you can get the latest Megapack, MegaGlest ready (but I think still compatible to vanilla Glest and hence GAE) from the MG's data package ;) ).
Once I get the population resource going I'm going to make worker units free from the city because I've found that if you spam the AI until it runs out of resources it eventually can't produce any workers and gets stuck, well this would work for the human player too, so as long as the city is safe you can always get back into the game.This reminds me of the "disable (not destroy!) a Magic AI player on the spot" technique explained on the Glest Wikia Strategies section (I think under the strategy for the "Siege of Despair" scenario, difficulty-level deemed "Insane" :P ). ;)
I'll try and add a 'dummy' build skill/command to my miner for the next Dwarf release, to build "nothing" pending on upgrade "none". Of course, I will have to make a folder units/nothing and corresponding basic units/nothing/nothing.xml as well as upgrades/none and upgrades/none/none.xml which will be available to be researched nowhere.
If this works out, the Miner will have a shaded out Build command that won't really look very good to the Human player but the AI will, hopefully, produce the bloody unit. Grin
And if that doesn't work (or maybe if it works, I might do the following later), I'll then have to actually make the miner build something, pro'ly some kind of small storage-building where they can drop the resources they harvest... No Opinion
Titi's Indians faction uses this same concept of Housing (though the actual buildings and such differ of course). The Indians are on Titi's Megapack V4 ("V5" doesn't really exist but you can get the latest Megapack, MegaGlest ready (but I think still compatible to vanilla Glest and hence GAE) from the MG's data package ).Cool, I'll definitely get a population resource going then. Just got to finish the heavy werewolf dual scythe troops, the dual bladers turned out pretty well, their slashing animation looks good, gotta love 3ds max and its inverse kinetics.
The factions aren't going to be too small, I want to keep them interesting and have a few super units but these units will have weaknesses and will only be used in a certain way so they're powerful but must be used wisely to use their potential.I'm more of a fan of fun gameplay than glitter-shine myself but I do enjoy some good candy too. ;D
i just dont understand one thing, what's the point in having two different workers to create both sides of the faction?For the exact same reason you have several different military units. It makes it more interesting. ;)
if the two species have allied, wouldnt seem odd that their forces have to be separated like that?Not at all. Any allied forces in the real world are trained in their respective countries/militaries, even if one gets to be under the command of another one in a given mission. They may have common briefings but are not "produced" (in the Glest sense) in the same "barracks". :P
yeah, but it seems then that they should follow the subfaction concept.WHY?! Because there are others doing it and so, doing it your way, this one would be more carbon-copy and less original?... ::)
each faction has two sides. in this case, the brute force/melee werewolves or the practical satyrs. im just going from the aspect that having a duplicate of everything would become confusing eventually1. All (most) factions now already have the exact same two sides ChupaReaper's Werewolves+Satyrs faction has: Melle and Ranged units.
(and not to mention the space needed to build all the buildings)
I agree , i think you are going to over complicate your mod to the point of making no one want to play it , you want to think simple , not so complex.I am pretty sure anyone not "complex" enough to apreciate the underlying background of allied races will very very very happilly play the said faction which BTW is at this moment simpler than Magitech. Even if said "special units" are added later. :P
Don't get me wrong it has great potential , but it seems that you are only going to confuse the player , you should dumb it down a little bit , make it like 2 factions , 4 races .Tell you what...
Tell you what...I meant that actually interact with another , that are all formed in the same mod to make a complete mod or a story of some sort , not just random mods thrown together pitted against each other , i'm talking about factions that have to work together to balance your Mod out.
Magitech - Two factions
Megapack v4 - Five factions
Everyone enjoyed the megapack, never thought it confusing and the current megapack included in MegaGlest has some 7 or 8 factions. Never heard anyone think that was a bad thing. Actually... people have mentioned adding this or that faction. People ask for more factions to pit against Magitech / Megapack all the time. Really... Tongue
I'm not trying do discourage him at any rate , just letting him know that this is alot of work lol , but still jda maybe i didn't explain myself well hereYeah, I did get your point the first ime around. ;)QuoteTell you what...I meant that actually interact with another , that are all formed in the same mod to make a complete mod or a story of some sort , not just random mods thrown together pitted against each other , i'm talking about factions that have to work together to balance your Mod out.
Magitech - Two factions
Megapack v4 - Five factions
Everyone enjoyed the megapack, never thought it confusing and the current megapack included in MegaGlest has some 7 or 8 factions. Never heard anyone think that was a bad thing. Actually... people have mentioned adding this or that faction. People ask for more factions to pit against Magitech / Megapack all the time. Really... Tongue
Ok, well firstly werewolves and satyrs train very differently hence they would have different training grounds, also the story is where the werewolves save the satyrs from another faction and I'll be using the story scenarios to introduce everything so the player will pick up quick, also I'll be throwing in some basic tutorials for each faction.Cool. An actual storyline. 8)
I'm also thinking about creating mounted units of each race, will probably use morph upon death to dismount them and then a new mount can be bought to get their mount back again,Problems and possible pathways:
Now with at least three upgrades we have quite a lot of stuff for each race which can make a messy set of buttons for one barracks so in the end it's tidier to have twoGood principle, used in many mods out there (the good ones basically :P )
I want the player to have a few buildings they need to protect but also a bit to fall back on, so if one barracks is gone, the other is still there giving them more of a chance to fight back, etc.Most players actually build several of the same building for this reason and because it makes it quicker to produce more units the more places to produce them in you have. ;)
I could create a building that requires some upgrade to unlock which can produce basic fighters of both races at a faster rate but greater cost.[don't remember seeing this in Glest but it's obviously good. 8)
I will be making some interesting story lines for each faction, so the player will get to know each one and also how each faction is with other factions, the idea behind lots of factions is to have for example the werewolf and satyr faction as the foresty-demomic blood and bone gothish sort of faction where as the likes of the gians will be more naturey and templely more themed for odd forests and tropical sandy zones rather than dark forests and hellfire. Each faction will have their native tilesets too but of course wont be restricted to their native ones,Quotethat way we can have factions that look out of place in some places bringing their culture to different lands, I could go on all day about this lol but there's the general idea, basically its not a bunch of different stuff thrown together, its a bunch of different stuff clashing and in the scenarios interacting through wars or alliances.That's having a vision. ;)
Development sounds very good. :)
BTW... I forgot... you will have more than 3 buildings per faction even in the first release. Still... seems to be basically expanded by one if you keep upgrading the same one Housing building. :thumbup:Quotethe building size increases from 4>6>8 I think that's it, well the hamlet is 8Careful! a size 8 building is huge for Glest standards and some maps have rather little room for "base" (the place you put your buildings on) expansion...
Usually there is only on size 5 unit which is generally the main buinding. Most are not even size 4 but rather 3. Then again... if you only play your maps... but you'll be loosing the chance to play all the others. But that's your decision anyways. :P
@ Zoythrus
Oh, I'm finally getting your point now... But I don't really think you'll get that feeling ingame. You'll really be controlling both races as one faction. I don't think that one apparent aspect of segregation will run over the several aspects of cooperation I can see in ChupaReaper's description. I don't think that one thing will be so marking.
Another update! v0.6 now...Well, I can not even access your site ::) but I am pretty sure that it's cool...
And, though it will probably not show, here is the next screenshot showing them off. (As usualy if it doesn't show, copy the images URL and link to that, it should show up ok in a seperate tab/window, if not then blame my free host lol, will pay eventually).That screenshot features the first MRise map: Stream and the first tileset: Nature. Details on how maps and tilesets will work is all on the website (link on first post).(click to show/hide)
http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus04.png
Re-textured and reanimated WoW satyrsDo you mean they're the actual models from that game? Are you sure that's a good idea, from a copyright standpoint? Blizzard is notoriously ruthless when it comes to hackers, so I'd hate to think what would happen if you get them mad...
Privately run WoW servers have been dropping like flies in the last day or so after receiving letters from Blizzard's lawyers under the DMCA. They've been shut down so quickly and rapidly that it's being heralded as "the end of private servers" by quite a few people. The biggest and most well known servers such as Toxic WoW and Ani-WoW are more or less all gone already, and it seems that it's only a matter of time before the smaller ones go down as well. Supposedly, this letter has a pretty long list of sites and servers that are to be taken down.
Some of these sites have just called it a day, shut down their servers and will move on with their lives, but a few others are already talking about starting them back up elsewhere, 'underground.' It's the internet, and at this point, that just seems silly. Blizzard is watching, and it seems this issue has moved up a notch on their priority list. My advice? Don't tempt fate.
[img]http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus09.png[/img]
[url=http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus09.png]http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus09.png[/url]( update by titi,because the image didn't showed up.Its a plain image and a link now )Whoa :o :o :o!!!!
The screenshot I can't wait till the release.Whoa :o :o :o!!!!
what?
The screenshot I can't wait till the release.Whoa :o :o :o!!!!
what?
looks fat and uglyDon't say that, they're beautiful inside...!
Sorry I didn't mean to insult anyone :'( :'( :scared:, NOT!!! :P :P :P, seriously though why are they so fatlooks fat and uglyDon't say that, they're beautiful inside...!
Well the smaller one is called a collector... All four are part of an undead species called the liche, these are ex-zombies which have mutated gaining inteligence and more strength, zombies are rotting creatures that dwell in the spectral realm (the layer of shadows beneath the material realm), so rather than zombies being undead humans they are just formed like that when lost souls get stuck in the spectral realm for too long.*Bleahh*, we need a vomit smiley face
The Liche aren't evil but go against the order of the spectral realm thus are natural enemies of the reapers but with the liche alliance upgrade you can sway them to fight for you rather than having to enslave them. Collectors devour souls and zombies and thus gain a bit of weight! Wreekendier are fully matured collectors which have grown some spikes.
Vessils are the first stage of a liche (left of the screenshot) these have developed one arm into a tentacle which can absorb zombies, eventually their upper body grows becoming stronger than the slower body and out of proportion becoming a hunter, less intelligence at this stage but more strength, the tentacle is lost in exchange for an expandable neck, hunters devour through their jaws rebuilding themselves into collectors.
There ya go, one of many life cycles!
Try and use... big boned lol!Looks great but I still think you should make more living units.
New update! Finally moved from v0.6.x to v0.7.x meaning I've finished the Necro Units and I'm going to be going demonic on stuff now!
Here's a screenshot of the final Necro Units, The Reapers:Reapers include: Phantom, Ghoul, Reaver and Corpseress. The Phantoms and Reavers are known as male reapers and are black and green doing melee. Ghouls and Corpseress are known as female reapers being light purple and dark purple with ranged abilities. Phantoms and Ghouls are unlocked first with the Depths of Shadows subfaction upgrade, these have a fair speed and a lot of power, they also cost a lot to produce, they both do light damage so are good against light units. Reavers and Corpseress are known as greater reapers and are unlocked with the Shadows Bane upgrade, dealing a bit more heavy damage and thus are good against heavy units, these are also a lot faster and can fly, they cost a lot and take up extra population.(click to show/hide)
They don't look perfect in my eyes but they do the job nicely and their sound effects work.
http://www.jmonkeyengine.com/forum/index.php?topic=12729.0)
you know, i think you have bypassed the stage were feedback is necessary, your awesome and you know it.
I suggest this to get a sticky status, it looks even more thought through than DMNot more, equal...
lets see how big my name can get lolz..... :silence:
Yeah, it is a great mod...I just wish I could access the site though... why is it so hard? ...darkspectral.zxq.net/Games/MRiseMain.html (http://darkspectral.zxq.net/Games/MRiseMain.html)Quotelets see how big my name can get lolz..... :silence:
Thanks, I'll check it later today when I can. I am using a different network right no so I don't have any problems...Yeah, it is a great mod...I just wish I could access the site though... why is it so hard? ...darkspectral.zxq.net/Games/MRiseMain.html (http://darkspectral.zxq.net/Games/MRiseMain.html)Quotelets see how big my name can get lolz..... :silence:
It is being uploaded now so if it 404s or doesn't look right it is because it's still uploading!
[You were just damn flooding. Trying to catch up with Gabbe, huh? - @kukac@]you wish :P :P :P, it was cuz I was posting updates and replies, my topic was at the bottom so no one would even notice that I had updates if I just modified posts and then I wouldn't get comments on my work or advice, plus I did remove some of my posts later on ::) ::)
Probably because he made him self start with lots of units so he could take a shot of em.I guess, probably.
BTW: What are all those things? I can't seem to identify them...
the Elemental (little skull dudes)Should be...I thought the same thing too. ::) :P
I suggest this to get a sticky status, it looks even more thought through than DM
http://www.turbosquid.com/FullPreview/Index.cfm/ID/312341 (http://www.turbosquid.com/FullPreview/Index.cfm/ID/312341)
might wanan check this model out...yo9u already use doom 3 models, why not this huh?
Seriously, jotuns were evils from the evil lands across mountains and forests and stuff, i live in Norway and i know this stuff, srsly they are evil. not good.
There are already thows tile sets in MG...What do you mean? :confused:
It's a long screenshot so the detail on each of them isn't the best and it's negative Population cause I set a load of starting units but haven't got any Population to support them.Oh, I see... Sorry, I'm like :| on it... Still cool... Or scary? :P
I haven't had problems not seeing the cursor but you should be able to change its colour to see it better, also it's not lava but blood, organs and moulded bodies, it is hell lol! I'll be making a lava and ash tileset which should differ a lot from it.
Also it's not lava but blood, organs and moulded bodies, it is hell lol! I'll be making a lava and ash tileset which should differ a lot from it.Thoes are in MG already.
It wouldn't fit... his mod... ::)Also it's not lava but blood, organs and moulded bodies, it is hell lol! I'll be making a lava and ash tileset which should differ a lot from it.Thoes are in MG already.
Also it's not lava but blood, organs and moulded bodies, it is hell lol! I'll be making a lava and ash tileset which should differ a lot from it.Thoes are in MG already.
Yeah, basically what I meant.
Anyways, you said in another thread that you are going to upload a version, 1.0 I think, soon...
Cool, :thumbup: :)
You always said its a full conversion, so will it come as a full install?
And if so, will there be a linux/Mac version too?
If it should work in Linux/Mac too, just a warning:
All new mods made by Windows people had problems with Cassensitivity. In windows it doesn't matter, in linux it does!
Here is an example of a typical problem:
lets say you have a modle called model.g3d. In the model is a reference to its texture called "model.tga". Linux/MacOS and everything else requires the "model.tga" to be called "model.tga". Only in windows "Model.tga" with upcase letter at the beginning works too.
Its best if you only use lower case identifiers So you will not have any trouble. If you already have this problem and there are lots of names to fix, you can ask a linux guy to help you. There is a script which can fix it and the result will be crossplatform ready (look here: https://forum.megaglest.org/index.php?topic=3492.msg19106#msg19106 )
What about team colors? Judging from your screenshots everything is textured very dark. Can you still see the teamcolors in every model?
[url=http://darkspectral.zxq.net/Games/MRiseReleases.html]Here's a link to the download page for MRise.[/url][size=14pt][url=http://www.zshare.net/download/77795715d5e79122/]DOWNLOAD![/url][/size]
Ugh, tell me something...if you extract it, is it all the files? Well how big is that...
I think I might as wait for a installer...
Thanks anyways...
So big... :|
OK, the license is in the big download... ::)
I see, and with a total of 4 (???) factions, the compressed installer will be like 2 gigs...right? :|
It will probably take a little bit over a hour...or more . :( Thanks though, HQ for the win I guess. :O
Splitting it up sounds like a good idea and a low res version is good too so long as it will be compatible with hi res versions during network games, I'll make the low res version once I've released a final version as it'll be hard to keep track of it otherwise. I would torrent it but other people in the house need the internet too as torrents really affect streaming videos and online games.
For the final version I'd split it up into pieces having the main game setup containing just the menu files and the GAE files, then a tileset pack, map pack and faction packs would be uploaded to plug in to it, I'd release low res versions of each faction as I fully complete them. This way you would need at least the main pack, map pack and tileset pack (which wouldn't be too large maybe they would be put together depending on their filesize), then you would need at least one faction for it the play, other factions would be downloaded optionally however other people may have different factions so you'd need to keep check of what factions you have and how up to date they are, I'd find a way to make it easy to keep track introducing a version.txt file for each pack and my website would say which versions go together, etc.
Okay, ım gonna try download here ın turkey...Awesome, hope it downloads ok.
Well, I got a successful download on the third attempt :) The inability to resume broken downloads is a killer with such a big package (and an occasionally dodgy internet connection).
First impressions are... Wow. Looks really nice, a bit too dark perhaps, I kept having to zoom in to check out the models properly ;)
The size is a concern... 60 frames for animations is huge, and shouldn't really be needed, Glest interpolates between the frames, so you could probably get away with a lot less. Also, regarding texture size, while I know you want everything to look a good as possible, you need to bear in mind the typical view distance, the game isn't generally played zoomed right in, so smaller textures will probably not make much of a difference. While it's probably a pain to have to reload the game all the time, test often in game (not the g3d viewer), using less memory for textures with such large factions would be well advised.
But awesome looking mod, keep up the good work :thumbup:
Ok... Now where's the link to the core files?
Edit: Core files have been uploaded, I'm going to upload the faction later today. The releases page on my website has been updated and here's the direct link for the core files (http://www.filefront.com/16977907/MRise_v1.0_Core.7z).
As for you archmage, I don't think those will work. Mediafire has a 200MB limit on free accounts, and dropbox... is pretty useless.Right, now how about dropbox? It is pretty nice, what is wrong with it...
Really, there's nothing wrong with filefront. Something must be wrong with your internet if you are getting errors. I've uploaded dozens of files to it, and it is the fastest uploads I've had, as well as the easiest to use. Never seen an error yet. What does this error say? Anyway, I'll try and download soon... ;)Depends on what the error is, I get one too sometimes.
I've halved some of the textures for small units (kept larger textures for the bigger ones as you can zoom in and see the detail which is nice). Not sure what impact it's had n the size of it all but it loads a bit faster, now I'm going to work on the new faction as I've found no problems with the Necribus after testing it more (tested both subfactions completely now), it's a shame that you need at least CPU (Ultra) for an AI that works, AIs below Ultra don't build any military buildings, not sure how they work with fog of war on thought as that seems to affect them a bit.
...So far I've got some sounds, buttons and gatehouses going but it complains about a unit being too large for the starting point even thought they're the same as the Necribus faction which works fine?
...it's a shame that you need at least CPU (Ultra) for an AI that works, AIs below Ultra don't build any military buildings, not sure how they work with fog of war on thought as that seems to affect them a bit.
...So far I've got some sounds, buttons and gatehouses going but it complains about a unit being too large for the starting point even thought they're the same as the Necribus faction which works fine?
Hmmm, same map & start location as you were using with Necribus? I'm wondering if this is related to the mapping issues you were having....it's a shame that you need at least CPU (Ultra) for an AI that works, AIs below Ultra don't build any military buildings, not sure how they work with fog of war on thought as that seems to affect them a bit.
Bah! AI Magic aren't even morphing battlemages, I broke something in the 'fixes' for 0.2.13a ... expect a 0.2.13b soon. Sorry!
Interesting... But yeah, the big problem with sub factions is that the AI cannot use them... At all.
EDIT// Well got it downloaded at last... 76 units and 23 upgrades!!! Wow.... That's a lot. Though I must admit, 5 mb for a walking animation is a bit extreme...
(http://img3.imageshack.us/img3/6707/ss38ek.jpg) (http://img3.imageshack.us/i/ss38ek.jpg/)
Sweet! Finished...took a bit under two hours. Oh well... Anyways, had some other problems, but they were fixed...too. Well, "fixed"...
Now I got another one.
Mrise won't load. It tries to load, but then I hear that "fail" sound, the windows one...err...it just doesn't load. :( ...I guess I have to download the core files now...maybe try that? :| Damm...well later. EDIT: I did, same thing... WTF...
I don't see any debug...error log was not updated...weird and bad. Models look cool though. :thumbup:
Maybe it was a broken download?I thought about that too, but uh... I downloaded the core files, rewrote them over the other ones, and tried again...so that shouldn't be it, if it works for others... :|
Try downloading the latest gae.exe and saving it into malevolent rising and then running that, if still no luck then delete the gae configuration file so it creates a new default oneDid that.
Of course it looks cooler, it is lol, freezing in fact! :PYeah. :O
0: Core dataI run it with admin rights, but now what to do since this not the GAE directory itself...kinda confused now.
Hmm I figured out that I have the same problem as this person (https://forum.megaglest.org/index.php?topic=5368) and the other thread (https://forum.megaglest.org/index.php?topic=5315)...side by side...
Just not sure what do do... :|Quote0: Core dataI run it with admin rights, but now what to do since this not the GAE directory itself...kinda confused now.
Make sure GAE is installed in an open place so not read only (you can't run it from a CD because is read only so the log text files can't be written to, etc) also windows vista/7 can be annoying with Program Files so try saving GAE somewhere like directly into your main hard drive.Hmm, I know that, but I shouldn't be having this problem anyways, GAE does not have it...
It runs on my laptop, no error, no lagg. :DCool, (if you mean with my mod then awesome!)
It runs on my laptop, no error, no lagg. :DCool, (if you mean with my mod then awesome!)
Or download directly from here (instructions and up to date info are on the releases page of my website):
-Core Files (http://www.filefront.com/16977907/MRise_v1.0_Core.7z): Menu, Tilesets, Maps, GAE and will contain Scenarios in the future.
-Necribus Faction (http://www.filefront.com/16986091/MRise_v1.0_Necribus.7z): Faction pack will work with just GAE but the core files are recommended for the full project.
Next version hasn't been developed much, I will do though just not too much for now.I see, but hopefully it will work...if not, I'll try on other computers when I have the time.
I have done some work to the music for the second faction (very icy and interesting) and I've a few buildings going but my next task is to make the Angel race which will take a bit of time like the Werewolves and Satyrs did.
No arch, its completely on topic...What type of RAM may be the cause of our errors...I can't imagine what RAM would have to do with it, but so be it...
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.
I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|
SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.
I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|
SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.
I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|
SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.
I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|
SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
I got 12GB now, just had a upgrade...OMG i saw whats the problem, my RAM is running at high temps here! let me try to increase fan speed and lower the clock some werious much..
Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile_roof.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile_floor.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury_roof.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury_floor.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/worg/models/worg.tga
Error: No such file or directory
The filesystem on linux is case sensitive. So, just make all names lower case.For one part, most likely because the images and models are almost 1GB, though that doesn't explain the 1.7GB+ memory reqs, or why my computer, with 4GB physical + 4GB virtual fails.Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.
Similar here. I'll have a look why your mod needs so much memory.
For one part, most likely because the images and models are almost 1GB, though that doesn't explain the 1.7GB+ memory reqs, or why my computer, with 4GB physical + 4GB virtual fails.Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.
Similar here. I'll have a look why your mod needs so much memory.
IT WORKS MATE!!!!!!!!!!
tested with using only me and no oponent with succes!!!
Tried, but nope, no success.... =(. I might try to see if it'll work on my sister's much weaker computer when she gets back (she has my old one).
... At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.
... At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.
Hold everything! Actually, do the textures, but hold off on modifying the models, I can whip up a crude tool to strip frames out for you, for some of the models you may not like the result and will want to tweak the animation and re-export, but for the vast majority of them it will probably be sufficient, and will save you a hell of a lot of time.
Wings Wings!I was thinking about adding wings but I decided that it would give them too much of an advantage having flying harvesters vs other factions, there will be winged more angel looking units coming though.
Since they're kinda lesser angels, maybe you could give them short stumpy wings that can't quite fly? Just a thought.I could do, but really the 'greater angels (winged ones)' are more creatures rather than fully intelligent beings so they don't have much relation to the 'lesser' ones. They would look good with little wings like, I might add them, I've just got them all exported and ready so I'll leave them for now unless their miniwings come high in demand lol. Maybe I could play about with the particle system to add light glowing wings...
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html]The Hyperion Faction[/url]
[url=http://darkspectral.zxq.net/Beastiary.html]Beastiary[/url]!Visit the MRise Webpage on my Website for complete information:Instead of thisCode: [Select][url=http://darkspectral.zxq.net/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]
Code: [Select][url=http://darkspectral.totalh.com/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]
random thought: do you really wanna call the lizard guys the "Shatz"?
you might want to change it... What to, I might go with something like Dartz (Dartzeck, Dartzeth and Dartzenn instead of Shatzeck, etc).
Sweet! Hopefully this time it will work, :)Once I've got everything online and fine I'll get to work on it.
When you have time later, don't forget to edit the wiki page.
[url=http://www.filefront.com/17359082/MRise_CoreFiles_v1.6.rar]Core Files: 63.99 MB[/url]
[url=http://www.filefront.com/17359350/MRise_Necribus_v1.6.rar]Necribus Faction Pack: 298.71 MB[/url]Or go to the [url=http://darkspectral.zxq.net/Games/MRiseReleases.html]MRise Releases Page[/url] for install info.until GAE supports RAR (which I doubt lol).Yeah, RAR is a proprietary format, so the odds of that are pretty much none. We should be seeing 7z support at some point, though, and 7z usually compresses slightly better than rar (depending on what kinds of files you're compressing).
until GAE supports RAR (which I doubt lol).Yeah, RAR is a proprietary format, so the odds of that are pretty much none. We should be seeing 7z support at some point, though, and 7z usually compresses slightly better than rar (depending on what kinds of files you're compressing).
Edit (instead of double posting)Good, people should do that more often...
Edit (instead of double posting)Good, people should do that more often...
So, I'm currently downloading the files. Hopefully it'll work!
Cool menu. Could use a bit more excitement though... A few buildings, etc?(click to show/hide)
Edit (instead of double posting): "56x256 maps eventually begin to lag with a lot of players using Necribus, 128x128 maps run very well though, same case with Hyperion.56?? That's not even a multiple of two! Perhaps you mean 64?
Cool menu. Could use a bit more excitement though... A few buildings, etc?(click to show/hide)Quote from: ChupaReaperEdit (instead of double posting): "56x256 maps eventually begin to lag with a lot of players using Necribus, 128x128 maps run very well though, same case with Hyperion.56?? That's not even a multiple of two! Perhaps you mean 64?
OK, I'm not sure if it works with GAE 0.3.1 (I'll have to try that later)
But when I tested it with SVN head, it crashed (https://forum.megaglest.org/index.php?topic=5997.msg61322#msg61322) because of this:So I don't think this is related to my other problem, but this is still...another problem.(click to show/hide)
Well, I checked, all of them are missing. :-/
[url=http://www.filefront.com/17417962/MRise_Necribus_Patch_v1.6.01.rar]Necribus Faction Patch v1.6.01![/url]Install it just like how you install the Necribus faction, it might overwrite a few things and will need to merge with some folders, it has the four buggy units in it hopefully all fixed.
Tigrans
The newest race on the Blessed Continent, these savage hunters employ the powers of the great cats to stalk their foes. They are quick and secretive, enjoying a rich lifestyle. They spend much of their time in pursuit of spiritual mysteries. They have unlocked many, and are guided by mysterious beings with the power to bend the wills of men. Tigrans reflect the image of their creator, the fire god, Yaka. The most powerful followers of Yaka fuse with the element of flame and can conjure bolts of fire upon command.
Their homes are great structures of sandstone, which blend into the desert sands. Most Tigrans appear as beasts, but their appearance is deceptive. They are expert as spies, and relish the enemy that underestimates their capability. They have a hunger to rule over other races, and when placed in positions of power they expect to be pampered and spoiled as any cat.
Khajiit is pretty good, the Argonians are called Aquariens as they're going to be a bit different. But if its ok to copy the name then I shall, there's no copyright or anything like that (I know this is just a free game mod but still).lol Dude, I think it's a little late for you to worry about respecting copyrights here. :P
True lol but the difference is, a model can be replaced by my own, etc. A name is different, it can be replaced but I'd rather have the lore, world, creatures, races, etc all my own using models, etc from other games to take place where they may get replaced one day.Khajiit is pretty good, the Argonians are called Aquariens as they're going to be a bit different. But if its ok to copy the name then I shall, there's no copyright or anything like that (I know this is just a free game mod but still).lol Dude, I think it's a little late for you to worry about respecting copyrights here. :P
[URL=http://profile.imageshack.us/user/chupareaper][IMG]http://img215.imageshack.us/img215/804/necribussymbol.png[/img][/URL] [URL=http://profile.imageshack.us/user/chupareaper][IMG]http://img101.imageshack.us/img101/4039/hyperionsymbol.png[/img][/URL]What about creating a torrent file?I tried that with another project of mine, I had lots of problems and my internet was very laggy with the constant uploads. Does Firefox not let people pause and resume downloads overtime?
Can any 1 plz make a megaglest version of this please?
I like to play megaglest more,besides I have about 20 factions their and I want to add this AMAZING FACTION(WELL DONE MAN!)
Can any 1 plz make a megaglest version of this please?Or you can just download GAE. Converting GAE to MG is very tricky (though the reverse is easier, as there's more support for MG features in GAE).
I like to play megaglest more,besides I have about 20 factions their and I want to add this AMAZING FACTION(WELL DONE MAN!)
Can any 1 plz make a megaglest version of this please?Or you can just download GAE. Converting GAE to MG is very tricky (though the reverse is easier, as there's more support for MG features in GAE).
I like to play megaglest more,besides I have about 20 factions their and I want to add this AMAZING FACTION(WELL DONE MAN!)
Can any 1 plz make a megaglest version of this please?It would be very hard. I suppose you could just sacrifice multiplayer for quality, for now.
I like to play megaglest more,besides I have about 20 factions their and I want to add this AMAZING FACTION(WELL DONE MAN!)
hey Chupa, do you think that you could make a fully independent installer version? i dont want to wreck my version of GAE to play your mod.
I recommend you release the core files as an addon, then all someone has to do is install another GAE to a different folder and put that addon in their addons folder (or, just place the core files in the addons folder in your regular install. The addon can simply be removed, and I think someone mentioned a addon chooser might be appearing in the future?hey Chupa, do you think that you could make a fully independent installer version? i dont want to wreck my version of GAE to play your mod.
I'll release the core files with a GAE engine ready so it can all be extracted into its own directory someone separate from your GAE.
Can you add Cthulhu and Godzilla to this mod? plz I want them badlyHmm, I don't think Godzilla will fit in, once all the factions are complete I'm going to be adding a lot of different dragons to each of them, so though they're not Godzilla, they're big, scaley and breath fire!
(I want to see the small little foes cry in front of the huge Cthulhu and Godzilla)
The new werewolf model is definitely an improvement, they look more "werewolfy" if that makes sense. I prefer them! :)Lol, nice to see you joined!
The models look fantastic! Coincidentally, I'd love if you'd upload just that model as a mapping demo. ;)Mapping demo as in a recording of how it's all done (rigging, converting from max to blender, etc) or do you want the 3ds max and blender files?
when are the forums going to get ready?What do you mean?
Ok so I've spent the last few days working on my own nice and new Werewolf Model! I looks much better than the scrappy old model, the werewolves looked more like skinny alien things lol.Wow awesome JINROHs... :thumbup:
They are working in game perfectly but I thought I'd also show off the new loading tips too!(click to show/hide)
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]when I try to enter Dark Spectral forums it does not work why is that?They've been down for quite a while now, there wasn't enough activity on them for me to keep them going.
Omg the Valkeries are so beautiful... ;DThanks, the Hyperion are a pretty um pretty faction lol!
Thank you for the link to the photoshop plug-in!
Looks good, but it is V-a-l-k-y-r-i-e.I know, I had spelt it like that on the website but spelt it wrong on the models textures, xml, etc, I could change it I guess lol!
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]Free publicity ;) j/kLol nice!
How are the walls done?
Yah I added walls like that before, the AI dosent use them too well...Yeah they build random blocks here and there, but eventually if the AI gets redone, maybe they'll use them better.
[spoiler=Logo][img]http://img847.imageshack.us/img847/3229/mrise.png[/img][/spoiler]
[spoiler=Icon][img]http://img847.imageshack.us/img847/6589/mriseiconhd.png[/img][/spoiler]
Is this for glest? If so how are you using md5? Also the screen shot is to bright.I'm only using md5 to convert my skeletal animations from 3ds max to blender so I can export to g3d from there. Also it's meant to be quite bright as those units are meant to look all shiny and light, etc.
Cool!!! cant wait for the faction release!!Shouldn't be too long now, not much left to do...
http://www.gamefront.com/files/17417962/MRise_Necribus_Patch_v1.6.01.rarand perhaps you should try 7z with ultra compression...I think that's why rar was better for you at that time. It went down from 298 MB (rar) to 256 MB (7z) for me.... :| (For the core files, it was 8.5 MB less too...)
Sounds cool.
I was just wondering, how well does the A.I play your factions?
My computer is:Unfortunately, no Glest mods have any proper benchmarks, so you'd have to try for yourself and see. Please definately report back the results, though.
CPU: Intel(R) Core(TM) 2 CPU 6300 @ 1.86GHZ (dual core)
RAM 2GB + 2GB Page File
GPU: GeForce 8400 GS, 512 MB Memory
The Minimum Requirements are:
CPU: 1.6GHz (1 CPU)
RAM 1GB + 4GB Page File
GPU: 200MHz Core Speed, 256MB Shared Memory
Is there any chance of it working? I assume the file is really huge so I thought I should ask before downloading and testing it.
When I selected the Mrise tech tree I got an error:My computer is:Unfortunately, no Glest mods have any proper benchmarks, so you'd have to try for yourself and see. Please definately report back the results, though.
CPU: Intel(R) Core(TM) 2 CPU 6300 @ 1.86GHZ (dual core)
RAM 2GB + 2GB Page File
GPU: GeForce 8400 GS, 512 MB Memory
The Minimum Requirements are:
CPU: 1.6GHz (1 CPU)
RAM 1GB + 4GB Page File
GPU: 200MHz Core Speed, 256MB Shared Memory
Is there any chance of it working? I assume the file is really huge so I thought I should ask before downloading and testing it.
The core files and factions are downloaded separately. You'll have to download the factions (eg: Necribus) too.When I selected the Mrise tech tree I got an error:My computer is:Unfortunately, no Glest mods have any proper benchmarks, so you'd have to try for yourself and see. Please definately report back the results, though.
CPU: Intel(R) Core(TM) 2 CPU 6300 @ 1.86GHZ (dual core)
RAM 2GB + 2GB Page File
GPU: GeForce 8400 GS, 512 MB Memory
The Minimum Requirements are:
CPU: 1.6GHz (1 CPU)
RAM 1GB + 4GB Page File
GPU: 200MHz Core Speed, 256MB Shared Memory
Is there any chance of it working? I assume the file is really huge so I thought I should ask before downloading and testing it.
"Exception: No files found: techs/mrise/factions/*."
The Tempest looks like my tornado. :)
[img]http://img861.imageshack.us/img861/6584/vestirus.png[/img]
[list]
[li][url=http://www.gamefront.com/files/20357183/MRise_CoreFiles_v2.0.7z]MRise Core Files v2.0[/url][/li]
[li][url=http://www.gamefront.com/files/20357329/MRise_Necribus_v2.0.7z]MRise Necribus v2.0[/url][/li]
[li][url=http://www.gamefront.com/files/20357516/MRise_Hyperion_v2.0.7z]MRise Hyperion v2.0[/url][/li]
[/list]I'll probably release v2.0 in 7zips as usual but then I'll see if I can set up GIT for my development version, this way if I have any problems when developing my third faction people can access it through GIT to help,etc. Also it is much better because of the size like you said for people who are having problems downloading it all in 7zip chunks.Git can make 7zips itself, so... :D
Would it be ok to build it as MRise.exe with the MRise icon? I've credited all over that it uses the GAE engine but that it's not Glest.You never have to ask for permission for that, as long as changes are released, but I personally wouldn't really recommend it, as you'd have to reapply the change to each version of GAE and build it for the rest of the life of your mod (one of the reasons Military will be an addon in the future).
The harpies look more like phoenixes. Of course, those wouldn't fit with ice, being fire and all...Yeah, with the Valkeries already being Harpy-like I figured I'd make up a new kind of Harpy, they're referred to as Harpies collectively but are actually: Gamayuns, Sirens and Alkonosts, so they're not really Harpies. MRise has it's own mythology so some things are only named from mythical creatures but are not actually those mythical creatures. Valkeries are also spelled differently which I might change...
[url=http://darkspectral.zxq.net/Games/MRiseTilesets.html]MRise Tilesets[/url].
As big as mrise is it might as well be a standalone game. But that's just me :P
I'll be making installers for it and it will essentially be a standalone game
I'll probably release two versions, one for GAE people and one for people that don't know much about GAE or Glest in general even, the problem is, one install = a very big download which some people have big problems with. I think I would release one big installer once I know there are no more problems with 2.0 all together else it's going to be a lot to update at once should I need to do some tiny fixes.
I'll be making installers for it and it will essentially be a standalone game
This would be better, if you make an installer. I don't know a lot about GAE so I'm finding it really confusing as to what to install and when. It would be better if it was one install! I think so anyway! :)
[img]http://img862.imageshack.us/img862/645/damnedsymbol.png[/img]The Damned's Faction Symbol[img]http://img269.imageshack.us/img269/3461/vestirussymbol.png[/img]
Could I peek around your could for stuff on specular and normal maps, I mainly mod fps games , like counter strike source, and normals are really useful, as welll as self shadowing bumpmaps. But I am a failure at glest bumpmaps.Not too sure on what you mean but feel free to use any spec/norm maps in this mod. I get my experience with these from modding FPS too back when I constantly worked on my Doom 3 mod which even though I recreated the legendary Spider Mastermind, never really got anywhere and is abandoned now.
Is this meant for GAE only? I thought it was, did any one test it in MG? I saw someone said stuff about this on the MG Wikipedia page. If it doesn't work in MG then it student be there.You already removed it, I see (http://en.wikipedia.org/w/index.php?title=MegaGlest&action=historysubmit&diff=473185716&oldid=473054138). Might need to work on that English, though :P. But, no, it can't work on MegaGlest but MegaGlest's error handling for invalid command types is to crash (food for thought: if MegaGlest simply skipped over commands of an invalid type, many GAE mods, if not all, would work (minus those commands, of course). Of course, there's a few commands that could make the game unplayable if they were missing (for example, forcing a submenu for production uses the existing produce command, or the transform command, which is needed to properly morph a non-building into a building, could halt progress in a mod), but for the most part, several mods, this included, would be compatible, and you'd be able to have guard and patrol commands in the XML, compatible with GAE and MegaGlest (with MG simply ignoring the extra commands).
Chupa's been gone a long time. :look:
OFF_TOPIC(click to show/hide)