MegaGlest Forum

Modding and game content creation => Mods => Topic started by: ChupaReaper on 5 May 2010, 23:04:42

Title: Malevolent Rising - Remake
Post by: ChupaReaper on 5 May 2010, 23:04:42
(http://img823.imageshack.us/img823/8382/logopnx.png)
(http://img546.imageshack.us/img546/4066/mriseicon128.png)


Links:
Malevolent Rising Homepage (http://nephrite.zxq.net/Games/MRise/MRiseMain.html)


System Requirements:
The requirements are essentially the Glest Advanced Engine requirements however due to how much memory this project takes up, here are the specifications of my system which runs Malevolent Rising and is used in the making of it:
CPU: 1.6GHz (8 CPUs)
RAM: 4GB + 4GB Page File
GPU: 750MHz Core Speed, 1GB Dedicated Memory, 800MHz Memory Speed

Minimum Requirements:
The lowest specification system I've had Malevolent Rising working on with playable fps:
CPU: 1.6GHz (1 CPU)
RAM 1GB + 4GB Page File
GPU: 200MHz Core Speed, 256MB Shared Memory

Recommended Requirements:
CPU: 1.6GHz (2 CPUs)
RAM: 2GB + 4GB Page File
GPU: ~600MHz Core Speed, 256GB Dedicated Memory, ~600MHz


To download:
No downloads for now. :(


What is Malevolent Rising (MRise)?
The strange world of Vaultar is the home of many great and terrifying things... Home to races of Werewolves, Vampires, Satyrs, Dryads, Angels, Half-Giants, Shapeshifters, Scourge and many more...

Factions: Aiming for five detailed factions: Necribus (Werewolves and Satyrs), Hyperion (Jotun [half-giants] and Angels), Gians (Dryads and Shapeshifters), Vestirus (Aquarien and Feliforms [cat-people]) and The Damned (Scourge [half-ghosts] and Vampires).

Racial Alliances: So that's 2 races per faction. Each race (so twice per faction) will have their own Barracks for light troops and heavy troops, an element spire for magical troops and a draconic shrine for dragons (dragons will be worked on later once all factions are fully functional with standard units and magic units). I also intend to add some hero units in later, at least one per race (so two per faction).

Subfactions: The player will be able to play each faction in favour of one of the faction's races through upgrades and GAE subfactions.

Damage Type Tactics: Element based damage was going to be used but I decided against it as it can unbalance factions. Instead I use a light/heavy, melee/ranged or siege attack system with a small/large, melee/ranged armor or building system for damage multipliers. This way factions can be easily balanced and tactics are necesary as each unit will have its own uses.

Unique Playing Styles: Each faction will have a unique style of play using magical and draconic units to introduce special skills and interesting upgrades.

Unique Buildings: Each faction will start off with a city, some worker units and a few troops, nothing else (I may include hero units as starting units or a lord unit like in stronghold). The city is used for creating worker units (one for each race) which can build the main buildings: Barracks, Spires and when Dragons are added: Shrines. Also Huts, Houses and Hamlets for increasing population and your rule over the map.

Cities: The city will be the master unit for each faction, if this is destroyed the faction looses access to worker units and major upgrades, however Hamlets can be used to create workers and trade goods too, but must be unlocked through upgrades from the City. Spires can be upgraded to a certain point where a subfaction is required, each faction has two spires, but only one can be fully upgraded. Shrines will be affected by spires along with having their own upgrades and subfaction features.

Resources include:
[li]5 Charisma (Like population but only Hamlets add more and these require upgrades and a lot of resources, Charisma is used by high class units).
[/li][/list]

For detailed development and information, visit my website (use the links provided above). Once all factions are complete I will work on creating Campaigns for each faction which are linked scenario maps with a storyline, these will introduce each unit to the player for ech faction. A tutorial Campaign will also be provided that will cover the basics that are used in all factions.



Check out the download page on my website (links above) to download the latest release.

For people new to this project/thread, just head to the latest page and ask whatever question, etc, it doesn't matter if it has been asked before as I wouldn't want to read through a load of old posts myself!
Title: Re: Malevolent Rising -TC Project
Post by: ultifd on 5 May 2010, 23:18:04
Ah, easy? well you have to be pro, I guess you are then.
Good Ideas.
Quote
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.
Quote
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
Quote
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
Quote
7-Are there any other important things I should know for what I plan in this projects (restrictions, advice on stuff, etc)?
Eh, thinking
Other questions: I don't know/ not sure...  

Quote
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?
https://forum.megaglest.org/index.php?topic=4743.msg36243#msg36243 If you are, then it is kinda weird, that there is already one and you are making one... I think you can just give credit...unless you want this to be like a "one man" mod

Quote
I will be putting a page about this on my website soon which will have up to date information.
Cool  :thumbup:

Thanks.  Good Luck.
Title: Re: Malevolent Rising -TC Project
Post by: ElimiNator on 5 May 2010, 23:36:41
Quote
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.)

In Glest they do actually fly over other units, water, and trees. Its not just a look.  :)
Title: Re: Malevolent Rising -TC Project
Post by: wciow on 6 May 2010, 09:58:23
Here are some more answers to your questions:

1 - Basically no. There is a small amount of cross over between the two projects but in general they have seperate features. MG is aiming for stability and an improved multiplayer experience. GAE is more on the experimental side but has a larger range of features and more possiblity for coders. I would reccomend sticking with MG for your first mod since it is stabler and you won't run into any half-finished code problems.

2 - The base graphic can be changed by editing the image, but you will have to change the code if you want anything radically different.

3 - Yes all versionS of Glest support 3 modes for dealing with alpha in textures:
Team Colour
Transparency
Team Coloured Transparency 

4 - No, the only way is to make one long music loop.

5 - No this would require a code mod.

6 - Flying Units use a different XML tag depending on whether they are air or land units (GAE also has support for water based units). 

7 - Using MAX may prove problematic. The only exporters for MAX are very outdated and almost noone on the form uses MAX.

Good luck with this mod ;)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 7 May 2010, 01:14:19
Thanks for the quick replies, hmm water based units would be awesome but GAE only is a problem, I guess I'll go for the stability and 8 player is much better than 4, i'll have to recompile the source to change the logo which is a bit annoying but ah well.
The werewolf model I'm using is one I found for a mod of some game from ages ago which I altered to look more like my ideal werewolf and I also made a femal version from it lol. As for starting with a small mod, in a way it will be small as am just gonna have one werewolf in it then add a building to summon it, etc and eventually build on that, the werewolf script looks ok but need full testing but first I need to finish animating it, also use the obj model format I can convert between 3ds max and blender with animation and skin kept so that makes modeling pretty much all clear, also I can use the doom 3 md5 format lol but obj is easier. So really it's not just going to be a werewolf mod, it will have a lot more than just werewolves, I might have a look at that werewolf mod though because I love werewolves lol, got my own model which I'm sticking with though. Also it's going to be one man at first but eventually I might open it up, I'd want to get it all set up and working first before I start adding people to the project.
I plan on using Doom 3 models in glest, wots it like with polycounts as these models aren't stupidly high but aren't simple either?
Shame about having to use units to build units, but I can make this work, is there a way to randomize a unit when its created so I can have a 50% chance of creating a female unit instead of male?
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 7 May 2010, 02:01:05
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!
Title: Re: Malevolent Rising -TC Project
Post by: Hectate on 7 May 2010, 04:14:29
A note about Doom models. Polycount is actually one of your least worries here. Granted, in a RTS it is a vital factor in framerate given unit counts onscreen, but there are more severe issues.

IIRC, Doom3 models use a multitude of texturing technologies that are not supported in any form of Glest. Bump/Normal maps, specular maps, diffuse maps, luminosity (self-lit regions) maps, and reflective maps are all probably used on those models and they will look significantly different if you drop everything except the base image map. Even "baking" some of those maps into a single image map for Glest isn't a good solution because much of it depends on the environment and not the unit.

Plus theres the question of ownership of the original models. I know id has released many games and engines as free downloads, but never any art assets for separate use.

On the other hand, if you're refering to the model format again, instead of actual models, it's not natively supported in Glest at all...
Title: Re: Malevolent Rising -TC Project
Post by: jda on 7 May 2010, 09:03:36
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:
I actually prefer GAE and I don't really think it is that much less stable than MG now. Because:
1. MG developpers started it out as a fork of the vanilla engine instead of contributing to /basing it off GAE allegedly because GAE was too unstable. There were bug reports and there were crashes (I ever only had one on a release candidate and it got fixed on the final release), usually related to using 32 bit binaries on 64 bit machines/OS's; there are 64 bit binaries available for GAE's last release and I think that's something GAE developpers intend to follow on. Now the point (GAE's unstability) might have been valid when MG started out because MG was adding very little to the original engine and GAE was openly experimental. MG has been added incresingly more (though still way far beyond GAE) and bug reports and even crashes and such have been coming up, including problems never (AFAIK) mentioned for GAE, like sound problems (besides Linux PulseAudio which is bugged itself and will affect all three main engines: vanilla, GAE and MG; rahter use e.g ALSA for Linux ;) ) and no-runs on Windows 7. These might be fixed in MG now (I don't really know) but still... more are bound to come along, just like in GAE... So I'd recommend anyone to take MG's "better stability" with a grain of salt... ;)
2. The competition MG brought up I must say I actually think had a good impact on GAE on this point. I think (might be wrong) more emphasis has been put into "stable" on GAE's last release. ;)
3. On the long run, I do believe GAE will prevail. For a simple reason: there is stuff GAE already did that included major shared parts of the code to be rewritten and restructured. MG will most definitelly have to do so to keep up with GAE (in the early versions, MG was actually fixing bugs from vanilla Glest's code that had been fixed in GAE a very long time ago!)
[/offtopic] :P

[still-kinda-OT]On the 8 teams feature in MG was discussed, in more than one thread, long before its first version was ever out (probably before Titi decided to do it). It was not without polemics... The discussion actually did not start with "8 teams" but rather "more teams". I believe the number 8 was pretty much the only thing that got any consensus on how to expand the number of players. I'm not even sure the exact aproach MG took to it. That being said, I'm pretty much sure the number of players will be added sooner or later; heck try requesting it becomes more prioritary on GAE's sub-forum if you really want it! ;)
[/still-kinda-OT];D

On flying units:
Yes, units with the "air" <fields> value on their parameters do fly over land objects. However, a quick note:
I don't actually know how high they are placed by default (not visually but in relation to gameplay mechanics). That being said, it may happen that a flying unit goes through a building... Two things to consider here:
1. Do not place the air unit too low in distance from 3DS's "ground" (I'm actually thinking of Blender here, never used MAX but I guess this will still make sense). The Magic Dragon (from Magitech, the original Glest techtree) may actually fly through some tall trees and it looks bad (may be a problem with custom tilesets too I guess).
2. Do not forget to give the correct height value to your buildings! Giving a tall building a low height (say 2, the height of a typical Magitech humanoid), will make your air units fly through it. This is the real key: In Glest (and derivatives) air units will fly *over* short land units but fly *around* tall ones. ;)

On teamcolor and transparency. Basically:
1. Teamcolor: Alpha texture on doublesided face.
2. Transparency: Alpha texture on singlesided face (there seems to be problems with this, I never tried it myself).
3. Teamcolored transparency: Alpha texture on doublesided face with (Blender) transparency aplied to it.
Look at the Glest wikia and the forums for more infos.

On pollycounts and texture formats/sizes:
1. It is usually preferable to use models under the limit of 1000 polygons (all must be triangles).
2. Textures should probably be under the limit of 512x512 pixels and preferably on .tga uncompressed format (the uncompressed is mandatory for .tga). You can use .bmp too but .bmp doesn't support alpha, hence no teamcolor...
That said, the Dwarf faction I'm working on (after the original author said he wouldn't work on it anymore) uses models with 1000-2000 polyes and 1024x1024 textures. It works fine but wciow himself (the original author) said he was working on lowering the polly count on his latest models and titi actually told me textures so big might actually make you loose detail ingame... So... the mentioned limmits probably are best. ;)

I think your mod has much potential. Hope you do pull it through! Good luck and enjoy yourself!  8)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 7 May 2010, 14:07:47
Well I'm definitely stick with GAE then lol, the Doom 3 models themselves can be downloaded in all sorts of Doom 3 mods about the internet and because I'll be changing their format to glests g3d format there shouldn't be any problems with using them, my GZDoom (an opengl classic doom port with md2 adn md3 model support) project used Doom 3 models and there was no problem with that. I think I'll base my textures around 512 x 512 to 1024 x 1024 though I have  some super high details ones I made at a huge 2560 x 2560, I'll see what happens when I use them and shrink them if needed, also if there's no polycount limit, etc these models should run fine on a modern system which is what I'm aiming my project at, it's gonna be new and shiny but packed full of cool stuff I know it wont be quick and easy but I don't like making small projects because I always end up want to add more and more lol.
I'm half way through aimating this werewolf atm then I'm going to transfer to blender and export it into g3d then see what happens...
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 11 May 2010, 23:35:51
A little update, mainly to show that this project, though it has just started is going somewhere. The bottom of my first post will show how the project is progressing.
Here is a screenshot of the new title map and title graphic, I know the map looks pretty plain but as I slowly add buildings and eventually new factions I'll slowly decorate the map, same for trees and rocks, etc which I will add as I get some tilesets sorted, there is some cool camera movement and rotation for each option in the menu which explores all over the title map.
(click to show/hide)
Title: Re: Malevolent Rising -TC Project
Post by: jda on 11 May 2010, 23:53:12
Very cool!

I like the greenish misty mountains on the back ALOT!  8) :thumbup:

The green buttons are look very cool too! ;) But the contrast might be better and indeed get a more different look if the gradient was inverted: darker at center and lighter on the edges - I know the 'button unclicked' 3d effect might be lost that way but with some tweaking you might get it to look really cool as as 'sunken buttons'...? Just a thought.
I do like those tones of green for the buttons though. ;)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 12 May 2010, 00:09:22
Thanks, I'll try the sunken button effect lol, the text entry box is blue too! Will look better when I get round to messing on with the font but for now I've got a werewolf to animate.
Just finished attaching a skeleton to him which'll make animating easier using IK then I'll convert it to morph because Glest doesn't support skellingtons, though I should really get my university essays finished first lmao!
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 12 May 2010, 00:39:51
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:
http://darkspectral.totalh.com/Images/Games/MRise/MRiseTitle02.png (http://darkspectral.totalh.com/Images/Games/MRise/MRiseTitle02.png)
Title: Re: Malevolent Rising -TC Project
Post by: Zoythrus on 12 May 2010, 21:26:25
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).
Title: Re: Malevolent Rising -TC Project
Post by: jda on 13 May 2010, 18:34:47
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:
(click to show/hide)
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.
I thought this might be a problem with the forum's theme that omega was tweaking a while ago (I don't know if he's done with it now though) but I tried the old SMF default theme and I still can't see the pics...
So... I copied the link from your post and put it in my browser's addressbar and it worked. I'll be linking to this from the General discussion's Board changes thread. ;)

EDIT (from the Board changes thread):
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

And yeah, now I saw the pic (outside the forum)... it does look nicer that way. :) Reminds me of the Nihilrillian menus (so that's how they were done!... :O ).

And also "yeah"... do get your university essays finished first! We don't really give a d*mn about 'em but you certainly should! And if you don't... well... you might end up blaming your poor results on Glest modding and that... we do care about! :P

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
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 13 May 2010, 22:49:57
Got some werewolves going now, idle and walking animation all working, have to go through loads of model formats though, mdl > blender > obj > max > md5 > blender > g3d!
For some reason images aren't working from my host unless you actually link to them, probably because it's free, eventually I'll pay for my website and this problem should stop, if it doesn't I'll move host.
Anyway here's a preview of the werewolves, I've done a few changes since this screenshot, player 1 is now green and the werewolves hair changes depending on the player colour, I've also added more shading to this since this screenshot so their hair has more detail.
(http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus01.png)
If this image doesn't load, copy it's URL and link to it in your browser. My website has this new project on it now (link is on the first post) so if you go there you should be able to check it all out.
Also I was thinking about steam power, not sure what race to apply it to, maybe the shapeshifters as they are basically the human race with a twist so they're not boring and they'll have stone golems, and saying as metal is part of the earth element in this mod I'll add some steam and clockwork stuff to it, not too much though.
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 14 May 2010, 22:38:10
So are you just using models and editing them? and that is alot of work for just one person , seems very very ambitious to me  :scared:
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 16 May 2010, 12:03:16
Yeah, it is a bit, but so was my old Doom project which still has parts I would have expanded upon but was complete, I like a project to work on for a while and I'm just looking at it as a one faction project at the minute, once I've finished all that then I'll work on the next factions and see if anyone's interested in helping (I want to do the first faction on my own so I can grasp what Glest modding is like so and if anyone else does join this project they can refer to this first faction to get an idea of what this project will be like, I will be open to suggestions as well).
Also in terms of modelling and animating a lot of it is already done as I can convert a lot of my work from my Doom project across, just don't have a very good werewolf in that project which is why I wanted to work on a new one.
Anyways, I finished the werewolves on Friday but been away, now that I'm back I'm going to get to work on some werewolf barracks and then give the doggies some swords and a scythe, Satyrs after that!
Title: Re: Malevolent Rising -TC Project
Post by: jda on 16 May 2010, 13:08:42
Sorry for the delayed reply...
I looked at your werewolves on your site and they look cool.  :thumbup: (well, not so sure about the bright orange hair (though it might work, I'm just not used to that) but you said you've changed that to teamcolor, so I guess it definitelly will be different from your usual brownish/greyish/blackish werewolf but that's cool too; just make sure the underlying texture, "below" the teamcolor is rich (and visible) and you'll drive the "doggies" away from a child-cartoonish look, I think ;) ).

Looking forward to your first release. 8) But do take your time. ;)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 16 May 2010, 13:47:59
Don't worry I've dulled down the colour on them a lot, did something stupid and mixed up black and white in the tgas alpha channel so when I tried to make the texture stronger than the team colour it had the opposite effect lol, I'll be trying to increase the quality of the werewolf's texture also to give it a nicer look because I don't want cartoony effects at all here. I've also changed the team colours a bit:
Player 1: Green (my favourite colour hence player 1 lol)
Player 2: Dark Purple (looks pretty cool and you don't get purple much, might change this if too many people disagree)
Player 3: Blue (easy to tell apart from the purple used also)
Player 4: Red
Also I've set up the colours for another four players, even though GAE only goes up to 4 I'm guessing they'll hopefully eventually go up to around eight like in MegaGlest so we have: Yellow, Cyan, Orange, Magenta.
Title: Re: Malevolent Rising -TC Project
Post by: jda on 16 May 2010, 15:13:55
For teamcolor, I myself, on the GIMP (what program do you use?), make the underlying texture first. For your werewolves I'd texture the hair with a base greyish color and "draw" some waves and hanks in 2-3 darker tones (good contrast important); then I would select the whole hair part of the texture and add an alpha mask to that layer; Finally I'd paint the whole said selection with a gray tone somewhere between 0x777777 (more emphasis on teamcolor) to 0x999999 (more emphasis on the underlying texture).
But I guess you could do it the other way around: Have the hair one single color in the texture and then use gray tones (in this case rather more contrastant than from 0x777777 to 0x999999). In this case, I could indeed use pure white (full transparency, no teamcolor) and pure black (full teamcolor opacity), but I might have my base color brownish instead of grayish. Anyway, whether you used pure white and black or only tones of gray, you could paint the said waves and hanks on that alpha mask instead.
I think you can get pretty much the same exact result using either way. :P

On your choice of teamcolors...
Can you do that already? Or will you be editing the GAE code?
Not long ago, there was talk about allowing to change teamcolor (in the glest.ini / glestadv.ini files) but I didn't notice it being implemented yet anywhere.
If it hasn't been implemented, then the teamcolors are still hard-coded to the engine, meaning you'll get the default team 1 red, team 2 blue, team 3 yellow and team 4 green.

Regarding the other four teamcolors... you have quite some amount of redish tones (red, orange, magenta) and blueish too (blue, purple, cyan). As you can gather from what I said above, different textures (units) may display the same teamcolor quite differently, and the similar coloring you mentioned may get confusing in some cases...
Maybe best to have 2 variations for each base color:
E.g.
Red and Magenta (or orange, this might get confused with yellow at times)
Green and Teal (or torquoise)
Blue and Purple
Yellow and ... erm ... I don't think brown would be good... Indigo?  :look:
I don't remember what choices MegaGlest used.  :look:

And yeah, I think silnarm recently mentioned adding more teams to GAE. ;)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 16 May 2010, 16:56:20
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 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).
Regarding the team colours:
Cyan is a mix of Green and Blue or 00FFFF in hex and is very easy to tell apart from blue and green so the three should look fine amongst each other.
Purple is a mix of red and blue though with more blue and darkened so around 440066 in hex, this might be a problem next to blue so I think I'll change it to be more like this 550055 still purple but should be distinct from blue players as I want it to be darker (almost black maybe).
Magenta is between red and blue FF00FF and is very easy to tell apart from reds and blues as blues will appear much darker and magenta is no where near as red as red lol. Magenta and Purple would be a problem but with purple almost black they will be very distinct.
Yellow will be different enough from red and the green I'm using is tinted slightly blue and much darker than yellow, the green is not tinted anywhere near cyan though and is darker, not too dark to tell apart from purple and blue either.
Orange is the one I will be working on a bit to get right as orange and yellow will be annoying, I'll have to make the orange red enough to tell apart but not too red to mix in with the red team, I might make the yellow lighter near white almost, that should solve this problem.
I'll make a colour chart at some point to make sure there are no clashes.
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.
Title: Re: Malevolent Rising -TC Project
Post by: jda on 16 May 2010, 18:00:53
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>

Quote
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)

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Regarding the team colours:
<snip> I want it to be darker (almost black maybe).
Dark colors may not look good on the minimap: little visibility. :(
Might also be a problem with very dark tilesets (I think the darkest around currently is Dark forest but you might want/get a darker one for your mod-theme...  :look: ).
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I might make the yellow lighter near white almost
Possily problematic with very light tilesets such as the Winter series. :(

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I'll make a colour chart at some point to make sure there are no clashes.
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.
The color chart sounds like a good idea to me.  :thumbup:
As for the feature, I think it would be nice yes, but there are lots of other things I think are more important to focus development in. ;)

Quote
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
So... does what I said about the GIMP - alpha masks and greys - make any sense on Photoshop? Just curious... might get me to save some words next time I meet a Photoshopper... ;D
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 16 May 2010, 21:20:59
Oh yeah, I forgot I requested that, I have a bad memory, I'll have to go reply to that post after this post lol.
I didn't think about the colours on the minimap, tilesets might work out ok, I'll just use a colour chart then go through all of them in different tilesets, but that's for much later on.
And photoshop can set up channels, it has Red Green Blue (all can be edited at once ofc, or two at once, etc) and you can add others, Alpha 1 gets translated into tgas alpha channel, in pngs photoshops alpha channel works wothout having to set this channel.
Development is going nicely:
(http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus02.png)
If the image doesn't show goto my website (linked on first post) then on the menu goto Necribus Faction, it'll have more detailed info about my project as well.
Next up, I'll be giving the wolves some swords and scythes to play with then getting the satyr started. Could do all of these within a week maybe two then move on to the more interesting stuff, demons, undead and shadow things, a few more weeks then finally upgrades and testing, then first release! Hopefully anyway.
Title: Re: Malevolent Rising -TC Project
Post by: jda on 16 May 2010, 23:08:21
I had not realised before that your werewolves's hair didn't actually go down the back of the head and neck... I think it would look better if it did. Nevermind, it's just the green hair with the green grass on the back...  ::)
Also, the tail is twisted up. This one I'm sure would look better hanging down. Looks too cartoony as it is ... or in heat. :O

EDIT: BTW, what are those buildings? I like the rock cave.  :thumbup:

EDIT #2: Scratched out my first sentence. :P
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 17 May 2010, 00:45:51
Ok, I'll have a look at those tails, shouldn't be much work because I rigged them to their own bones in 3ds max, just hope they work right.
And the large tower is Necropolis which is used to create Werewolves and Satyrs.
Werewolves can then harvest and build the cave thing: Lycaden, which can train (create) Werewolf Ravagers and Werewolf Reapers which are the main light and heavy melee units, the Satyrs will build a Babel which looks like a temple with a large pillar in the middle (got its model ready, just needs texturing and stuff), this will train Satyr Soulpiercers and Satyr Impalers which are the main ranged light and heavy units. All my factions will use the same system and will be pretty much the same stats until upgrades come in, the magic units will be what make the difference though, got some really interesting things to put in from my mod. You know it's gonna be fun when you have a Cyberdemon and Spider Mastermind involved...!
Title: Re: Malevolent Rising -TC Project
Post by: jda on 17 May 2010, 01:48:45
Uh-oh... BAD NEWS!
Unfortunatelly, there's bug (I'd call it an omission but after my tests, I do call it a bug :P) in all three engines, GAE included. This is related to having two different kinds of worker units. The AI will use only one and ignore the other.
Here is the GAE ticket for it: Ticket #53: AI not 'aware' of different worker types (http://sourceforge.net/apps/trac/glestae/ticket/53)
The ticket above actually links to the Dwarf faction I'm working on.

I didn't tell you about this before because I thought you were goiing to use different buildings for different worker units, which BTW will probably solve nothing (see my tests #2 and #3, and later):
Dwarf faction situation:
- Two different worker units ("Workers" and "Miners") can be produced by the main building ("Stronghold").
- The Worker can harvest Gold, Stone and Wood. It can also build buildings. It can be morphed to an Engineer later in the game.The Worker costs 80 gold to produce.
- The Miner can only harvest Gold and Stone. No other skills. But it harvests considerably faster than the worker (faster harvest speed and higher load capacity meaning less trips to the resource and back to the building it drops them in), specially fast harvesting Gold is a great advantage for the Dwarves, they also use Stone more than Magic and Tech so that's also good. The Miner costs 100 gold to produce.
- Default faction startup (defined in dwarves.xml) gives two Workers and one Miner to the player.
- All works fine on the Human-controlled faction.
- AI controlled faction (all four CPU Easy, CPU, CPU Ultra and CPU Mega) will produce only Workers, never a single Miner.
- AI will use the Miner given on startup correctly though.

My tests to try and workaround this bug were based on trying to make the production of the Miner more atractive to the AI:
#1 Make the two units cost the same. Results: No difference at all.
#2 Give the Miner an Attack skill and corresponding command (based off the Magic Initiate->Battlemage promotion the AI gladly does). Results: The AI still won't produce any Miner, plus it 'now' (then, when I tested) sometimes send the Miner out on a scouting mission...  ::) It's kind of logic that it would (I also tried three different attack values: symbolic, like 20 +-10 I think, = to the Warrior (basic military unit) attack, > Warrior attack). Still... why would it not procuce any, even when it was a better military unit than the Warrior?!  :o
#3 Give a Morph command for the Worker to morph to a Miner (by this time I was thinking I might actually get luckier in figuring this out if I tried and look at the source code, only... it's been almost 20 years... :P ). The AI never morphed it. Tried with appealing costs and such, still nothing. Actually... I gave free (no cost) morphing skills/commands to both the Worker and Miner to morph to each other and then back. The AI did not hesitate to morph the Miner given at startup to a Worker and never a Miner was seen again for those players (all CPU levels did this). :o
#4 Pretty much mixed all the above together in different mixes to try and make the Miner more appealing... No luck whatsoever. :P

Now that I'm thinking, the one thing I did not try was placing the Miner before the Worker on the list of units the Stronghold can produce. Hmm... I might try that... Maybe it will then produce Miners and once it needs wood (that the Miners can't harvest) maybe produce Workers...? I'll try. ;)

Back to your mod: Cyberdemons should be fun but what really gets me curious is that Spider Mastermind... 8)

EDIT: GOOD NEWS! We nailed the source of the bug! See reply #30 below. ;)
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 17 May 2010, 02:18:31
I also have found this to be true in my AC mod , they would use the builder , but not the gatherer which both were needed  :thumbup: good report jda
Title: Re: Malevolent Rising -TC Project
Post by: jda on 17 May 2010, 02:27:45
Thanks for the compliment on the "report" (will be linking the GAE ticket back to that post above :P ).

Well, I tried reverting the order of the produce commands in my main building and nothing.

Then I thought... could "Worker" be hardcoded to be the default name of the worker unit? Some factions don't have "workers", but they do have only one worker-unit such as e.g Initiates; but still that might be a kind of fallback, producing a worker-unit other than "worker" only if no unit named "worker" was there?  :look:
But... renaming the unit is crashing the game ('cause I have to link back everything apropraiatelly and must have missed something).

So... now you're giving me another tip now, fluffy... are your units named "gatherer" and "builder"? Or is there a "worker" in there?...
More probably... will the engine only consider a unit a worker-type if it has a "build" command?...  :look:
Not testing today. :P
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 17 May 2010, 03:49:53
One builds the other gathers the resource, but their names are "engineer" and "Rigger". I think the AI uses the build command to determine a worker unit cause my "engineer" has build commands , but my "rigger" does not sense it is just to gather resource and the AI will only produce "engineer's". However it will use the unit , it will not produce them , but it will use them. Forgot to mention that one  :look:
Title: Re: Malevolent Rising -TC Project
Post by: jda on 17 May 2010, 10:25:40
Yeah, it's not the names (and the AI will use the gather-only Dwarf miner given at startup too).
It's the build skill/command!  :o

I gave the Miner a Build skill and command and the AI (all four levels) did produce Miners!!! ::)
So... source of the problem found...

But...
The initial GAE ticket (which refered to wciow's Dwarves) mentioned the AI chose to produce the different types randomly. I think I can confirm this. "Played" two games and the amount of workers/miners the CPU's produced varied. The first match had one CPU and no CPU Easy, the second match had one CPU Easy and no CPU (normal).
The changed player was Player 2 (Human Pl. 1) and on the first run, the CPU (normal) produced more workers than miners, the opposite on the second.
However, the CPU Ultra (same player # on both runs) produced more miners than workers but did it the other way around on the second run. The CPU Mega produced more workers on the first run and more miners on the second.
Same map on both runs of course. :P
Still, it's better than before. Though it would be nice for the AI to actually make sensible decisions on what worker-type to produce at any given time. ;)
And specially... that the gathering units be produced by the AI even if they don't have a build skill/command!  :look:

@ ChupaReaper
So... you're safe because both your units build erm buildings... ;) :thumbup:
You will need to keep that decision for all your factions though, even if you opted to have one where not both worker units built anything or changed your mind later. You must have each and every of your worker build something! At least til this gets fixed and the AI will actually produce gather-only units. ;)

(specially) @ Fluffy203
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. ;D
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...  :|
Do you have any better ideas?
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 17 May 2010, 11:21:19
That's a nasty bug, fortunately each worker unit I have will be basically the same, only they build different race buildings:
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.
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.
Title: Re: Malevolent Rising -TC Project
Post by: jda on 17 May 2010, 13:36:31
That's a nasty bug, fortunately each worker unit I have will be basically the same, only they build different race buildings:
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!
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:

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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 ;) ).

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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 ). ;)
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 17 May 2010, 14:02:45
Quote
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


Actually seems like the best thing to do , is make a dummy and if that works , make them be able to build a drop off point , like a wharehouse and such  :thumbup:
Title: Re: Malevolent Rising -TC Project
Post by: jda on 17 May 2010, 19:30:15
You're probably right but we're getting offtopic now. This mod's potential problem is not so... /OT ;D

But thanks! ;)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 17 May 2010, 22:57:03
5 factions, 10 races , 2 per faction and if they are all detailed enough I may eventually some day split them all up into 10 factions but that may simplify things too much as each race focuses on its own strategies and mixes with another such as the one I'm working on at the minute, Werewolves like speed (fast attacks, hp and ep regen and movement), Satyrs like power (increased attack, splash damage boosts, etc), together we have quite a reckless kill them before they kill you faction, where as some will be the opposite, balancing will be a challenge but it will be a while before I move onto my second faction.
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.

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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.
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 18 May 2010, 00:14:13
Can i see progress cause this is a very very ambitious goal as i have said before and i wanna see how good you are , cause 10 factions is either A: Not going to be well done or B:Take you a year  :P
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 18 May 2010, 10:14:35
Progress is in detail on my website the links on the first post, it's among my other projects though my old complete Doom one is offline at the minute.
Briefly though, I've finished three units, werewolf workers, ravagers (light melee) and reapers (heavy melee). The city building (Necropolis) is complete as is the werewolf barracks (Lycaden), going to start on the village now for increased population as I've got the population resource working, then the satyrs and their barracks. When all this is done it will be around 40-50% of the first faction as I have a lot of upgrades to make and magic units. I mentioned dragons as a separate set of units around at least 6 per faction but I'm work on this once I've completed all five factions and balanced them, the dragons will be a sort of mod expansion, also I don't think I'll be splitting the factions up into 10, if I decide I want to do more I'd maybe add a new faction but this is all once I've finished.
Title: Re: Malevolent Rising -TC Project
Post by: jda on 18 May 2010, 12:57:55
"5 factions, 10 races , 2 per faction" sounds cool.  8)

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

You're working at a good pace, I think. ;)  :thumbup:
Title: Re: Malevolent Rising -TC Project
Post by: Zoythrus on 18 May 2010, 13:50:48
i just dont understand one thing, what's the point in having two different workers to create both sides of the faction? you should have one worker who builds shared buildings (the werewolves and satyrs would both come from the barracks equivalent). if the two species have allied, wouldnt seem odd that their forces have to be separated like that?
Title: Re: Malevolent Rising -TC Project
Post by: jda on 18 May 2010, 14:12:56
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. ;)

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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
Title: Re: Malevolent Rising -TC Project
Post by: Zoythrus on 18 May 2010, 19:26:30
yeah, but it seems then that they should follow the subfaction concept. 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 eventually (and not to mention the space needed to build all the buildings)
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 18 May 2010, 23:18:16
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. 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 . This is just my opinion and btw are you doing all of your models or are you using them from something and just importing them to the game?
Title: Re: Malevolent Rising -TC Project
Post by: jda on 19 May 2010, 00:02:44
I completelly disagree with you guys! :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?...  ::)

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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 eventually
 (and not to mention the space needed to build all the buildings)
1. All (most) factions now already have the exact same two sides ChupaReaper's Werewolves+Satyrs faction has: Melle and Ranged units.
2. If your problem is the two different kinds of worker units, it's not even orginal. The Dwarf faction has it, Fluffy mentioned a mod of his that has it. And I'm just mentioning the ones who have them right from the start... Tech (ya know, from the original Glest Team's Magitech) has it too! Both Tech Workers and Tech Technicians can harvest and BOTH BUILD DIFFERENT BUILDINGS of which very different sorts of units coming out of each. Really, I cannot understand what problem you might have with this...  ::)
3. The faction ChupaReaper is describing has, so far 3 (THREE) different buildings. Tech has 7 (SEVEN) different buildings. Magic has 6 (SIX). Room to build you say...?  :look:

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

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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...
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... :P
Title: Re: Malevolent Rising -TC Project
Post by: wyvern on 19 May 2010, 01:06:35
I agree with Jda
Title: Re: Malevolent Rising -TC Project
Post by: Fluffy203 on 19 May 2010, 01:56:11
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 here
Quote
Tell you what...
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 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.
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 19 May 2010, 02:30:41
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. Second, I plan on making a few upgrades that only effect all werewolves/satyrs, it'd be tidier to have these split into each barracks, also I may eventually introduce ranged werewolves and melee satyrs, this would be long after my mod is complete though, 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, I'll be doing this later too however. 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 two, also I'll be making some pretty big maps so the speed of units is more important (I could just use small maps and slow units but that would be boring vs big maps and fast units even though basically the same). 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.
The more factions the more 'unique' each player can play, each race will have its own choice of strategies to offer for different situations and each faction has two races giving the player a lot to choose from but not too much, two players of the same faction could play very differently, then there's another four factions too, this means there's a lot to do and opponents can be very different every time. Just one faction is starting to seem fun enough thus my first release should hopefully be fun, then there's more to expand on so I don't get bored once I've finished. Ultimatly, I just like to leave things open for expansion, 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.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, that 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.

Development: All three werewolf units working nicely, city working, lycaden working, population resource working nicely too. Added three new buildings: Hut, House and Hamlet, each faction will have these though they will look different in each faction. Huts can be built increasing population by 10, these can be upgraded to houses which up population by 25 (not added to the 10 so a house = 25pop not 35). Houses can then be upgraded again, this is a costly and slow upgrade which increases population by 50 and the building morphs into a Hamlet. The initial hut should have plenty of space as the building size increases from 4>6>8 I think that's it, well the hamlet is 8, if there isn't enough room the upgrade is not allowed. I will be putting upgrades in the city which will eventually allow workers to build houses directly and then hamlets, this will cost more than starting with a hut and upgrading and will take a while to build but will be overall quicker. Hamlets can also produce workers like the city can. I'll post screenshots later on, I really must sleep now lmao!
Title: Re: Malevolent Rising -TC Project
Post by: Zoythrus on 19 May 2010, 03:07:33
the way that you make it sound, the two species are only connected by one building - the city. i think that if they are allied, they should be a part of each other's lives more. the idea of having two separate versions of the same building seems...impersonal. i understand what you are saying, and like Fluffy i dont want to discourage you.

@jda: yes, i know that the factions that you mentioned have different workers, but that's not what i mean. it just seems that the two species have drawn a line between themselves. "your buildings only build your guys, and our buildings will only build ours" doesnt sound like an alliance to me...
Title: Re: Malevolent Rising -TC Project
Post by: jda on 19 May 2010, 05:23:27
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 here
Quote
Tell you what...
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 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.
Yeah, I did get your point the first ime around. ;)
Titi actually changed the stats on the Magic and Tech he packed on the Megapack to make it easier to balance his own Norsemen, Indians and Persians to it. At least he did say all five of them were balanced out. And... people do expect it that way, sometimes they wonder about it, I actually noticed Titi giving a pretty good explanation for the Egypt Priests "overpower" not so long ago. ;)
Most factions are balanced to something else.
The Dwarf faction always meant to balance itself to Magitech.
The Ancient Egypt faction was balanced to the Megapack before it was included in (it was actually Assassin who started it, not Titi but I think titi did do most of the work in the end).
tiger's Africa faction was criticised for not being balanced out (to Magitech). He replied it was balanced to the Vbros Pack 1.
Any solo faction out there always gets some comment about its balance sooner or later... :P
And yeah, I agree ChupaReaper's project is ambitious but so far I had no reason to doubt he'll make it. IMO.

Great post, CupaReaper! A couple comments:
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)

Quote
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:
- How do you determine unit's "death"? You can probably get this easily through LUA scripting  but the unit will be proper dead by then thus unable to morph... (the engine doesn't care whether your unit is an undead or something, Glest death is final :P ). Actually, you might... createUnit() at the position the concerning one had died ... Well... it may just be possible ... in LUA scritped scenarios only.
- You might get the mount to be a pet (GAE only feature) of the ... mounter - I think pets die when the master dies but not the other way around (not really in the know). Still... I don't think you can control regular pets as one single (mount/mounted) unit. I think the pet can be set to follow its owner... not the other way around. See how these two are mutually exclusive?... Now... the sollution will likely be an enhancement to the current Pets feature: Symbiotic pets. ;) But this is not implemented yet. Still... hopefully might be when you get to do that expansion. ;)
- silnarm did mention the possibility to change the current AI framework... under the hood. Currently it's all C++. The next sollution would be fundamental functionality in C++ and then LUA extensions to it. ;) I guess you could then rather easilly do the necessary LUA scripting, whether on XML or on the engine's data folder, becoming the said functionality available in scenrios as well as faction-mods too. ;)

Quote
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 two
Good principle, used in many mods out there (the good ones basically :P )

Quote
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. ;)

Totally agree on "The more factions the more 'unique' each player can play" and all the rest. And again... it's not really new in Glest... just sensible. ;)

Quote
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,

Quote
that 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:

Quote
the building size increases from 4>6>8 I think that's it, well the hamlet is 8
Careful! 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.
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 19 May 2010, 10:19:37
The size 8 building is really a super building, it's hard to get and place and really is meant for starting off at another part of the map as it can make workers and hence a second base, etc, if there is little room multiple houses and huts could be easily built instead to boost population. I don't want this size 8 building to be too easy to get in game, I've already tested it in glest's swamp of sorrows and it fits nicely enough so that it can be placed but ideally not next to the main city but more in an empty space to start up a second camp/colony/base/etc. This is all for the population resource, there're more buildings to come.
I might give in and split the supplies resource into wood, stone and food, each will have buildings to increase production of these.
Both races share the same city, huts, houses and hamlets thus live amongst each other, only the military quarters are separate due to their different natures in fighting, in game they will work together due to one only being melee and one being ranged, basic raids and defence will rely on using these units together. The magic units are produced from different buildings too, Spectral Gate and Hell Portal, the Spectral Gate captures the undead for use and shadowy creatures the Hell Portal brings fourth DooM! Werewolves are shadowy themselves where as satyrs are demonic so each of them have their own ways of summoning their creatures to help out.
I'm going to look into auras or what ever you call it where a unit constantly affects others, this way I can make techniques to mix units together from the different races having one boost the other. But I will make sure the two races aren't too separated, their military buildings are the only thing that is separate which is two buildings per race (eventually three for the dragons project), housing, cities and the three supply stores will be shared. Maybe later on I could work on making guilds, these will produce a special selection of units from both races that suit a certain purpose, such as a siege guild which would produce the siege units or a raid guild for spam units and defence guild with the defence units picked out, the corresponding barracks or spire (magic unit barracks) will be needed for any units to be producible from guilds though, that's an idea but it wouldn't work on it yet, the problem is it's try to tell the play what each unit should be used for where as they can have multiple uses.
Title: Re: Malevolent Rising -TC Project
Post by: Zoythrus on 19 May 2010, 20:14:21
i can agree to this...
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 19 May 2010, 23:09:07
More progress, I'll make a web update soon as I mark my project at v0.4, but for now it's v0.3...
The morph skill had problems when it came to increasing population so I scrapped the whole idea, instead these buildings are built from workers of both races and unlocked through expensive (but for a good reason) upgrades. So werewolves and eventually satyrs can build Huts, Houses and Hamlets, though Hamlets especially will take up a lot of resources.
Resources have changed a lot as I've done the opposite to what I have planned:
-Wealth can be mined, the resource now shows up on map as gold ore with crystals growing out. Wealth is used for some buildings but mainly for training barracks units or magic units.
-Wood can be harvested from trees now and is used typically just for buildings.
-Stone can be mined from stone deposits, I have made a new model and texture for stone too, this is used mainly for buildings too.
-Population works well now and is increased through Huts, Houses and Hamlets.
-Food is implemented but not used at the minute as I have no farm buildings yet and no units eat food yet, come v0.4 I will have at least one farm building.
So next on my list are farms, I might make better types through upgrades much like how population buildings work.
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 23 May 2010, 14:44:05
Another update, been busy the last few days with 'outside stuff' lol, too much whiskey really... Anyway, I have made some progress, I've got resources straightened out except for food, not sure about using food as some units will have such high health regeneration and others will be able to heal madly, so the rule is, the higher your popularity resource is then the better accommodation you have which includes food!
Here's a screenshot:
(click to show/hide)

For the full spec, see my website (link on first post).
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 15:22:21
couldn`t see any image... :| ::)
Title: Re: Malevolent Rising -TC Project
Post by: wyvern on 23 May 2010, 15:37:00
Same here
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 23 May 2010, 21:26:06
Gah, my images never show up here, probably my host (it's free for now you see), if you copy the image's URL and paste it into your browser it should lead to a working image.
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 21:35:54
cant see url..

you mean this:http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus03.png (http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus03.png)
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 23 May 2010, 22:32:13
Yea, that, it should link to a working image, works for me anyway, not sure why my website doesn't show images from outside of it, quite annoying, once I eventually start paying and upgrade it, they should hopefully all start to magically appear!
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 22:34:14
webs.com (http://webs.com) free web sites..
Title: Re: Malevolent Rising -TC Project
Post by: John.d.h on 23 May 2010, 23:25:33
If you just need to host images, you could use any number of sites, but imageshack.us is the one I like, because it automatically makes thumbnails.
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 23:26:23
and no register ;)
Title: Re: Malevolent Rising -TC Project
Post by: ultifd on 23 May 2010, 23:27:09
Well, I can't even access your site...  ::)
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 23:30:21
me neither ...
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 23 May 2010, 23:31:42
I`ll upload the image here:

(http://img691.imageshack.us/img691/5056/mrisenecribus03.png)

pro man..just pro...
Title: Re: Malevolent Rising -TC Project
Post by: ultifd on 23 May 2010, 23:34:45
I agree...so awesome  ::)  :O  :thumbup:
The only problem that you have, IMO, your hoster...so your site  ::)
hmm...
Title: Re: Malevolent Rising -TC Project
Post by: John.d.h on 24 May 2010, 00:04:52
That tower looks awesome.
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 24 May 2010, 00:05:53
kinda warcraft style...
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 24 May 2010, 13:02:45
I do play World of Warcraft at times, gone off it at the minute being level 80 and done most of the stuff, waiting for next expansion... But as much as I like Warcraft I want very little from it, though it may have some of its style in it. I could have stole the Warcraft Worgen for my werewolves but I was determined not to, instead I've got a just about unique model going now, my own animations, the mesh is rebuilt from Neverwinter Nights and the skin is from that but will be redone in higher definition.
http://darkspectral.totalh.com/Games/MRiseMain.html (http://darkspectral.totalh.com/Games/MRiseMain.html) That link should be right, I can access my web through my home, university and at my girlfriends so if you can't I'm guessing it's the free host reducing traffic from other regions, that sucks.
Anyway I'm going to make a start on the Treasury and the Stockpile for quick resource storage then finally get some satyrs going.
Title: Re: Malevolent Rising -TC Project
Post by: ultifd on 25 May 2010, 07:22:18
What's weird is that I think my home network is only blocking it...for some reason  :|
Always times out...chrome and firefox  ::)
Still I think your site has some problems with embedding and such....
But this MOD...is really nice  :)  :thumbup:
So cool...and a one man project...  :thumbup:
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 25 May 2010, 10:17:35
Thanks ;D
Finished the stockpile and treasury which means I'm now going to finally move on and get some Satyr into the picture, once I've finished these, the fun stuff comes in! Haven't updated my website about this yet but will do later meaning I'm at v0.5.
v0.6 All Satyr and Babel
v0.7 Spectral Gate and Necro Units (shadow creatures/zombies)
v0.8 Hell Portal and Demonic Units (Think DooM here!)
v0.9 Upgrades and balance testing.
v1.0 First release.
After that I will start working on the next faction, v2.0 will have this faction complete, v1.x may sometimes be released if people have reported problems with my mod (bugs, balance, improvements, etc).
Anyway, I put that there because it's nice to have a brief plan to stick with.
Title: Re: Malevolent Rising -TC Project
Post by: wyvern on 25 May 2010, 13:41:53
I can't wait to try this out ;D ;D
Title: Re: Malevolent Rising -TC Project
Post by: Gabbe on 25 May 2010, 15:50:14
This is probably going to be one of Ultifds nest series of videos right?  ::) ::) :| :O :O :O :O :O :O
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 26 May 2010, 14:22:55
Updated my website again, I use chrome as my main browser, don't bother with Firefox any more and Internet Explorer I only need to use for my student finance because their website is really buggy lol. My website runs fine by means of html, etc just this host causing all the problems.
I've made a start on the Satyrs, screenshot coming shortly. I've done the workers and they work just as intended, going to make the Babel next then the two ranged units, need to work on a crossbow for them.
Title: Re: Malevolent Rising -TC Project
Post by: ChupaReaper on 27 May 2010, 22:54:38
Another update! v0.6 now...
Satyrs are done and looking pretty awesome, especially those Satyr Impalers, I've also discovered the fun you can have with the particle system!
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).
(click to show/hide)
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).

A lot of work ahead now as I'm going to finally make a start on the more interesting stuff, the Spectral Gate. Not sure what to start off with yet, Zombies, Shades (based on the serpents off of HeXen), Paramites (those of you who know off the Oddworld games will find this interesting), Epions (inspired by the kamikaze giant demonic bats from Stronghold Legends), Worg (big wolves upgradable to Baghest, super big wolves!), The Liche (nasty undead things, one based on the first boss from Return to Castle Wolfenstein) or The Reapers (a lot of Soul Reaver: Legacy of Kain inspiration with these, and the typical Grim Reaper). For now I'm going to test the basics of my mod with my younger brother lol.
Title: Re: Malevolent Rising -TC Project
Post by: ultifd on 27 May 2010, 22:57:36
Another update! v0.6 now...
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).
(click to show/hide)
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).
Well, I can not even access your site  ::) but I am pretty sure that it's cool...
For one thing at least, your site has problems...when you try to embed your pics...
maybe use something like imageshack?  ::)
Well, there are plenty of other good free hosts, you don't have to pay...  ::)
Cool.  :)
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 27 May 2010, 23:11:08
The site's html, etc is fine just the host doesn't seem to be showing images which may mess up the template too, have no problems in the UK viewing it anyway. I'll look into imageshack though.
Does this link work: http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus04.png (http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus04.png) ?
If not try copying and pasting this into your address bar and trying to link to it:
Code: [Select]
http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus04.png
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 27 May 2010, 23:13:34
nope lol , least it didn't work for me
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 27 May 2010, 23:15:32
Gah, that's annoying, I'll have to look for a better free host, thing is, as annoying as this one is, I have a lot of storage, FTP and mysql for a database though my forums are down at the minute. Still, to imageshack...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 27 May 2010, 23:21:17
Now it works , but when you had the link as a "?" it didn't so your fine
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 27 May 2010, 23:28:18
Ok, well I've uploaded them all to ImageShack:
(http://img404.imageshack.us/img404/1524/mrisenecribus04.th.png) (http://img404.imageshack.us/i/mrisenecribus04.png/)
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 27 May 2010, 23:32:35
is their a style to the faction or random things ?
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ultifd on 27 May 2010, 23:48:08
Actually, my whole home network of computers (for some reason) can't access your site...  ::)  :(
Anyways, looks really good and cool  :thumbup:
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 28 May 2010, 11:46:18
There is a style, as with all the factions in this project, two races working together created a mixture of two styles, gothic horror style for the werewolves (haunted houses, caves, evil towers) and a 'rugged' demonic style from the satyrs (red temples, huts, things made from bone)
Overall this faction has a horror style to it.
The next will have an Ice and Light style to it with icy buildings and white temples, marble buildings, etc.
The tricky part will be making The Damned faction different from this Necribus faction, as they're both horrific, the Damned will have a more abstract theme though compared to Necribus.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 29 May 2010, 02:57:13
Another small update, done Zombie, Vile Zombie and the Spectral Gate, oh and Hell Portal but that can't be used yet (no demons to summon).
Also I've done some work to the website with it being nested among my other projects I decided to make it stand out more with a new theme.
http://darkspectral.totalh.com/Games/MRiseMain.html (http://darkspectral.totalh.com/Games/MRiseMain.html)
A screenshot of the Spectral Gate is on it, no zombie shots yet though, going to finish the Crispin and Revenant then post a screenshot of all four.
For some reason after uploading all these changes, the images I have posted here are showing for me now, not sure about people from other connections.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: John.d.h on 29 May 2010, 03:31:28
Pretty cool site.  Looks like you put a lot of work into it.  My only complaint is that it's a bit wide, so anybody without a wide-screen monitor is likely to have to scroll horizontally (and nobody likes that), so maybe using a more fluid layout would be the way to go.  I really like that you put so much detail into the "fluff".  It gives the impression that this is an entire imaginary existence, rather than just a set of units for a video game. :thumbup:
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 29 May 2010, 12:49:31
Thanks, it's became quite an old website overall but constantly changed over time. Its width is 1280, really anyone with less than that should really consider getting a modern monitor, the PSP and iPod touchs view it nicely too. Around 800 on the far right isn't really too important though so I could chop it off, but even with a width of 1024 no horizontal scrolling would be needed except to access the menu on the right which just leads to my forums which are down at the minute anyway. I'm going to try and make it adapt to different screen sizes in the future though so that should solve this problem.
Anyway, more zombies to do today lol, I've also started to hunt down a paramite model for use emailing this who who made a really nice one and a low poly textured version to match.

New screenshot of the zombies!
(click to show/hide)

Also I've got over half the upgrades done today, had a bit of spare time so decided to go through them, just got the demonic ones left but going to do them when I start working on the demons.
Now, I think it is time to get some wolves alongside the werewolves, Worg is next along with the upgrade obtained Baghest...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: -Archmage- on 29 May 2010, 21:43:50
The image link is bad.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 29 May 2010, 21:45:44
It was working , it looks good
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 29 May 2010, 21:47:42
(http://img340.imageshack.us/img340/4463/mrisenecribus06.png)
here
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: -Archmage- on 29 May 2010, 21:52:36
Nevermind, the image wasn't working before, if you notice I edited his post. But I actually didn't change anything, I just got the image link.....
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 29 May 2010, 22:42:57
Yeah it's the stupid host, they seem to be working randomly, all fine on my actual website though, well for me anyway.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 29 May 2010, 22:45:22
try not to spoler the images, might help, ans ame thing happens with my avatrs at random moments...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 30 May 2010, 18:28:34
More screenshots... Done the worgs, baghest and epions.
(http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus07.png)

Also I've done mega changes to the Spectral Gate and Demonic Portal. Because you can have more than 12 commands because of the GUI limit I've had to change things a bit due to having around 20 units to produce. Instead spires (spectral gate and demonic portal) can only upgrade and produce Pillars.
The are two pillars per spire, I'm going to play about with the GAE pet feature to limit how many pillars a spire can produce. Each pillar produces different units, and if the pet thing works right, when the pillar's spire is destroyed, so are the pillars but not the other way round. Spires are now cheaper and pillars cost a bit. I messed around with the cellmaps of the spires so that the first two pillars produced are in front on either side, more can then be made (until I get the pet thing working right), these extra pillars get dotted about the place but its the first two that are important.

This way making units is more organized, I don't need to worry about limits, just add another pillar if necessary and it is kinda cool. You could want fast production of a certain units thus build say a spectral gate with two pillars of the dead to produce zombies are twice the rate, or two pillars of spectral shadows to get a load of epions flying about fast or build one of each pillar and have access to all units, of course you can build more than one spectral gate so there is no limit, same goes for the hell portal.

I've also start to pay about with multi-build and walls, the AI isn't liking all of this but playing against people is always better anyway, the AI works enough for a basic game. One problem with walls at the minute, when I send a unit to build a line of wall it will only build the first piece, is this feature fully functional yet, or have I done something wrong? I'm gonna search for a pack with walls in it and compare, the wall unit itself was based off some other successful unit I found lying around this form when I search multi-build but nothing on the build command/skill, I'm guessing there's something wrong there.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 30 May 2010, 18:43:35
I keep seeing WoW satry's and is that crossbow from the torque game engine , i'm pretty sure it is
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 30 May 2010, 19:21:05
Re-textured and reanimated WoW satyrs there with a beard trim too so they don't look as WoWish, though still a bit but the faction as a whole doesn't have that Warcraft feel and nope I don't have the Torque game engine.
A little update after getting the pet thing working, spires (spectral gate and hell portal) can only produce one pillar of each type so that's a total of two pillars per spire and they're both different, also if the spire is destroyed, so are its pillars.
Knowing how the pet system works, I'm going to have fun when it comes to making the DooM Cacodemons and Pain Elementals... Anyone who knows Doom II+ well will know what's coming here!
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 31 May 2010, 11:08:25
Good news and bad news...
Bad first: I might not be having paramites in this project, it's a shame because they'd fit in so well, they will have a replacement which will take on the same role with a similar style.
Good News: The shades are working now -screenshot coming later, they're big, fast with lots of health but expensive; they're also the first unit to use GAE's emanations, creating a 16 cell radius effect called Dark Haste, this increases the movement speed and attack of all units near the shade by 100 movement and 50 attack speed. This effect does not stack it overwrites.
I may add an emanation to spectral epions to increase speed but only a tiny bit with a small radius so normal epions and blood epions can keep up with them.

Also I found some AI problems:
> AI only build one building that offers fighting units, the Lycaden.
I'm not sure how to get around this, I could make the Babel cheaper but then they would only build that instead, also got the Spectral Gate and Hell Portal to deal with, some form of AI flags in the XML would be a good idea, this way the AI has more of an idea on how to use each unit. <important value="true"/> would mean that the AI would have to build this at some point in a random order with other units or better still <importance value="#"/> the lowest number takes priority. <siegebuilding value="true"/> would let the AI they need them for attack. Some AI flags in the faction XML would really be good stuff like <siegebuildings-toattack value="#"/> how many siege buildings should the AI have at least before it makes its first attack. Could sit here all day and list loads of useful flags. Could link storage buildings with resources so the AI opts to build them next to their suitable resource, etc too. I'll copy this over as a feature request.

> Minor spire problem, due to how pillars are produced, if a unit is standing where the pillar should go, the pillar is built else where which doesn't affect anything but it doesn't look as cool. An alternate to pillars is using morph to have the building instantly morph to another version of its self to produce different units, but I think the pillars are more interesting.

> Flying unit problem, yet again this doesn't affect game play, the Necropolis city (big tower) has a really high height, but even if I set its height in the xml to something insane like 800 (its actual height is approximately 24), flying units still fly into it looking odd. I've tried messing on giving it a land and air field value sao tat it takes up air space but one overwrites the other and I don't want a floating tower, not for this faction anyway...

> Tried a network game and it seems when fog of war is enabled players on the same team share the same player so me and my brother were green where my brothers player was left standing like a dummy doing nothing, not sure about the AI as the fog of war was hiding them. I had utorrent running which did lag things a lot so I'll try it again at some point with a clean connection.

> Walls using multi-build are being a pain, a worker will walk over to start buildings a line of wall but stop after the first bit, does multi-build work yet, I know Ai doesn't use it, etc yet.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 31 May 2010, 13:42:08
Found a work around for the walls, it only works if you hold down shift to queue multiple commands, else the unit just builds the first wall then stops, with shift the unit goes to the finish and builds from there to the start. I should make gatehouses now and use a morph to open and close then, I'll make two types vertical and horizontal until rotation is implemented into GAE.

Edit (Rather than having three posts in a row):
Got gatehouses working perfectly! They wont close (morph into their closed version) if there is a unit inside them but that's not much of a problem, it means you can't hide units in gatehouses. Here is a screenshot showing the new Shade (giant black lizard thing), some walls and Gatehouses. One annoying thing, the see through model of when a building is about to be placed is slightly offset from the map so placing walls accurately can be annoying until you get used to the offset.
(http://darkspectral.totalh.com/Images/Games/MRise/MRiseNecribus08.png)
As usual it may randomly work/not work depending on what mood my host is in, if it doesn't try my website or copying the images URL and linking to it.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: titi on 31 May 2010, 22:50:35
Wow, there is really fast progress on this project! Is all we see on the screenshots already animated too?

When will we see some downloads and will this be a free project?
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: John.d.h on 31 May 2010, 22:56:26
Re-textured and reanimated WoW satyrs
Do 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...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Fluffy203 on 31 May 2010, 23:40:58
He extracted them from WOW and re-rolled them , but blizzard wont care , i notice how some of his stuff clashes , so i can tell he didn't make it all , but blizzard doesn't care , they barely care about all of the private servers that let you play it for free (bugs) , but some are very very very well done  :thumbup:
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 1 June 2010, 14:25:49
Well you can download WoW for free (free trial, etc) and then extract the models, it is the account you have to pay for. This is a free project (illegal if it wasn't) and it's not like it's going to affect the WoW franchise in any way lol; so it will be ok. Same goes for DooM 3; most mods online have original content from the game.

And yes everything is nicely animated, I love 3DS Max and it's IK solvers, also with it all being saved in md5 format I can reuse some animation on different models, with some variations. So for animating, some things are quite easy to do and don't look repetitive. ;D

I've made a new tileset with a demonic theme (all red, bloody and evil) though the tiles aren't seamless enough yet, but I'll be working on that more later, after I finish the Necro units.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 1 June 2010, 14:27:26
Quote
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.

kinds OT...

Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: emscape on 1 June 2010, 15:14:42
I looked. very nice mod, and: glest xmls are VERY EASY TO UNDERSTAND, unlike other scripts. even lua is pretty simple compared to the c++ scripts of for example glest itself...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 2 June 2010, 02:26:40
Well running free WoW servers can seriously affect WoW, so I can see how that is breaking the law, etc, using a mesh for a free small none-wow related game mod is nothing compared to running an illegal free WoW server.

Glest is very easy to mod, compared to Doom 3 scripts which are basically c++ themselves, GZDoom (classic doom port with 3d models, opengl, etc) was slightly tricky to mod but Glest I've found very easy so far, hence the fast production.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 3 June 2010, 11:26:00
More production! Not being able to add Paramites due to copyright of Oddworld Inhabitants (a bit stupid really saying as they abandoned the great series), I have created a substitute called the Darkling. There are three variations just like the Epions, in order of becoming available: Darkling, Blood Darkling and Spectral Darkling. Also I've started the Demonic tileset, getting sick of the grass and normal trees I decided to vary my testing!
Code: [Select]
[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 )
So that's v0.6.4 now, come v0.6.5 I aim to complete four new units known as The Liche: Vessil (newly added to plans based on the Doom 3 morgue/tentacle arm zombie), Hunter (inspired by the mutated zombie mutant from Resident Evil 1 the movie), Collector (based on first boos of Return to Castle Wolfenstein), Wreekendier (own creation). After that v0.6.6 with The Reapers (four more units) which will then lead to v0.7.x (Demons!).
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 3 June 2010, 13:21:05
... it is "technical problems"...
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 3 June 2010, 21:52:03
Ok I've updated my ImageShack account with all the latest screens, here's the one that wouldn't show before:
(click to show/hide)

Edit (instead of spamming new posts):
I added a new Tactics section to each faction page on my website, this is to explain the basics of each faction and so I can keep check on what unit does what and also it is good for balancing things. The Tactics section will be updated as new updates are made.
Also just had a nice match against my little brother with walls and everything, the AI didn't last too long as they only build a Lycaden so once their starting range units were killed the Epions (flying bat things) could attack their melee and the melee were defenceless. I beat my brother by taking one of the AIs land and building a Hamlet which quickly grew into a second 'base' meaning he was basically against two of me lmao! Anyway the tactics are working quite effectively which is what this little post mod is about.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 4 June 2010, 14:02:31
Whoa :o :o :o!!!!
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 4 June 2010, 14:05:21
Whoa :o :o :o!!!!

what?
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 4 June 2010, 14:06:44
Whoa :o :o :o!!!!

what?
The screenshot I can't wait till the release.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: Gabbe on 4 June 2010, 14:07:32
aprently noone can :P
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 5 June 2010, 18:25:20
Whoa :o :o :o!!!!

what?
The screenshot I can't wait till the release.

Thanks! Will be a bit of a while yet but not too long really not as long as I thought it would be! Haven't done any development to it in the last two days due to outside stuff lol but will be back working on The Liche and The Reapers tomorrow! They'll take a few days then a week or two for the demonic side of this faction, polish it off and release, that's when I can start on the icy light faction next, all ambitious but working so far!
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 10 June 2010, 13:08:03
Another update! It's been a few days since I've done much to this project as I've been quite busy, things should go back to normal now though.
So The Liche are all complete now adding 4 new units to the Werewolves' side of the Necribus faction. All that's left are The Reapers, with these complete I move onto the Satyrs' side and begin working on the many demons...
The screenshot should work as it's from imageshack:
(click to show/hide)

I think I'm going to stick with 21 magic units per each half of this faction, so far I've done 17/21 necro units and 0/21 demonic ones. It takes around 1 day for a group of units (for example there are four zombies, four liche, three kinds of darklings, only one shade, etc) so around a few weeks time and my project should be ready for its first release.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: John.d.h on 10 June 2010, 21:05:21
Scary.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 10 June 2010, 21:06:08
looks fat and ugly
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 10 June 2010, 21:12:14
looks fat and ugly
Don't say that, they're beautiful inside...!
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 10 June 2010, 21:14:15
looks fat and ugly
Don'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 fat
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 11 June 2010, 00:34:50
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.
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!
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 11 June 2010, 01:04:32
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.
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!
*Bleahh*, we need a vomit smiley face
just kidding but I still think its fat
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: ChupaReaper on 11 June 2010, 18:29:03
Try and use... big boned lol!

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:
(click to show/hide)
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.
They don't look perfect in my eyes but they do the job nicely and their sound effects work.
Title: Re: Malevolent Rising v0.6/v1.0 -TC Project
Post by: wyvern on 11 June 2010, 18:31:02
Try and use... big boned lol!

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:
(click to show/hide)
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.
They don't look perfect in my eyes but they do the job nicely and their sound effects work.
Looks great but I still think you should make more living units.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 11 June 2010, 18:41:08
Moving on to demons now, so they're alive, also got all those spectral creature dudes I made a while back.
Things will get light and icy when I move onto the second faction, rather than dark, undead and demonic.
Werewolves and Satyrs will be the main units to have which use weapons, etc, I could have made more than two variations of both of these but I only really need two (light and heavy with average health and defence, etc), rather than having weak werewolf spear-men a bunch of zombies take place.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ultifd on 11 June 2010, 19:17:07
Looks cool...although some of the models are from..."commercial games"...still  :thumbup: ...
Cool, I can access your site on a different network, but not on my home network...  :|
Maybe not so cool then...I'll try again.
I probably some how accidentally blocked your site...  :|
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 11 June 2010, 23:49:41
That's a bit odd, try other networks if you get the chance could be your home network or your ISP or some other random thing.
Though some of the models are from commercial game, just about all of these models have been reanimated by me so far and almost every model has been re-textured. It is nicer when the models are new but it's a lot of work and the models I'm using now do the job, in the future I may develop my modelling skills and slowly replace commercial models. It's all fine since it is all free anyway. I've made a rule where I will use World of Warcraft and other big games like it as a last resort though the Doom demons are deliberate except I'm going to change all the mechanical parts into bone and bloody parts.

Anyways, I've completed all the demon/satyr upgrades now making it all ready for the demons, I've also tweaked a few things, the health regen of everything has be capped a lot as it was scaled too high (5 = normal, 10 strong, 15 = very strong, 20 = super), now (3 = normal, 5 = strong, 6/7 = very strong, 10 = super), workers can now actually kill fighter units if there's enough of them (three darklings would plow through over 15 workers, now around 10 workers can take down three darklings).

The AI is very unbalanced at the minute, they'll create werewolf units as quick as they can and attack, if you get a decent defence ready you can take them down easy enough, then once you get a good strong defence the AI is stuck doing the same crap, though they actually build spectral gates now too somehow but they don't build any pillars from them thus no fun magic unit AIs, they don't build babels so they don't produce ranged units so once their starting ranged units are killed they can be defeated flawlessly using around 10 epions to eat away their buildings from the sky. Still are are kinda fun at first to play against but really this project is more multiplayer only when it comes to having a decent game, I haven't made a scenario yet so that may change things having LUA scripting to play about with, if it works how I imagine it then at least singleplayer 'story mode' will be fun.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ultifd on 12 June 2010, 22:08:54
Hmm, somehow...  :(
I tried everything almost, checked everything basically, windows firewall, 3rd party firewall, anti virus, router, etc...
Through a proxy it is fine...  ::)
Good luck on everything else...I just want to fix this "problem"...  ::)
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: Gabbe on 13 June 2010, 10:48:54
chup, this is your first mod right? it looks pretty damn awesome!  :thumbup:
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 13 June 2010, 11:33:41
Thanks, yep first Glest project I'm just about brand new to Glest, its easy to pick up and fun to mod!
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ultifd on 15 June 2010, 05:13:02
Yeah, I am pretty sure it will  be awesome...  ::)  :O
All I need to do is figure why I can not access your site.
Hmm...one day, when you release it, and if you not using a upload site to host your mod...then I guess I will be in trouble...
hmm.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: titi on 15 June 2010, 09:06:13
If you not already know it, maybe this helps you with the ground textures and the visible repetitions:
https://forum.megaglest.org/index.php?topic=4764.msg33686#msg33686
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 15 June 2010, 10:37:52
Interesting tutorial, same problem though, I can make the tiles tileable but there's still some repetition going on. It would be better if we could use stuff like 128x128 textures or any that are powers of 2, these textures wouldn't be scaled down to 64x64 in game though, so we can then make megatextures which don't tile as often and are thus not as noticeable, I think I'll request this though it may have been already before.
And about uploading my project, I'll be using a few upload sites, zShare has always been ok, but I'm willing to upload elsewhere if people think it's better.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: titi on 15 June 2010, 11:13:09
You must create several tiles from one tile. This base tile must not have any obvious things on its border. The result will be a bunch of textures which look different but are tilable one to another and you don't see these problems any more. If you only use one tile you will always see this problem.

Regarding the textures sizes in general, the problem is how glest does terrain splatting. Its all done quite manually in the cpu and not using openGL technics for terrain splatting, using several textures and alpha filters ( like I did here
Code: [Select]
http://www.jmonkeyengine.com/forum/index.php?topic=12729.0)
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 15 June 2010, 20:50:32
Well the tiles I've got looks ok not too repetitive but the border is too obvious creating for of a grid effect rather than a recurring pattern, I'll go through all the textures and randomize them a bit more at some point.
No update yet, more outside stuff but the demons are coming, so far Ive done 3/4 imps, haven't done the last one because I still need to install the Doom 3 Expansion lmao: Impling, Imp and Maggot all done fully working, just got the Vulgar to do.
I've also gone and removed the health regeneration of a load of units as it was making them all too strong, now only 'mega units' have regen so now it takes around 10 Satyrs Spulpiercers to kill one Corpseress which is balanced well as Satyr Soulpiercers cost 100 wealth to produce and corpseress cost 1000.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ElimiNator on 16 June 2010, 03:15:20
Is this mod being made? Should I add it to the factions download center as in progress?
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: -Archmage- on 16 June 2010, 04:19:05
Elim, maybe you haven't been keeping track, but this is practically the top mod on the block, I think there are quite a few pics that display quality progress. I would definitely put this in the list. :)
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ElimiNator on 16 June 2010, 04:19:52
OK, will do.  :)
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 16 June 2010, 08:23:20
Yep, definitely being made lol! Just got the Demons to go through, some tweaks and one more tileset and this mod will go from In Progress to Complete but with a lot of further development as I work on more factions.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 17 June 2010, 22:22:23
Update to v0.7.1! Imps are in the house! Alongside their fellow zombie chums they become a nasty pest as when the zombies are all shot down the imps are still there throwing demonic fire about the place! The imps are unlocked through upgrades and cost with the same convention as the zombies only more on the satyr side this time.
Here's an ImageShack screenshot (quite large thus put in a spoiler to not spam your screen!)
(click to show/hide)

I've added some more emanations, I'll also look into adding some effect spells to the mega units (so far we have Shade, Collector, Wreekendier, Phantom, Ghoul, Reaver and Corpseress, mega demons are coming up, *cough of DooM* cyberdemon, spider mastermind...!). Mega units don't have EP as that is only going to be for hero units which I will eventually add using a parent child relationship from the main city unit thus only one hero unit at a time and if your city is destroyed you have a severe loss. Hero units will be added much, much later though.

The new GAE update makes building walls pretty awesome now and though untested hopefully the fix for emanations means network games will work, I tend to build two layers of wall as it centres nicely into the gatehouses, I may also introduce thick walls with are basically 2x2 sized walls with 4x the health of a standard wall (1000, so 400 for thick walls), these are quicker to build and easier to maintain but if they're destroyed it leaves a bigger gap in your defence big big nasty units like shades to pop through and smash stuff fast.

Summary:
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: Gabbe on 17 June 2010, 22:26:26
you know, i think you have bypassed the stage were feedback is necessary, your awesome and you know it.
Title: Re: Malevolent Rising v0.7/v1.0 -TC Project
Post by: ChupaReaper on 17 June 2010, 22:51:49
you know, i think you have bypassed the stage were feedback is necessary, your awesome and you know it.

Well yeah... Nah I wouldn't go that far lol, there'll probably be quite a few issues to deal with once it's out for balancing, etc and this may not be a one man project forever, might get some people (if they want to of course) to help out with the next faction and maps. I wanted the first faction to set the standards of this project so other people who may join this project know what to go for. Still a bit to do yet, I think I may start with the Bruiser next (based on Doom 3 hell knight), then Behemoth (from a Doom 3 mod giving the hell knight horns, etc, credit will be listed) and the Cyberdemon, which shall be renamed as I'm changing all the metal and wires into bone and flesh.
So there's a slight difference going on already as the Necro eqivilants are weaker but are also cheaper and work differently. So this matches what I aim for, Necro = Speed, Demonic = Power.
Title: Update: v0.7.2
Post by: ChupaReaper on 18 June 2010, 10:23:17
Another update, some fast production going on as most of the work has already been done from my last project just converting things across.
We now have Bruiser and Behemoth, both are ranged units but with melee armour making them weak against other ranged units but very good against melee units, perfect for the battleground for shooting down large melee units further back taking on attacks from weaker no so important melee units.
(click to show/hide)
Doom 3 people will recognise these straight away!
Title: Re: Malevolent Rising v0.7.2/v1.0 -TC Project
Post by: ElimiNator on 18 June 2010, 15:53:58
Your models look very good. and have good textures but there kind of dark in contrast to the red...
Title: Re: Malevolent Rising v0.7.2/v1.0 -TC Project
Post by: wyvern on 18 June 2010, 15:56:31
COOL :o :o, still I don't get why all the units are of an evil style
Title: Re: Malevolent Rising v0.7.2/v1.0 -TC Project
Post by: ChupaReaper on 18 June 2010, 18:27:34
The tileset I'm using has dark lighting to it that's why they're quite dark, I should really brighten it more but with mostly red lighting; if they're still too dark for people I'll lighten the textures up though (easily done by altering the brightness/contrast).
The evil style is because its an 'evil' looking faction ran by Werewolves and Satyrs, the next faction will be quite the opposite being run by Angels and Jotun (half giants) being all white marble and icy.
Title: Re: Malevolent Rising v0.7.2/v1.0 -TC Project
Post by: -Archmage- on 18 June 2010, 19:45:34
Great progress! :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

The quality of those models and textures is through the roof! :o :o :o

I like the dark contrast, give a dark, and eerie feel to the game. ;) :scientist:
Title: Re: Malevolent Rising v0.7.2/v1.0 -TC Project
Post by: Gabbe on 18 June 2010, 22:13:51
Jotun* if thats from viking scandinavian, it means types of orc or headens, it is evil gods who oppose the good gods of viking myth. Not quite bright i think.
Title: Update: v0.7.3
Post by: ChupaReaper on 19 June 2010, 01:34:00
Jotun from Jötunn of norse mythology, the Jötunn were giants, so I adopted the more English translation Jotun for the name of the half giants. Here's the wiki! (http://en.wikipedia.org/wiki/J%C3%B6tunn)

Another update:
(click to show/hide)
That is the Doom 3 Cyberdemon, only I couldn't have it cyber so I had to retexture it and because Doom 3 doesn't have death animations I had to animate on for it (have done that for all doom 3 models so far lol). The texture is completely new by me mixing some other textures I have making it flesh and bone rather than metal.

Trites, Arachnotron and Asmodeus (Doom Spider Mastermind) are next, and the models include the doom 3 spider mastermind which I had working in doom 3 for the first time ever, but that project is very unfinished youtube video (http://www.youtube.com/watch?v=jGTMu3mbXYI&feature=watch_response), I'm waiting for a better engine than doom 3 as it's a bit scrappy for me (files here there and everywhere with it).
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: Gabbe on 19 June 2010, 09:38:40
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.
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ultifd on 19 June 2010, 18:26:15
I suggest this to get a sticky status, it looks even more thought through than DM
Not more, equal...
Hmm, so many good threads/mods, but then our stickies will be...too much?  :|
Cool...ChupaReaper...nice.  :thumbup: Looks awesome.
I guess now I will just use a proxy to access your site...for now.  :(
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: Gabbe on 19 June 2010, 18:37:32
but this one stand out from the rest...
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ultifd on 19 June 2010, 18:40:53
Cause part of the models and such aren't really his? No offense, most are...I am pretty sure.  :thumbup:
Hmm...the !! part of your username caused the forum to have a extra line of space...  :( oh well.
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: Gabbe on 19 June 2010, 18:42:38
but he got good mod no matter. wow, i didn`t notice! lets see how big my name can get lolz..
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ultifd on 19 June 2010, 18:44:26
Yeah, it is a great mod...I just wish I could access the site though... why is it so hard? ...
Quote
lets see how big my name can get lolz..
...  :silence:
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ChupaReaper on 20 June 2010, 23:14:47
Yeah, it is a great mod...I just wish I could access the site though... why is it so hard? ...
Quote
lets see how big my name can get lolz..
...  :silence:
darkspectral.zxq.net/Games/MRiseMain.html (http://darkspectral.zxq.net/Games/MRiseMain.html)
It is being uploaded now so if it 404s or doesn't look right it is because it's still uploading!
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ultifd on 20 June 2010, 23:17:24
Yeah, it is a great mod...I just wish I could access the site though... why is it so hard? ...
Quote
lets see how big my name can get lolz..
...  :silence:
darkspectral.zxq.net/Games/MRiseMain.html (http://darkspectral.zxq.net/Games/MRiseMain.html)
It is being uploaded now so if it 404s or doesn't look right it is because it's still uploading!
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 just all white (background) with text and links...but after it finishes it should be good.  :thumbup:
Thanks again.
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ChupaReaper on 21 June 2010, 07:59:53
The new host seems to be working pretty well, it's a bit slower than the last one but hopefully it is more acessible. The FTP it offers seems better too, my last host would disconnect randomly.
Just going to see if images from it will load for everyone:
(click to show/hide)
I'm going to update links on my first post and my Glest forums account now.

Edit: Looks like they wont show here still so I'll stick with ImageShack, the image above is an old image.
Title: Update: v0.7.4
Post by: ChupaReaper on 21 June 2010, 12:13:51
Another update, two units left to complete the Pillar of The Demon leaving the Pillar of Demonic Flames with 10 units. So 12 units left until it's almost time to release.
(click to show/hide)
Title: Malevolent Rising Update: v0.7.5
Post by: ChupaReaper on 21 June 2010, 15:55:43
Two updates in one day, I know it's triple posting but I like to change the Subject above lol.
(click to show/hide)

Here we have the 'Ubi Brothers' more big fat things demonic this time though compiled from demonic flesh and hatred rather than zombies and souls (The Liche). Moving on to the Pillar of Demonic Flames for the last units, the next update will hopefully contain all of the Elemental demons: Elemental, Cacodemon, Pain Elemental and Abaddon.
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: wyvern on 21 June 2010, 15:57:35
looks good, and don't worry about triple posting, I've posted six times in a row before :O :O :O

[You were just damn flooding. Trying to catch up with Gabbe, huh? - @kukac@]



Quote
[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 ::) ::)
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: ultifd on 21 June 2010, 17:17:43
People don't have to spam to raise their posts...  :| Well,  most people don't... But if  you look at me, let's say if I really cared...I have a good post count, and I usually don't double post (unless needed), I don't SPAM ever, maybe a few times, and etc...
-----------
Anyways, sweet! The site works. Looks awesome.
Thanks.
But yeah, image embedding still doesn't work...so, just stick with ImageShack.  :thumbup:

Looks great, thanks again.
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: -Archmage- on 21 June 2010, 17:54:05
It's looking great, ChupaReaper! :thumbup: :thumbup: :thumbup:



Please guys, no spam. :| [Yeah, because I will get scolded again for merging editing posts again :S - @kukac@]
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: ChupaReaper on 21 June 2010, 22:29:43
Thanks, nice to know the new site's working ok, shame about embedding but their's imageshack for that so everything covered, just gotta make sure the project itself goes online ok for everyone, zShare hasn't let me down yet so I'll use that, if some people have problems, I'll add some more sources for it.
Going to get to work on the next set of demons tomorrow, the four elemental ones shouldn't be too hard as they don't have legs or arms to animate (except for Abaddon which is a floating head with six arms!) After them I'm left with six more, I'm free all tomorrow I think so I might get a lot done, hopefully my project will be out and ready this week, no rushing though, there're a few things to fix up and I might be adding a Stormgate which will act as a Gatehouse but much larger for bigger units and also a 2x2 thick wall.
Title: Malevolent Rising Update v0.7.6
Post by: ChupaReaper on 22 June 2010, 22:04:07
(click to show/hide)
Another update! Finished all four Elemental units, the Elemental (little skull dudes), the Cacodemon (medium sized things floating around), the Pain Elemental (bigger than the Cacos with cools team coloured horns) and the Abaddon (the giant tentacle thing). On Earth we have birds, in hell we have these!
I'm gonna work on thick walls and the Stormgate now, though I planned to do them after all the demonic units I'm gonna do these now quickly instead. I could also work on diagonal walls, same as walls but the model is rotated and stretched a bit so that it links diagonally nicely.
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: Gabbe on 22 June 2010, 22:05:40
By the way, is the cursor still very visible, on the picture it almost blends with the tileset textures.
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: ultifd on 22 June 2010, 23:16:29
Yes, since the cursor is orange, and the "lava' or what? or reddish-orange...
I wonder if the cursor color is changeable.. Hmm...
Anyways, looks cool ChupaReaper, although... why is there Negative "food"...  :|
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: ElimiNator on 23 June 2010, 05:23:09
Probably because he made him self start with lots of units so he could take a shot of em.

BTW: What are all those things? I can't seem to identify them...
Title: Re: Malevolent Rising v0.7.5/v1.0 -TC Project
Post by: ultifd on 23 June 2010, 05:27:25
Probably because he made him self start with lots of units so he could take a shot of em.
I guess, probably.
Quote
BTW: What are all those things? I can't seem to identify them...
Quote
the Elemental (little skull dudes)
Should be...I thought the same thing too.  ::)  :P
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ChupaReaper on 23 June 2010, 11:24:11
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.
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.
Title: Re: Malevolent Rising v0.7.3/v1.0 -TC Project
Post by: ChupaReaper on 23 June 2010, 13:05:43
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.

Somehow never noticed this post lol, that model looks very interesting, 3ds format with a texture too, I may be using this...
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ElimiNator on 23 June 2010, 16:04:46
There are already thows tile sets in MG...
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ultifd on 23 June 2010, 18:20:30
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.
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.
Oh, I see... Sorry, I'm like  :| on it... Still cool... Or scary?   :P
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ElimiNator on 24 June 2010, 03:59:18
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.
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ultifd on 24 June 2010, 04:14:52
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...  ::)
I mean the tilesets, some of the content in them...
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ChupaReaper on 24 June 2010, 11:14:19
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.

I know, but I want to have my own ones, the giant bones in the MG hell tileset are nice but not keen on the heads, I prefer my scaley lizard-like red tree things and mashed up bodies! Also the other tilesets are mainly Glest themed (having statues of Glest characters, etc).
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ElimiNator on 24 June 2010, 16:38:49
OK, well that makes sense.
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ultifd on 24 June 2010, 18:31:54
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:  :)
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ChupaReaper on 24 June 2010, 22:53:30
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:  :)

Hopefully this week if not next week, got little left to make for the first fifth of my project (got four more factions on the horizon lol) 0.8.x is just a quick clean up, 0.9.x are some final tweaks and testing and then v1.0 is for people to download play and then criticise lol cause I can see there'll be a lot to work on still.
Title: Re: Malevolent Rising v0.7.6/v1.0 -TC Project
Post by: ultifd on 24 June 2010, 23:40:16
I see, well, I can't wait.
Something new...  :O  :thumbup:
Good Luck.
Title: Malevolent Rising Update: v0.7.7
Post by: ChupaReaper on 27 June 2010, 12:13:43
This is the last v0.7.x update as the next update will feature the last two units to be added; Archvile and Apollyon.
Here we have little Torodemon, they're actually quite big but next to a Kathoga they look tiny. Doom 3 people will recognize the Kathoga as the Hell Guardian, no seekers though.
(click to show/hide)

v0.8 coming next with all Demonic units added and well, all units all together added in and ready fact.
v0.9 will be very quick as it is a final testing phase (one or two games played using both subfactions against each other and then maybe a normal match with some people.) Then v1.0 the first release... Give it a few days, should be out very soon.
Title: Malevolent Rising Update: v0.8
Post by: ChupaReaper on 28 June 2010, 00:31:47
(click to show/hide)
That's the last of the demons done which means I'm next to finished, well, I've still a lot to do but the first faction can go online very soon along with some tilesets and a nice new menu! Just remember it's a total conversion, so though it could be altered to balance with Glest it isn't really Glest just using the GAE as, well an engine lol!
v0.9 will be my final testing phase after that it goes online but before this I've one tileset left to do, I've got Nature which is an altered version of the original Glest forest tileset and Demonic which is very different, but now I need to complete the Necro tileset which brings the game into the Spectral Realm.
Title: Re: Malevolent Rising v0.8/v1.0 -Coming very soon!!!
Post by: wyvern on 28 June 2010, 00:37:50
I can't wait ;D ;D ;D
Title: Re: Malevolent Rising v0.8/v1.0 -Coming very soon!!!
Post by: titi on 28 June 2010, 10:15:42
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?
Title: Re: Malevolent Rising v0.8/v1.0 -Coming very soon!!!
Post by: ChupaReaper on 28 June 2010, 10:32:38
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?


Hmm I never thought about Mac/Linux, well installing under them should be simple enough saying as the only tiny mod I've done to GAE.exe is change the icon for it lol. I have written everything is lower case as I'm a bit of a perfectionist there, I hate file extensions in capitals for example lol so it has all been setup as if case sensitive (I thought GAE was anyway lol).
I'll add instruction onto my website for installing with different versions but hoping that the linux and mac versions have the same layout for where the mod files go all you have to do is replace the windows GAE (called MRise.exe in the pack) with the linux/mac version of GAE and it should run fine.
Can someone tell me any differences between each platform of GAE (mainly directory structures). Case sensitive-wise all should be fine.

As for team colours, they're gonna be looked over during the super testing of v0.9, same for the darkness in the demonic tileset. Most of the team colours blend in to the rest of the model's texture but put next to one of a different colour and you'll notice the difference on most models but some need adjustments and I thnk there're a couple with none at all. Team colours are usually visible on the head such as hair (werewolves) horns (lots of things) or the top of the head (imps, archviles).

Edit: I've downloaded linux 32 and 64 versions of GAE and packed them in, not sure whether they work or not though. Is the zlib.dict file found in I think core\ the same for different platforms?
Title: Malevolent Rising Update v0.9
Post by: ChupaReaper on 29 June 2010, 00:35:49
(click to show/hide)

There's the new Necro Tileset, firstly along with the Demonic tileset I have increased the lighting a lot, however I have added fog. The Necro tileset is based in the spectral realm with strange ambient sounds and a dark atmosphere, the black fog makes it look dark but without making it too dark to play in. The Demonic tileset now has red fog and lighter lights so units are much clearer now but things fade to red in the distance giving it a hotter look.

Now at v0.9 I've some final things to check such as unit team colours and the wealth costs of some units. Then v1.0, could be up for download later today (it's 1:30am where I am btw lol) or tomorrow...
Title: Released! Malevolent Rising Update: v1.0
Post by: ChupaReaper on 29 June 2010, 21:42:47
Finally ready to go! This project is no where near complete, it is now at the stage where feedback is important and also there is the second faction waiting to start.
It is still uploading at the minute, 12% so far, should be maybe an hour... *sigh* lol, it weighs around 500 megs, not small at all and its in 7zip format, I've made an .msi windows installer which I will upload later, what I'm uploading now will work with all platforms just replace the mrise.exe with the relevant gae.exe program, I've included the latest versions of gae for linux 32 and 64 bit and their zlib.dict files in case they're relevant. More detailed instructions are all on the download page.
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseReleases.html]Here's a link to the download page for MRise.[/url]
Some last things to mention:
Title: Re: Malevolent Rising v1.0 -First release!
Post by: ultifd on 29 June 2010, 21:46:38
Hmm, cool, can't wait for it to finish...although at first I thought there was a download, oh well, I got patience...
thanks.
Title: Re: Malevolent Rising v1.0 -First release!
Post by: ChupaReaper on 29 June 2010, 21:58:49
Sorry lol, I was gonna put uploading in the topic title but it would mean having to change it again, etc and the net is really laggy with the uploading lol. 19%
Title: Re: Malevolent Rising v1.0 -First release!
Post by: wyvern on 29 June 2010, 23:41:40
Can't wait till the release...uploadings taking a long time I suppose...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 29 June 2010, 23:53:20
Yep took over an hour but, it's up! Not sure how long it'll take yous to download shouldn't be over an hour though I hope lol, around 500mb...
Go to the releases page for info on how to install it and for the links or use this link now:
Code: [Select]
[size=14pt][url=http://www.zshare.net/download/77795715d5e79122/]DOWNLOAD![/url][/size]
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: wyvern on 29 June 2010, 23:55:38
Downloading, boy am I excited ;D ;D, sure hope its good
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 29 June 2010, 23:59:14
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...  :|
Title: Re: Malevolent Rising v1.0 -First release!
Post by: Trappin on 30 June 2010, 00:00:12
On a scale of 1-10 would you say the tilesets are at an 8.5 completion rating?

Please include licensing information - people get very touchy about this sort of thing and the sooner we know.. the better.

http://creativecommons.org/choose/
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: wyvern on 30 June 2010, 00:01:42
I'll have to postpone the download, maybe, its huge, its gonna take me over and hour to download...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 30 June 2010, 00:12:17
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...  :|

The 7zip has all the files in it, the installer is slightly larger as it has all the files too but installs them for you and puts it in your registry so that updating with patches is easier. But overall it extracts to around a gig, but doesn't take too long to extract, it's downloading that's the hard part.
Also, I've included the docs directory which has the licensing in it.

With 7zip I've just about halved its size lol, but can't have good quality images, sounds and good quantity without the horrible size trade-off.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 30 June 2010, 00:16:14
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
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 30 June 2010, 10:23:17
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

There's only one faction so far, and it doens't take long to extract at all, a minute or so, it's just downloading that is slow.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 1 July 2010, 06:11:38
^
I see.
Hmm I tried to download it will take at least 1 hour and 45 minutes or so or to two hours...so I was wrong, now is not a good time...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: wyvern on 2 July 2010, 01:03:37
Yeah same here, I wish it downloaded faster :| :|
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: -Archmage- on 2 July 2010, 20:46:50
I have a nice speedy internet connection as my Dad's, I'll download it there, and test it out. I'll only be able to do Linux gameplay unless my Dad fixed my laptop.



Here's some suggestions for something to do with your final version:

-Have a lower detailed version.
(For people with slow internet connections, and for people with not-so-great graphics cards)
-Upload it in parts.
(I suggest 3-5 parts, first few parts would be the essential files like the faction, and the tileset(s) and maps, and other data folders, last part would be unnecessary stuff like extra maps, tilesets, or whatever)
-Maybe get a torrent thing going...

Depending on how much time I have and what I end up doing, I could split this into multiple parts for you, if you want?
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Gabbe on 3 July 2010, 10:24:05
20 minutes at 300 KBps

more splitting and merging arch?  ::) :O

I think it is finally time for glest to get some good projects with good graphics and stuff, keep it up Chup!
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 3 July 2010, 11:46:36
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.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: -Archmage- on 3 July 2010, 13:11:32
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.

Sound good. :thumbup:

Just lower texture sizes and maybe reduce some polygons and frames, after that it should still be multiplayer compatible(i think, but I think you should ask Silnarm about that ;)).
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Gabbe on 3 July 2010, 13:52:39
The faction can still be played in MG?
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 4 July 2010, 11:32:19
The faction uses a ton of GAE features such as subfactions, emanations, effects and more.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Gabbe on 5 July 2010, 15:38:32
Okay, ım gonna try download here ın turkey...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 5 July 2010, 21:31:26
Okay, ım gonna try download here ın turkey...
Awesome, hope it downloads ok.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: John.d.h on 5 July 2010, 23:34:07
(http://glest.org/glest_board/Themes/glest2/images/icons/show_sticky.gif) Sticky for a week or so.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 6 July 2010, 04:09:49
Well, I'm at my grandma's for a week, and got access to hi speed internet, so I'll download this tonight! :)

Ugh, I really hate the site you upload to though! Please consider using Filefront for all glest downloads, since the glest community has an account there. I've PMed you the name and password. It allows up to 600MB per file, and you can upload larger files by contacting them from the info on the upload screen (since the contact email is ftp@filefront.com, I assume they have an FTP upload method, which is easy and convenient).

Why should you care? Because nobody likes a download site that makes you wait to download (could be worse though... Could be rapidshare  >:(). Also, filefront's servers are very fast... :thumbup:
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 6 July 2010, 05:24:47
And the ad problem too...a lot of advertisements at that site he chose.
Anyways, still trying to find the time...  :| time, time, time.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 6 July 2010, 10:21:34
Ok, I'm uploading to FileFront onto the Glest account, also I've done a tiny split:
MRise_v1.0_Core.7z -Around 50mb, contains core files, menu files, gae, resources, tilesets, maps, the lot except factions really.
MRise_v1.0_Necribus.72 -The big one around 500mb still, contains the Necribus faction, you need the core files first.

To install:

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).
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: silnarm on 6 July 2010, 15:57:09
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:
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 6 July 2010, 16:42:54
Gah... The site cut my download during the night... And it seems to be having problems right now. I guess I'll wait for the filefront download. :P
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 6 July 2010, 17:37:44
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, thanks for the info, I guess I could lower the textures a bit and brighten them up a bit too, but not too much I still want them to look kinda dark. As for the models, I'll see if there's a way to scale animations on Blender I'm sure this can be done using the Actions window but I'm not sure what would happen to some of the frames in between, would they become decimal frames like frame 3.5, etc, I'll find out, I'll go through and half all the animation sizes at least.
On the other hand, I've done a tiny start to the second faction: Hyperion. This is an Angel and Jotuun faction based around a Light and Ice theme. 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?

Edit: I've began uploading the Necribus Faction file now, once that's done all people need to down is download the Core files and extract then download the faction files and extract where the core files were extracted and it should all be ready to go.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 6 July 2010, 20:15:31
Sure thing, but since the Faction Files are functionable on their own, it is possible to simply install it alongside a normal GAE installation. Might be handy for those who wish to cut down filesize (abet, only a fraction). I suppose I'll get both, once they are uploaded, that is. Can't wait to see personally! :)
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 6 July 2010, 22:01:38
Gah set the upload away only to come back a few hours later after being out to find there was some error, I'll have to upload it again, I'll leave my laptop on overnight.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: -Archmage- on 7 July 2010, 01:50:41
I can't even upload to Filefront, it throws some stupid error at me all the time..........
Try Mediafire (http://mediafire.com), or Dropbox (http://dropbox.com) if your problems persist. :)
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 7 July 2010, 10:54:28
Set the upload away and went to sleep, woke up and it was successful! Linkage! (http://www.filefront.com/16986091/MRise_v1.0_Necribus.7z)
So download that and the core files, I guess it could run without the core files but the menu is really nice with some lovely music :P, might as well, but for the main stuff it's the Necribus faction you want.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 7 July 2010, 23:23:14
Ok... Now where's the link to the core files?

As for you archmage, I don't think those will work. Mediafire has a 200MB limit on free accounts, and dropbox... is pretty useless.

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... ;)
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 7 July 2010, 23:29:04
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).

Quote
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...
Quote
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.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 7 July 2010, 23:51:58
I've just never found dropbox of use. Not to mention a measily 2GB total storage would fill up pretty fast for him... Filefront is better. Unlimited storage!
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 8 July 2010, 10:52:14
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.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: -Archmage- on 8 July 2010, 14:30:51
Drop it in the box guys, ChupaReaper doesn't have the problem. :|



Quote
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.

The AI, aka AS(Artificial Stupidity).
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: silnarm on 8 July 2010, 16:12:59
...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!
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 8 July 2010, 17:23:51
...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!

Found out the new faction problem, it seems if you have only building type units in a faction it'll always come up with an error saying there is no room to place anything next to the starting location for that faction, so back copying one of the non-building units from my old faction it works fine.

And cool can't wait for 0.2.13b!
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 8 July 2010, 17:56:12
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...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 9 July 2010, 00:52:03
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...

Tis a pretty awesome walking animation though :P Nah am gonna go through all the animations at some point and cut down the frames.
But yeah, there's a lot of stuff in this faction and a lot of upgrades, though I want the upgrades to do more as most of them just unlock new units and subfactions, I want them to affect stats of units but indifferent ways per unit which can't be done yet.
Basically though: Werewolves and Zombies/Shadows = Speed (attack and movement), Satyrs and Demons = Power (attack strength and range, also harvesting speed for workers).

Next faction (Hyperion) is planned to be:
Angels = Defence (boosts defence and resource storage), Jotuun = Power (will work like demons almost).
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 9 July 2010, 06:59:27
(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:
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 9 July 2010, 09:56:24
(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:

That's the full pack from zShare, it has the faction and the core files put together. You should be able to run mrise.exe and it'll play, if it comes up with some error instead try opening the configuration tool and adjusting any settings that might be important.
If windows says it's not responding when you try to run it just keep waiting as it can take a while to load but it will eventually, doesn't take too long on my system but on my brothers it takes a while.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 9 July 2010, 18:28:21
Nope it just doesn't work for some reason...no apparent reason to me. GAE works though, itself...the latest version.
Well, I guess I just have to wait for the next release then? All that for nothing...besides some cool models.  :O
Seriously it give you nothing, no error. Just "fail" sound...windows sound...
EDIT: ...
http://www.youtube.com/watch?v=rmdjMh-iCSg
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: John.d.h on 9 July 2010, 19:08:25
Maybe it was a broken download?
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 9 July 2010, 19:13:08
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...  :|
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 9 July 2010, 23:04:00
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 one
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 9 July 2010, 23:20:09
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 one
Did that.
Then I tried deleting the config file but it didn't create a new default one...same thing.
Latest GAE version works itself though... Hmm...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 10 July 2010, 10:19:21
The download must have went wrong, though it should at least get to the menu or something.
When you downloaded the latest GAE did you keep the config that came with it also update data\core\zlib.dict, I'm not sure what it is but if that's corrupt it could be that. Otherwise all I can suggest is the worst, download it all again lol but from FileFront not zShare, so you want the Core files and the Necribus files.
Also try setting up a working copy of GAE with the original Glest files, then delete the techs, tilesets and maps then replace with the MRise ones.
Also if you want the MRise menu, replace all the folders in data\core not zlib.dict though.
Try doing all that bit by bit to find out where the problem is.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 11 July 2010, 00:59:08
I did mine fine, double checked, even tried just as a faction, went through the XMLs, logs, and error outputs. The error I got was that it couldn't make the mipmaps. Now, I am usually pretty familiar with gaming terms, and I've heard that before somewhere (documentation or a software API, I should think), but what the heck are mipmaps and what are their roles in glest? The XMLs are fine, the download was verified. Something seems to be throwing me an error though. So... What now?

Mipmaps???
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ultifd on 11 July 2010, 02:13:34
Mipmaps are related to textures, I think.  :|
For me, nah...I guess I'll just have to wait. And download twice the size...? oh well, great models.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 11 July 2010, 18:02:58
Mipmapping is to do with textures where low res versions of textures are rendered, I think. So when you zoom out, rather than killing your system textures are rendered smaller. The filtering used (trilinear, bilinear, etc) could cause a problem on weak systems, I'm not too sure.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 12 July 2010, 02:33:39
....

I'll mess around with settings, see if that works. I see no reason why there should be too much problems though. I've played a number of games on their highest settings with no problems, and I'm just on the default he had in his core files...

 :(
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Gabbe on 12 July 2010, 09:51:26
Not with Necribus? remember, I think you`ll need atleast 4GB of RAM, 2GB machines didn`t do it. but my 6GB did..
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 12 July 2010, 11:47:50
Well I have 4gb ram and 1gb gfx which runs it fine, I've ran it on a lower system with 2gb ram and a 512mb gfx and it runs fine on that too, so I'd say minimum specs are 2gb ram and 512mb gfx. My strong system has intel i7 and the lower system has intel dual core (can't remember the speeds but the lower system is average I'd say for systems these days).
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Gabbe on 12 July 2010, 11:57:45
nvm, now it stops when "intializing renderer"
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 12 July 2010, 12:43:08
Are you using the 256x256 or larger maps? They can sometimes be buggy, use the 128x128 or smaller maps.
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: Omega on 12 July 2010, 20:08:38
I tried all the maps (there wasn't much at all  :() and I have a very powerful computer, yet got that mipmap error... Ugh...
Title: Re: Malevolent Rising v1.0 -Download Now!
Post by: ChupaReaper on 12 July 2010, 22:49:00
Hmm, I've extracted the 7zip which I uploaded to test the files and they all work fine on all the maps (not many at the minute as I'm working more on factions and I've got a problem creating large maps which I should get round to fixing).
All I can think of is to check through this:
Title: Malevolent Rising Update: v1.1
Post by: ChupaReaper on 13 July 2010, 23:39:46
So, it's about time I showed you some of this new faction, The Hyperion:
(click to show/hide)

The Hyperion is formed of Angels and Jotuun (half giants), they share the power of Frost (wind, ice, cold, etc) and Zola (light, astral, holy, etc). This will follow a theme very different to the Necribus, instead we will have a lot of white marble buildings and ice sculptures, the Angels will have light and heavy ranged units similar to the Satyr and the Jotuun will have light and heavy melee units similar to the Werewolves only they will change significantly through upgrades, increasing attack power like the Necribus but also Defence rather than where the Necribus focuses on speed.
The spires for these units (for magic creature units) will work slightly different too, instead of having a spectral gate and a hell portal this faction will have two towers which can have pillars attatched just like the Necribus spires but will obviously produce different units. Expect strange angelic light creatures and large icy things.
The Angel subfaction will work more on speed where as the Jotuun subfaction will focus more on defence.

Much more to come... I'm also working on reducing the Necribus size and as you can see from the screenshots, I've finished the Frost tileset.
Title: Re: Malevolent Rising v1.1
Post by: wyvern on 13 July 2010, 23:47:02
Look coll can't wait for this one :) :)
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 13 July 2010, 23:52:49
Hmm, I probably think that I will like the Hyperion better then Necribus, looks cooler... :thumbup:
Nice tileset and work! Can't wait for the next update, and version.  :O
I am still kinda sad that the first version did not work for me, with no reason...
Anyways, great work.  :thumbup:
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 13 July 2010, 23:58:24
Of course it looks cooler, it is lol, freezing in fact! :P
I'm working on 'optimising' the Necribus faction so there should be a v1.x version up for download at some point with the new frost tileset but no Hyperion faction, not until they're complete.
Title: Re: Malevolent Rising v1.1
Post by: wyvern on 14 July 2010, 00:04:32
Thats good necribus doesn't look as nice theme wise as this.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 14 July 2010, 00:29:25
I prefer the Necribus theme, I like the werewovles and the whole dark and murky look but it is nice and refreshing to be working on something new, this faction I'm working on now isn't really to my taste but if other people like it then that's good, all personal preference really. The next faction after this will be the Gians (Dryad and Shapeshifters) which will have a very tropical look having lots to do with nature with tree buildings, etc for the dryads mixed with a sort of Aztec theme for the shapeshifters, very green and colourful. Then the Vestisrus (Egyptian desert theme mixed with blue water temples) and The Damned (dark like the Necribus but more abstract looking almost alien like, will feature spirit beings, time creatures and cosmic tech almost filling the role of a tech faction yet keep things magic like the rest of the factions).
Title: Re: Malevolent Rising v1.1
Post by: wyvern on 14 July 2010, 00:37:07
Sounds cool and interesting its nearly undeniable that your mod is one of a kind. :)
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 14 July 2010, 01:01:55
Of course it looks cooler, it is lol, freezing in fact! :P
Yeah.  :O

But uh, I just don't really like a "hell" type...  :| It's ok though...
Anyways, sweet.  :thumbup:
Title: Re: Malevolent Rising v1.1
Post by: Omega on 14 July 2010, 01:55:21
Wow... You work amazingly fast and well! I can't figure out how you do it...

Where do you get the time to make all of this? So, 3 confirmed planned factions with massive tech trees! :o This'll be fun (once it works here)!
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 14 July 2010, 11:36:12
With it being the break between my first year of university and my second I've got a load of time on my hands, though I'm looking for a part time job and there's a horrible expensive cluster of birthdays to deal with lol. My old Doom project though has provided me with a few models ready made and animating with 3ds max is really quick and easy, adding a skeleton is the horrible boring part though. Also my old project has loads of textures and sounds for me to use, a lot of them being none Doom related too so there will be a good amount of variation. I've got the Angels to make next which is going to take a bit of work.
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 15 July 2010, 05:32:40
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...  :| 
Quote
0: Core data
I run it with admin rights, but now what to do since this not the GAE directory itself...kinda confused now.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 15 July 2010, 11:43:08
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...  :| 
Quote
0: Core data
I 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.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 15 July 2010, 16:06:23
"Error"

"Exception: bad allocation"

same as i get in the G3D viewer...
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 20 July 2010, 20:13:17
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...
Stupid Windows.

Anyways I'll probably just wait...for next version.
Speaking of it, how is it...
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 24 July 2010, 19:59:57
Next version hasn't been developed much, I will do though just not too much for now.
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.
Title: Re: Malevolent Rising v1.1
Post by: Omega on 25 July 2010, 02:30:31
Here's some more info on what's wrong with mine. For some reason, it still won't work, despite me trying it even with the same stuff as military has, nor does it work on lower graphical settings. Basically, I get either "Bad Allocation" or "Cannot generate Mipmaps" as errors, which always come in the Rendering stage. I don't know why, but the memory usage of this seems to climb out of control (until it gets the error, where it falls down to about 50mb memory usage). How much memory have I seen before the program crashes? Take a look:
(http://img803.imageshack.us/img803/131/allocation.jpg)

I'm not sure why I am having problems. I've played games like oblivion on their max settings, and have 4GB of physical DDR3 RAM (plus another 4 GB virtual). Anyway, this may be a Glest bug or somehow related to the massive number of units. It does make me wonder, if there are five factions like this, would anyone be able to handle the memory reqs? Perhaps something is wrong with me. I really have no clue. What is the memory usage of someone who has this working?
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 25 July 2010, 10:52:08
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.
Title: Re: Malevolent Rising v1.1
Post by: -Archmage- on 25 July 2010, 16:12:20
It runs on my laptop, no error, no lagg. :D
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 25 July 2010, 22:44:58
It runs on my laptop, no error, no lagg. :D
Cool, (if you mean with my mod then awesome!)
Title: Re: Malevolent Rising v1.1
Post by: -Archmage- on 25 July 2010, 23:29:30
It runs on my laptop, no error, no lagg. :D
Cool, (if you mean with my mod then awesome!)

Yep, downloaded these both:

Quote from: First post
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.

Stuck 'em together, ran mrise.exe(or whatever it was called), started a custom game and it ran fine. ;)
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 26 July 2010, 10:48:10
Awesome, glad to know someone's got it working lol, maybe the zshare one with the whole lot is corrupt or something.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 26 July 2010, 17:54:49
I use DDR3 ram too, what type you got chup? (DDR2/DDR3)
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 26 July 2010, 19:19:22
... :|

Next version hasn't been developed much, I will do though just not too much for now.
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.
I see, but hopefully it will work...if not, I'll try on other computers when I have the time.
Hmm, interesting.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 26 July 2010, 21:51:14
No arch, its completely on topic...What type of RAM may be the cause of our errors...
Title: Re: Malevolent Rising v1.1
Post by: -Archmage- on 26 July 2010, 23:24:44
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...

I have DDR3 RAM, so it's probably something else anyway.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 26 July 2010, 23:26:25
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..
Title: Re: Malevolent Rising v1.1
Post by: -Archmage- on 26 July 2010, 23:38:18
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.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 27 July 2010, 00:12:22
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..
Title: Re: Malevolent Rising v1.1
Post by: -Archmage- on 27 July 2010, 01:21:22
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..

No need to quote me twice dude. :|

Wow 12GB!?!?!?!?! You're going to have about 80GB of RAM when you die if you progress at the rate your going. :P
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 27 July 2010, 01:40:24
Im planning to get 24GB to use as renderfarm, now wer getting OT i think...

increase fan speed lowered the temps but its still not running...

I doubled my RAM in 4 months... I think im gonna live a little longer than what you think ;)
Title: Re: Malevolent Rising v1.1
Post by: Omega on 27 July 2010, 02:24:18
Please, keep this ONTOPIC. Either way, I'm stumped, since it works for others, yet not for me, despite having easily more than the reqs to use something like this... :confused:
Title: Re: Malevolent Rising v1.1
Post by: Yggdrasil on 27 July 2010, 13:29:03
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.

Besides, here is a small bug report from linux (using gae svn trunk, not your binaries):
Code: [Select]
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.

Otherwise, nice mod with many good looking units. Keep up the good work.
Title: Re: Malevolent Rising v1.1
Post by: John.d.h on 28 July 2010, 15:52:58
Unstuck for now.  When we get a working version that works for everybody, that may change.  Anyway, hope you get it sorted out, as I'm sure a lot of people would like to play this.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 28 July 2010, 17:02:25
fair. but it won`t work without any error message or any kind of information to report..
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 28 July 2010, 22:09:27
I've got DDR3 but I've tested my mod on my little bros laptop which has 2GB DDR2 RAM and a slow single core intel processor,I don't know all the specs but it has on board intel chipset gfx so pretty crap really but it works at a playable rate. Also I've got a system which is in the middle of these specs with 3GB DDR 2 ram and a dual core intel processor with NVIDIA gfx (my laptop has 4GB AMD GFX) so hardware based it can't be put down to GFX cause I've tried it on 3 different types and it works with DDR2 and DDR3 RAM.
Maybe it's something to do with the download or Linux as I've not got any Linux systems.
I should try downloading it myself and seeing if it works... but apart form that Linux is the only thing I haven't really tested it with, everythng is in lower case too as I've always worked case sensitively.
Title: Re: Malevolent Rising v1.1
Post by: John.d.h on 28 July 2010, 22:25:09
I don't think it's a Linux problem, since Gabbe and Omega play (AFAIK) on Windows.  Anyway, you could burn a Linux Live CD and test it out yourself.  It's really quite painless.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 29 July 2010, 00:40:31
I try Linux tomoro
Title: Re: Malevolent Rising v1.1
Post by: Omega on 29 July 2010, 02:42:02
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.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 29 July 2010, 10:16:15
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.

The models have a lot of frames but aren't too high poly (though some are quite detailed but not non-game poly like those zbrush sculptures you see a lot of) I'm going to be cutting down all the frames of the models at some point. Otherwise though I don't think it's anything to do with specs because I've tried it on different builds with no problems.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 29 July 2010, 11:29:47
IT WORKS  MATE!!!!!!!!!!

tested with using only me and no oponent with succes!!!
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 29 July 2010, 15:33:36
IT WORKS  MATE!!!!!!!!!!

tested with using only me and no oponent with succes!!!

Awesome, I think I'm going get back to working on it soon, I'm gonna focus on optimising the Necribus faction reducing its size by at least half then I'll follow it as a guideline for the rest of the factions.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 29 July 2010, 16:25:16
It works with 4 necribuses! yayayayayayayayayy!!!! finallly!!!! and i didn`t do anything, it fixed itself!!!!! Omega, try with playing only you, might help you!!
Title: Re: Malevolent Rising v1.1
Post by: Omega on 29 July 2010, 17:59:29
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).
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 29 July 2010, 20:48:16
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).

Are you using the zShare version or the two seperate FileFront packs (core files and necribus faction) as the zShare version may not be reliable?
Also check your shadows settings (one of the laptops wont run with ShadowMapping but works fine with Projected).
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 29 July 2010, 22:37:48
Im using the current one...for download
Title: Re: Malevolent Rising v1.1
Post by: ultifd on 17 September 2010, 00:49:36
Well I guess you have been busy for a while, but that's fine.
So now GAE 0.3 is up :) but if you are going to update you should probably wait for GAE 0.31, as it has some small but annoying issues on windows.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 17 September 2010, 00:56:48
Well I'm back lol! I haven't been doing much work on this project for a while, been preoccupied but by all means this project is still alive! At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.
I thought I'd let out this little update because I've just got my mod working with the new GAE v0.3! Wow it looks pretty awesome!
Using windows only I like the whole integration where user info is saved under Users rather than with the game files, getting the game to run was tricky until I discovered that the Start In box in the GAE shortcut had to direct to the root of the project not /bin where the actual .exe was.
With a better aspect ration for widescreen now and clearer fonts I'll be getting some nice fonts into use.
Also I'm gonna give the Asmodeus and Arachnotron demonic units a transport ability so Arachnotron can carry Trites and Asmodeus can carry numerous units but that's all, the Necribus faction wont be using too much of the new transport feature but I may take a better advantage of this feature with other factions maybe a more defensive one such as the Hyperion faction I've started working on.

I'm not sure when the next update will be as I'm back for my second year at university next week also I've started a little Streets of Rage inspired 2D fighter project and I resurrected my old GZDoom project as that engine has updating a good bit too! Ah so many updates lol!

And @ultifd I was just about to send this when I was told there was a new reply lmao!
Title: Re: Malevolent Rising v1.1
Post by: silnarm on 17 September 2010, 09:39:44
... 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.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 18 September 2010, 22:43:26
... 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.


Excellent, atm I've only done the textures, so a tool to do the models fast would be perfect! I think the main reason why it loads so slow and has such a large size is more to do with the models rather than the textures. I've got to delete stuff like the horizontal gatehouse, etc because buildings can be rotated now too so there's no need for them. Can you make this tool so that it can half frames rather than having to pick which exact frames are removed, etc.
Title: Malevolent Rising Update: v1.1.1 Optimising and The Desert
Post by: ChupaReaper on 24 September 2010, 21:56:17
MRise v1.1.1 (1.2 is the next release, this subversion is a little stump along the way!) I got a bit bored so decided to start working on a new tileset, I haven't done any work on the Hyperion faction as I want to get the Necribus faction all optimized so the Hyperion follows in its footsteps. The Necribus just needs their model animations shortened and a few other things sorted.
(click to show/hide)

I have got the basic Hyperion units ready (Walls, Gatehouses, Stockpiles, Treasuries, etc). They still need Huts, Houses, Hamlets and Stormgates, then there's the military buildings.
Title: Malevolent Rising Update: v1.1.2 Hyperion Buildings
Post by: ChupaReaper on 25 September 2010, 15:33:25
(click to show/hide)
Another mini-update, I eventually finished off all the Hyperion general builds, they're all on display in the screenshot above. I've done up some of the Necribus units also. v1.2 (next release) is waiting on the Necribus model optimisation and final test with GAE 0.3.1.
Title: Malevolent Rising Update: v1.1.3
Post by: ChupaReaper on 26 September 2010, 00:03:14
Ok so I've triple posted now so next will be v1.2 no more little tiny updates...
I've finally done the Angels, one half of the Hyperion faction, their Jotuun (Half-Giant) allies will come along later.
(click to show/hide)
A little under dressed for icy conditions? Don't fear, Angels don't rely on temperature they're powered by Zola energy (a fusion of Light and Astral, a.k.a Holy power and all that stuff)... They like the minimalist approach to dressing.
The Angels will bring with them Zola creatures known as the Astrais, these creatures of light wont do much by terms of attacking though, they have powerful healing abilities and other emanation to help fighting units during battle. There will of course be annoying spam units called Pixies though rather than sparkling midgets Pixies in MRise are giant white wasp like creatures, very weak, weaker than Necribus Zombies but they can fly.

More info on the Hyperion will come when the Angel Archers and Angel Purifiers are complete, keep check on the MRise website's Hyperion section for more info.
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 26 September 2010, 15:23:19
Wings Wings!
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 26 September 2010, 15:28:52
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.
Title: Re: Malevolent Rising v1.1
Post by: John.d.h on 26 September 2010, 16:13:23
Since they're kinda lesser angels, maybe you could give them short stumpy wings that can't quite fly?  Just a thought.
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 26 September 2010, 16:18:46
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...
Title: Malevolent Rising Update: v1.1.4 The Archery District
Post by: ChupaReaper on 26 September 2010, 17:42:02
Another mini update. The next release will be moved to something higher like v1.6 (but don't worry this is technically v1.4 it's only not because I said I would release at v1.2 but I can't until some models are optimised and that I've checked it all works with GAE 3.1 when it comes out).

I've added bows and crossbows to the Angels making Angel Archers and Angel Purifiers and then I built them their barracks the Archery District.
(click to show/hide)

Next I'm gonna work on all the upgrades then the Jotuun are coming along...
Title: Re: Malevolent Rising v1.1
Post by: Gabbe on 26 September 2010, 18:48:35
Give them wings, but not flying :)
Title: Re: Malevolent Rising v1.1
Post by: Omega on 26 September 2010, 20:39:38
I love it! I hope I'll be able to play (possible in GAE 0.3.1, since it fixes a pathfinding error that may have caused the crashes) or I will promptly throw myself over a cliff (except Glest's cliff's aren't very steep.... well, I'll throw myself down a hill then).

Don't worry about the angel's attire. Looks great. ;)
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 26 September 2010, 23:05:36
Well I've still got the Jotuun next I've done all the upgrades just now, then there's the Astrais (angel creatures) and Aeriou (frost creatures) working names btw. I don't think it will have as many different units as the Necribus, lets see 8 spam units standard for all factions, then some basic melee and ranged creatures a small melee, big melee, small flying ranged, big flying ranged, some small flying melee creatures, then they will act as the main force alongside the angels and jotuun armoured up. Then the rest of the creatures will use emanations and effects to buff up the main force in terms of attack power, attack range, defence, attack splash radius and harvesting and building boost creature (will be fun to see some none-combat monsters roaming about).
The main idea behind the Hyperion is to throw forward a high defence melee army to fight things off upfront though with slow speed and attack but heavy blows then have a ranged army a good amount of distance behind firing away.
Hyperion and Necribus rival each other well though balancing will be important, the Necribus are fast and high attack, ranged units have a bit of a range boost but not much but they have a lot of attack boost. Necribus armies can zoom past Hyperion and will eventually beat down Hyperion melee but while that is happening the ranged Hyperion can do their job shooting from a good distance with high attack power.
Basically Necribus = Speed, Attack, Power; Hyperion = Defence, Range, Power
Attack = attack speed, Power = attack strength.
If stealth units come out then the Necribus are gonna have fun sneaking up to the ranged units with Darklings (good def against ranged attacks), but the sight boosting Hyperion unit will be able to detect them easily so they'll have to sneak past or have other units take down the sight units.
All good fun tactics, there're three more factions to come too all with a different mix of attributes!

Next release will be as soon as possible when GAE 0.3.1 and the G3D animation frame 'cutter' comes out! I might upload a preview of the Hyperion (just angels so far).
Title: Re: Malevolent Rising v1.1
Post by: ChupaReaper on 29 September 2010, 01:26:17
A little preview of the Jotuun! Their concept has changed a lot but I finally decided to give them an Ice Golem appearance. These are the other half of the Hyperion Faction.
(click to show/hide)

We have the Jotuun (workers), Jotuun Warriors (light melee) and Jotuun Destroyers (heavy melee). These attack slower than the werewolves but deal more damage each blow, they also move slower but have better armour in return.
Title: Malevolent Rising Update: v1.1.5 Rise of The Jotuun
Post by: ChupaReaper on 29 September 2010, 20:10:38
(click to show/hide)

Finally finished off the Jotuun! The Hammer District its the huge building on the right, much bigger than everything else even the Necropolis tower from the Necribus but they are half-giants!We have Jotuun Warriors and Jotuun Destroys. Their hammers are modelled by my girlfriend (her first attempt at modelling) which turned out very nice.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: Omega on 29 September 2010, 21:47:16
Wow dude, that's very impressive. Can't wait to try it. Big things FTW! ;D
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 29 September 2010, 23:21:49
Only problem with big things is it makes 64x64 maps very very small lol, MRise maps are 128x128 min but most are 256x256 and some are 512x512, though 256 and 512 crash with MRise factions at the minute, hopefully GAE 0.3.1 has that sorted out, I can't wait to play a full scale map, will be fun!

I've done some balancing doubling the armour of all melee units except ones that are meant to die quick so rather than them always being mowed down before they can fight back they can actually get to ranged units and beat them like they should. The AI just like to attack with ranged units and that's it and I found all my melee units useless which they should not be especially the Darklings in the Necribus faction, all fixed now though, most ranged units should be used more for defence behind walls, ranged units that are meant to face up in the battle have better armour or armour that is more resistant melee attacks.

I've found the AI all for for player 1 then player 2 and so on in that order, so if I'm player 8 I'm never bothered unless I cross the AI's path, they should randomize more for choose who looks like more of a threat or an easy target, etc. I think the AI is next to be worked on soon so this will probably be sorted out.

I've updated the Hyperion page with info on the Zola units and the two Creature Towers now finally named: Spire of Ambriel and Spire of Shiva. I'm going to be adding some Angel subfaction and basic Jotuun tactics too:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html]The Hyperion Faction[/url]
Title: Malevolent Rising Update: v1.1.6.1 Sparkles!
Post by: ChupaReaper on 2 October 2010, 00:16:22
If you're having Angels, might as well do the full whack, very opposite to my Necribus faction here lol... Faeries and Pixies ('Fairies' are spelt the 'cool' way :P)
However they are some mini weak girl things, etc, nope they're Giant Angelic Wasps! They swarm nicely for a good spam raid, they are ranged and function just like the Necribus Imps only they can fly and instead of speeding up a lot their survival rate increases.
(click to show/hide)

Also I've completed the two Towers for the Hyperion called: Spire of Ambriel and Spire of Shiva which create extensions called Spears, just like how the Portals/Gates of the Necribus create Pillars which then create units. Faeries/Pixies come from the Spear of Haste. I might go over everything so far (including the Necribus) with particles now that GAE supports more of them.
Title: Malevolent Rising: The Dark Spectral Beastiary
Post by: ChupaReaper on 3 October 2010, 23:59:45
I'd like to introduce my finally updated
Code: [Select]
[url=http://darkspectral.zxq.net/Beastiary.html]Beastiary[/url]!

It isn't linked directly to MRise, but MRise inherits its mythology from it as will some of my other projects, basically it's based on a world called Vaultar which so far MRise and my GZDoom mod (which is very out of date now) are both based on.
It has all the Undead units and Demonic units that the Necribus use and is being kept up to date with the Hyperion units as they get added. It doesn't have the Races yet, but will have soon.
Title: Malevolent Rising Update: v1.1.6.2 Light Lizards!
Post by: ChupaReaper on 4 October 2010, 20:50:26
Another spam update!
(click to show/hide)

The Shatz are a species of lizard like loght creatures tat roam about the native land of the Angels, they eat light plants and Faeires/Pixies yum yum! They're good ranged units one vs small units one vs large and one vs buildings.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ultifd on 4 October 2010, 21:57:39
Wow, looks really nice...and cool. Although I wonder when you release the next update, how large the download would be... :-/
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 4 October 2010, 22:52:51
This is why I haven't released yet, the G3D viewer is gonna have an animation frame stripper so I can clean up the Necribus a bit, the Hyperion are aleady nice and lite with 15-35 frames per animation rather than around 100 for all! I'll be releasing the core files in a 7zip which should be quite small in size, this would be extracted into the hard drive or program files or where ever, though with GAE 0.3 it would have to be extracted into program files for windows because of how it works at the minute.
The Necribus faction hopefully will be a lot smaller and will be in a 7zip which can be extracted into the Malevolent Rising directory where it'll merge with the core files. The music is now in separate ogg tracks at 128MB, then at the minute the units are 888MB! The rest of the files are around 6-7MB. Hopefully going through all the animations and cutting them right down should shave a good amount off the size of the units to maybe 666MB or something! 7zip just about more than halves the size of everything, maybe around 300-500MB, not sure how much completely but for a large detailed faction I think that is good. Lets face it games these days are easily 1.5-2GB or more.
The Hyperion are so far around 320MB with the music files being around the same as Necribus. It's 7zip size so far would be around 150-250MB but it's around 50% complete. When finished it should be the same as the Necribus, as will all MRise factions.

My limit per faction is 512MB 7zip, which should be ok, a friend of mine downloaded the current Necribus that's online a few days ago and it took him around 10mins, he said it was tiny, but then again he downloads a lot of Doom 3 mods which are always quite big. To reduce the file size further would mean butchering the quality with 128x128 textures repetitive unit sounds, more basic animations and less music which can get annoying. I'd be willing to wait an extra 10-40 maybe more minutes for a good quality mod, I know it's not all about hi res graphics, nice music and cool well animated models, but it's still very important.
Each faction will be uploaded separate and you don't need all of them to play MRise (though best have them all for online play), also the Core files will be updated separately too so you don't have to re-download everything all the time. For little gameplay changes I'll release faction patches too which just update xmls or or buggy/crap files.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ultifd on 4 October 2010, 23:10:48
I see...well then...
Hmm, if people could upgrade their internet speeds (if "slow") then there would be less problems probably...too bad it costs money, and a lot of money in some cases.
I guess for me, I would rather have good quality usually...even if it takes a lot of time to download. But then the problem now is...it'll take forever, probably.

I'm thinking of adding a wiki page for Malevolent Rising...hmm...
edit: while looking for the site, I found that the linking is wrong on your first post. it should be like this
Visit the MRise Webpage on my Website for complete information:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]
Instead of this 
Code: [Select]
[url=http://darkspectral.totalh.com/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 4 October 2010, 23:40:42
Cool, would be nice to have a wiki page and I'll fix the link now, and don't worry I'll try my best to work on file size and quality.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ultifd on 4 October 2010, 23:59:36
https://docs.megaglest.org/Malevolent_Rising
OK, feel free to add info now. :)
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 5 October 2010, 00:38:07
Awesome, well I should have been asleep over an hour ago lol (got to be up at 6am and its 1:37am over here already lol), so I'll have a good mess about with the wiki page tomorrow or maybe during my break at uni.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: Omega on 5 October 2010, 00:56:11
I would recommend you take a look at the magic and tech pages on the wiki to get an impression of how the MRising page might look.



over 100MB of music?!?! Wow... and I thought I went overboard with my 12MB of music in Military v3...
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ultifd on 5 October 2010, 01:00:58
OK, that's fine. Whenever you have time... :)
As Omega said, maybe the "format" could be something like the magitech (https://docs.megaglest.org/Magitech) page. But I guess we can help wikify it after you add some information.
Sorry all I could do was create a stub, since I don't know too much about your mod. :-/
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: Zoythrus on 5 October 2010, 02:11:05
random thought: do you really wanna call the lizard guys the "Shatz"?

you might want to change it...
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 5 October 2010, 05:11:59
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).

Yeah you're probably right, not sure why I've stuck with it for so long lol.

Also about the music, I've around 13 tracks per faction, maybe too much?
Title: New Release! Malevolent Rising Update: v1.6 Contact
Post by: ChupaReaper on 6 October 2010, 22:21:14
(click to show/hide)
Behold the Necribus vs the Hyperion, finally at last!
Turns out all textures were fine, well, they were kinda large but have been cut down now. The real issue was the Necribus G3D models having extremely long animations, I managed to save over 512MBs! Memory was overflowing with models but now all is fixed, I run with 4GB RAM and 1GB gfx, it is running fine on my old laptop at 2GB RAM and 512MB gfx (so they're the min specs tested and working so far).

Download will be coming as soon as I do a few last sec checks and then upload, estimated file size is definitly no more than 500MB (Necribus is around 400MB now!). How to install has changed again.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ultifd on 6 October 2010, 22:41:20
Sweet! Hopefully this time it will work, :)
When you have time later, don't forget to edit the wiki page.
Title: Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
Post by: ChupaReaper on 6 October 2010, 22:47:06
Sweet! Hopefully this time it will work, :)
When you have time later, don't forget to edit the wiki page.
Once I've got everything online and fine I'll get to work on it.
RAR size 306MB. I'll test 7z... Edit: 330MB with 7z, RAR is better.
Title: DOWNLOAD NOW! Malevolent Rising v1.6
Post by: ChupaReaper on 7 October 2010, 01:07:19
Uploads are complete! Download from here now:
Code: [Select]
[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
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[url=http://darkspectral.zxq.net/Games/MRiseReleases.html]MRise Releases Page[/url] for install info.

Much nicer file sizes, they are in RAR format and must both be extracted in the share directory replacing everything. (Don't mix with other GAE mods unless you want them all to have the MRise menu!) Best thing to do is copy GAE and delete in the share directory: Data, Tilesets, Techs and Maps (optional) but not GAE because that has the language files and scenarios with I haven't worked on yet so leave 'GAE' directory. Then extract the Core Files into share then the Necribus.
Alternatively, something I haven't tried, you could convert the RARs into zips and save them in one of the addons directories, I'm not sure if the menu will work or not but everything else should -this is untested, just make sure you convert to zip until GAE supports RAR (which I doubt lol).

Now, back to work on the Hyperion, hopefully the Necribus will be working fine for everyone! Oh and about the Maps that come with the Core Files, they're still just sketched out and need to be worked on, the one that's had the most treatment is Stream, the others are more basic and messy at the minute, also Lake is 512x512 which may be quite laggy, 256x256 maps lag a bit with a few players at first but this quickly goes away, well for me anyway.
Title: Re: DOWNLOAD NOW! Malevolent Rising v1.6
Post by: John.d.h on 7 October 2010, 01:34:54
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).
Title: Re: DOWNLOAD NOW! Malevolent Rising v1.6
Post by: ChupaReaper on 7 October 2010, 01:38:40
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).

Hmm well I'll probs swap back, I think oggs are compressed better with RAR than 7z so that's why RAR is smaller for my factions by around 30MB, if 7z gets added though I'll change to it so people can just save into their addons folder. Does it have to contain glestae\ or start with the directories that are in glestae?
Title: Re: !New Download! Malevolent Rising v1.6
Post by: John.d.h on 7 October 2010, 01:53:55
Within the archive, I believe you would want the following:

.glestadv/addons/mrise.zip/techs/
.glestadv/addons/mrise.zip/data/
.glestadv/addons/mrise.zip/maps/
.glestadv/addons/mrise.zip/tilesets/

You can also have it in just a plain folder in the add-ons, so you would have

.glestadv/addons/mrise/techs/
.glestadv/addons/mrise/data/

and so on.

(or whatever the directory is called on your platform, maybe not ".glestadv")
Title: Re: !New Download! Malevolent Rising v1.6
Post by: ChupaReaper on 7 October 2010, 02:04:11
Ok, well that means the Necribus I just uploaded would work in addons if converted to a zip, the core files wouldn't though as they contain a directory called glestae\.

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.

Also here's a new shot of the redone menu, well not completely redone but looking a bit nicer in GAE 0.3.1, the new full logo isn't in the v1.6 release that's up, it will be in the next release though.
(click to show/hide)
Title: Re: !New Download! Malevolent Rising v1.6
Post by: ultifd on 20 October 2010, 05:56:53
Edit (instead of double posting)
Good, people should do that more often...
So, I'm currently downloading the files. Hopefully it'll work!
Title: Re: !New Download! Malevolent Rising v1.6
Post by: ChupaReaper on 20 October 2010, 08:15:35
Edit (instead of double posting)
Good, people should do that more often...
So, I'm currently downloading the files. Hopefully it'll work!

Cool, I hope it works!
Title: Re: !New Download! Malevolent Rising v1.6
Post by: Omega on 20 October 2010, 22:58:05
(click to show/hide)
Cool menu. Could use a bit more excitement though... A few buildings, etc?

Quote from: ChupaReaper
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?
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 20 October 2010, 23:03:52
:-/ it didn't work...I'll try setting up everything over again, later...
It just tries to load, then makes the windows failure sound... :/
Title: Re: !New Download! Malevolent Rising v1.6
Post by: ChupaReaper on 20 October 2010, 23:05:33
(click to show/hide)
Cool menu. Could use a bit more excitement though... A few buildings, etc?

Quote from: ChupaReaper
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?

Oops I meant 256x256 (missed the 2 lol) and as for the menu map, yep I'm going to be adding a load of trees and buildings, etc to it eventually, there are a few dotted around for now.

And @ultifd, hmm it could be how the new GAE 0.3.x setups work, have you saved it into a GAE setup that you know already works?
Title: Re: Malevolent Rising v1.6
Post by: Omega on 21 October 2010, 01:05:21
Hmm, I hope to download this soon and try, though it's too large for my internet at the moment, so no clue when I'll hit it...

Ultifd, have you tried just using the faction and copying it into an existing GAE? After all, trying to use multiple things of GAE will generally CRASH because of a bug which causes it to share data (thus, why military is configured to use the install directory, to prevent this).
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 21 October 2010, 09:23:37
I hope it works, works fine on my end, I actually got it working on an old PC with 128mb gfx, 512mb ram and an intel pentium, mind that thing can somehow cope with windows 7 ok too, runs just as fast when it had vista or xp anyway, but MRise ran on it with those horrible specs so it should run ok on anything higher.
I wish I could get the download size smaller but I would have to start grinding noticeable quality to get there which would spoil MRise.
As for installing, if you've got a working GAE 0.3.1 set up, the core files contain tilesets, maps, faction resources but no factions and data that replaces the menu elements, it is necesary because of the resources for the factions it has. Then the factions contain a faction each.
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 21 October 2010, 22:27:45
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:
(click to show/hide)
So I don't think this is related to my other problem, but this is still...another problem.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 21 October 2010, 22:35:29
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:
(click to show/hide)
So I don't think this is related to my other problem, but this is still...another problem.


Hmm that's odd, them textures should definitely be there... I'll have a look into it maybe release a tiny patch for this lol...

Edit: Can you see if you can find these textures for me? Just follow the path it gives and see if they're actually there or not, if they aren't then I'll zip them up and release them, but they should be, if they are then that's very odd...
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 21 October 2010, 22:43:29
Well, I checked, all of them are missing. :-/
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 21 October 2010, 22:44:42
Well, I checked, all of them are missing. :-/

Damn, ok I'll upload them now, only a few textures, should be a quick download...

Edit:
Code: [Select]
[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.
Title: Malevolent Rising: Debate for Race Name
Post by: ChupaReaper on 23 October 2010, 17:07:14
Ok, so the Hyperion aren't too far from completion then we have the Gians (Dryads and Shapeshifters) but after that we have the Vestirus who are Aquariens (water amphibious people) and Cat/Lion/Tiger/Panther/etc people so far proxied as Khajiit from The Elder Scrolls, this race name is quite unique to the Elder Scrolls so I need a name for this race... This is where the good old Glest community come in :D! Suggestions are open and I'll run a vote for the final answer.
Suggestions must be:
Title: Re: Malevolent Rising v1.6
Post by: Zoythrus on 23 October 2010, 17:11:25
there was a name that i suggested for another mod that seems to have died, so heres my name: Serojen.

that sounds cool, right?
Title: Re: Malevolent Rising v1.6
Post by: Omega on 24 October 2010, 00:17:37
I don't know any cool name ideas, but if I could make a suggestion, why not make a name that has a deeper meaning than first appears, such as something with a latin meaning? Still has that "fantasy" sound, but can reference a true meaning, rather than just be a made up "cool-sounding" name.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 25 October 2010, 19:14:45
Serojen doesnt sound very cat-like, its nice though.
I've been looking around I thought about something based on this: http://en.wikipedia.org/wiki/Nagual
I don't want to use Nagual as its too generic and Nahwal reminds me of that YouTube video lol.
Nah is a nice start for their name though. Old-Norse for cat is something like Kottr which the Jotuun are named from.

Ideas:
Title: Re: Malevolent Rising v1.6
Post by: Yggdrasil on 25 October 2010, 20:09:33
cat-like? In Age of Wonders 2 (great game) they were called Tigrans:
http://aow2.heavengames.com/aowsm/gameinfo/units/tigrans.shtml

Quote
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.

What's the problem with using a name from an other game?
Title: Re: Malevolent Rising v1.6
Post by: John.d.h on 25 October 2010, 21:33:17
If you're copying them from the Khajiit and Argonians, you might as well acknowledge it by keeping the names.  I think it's better to have a "tribute" faction than to make a bland derivative and try to hide the evidence.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 26 October 2010, 08:21:42
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).
Title: Re: Malevolent Rising v1.6
Post by: John.d.h on 26 October 2010, 18:48:39
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
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 26 October 2010, 23:00:12
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.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 29 October 2010, 20:53:36
With the new Faction Symbols coming in 0.3.2 I decided I would take a step ahead and make two; one for the Necribus and one for the Hyperion, there are three more factions but I'll make theirs when I get started on them.
Code: [Select]
[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]
The left one is the Necribus and the right one is for the Hyperion, both use the Malevolent Rising Triquetra symbol in their background but are blended with the background image for the factions buttons.
Title: Re: Malevolent Rising v1.6
Post by: Zoythrus on 29 October 2010, 21:23:19
the Necribus one is the better of the two...it just looks evil... :wicked:
Title: Re: Malevolent Rising v1.6
Post by: Omega on 29 October 2010, 21:51:50
Wow, looks very nice! I think they both look excellent.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 29 October 2010, 22:47:16
Thanks, good to know that they both look good and that the Necribus one looks evil (it should)!
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 24 November 2010, 22:26:16
A little update showing off use of the 0.3.2 snapshop release language features:
(click to show/hide)

More updates to come soon as I'm continuing work on the Hyperion.
Title: Re: Malevolent Rising v1.6
Post by: titi_son on 22 January 2011, 06:27:37
eh i have a problem  :scared:

if i press on the download of the patch i get ERROR_CONTENT_QUICKKEY_INVALID
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 22 January 2011, 06:29:20
Yeah...something must have happened...so it needs to be re-uploaded.  :-X
Title: Re: Malevolent Rising v1.6
Post by: Omega on 22 January 2011, 06:30:28
It's a broken file, me thinks. Abet, notice that before your post, the last post in this topic was November.
Title: Re: Malevolent Rising v1.6
Post by: Zoythrus on 25 January 2011, 07:45:23
hey Chupa, do you have a plain old zip file with your mod? i would like to bypass downloading the full thing (space and all that....)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 31 January 2011, 18:56:23
Sorry I haven't been online here for a while, back to uni now so I've been busy. I've checked both files and they seem to be downlaoding fine for me. RAR format is better than zip and 7zip due to the smaller size.
The patch (v1.6.01) is having an odd problem but it shouldn't be necessary, if you have problems without the patch, I'll re-upload it.
Be sure to download version 1.6 from the releases page here: http://darkspectral.zxq.net/Games/MRiseReleases.html#Downloads
There are two plain RAR files download and extract the Core Files first then download and merge the Necribus Faction Pack, see the releases page I linked for info on how to do all that.

I'm going to be modelling a bit for uni work so we may see a new and improved Werewolf model at some point. I'll see if I can get back to work on v2.0 then I'll upload that after some big tests, bringing a hopefully bug free Necribus faction and the Hyperion.
Title: Re: Malevolent Rising v1.6
Post by: Gabbe on 1 February 2011, 14:00:48
WHat about creating a torrent file?
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 1 February 2011, 17:09:58
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?
Title: Re: Malevolent Rising v1.6
Post by: Gabbe on 1 February 2011, 17:15:36
certain sites does somehow quit the transmission fif it is done..
Title: Re: Malevolent Rising v1.6
Post by: Psychedelic_hands on 2 February 2011, 05:32:36
Glad to see this isn't dead   ;D especially because I could get it to work last release and hope I can try out your future ones  :-*
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 2 February 2011, 22:37:12
Hmm well I'm working on 2.0 which has new Core Files and two faction packs, more to download and the file sizes the same but I can't keep utorrent running, not only will I suffer lag but everyone else at home will too. I will however upload the core files, then the faction packs then the faction packs again but split into 3 rar archives so you'll only need to download them a third at a time if that helps. My mod will be playable with at least the Core Files and one Faction Pack.

And @Psychedelic_hands, glad to here you've got it working, don't worry this project is far from dead, just been on a small break, the Hyperion's light and icy theme got tiring, not really my sort of faction but so long as others like them, I'll make sure I get them finished, especially now that I'm going to be doing a lot of modellings for University (also working on the Oblivion engine which is quite interesting).

Anyway, no new screenshots or updates just yet, I'm working on getting some new Werewolves as the current ones look a bit odd, more like dark skinned aliens rather than big furry guys.

Also, here's the faction symbol for the third future faction, the Gians:
(http://img27.imageshack.us/img27/5205/gianssymbol.png) (http://img27.imageshack.us/i/gianssymbol.png/)
Title: Re: Malevolent Rising v1.6
Post by: Gabbe on 3 February 2011, 00:07:36
I could put it on a bay you know? then all you have to seed is one person that seeds that got it then it spreads with more seeds.
Title: Re: Malevolent Rising v1.6
Post by: Psychedelic_hands on 3 February 2011, 06:02:15
Why don't you just release a version of it so it works in GAE's add-on folder? in the future there will be a ingame menu where you can mount different add-ons.
I know the files will still be huge :P But it would help a bit.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 3 February 2011, 09:47:13
I think the v1.6 release would work in the addons folder already only it's in rar format. I could release a (non-solid?) 7zip for v2.0 which would be the core files and the faction packs making three 7zips to download into the addons folder and it should work, but rar offers a smaller size than 7zip, not a huge difference though. Only problem is if I split both faction packs into three parts, it would have to be in rar format and would also have to be reassembled before they could be loaded through the addons folder.

I want this mod to be more of a total conversion and essential its own game powered by the GAE engine rather than an addon, so the core files may come with GAE all set up and ready for faction packs, I might even see if I can get a simple installer working.

Also MRise changes the in game menu, so wuld that work if it is chosen as an addon in game?

And can try bay (not sure what it is though :D).
Title: Re: Malevolent Rising v1.6
Post by: Omega on 4 February 2011, 03:52:51
Except you're missing the good features of the addons folder. You see, you don't have to split the factions into split RARs (also worth noting though, that 7zip can do that, and usually offers smaller filesize too). You can have the core elements and every individual faction in a separate 7z, as things in the addons folder are combined as though they were extracted right there as they are. And it still can give a feel of a unique game, as you can still modify all the files as an addon, it's just easier to make a modification or patch that way, as well as it's far easier to install, can be installed inside an existing GAE installation (insures that you are never using an outdated GAE version too), along with other useful reasons.

Even Military will move to addons in the next release.

Total conversions work well with addons, even with new menu models, etc;

Concerning torrents, I wouldn't recommend it. You need a large base for torrents, and they are very very difficult to get started, and overally, more hassle than they're worth. Just stick with the traditional download methods.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 4 February 2011, 10:27:26
Ok, I'll upload my mod in 7zip format and will make sure that it's compatible with the addons folder, sounds much easier than the messy extract here and there method, thanks for the info and yeah I don't really fancy trying to start up a torrent, tried that before and failed miserably.
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 8 February 2011, 14:48:53
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!)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 8 February 2011, 14:53:12
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!)

Someone could convert it but, it uses a lot of GAE only features so the factions would look the same but would be missing a lot of their main features, like how I've added stealth to some units now, these units were once not too useful until GAE added stealth. Also walls would have to be built one block at a time and the subfactions wouldn't work... Basically there would be a lot of missing abilities but it could otherwise be converted. I won't be converting this as I'd rather keep working with GAE, once multiplayer becomes stable with GAE and it gets some more network features, it will eventually overtake MegaGlest in almost all aspects, then again I don't use MegaGlest so I could be wrong.
Title: Re: Malevolent Rising v1.6
Post by: Omega on 8 February 2011, 18:55:24
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!)
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).
Title: Re: Malevolent Rising v1.6
Post by: Zoythrus on 8 February 2011, 20:04:00
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!)
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).

agreed.

GAE does far more than MG does. so, firas, drop MG, and come to the GAE crowd.
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 8 February 2011, 22:49:41
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!)
It would be very hard. I suppose you could just sacrifice multiplayer for quality, for now.
Just imagine the bots are people.  :angel: The only real difference that can be really noticeable is that they don't respond back when you chat to them...
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 8 February 2011, 23:24:11
Well I'm currently going through the Necribus Faction and I'm adding a normal and specular map to everything! Will do the same for the Hyperion, once it's all up I'll post some hopefully very sexy screenshots! Also making displacement and occlusion maps in case they're added in the future.
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 9 February 2011, 05:48:47
k, i will try to get used to GAE(cant wait for more factions!)
Title: Re: Malevolent Rising v1.6
Post by: Zoythrus on 9 February 2011, 16:01:55
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.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 9 February 2011, 17:03:26
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.
Title: Re: Malevolent Rising v1.6
Post by: Omega on 9 February 2011, 22:59:04
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.
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?
Title: Re: Malevolent Rising v1.6
Post by: Mr War on 9 February 2011, 23:03:45
this mod looks very interesting, I like the contrasting feel of the two factions
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 9 February 2011, 23:05:29
The whole of Necribus, the Tilesets and what there is of the Hyperion are now fully bump mapped with specular maps ready along with occlusion and displacement maps (using CrazyBump!) The current git supports normal maps but they come out odd but then next version I think has that corrected along with specular support, the displacement and occlusion and there for any future opportunities (suffixes used are _normal, _specular, _occ and _dis).
Issues so far are bump maps don't work with translucent textures (they become opaque) and unit colours are off but I'll wait for the next git or whatever before I go posting any bugs about this.
The models rendered in blender with their maps applied look stunning so I can't wait for the next release. Unfortunately the file size has gone up a bit (not too much as the models weigh more than the textures).
Still laggy with 256 and 512 maps unfortunatly, with one player in the game it lags just about playable, with more than one it lags up worse and worse until even the music begins to jump, I would make this project lighter if I could but I wan tit to be a huge game, 128 maps with 8 players and two factions works perfectly though so that's good and the new shroud of darkness is excellent.

I think I will release with addon directory compatibility too, people who want it can just download a new copy of GAE, an installer would be quite big too.

Lol been typing this and had 2 replies whilst typing! Yep the two factions are meant to feel almost opposite and very different (the new mouse cursors and loading screens with tips make them feel even more different too) and there's 3 more factions planned too!
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 14 February 2011, 16:49:45
Can you add Cthulhu and Godzilla to this mod? plz I want them badly
(I want to see the small little foes cry in front of the huge Cthulhu and Godzilla)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 15 February 2011, 01:47:31
Can you add Cthulhu and Godzilla to this mod? plz I want them badly
(I want to see the small little foes cry in front of the huge Cthulhu and Godzilla)
Hmm, 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!
As for Cthulhu,  he wont be in but squid like giant slimey things will be with the Vestirus faction much later on as they're all about water and fire.
But yea, no Cthulhu or Godzilla lol, don't want Cartman, I mean the Coon coming along into Glest (South Park reference for those who haven't seen the latest series!)
Title: Re: Malevolent Rising v1.6
Post by: Hagekura on 15 February 2011, 02:41:41
Oh, No godzilla... but is it possible to introduce Barbara Streisand into your mod?  :O
(click to show/hide)
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 15 February 2011, 05:47:46
k, but is the Vestirus all giants?
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 15 February 2011, 10:43:02
Barbara Streisand would be an awesome unit. A South Park Glest mod would be amazing lmao!
The Vestirus are the fourth faction I'll be making and they're the joint forces of the Khajiit (cat people, the fire specialists) and the Aquarians (amphibious spiky shell people who are of course the water specialists).
At the minute I've finished the Necribus which are Werewolves and Satyrs, the new Werewolf model is just about done, I put a lot of effort into modelling from just about scratch then texturing and bump mapping and finally rigging and animating them, got to love the new 3ds max 2011 which is backwards compatible with 2010).
The Giants you're referring to are the Jotuun who are allied with the Angels to make the current faction I'm working on, the Hyperion.
Title: Update: Malevolent Rising v1.6.50
Post by: ChupaReaper on 15 February 2011, 21:47:11
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.
They are working in game perfectly but I thought I'd also show off the new loading tips too!
(click to show/hide)
Title: Re: Malevolent Rising v1.6
Post by: Kashi on 15 February 2011, 21:58:32
The new werewolf model is definitely an improvement, they look more "werewolfy" if that makes sense. I prefer them!  :)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 15 February 2011, 22:20:22
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!
Title: Re: Malevolent Rising v1.6
Post by: Omega on 16 February 2011, 03:33:51
The models look fantastic! Coincidentally, I'd love if you'd upload just that model as a mapping demo. ;)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 16 February 2011, 13:05:45
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?
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 18 February 2011, 15:29:23
when are the forums going to get ready?
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 19 February 2011, 02:33:07
when are the forums going to get ready?
What do you mean?
Title: Re: Update: Malevolent Rising v1.6.50
Post by: Hagekura on 19 February 2011, 08:07:51
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.
They are working in game perfectly but I thought I'd also show off the new loading tips too!
(click to show/hide)
Wow awesome JINROHs...  :thumbup:
I'm impressed his scythe is very detailed. I also wish to see your mapping demo video!
Title: Update: Malevolent Rising v1.6.3
Post by: ChupaReaper on 19 February 2011, 13:24:06
Finally done the Valkeries, the Hyperion production is back on track! They're basically the winged angels everyone's been wanting :D!
(click to show/hide)
Check out the latest update info on my website here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]
I'm guessing by mapping people mean the bump and specular maps? If so CrazyBump does it all for you, but on a 30 day trail :( but there's probably a nice way around that lol! There's also Photoshop plugins for Bump maps but they're dodgy with CS5 64bit versions. CrazyBump: http://www.crazybump.com/ (http://www.crazybump.com/)
Title: Re: Malevolent Rising v1.6
Post by: firas724 on 19 February 2011, 15:13:28
when I try to enter     Dark Spectral forums it does not work why is that?
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 19 February 2011, 15:35:03
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.
Edit: Actually that's a bad link to the old Forums, I made a new one last year which should still be up: http://darkspectralforums.myfreeforum.org/index.php?sid=bbb5cb0d8de0718eddc3bf72f152d244 (http://darkspectralforums.myfreeforum.org/index.php?sid=bbb5cb0d8de0718eddc3bf72f152d244)
It needs a nice template and some organisation but it's functional.
The old one was made of the vBulletin stuff but my free web host didn't appreciate it lol, so this is the alternative, I'll update the link on my website.
Edit: I've updated the link, it should all lead to the working forums now!
Title: Re: Malevolent Rising v1.6
Post by: Hagekura on 19 February 2011, 19:29:35
Omg the Valkeries are so beautiful... ;D
Thank you for the link to the photoshop plug-in!
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 20 February 2011, 08:53:41
Omg the Valkeries are so beautiful... ;D
Thank you for the link to the photoshop plug-in!
Thanks, the Hyperion are a pretty um pretty faction lol!
And CrazyBump is a stand alone application but the photoshop plugin can be found here: http://developer.nvidia.com/object/photoshop_dds_plugins.html (http://developer.nvidia.com/object/photoshop_dds_plugins.html)
Title: Re: Malevolent Rising v1.6
Post by: Kashi on 20 February 2011, 12:14:53
Aw WOW! how pretty are the Valkeries? ^_^  :)
Title: Re: Malevolent Rising v1.6
Post by: Gabbe on 20 February 2011, 19:48:13
GimpGotPluginForBumpMapsForFreeJustSayin`
Title: Re: Malevolent Rising v1.6
Post by: Mark on 21 February 2011, 00:37:56
Looks good, but it is V-a-l-k-y-r-i-e.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 21 February 2011, 00:52:50
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!
Title: UpdateL Malevolent Rising v1.6.4
Post by: ChupaReaper on 22 February 2011, 02:13:07
The Blessings of Ambriel are complete! These are unique units that work very differently, first off they have no attacks, instead they use their emanations to drastially improve units. Am'Scrythe increases sight and attack range, Am'Heavi boosts harvesting and repair speeds and Am'Commore improves attack strength.
The image is linked from my website rather than ImageShack as it appears to be down or something, will upload to there and update this image later if anyone has problems seeing it, also try seeing the latest development on my website here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment]http://darkspectral.zxq.net/Games/MRiseHyperion.html#LatestDevelopment[/url]
(click to show/hide)

Edit by Omega: Hotlinking your site does not appear to be working. Replaced with upload by Ultifd.
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 22 February 2011, 02:19:13
Yeah, it's not working...but sounds cool!
Title: Re: UpdateL Malevolent Rising v1.6.4
Post by: ElimiNator on 22 February 2011, 02:26:00
Here it is:
(click to show/hide)
Title: Re: UpdateL Malevolent Rising v1.6.4
Post by: ultifd on 22 February 2011, 04:20:13
Embedding still don't work, for me at least. Here it is:
(click to show/hide)
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 22 February 2011, 08:22:42
Thanks for the image uploads, ImageShack is working again now so it's up there but ultifd's image is working fine so I'll leave that there :D.
Title: Re: Malevolent Rising v1.6
Post by: ultifd on 22 February 2011, 08:24:46
Free publicity ;) j/k
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 22 February 2011, 08:26:39
Free publicity ;) j/k
Lol nice!
Two units left and then I'm moving onto the Frost units brought to you by the Jotuun! Once that is done, I'll do a few final checks and then the Hyperion go online along with a Necribus update and an update to the core files, also I might include a build of GAE to show off the bump mapping system though it's not perfect yet it looks much nicer than without it I think.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 24 February 2011, 01:43:30
I decided to upload a preview of the Hyperion so far, with most of their units on display. They're quite an interesting faction especially with their 'booster units'. Two units left to make then I'll move onto the Jotuun's side and add icy units which will be quite defence based.
(click to show/hide)
Title: Re: Malevolent Rising v1.6
Post by: Omega on 24 February 2011, 02:52:40
Wow, looks great! Very nice use of bump maps.
Title: Re: Malevolent Rising v1.6
Post by: ElimiNator on 24 February 2011, 06:25:24
How are the walls done?
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 24 February 2011, 09:34:47
How are the walls done?

Walls are all separate units that can be built using multi-build, I also added thick walls which are 2x2 cells which can be built the same way only they're thicker. I've also added diagonal walls (not used in that screenshot) they only take up one cell but look nice when built diagonally, rotate can be used to change their direction.
Title: Re: Malevolent Rising v1.6
Post by: ElimiNator on 24 February 2011, 18:50:32
Yah I added walls like that before, the AI dosent use them too well...
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 24 February 2011, 19:39:52
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.
Title: Re: Malevolent Rising v1.6
Post by: ChupaReaper on 2 March 2011, 02:45:29
I decided to finally spice up the MRise logo and icon a bit, the original was good but looked a bit plain, these also include the faction symbols, having the Necribus, Hyperion and Gians. The other two factions will have their symbols added to the logo when they're made in the future too.
Code: [Select]
[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]
Title: Malevolent Rising Update: v1.7
Post by: ChupaReaper on 8 March 2011, 17:19:54
Finally finished the damn (winged) Unicorns! Pegasus (white), Munkir (gold) and Douma (blue-ish).
(click to show/hide)

For some reason the damn things wouldn't export to md5, it would literally take forever and crash Max, so eventually after spending a day and a half trying to fix the damn thing, I exported the model as obj and created a new Max file, imported only the skeleton from the old file and then imported the obj, redid the materials and then the exporter decided to work, I had to reweigh the bones and everything... Finally complete, now I can move on to the icy side of this faction...
Title: Re: Malevolent Rising v1.7
Post by: Zoythrus on 8 March 2011, 19:10:06
i like your unicorns.....you made unicorns look awesome....
Title: Re: Malevolent Rising v1.7
Post by: ElimiNator on 9 March 2011, 05:09:07
Is this for glest? If so how are you using md5? Also the screen shot is to bright.
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 9 March 2011, 06:48:04
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.
Title: Re: Malevolent Rising v1.7.1
Post by: ChupaReaper on 9 March 2011, 23:00:45
First Frost units added, the Arix:
(click to show/hide)
They're small flying melee units, weak and cheap to produce, basically the melee spam units of the Hyperion.
Title: Re: Malevolent Rising v1.7
Post by: firas724 on 10 March 2011, 13:48:27
Cool!!! cant wait for the faction release!!
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 10 March 2011, 15:40:52
Cool!!! cant wait for the faction release!!
Shouldn't be too long now, not much left to do...
Title: Re: Malevolent Rising v1.7
Post by: ultifd on 10 March 2011, 22:38:24
Awesome! Although I wonder if you should wait a few more weeks for GAE 0.4 for a release...
Anyways, can you give an estimate of the size now?
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 10 March 2011, 23:09:55
I'm using the GIT-Master so I'm keeping on top of the new features, but will take my time to add these last units so I can release around the same time as GAE 0.4, I might just release a little update when 3.4 comes out if there's anything significant.
As for file size, it'll probably be around the same as last time, maybe a bit more due to the normal and specular maps and also there's an entirely new Hyperion faction pack to download but all factions should have a similar file size, though with png being used more in the second faction, the file size will be reduced a bit more, eventually I'll convert all to png (the Gians and factions after will be pure png).

What makes all the filesize is the g3d format really though, before releasing I'm going to have to butcher some of my animations so both factions can work in the same game again (at the minute if I play a game with Hyperion and Necribus both in it crashes and closes without an error prompt unless I remove enough g3d models to free space, this can be stopped by reducing the size of g3ds by removing a ton of animation frames, at the minute it's ~30 I'm going to halve this and less than 15-20 will ruin most animations, g3d has good interpolation but not enough). This is why I've been going on about the md5 format a lot recently, with this hopefully model overloading wont be as big of a problem as I'm struggling to get 2 of my factions in game, with all 5 there is no chance.
Title: MRise Update: v1.7.2 Chill of the Ice Spirits
Post by: ChupaReaper on 14 March 2011, 23:13:02
More new frost units, the Ice Spirits: Yeti, Furok and Wendigo! As the tip says, their high defense and movement snaring abilities make them good at holding back an enemy force.
(click to show/hide)
Title: Re: Malevolent Rising v1.7
Post by: ultifd on 15 March 2011, 00:21:55
I see, looks good.
Hmm...you have stopped using models from works like from Blizzard, right?
Also... I think you need to re-upload
Code: [Select]
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...)
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 15 March 2011, 09:13:55
v1.6.01 was a small patch that was meant to fix the missing reapers textures but it doesn't as it turns out there was an extra mesh hidden under that cloak which had its texture missing (the death animation removes the cloak so all the meshes are necessary).
Just use v1.6, if GAE complains about missing textures make sure that the Ghoul, Phantom, Reaver and Corpseress all have Reaper_Skeleton.tga and Reaper_Flesh.tga present if they don't just copy the _Skeleton/_Flest (the one that is there) and rename it to the one that's missing and it should work. v2.0 has it all fixed up.
Only got the Harpies, Ice Golems and Wind Spirits left then the Hyperion are done and we're at v1.8. From there I'm gonna reduce some more g3d sizes and maybe 'pngitize' some of the large model textures so that both factions are running along with some final tweaks for v1.9. Then I'm going to add some trees to the menu model and finally release v2.0!

Also I'm forcing myself not to use WoW models, the only one there are the Satyrs and like the Werewolves, they're getting a revamp eventually, I'm gonna have a cool demonic humanoid model rather than the WoWish goat man look they have now. As from other games, I don't think any unit in the Hyperion faction are from another game, actually some are built from 3D model packs for the old Hexen and Heretic games but these are fan made models not from the original game and the models were only used as a base, they have new animations, a modified model and a brand new texture. Basically you'll not see the models used in the Hyperion in any other game.
Title: Re: Malevolent Rising v1.7
Post by: Psychedelic_hands on 15 March 2011, 11:03:44
Sounds cool.
I was just wondering, how well does the A.I play your factions?
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 15 March 2011, 13:46:23
Sounds cool.
I was just wondering, how well does the A.I play your factions?

There are problems, the AI don't use walls or towers or gatehouses properly, they just build them randomly and leave them. The AI tends to favor one of the workers like Satyrs for the Necribus and Angels for the Hyperion and only produces new units of that type, the AI mostly only builds their barracks though on rare occasions they build the other race's. The AI seems to favor ranged units. Finally the AI only seems to build one of the Spires (for creating magic units) and doesn't understand that the spire must be used to produce a pillar building which then produces units, so they just stand there and look pretty.

This is why I'm looking forward to the merge as I use all of GAE's new features but my factions are best multiplayer which MegaGlest has the best of (GAE multiplayer doesn't work at all with my factions, it'll either stay for a few seconds before one player is lost or a player lags right behind and is eventually lost).

Playing against the AI is ok though, it would be better if they did more than create basic units. Single player will be more scenario based once I complete all five factions. Once multiplayer works, this project should be excellent due to the level of tactics that are provided.
Title: MRise Update: v1.7.3 Attack of The Harpies
Post by: ChupaReaper on 15 March 2011, 18:24:45
(click to show/hide)
The three types of Harpies are complete, rather than a humanoid appearance i decided to go all bird!
Ice Giants and Wind Spirits left then final adjustments for the v2.0 release!
Title: MRise Update: v1.7.4 Quake of The Ice Golems
Post by: ChupaReaper on 16 March 2011, 15:50:17
Another update, only one type of unit left to do now the Hyperion are complete! :D
(click to show/hide)
Title: Re: Malevolent Rising v1.7
Post by: ElimiNator on 16 March 2011, 19:48:11
The Harpies look cool but their wings look kinda strange.
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 16 March 2011, 20:53:12
They did have different wings originally but they were pretty messed up and the poly count was insane so I had to take a textured approach, I quite like them, they are strange which makes them stand out from your average bird.
Title: Re: Malevolent Rising v1.7
Post by: Omega on 17 March 2011, 04:58:09
I thought harpies were (historically) part woman, part bird? But nonetheless, I like what I see.
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 17 March 2011, 09:09:04
I was going to make then half woman half bird there's already the Valkeries which are quite different but still similar so I decided in the end to change it, in history they are but in MRise they're giant birds, they're called different names in game but referred collectively as harpies. I might change them later but they're good for now. Plus technically in MRise humans don't exist so half woman wouldn't make as much sense lol!
Title: Re: Malevolent Rising v1.7
Post by: Tununias on 20 March 2011, 03:07:27
My computer is:
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.
Title: Re: Malevolent Rising v1.7
Post by: Omega on 20 March 2011, 06:50:50
My computer is:
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.
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.
Title: Re: Malevolent Rising v1.7
Post by: Tununias on 20 March 2011, 17:46:41
My computer is:
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.
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.
When I selected the Mrise tech tree I got an error:
"Exception: No files found: techs/mrise/factions/*."
Title: Re: Malevolent Rising v1.7
Post by: Omega on 20 March 2011, 18:32:51
My computer is:
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.
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.
When I selected the Mrise tech tree I got an error:
"Exception: No files found: techs/mrise/factions/*."
The core files and factions are downloaded separately. You'll have to download the factions (eg: Necribus) too.
Title: Re: Malevolent Rising v1.7
Post by: ChupaReaper on 20 March 2011, 23:21:39
The system requirements aren't exact at all they are just a guess, if it works then excellent, can't be sure for now though. Release v2.0 will be tested on low end systems to see if it works, though I have played v1.6 on an older old pc (256MB GFX, 2GB RAM, Intel Core 2) and it worked fine (with some bugs but adjusting resolution and shadow modes, etc fixed all that). Don't try maps bigger than 128x128 either as they spiral out of control fast on my system.
And I have separated the downloads due to file size and how I want factions and core files (maps, tilesets, menu, resources, etc) to be updated separately rather than all in one giant file.
If you have problems with v1.6 don't worry as with v2.0 and higher I will aim to make them more stable and test them on different systems.
Title: Malevolent Rising v1.7.5 One Year Anniversary!
Post by: ChupaReaper on 4 May 2011, 19:36:08
Tomorrow is Malevolent Rising's 1 year anniversary! So I decided I'd update it. MRise now has a newer menu and has it's own widget settings. Once per faction configuration is implemented (unless already), each faction will have their own GUI.
(click to show/hide)

The last units for the Hyperion are still not complete as I've been swamped with uni work and decided to wait for the complete GAE v1.4 release.
Title: Re: Malevolent Rising v1.7 05/05/2011 One Year Anniversary
Post by: John.d.h on 4 May 2011, 22:36:00
It's good to see other modders making use of the unit tips. :thumbup:
Title: Malevolent Rising Update: v1.8 Eye of The Storm
Post by: ChupaReaper on 12 May 2011, 14:44:52
Finally got round to finishing off the Hyperion Faction! The final three units, the Frost Tempests: Garuda, Anemoi and Fujin  are at last complete. They make heavy use of particles for team color the rest is basically a see-through spinning cone with arms! The Unit Tip below sums them up:
(click to show/hide)

So what's next? Well I first need to go through all my current models both Hyperion and Necribus and I need to thin down the model sizes so that both factions will load together into one game, I may be sacrificing a lot of frames but I hear GAE has good interpolation. Once this is done and both factions load MRise will hit v1.9. Then I'll do some tests such as seeing if the effect/emanation tags work ok and also make sure some units aren't over or under powered. Which leads MRise to v2.0 the first release, I'm also going to use this license for the release which I just discovered in another topic.

Release v2.0 is to be as stable as possible and will be maintained more so any problems should be reported so I can work on them and also suggestions about each unit (is one kinda crap or another too powerful) so I can fix them up through patches, etc.

Finally, v2.1 will mark the beginning of faction three out of five, The Gians!
Title: Re: Malevolent Rising v1.8
Post by: ElimiNator on 12 May 2011, 19:14:08
The Tempest looks like my tornado.  :)
Title: Re: Malevolent Rising v1.8
Post by: ChupaReaper on 13 May 2011, 01:02:22
The Tempest looks like my tornado.  :)

I know I saw that a while back and thought, hey that's an idea. Had planned the tempests to be storm things all along but never thought about what they should look like. Also as a kid I drew these random tornadoes with arms and spikes so I thought; meh go for it lol!
Title: Re: Malevolent Rising v1.8
Post by: ChupaReaper on 17 May 2011, 23:15:16
I randomly decided to get the fourth faction symbol for the Vestirus done:
Code: [Select]
[img]http://img861.imageshack.us/img861/6584/vestirus.png[/img]
Title: Re: Malevolent Rising v1.8
Post by: -Archmage- on 18 May 2011, 00:15:19
Wow, that's nice!
Title: Malevolent Rising Release: v1.8
Post by: ChupaReaper on 22 May 2011, 00:39:26
Ok so v1.8 is essential v2.0 but for testing! It should work fine so long as you don't play games with both the Necribus and Hyperion together in one match due some major problem. For the testers, simply run a match with the Necribus and Hyperion and see what happens...
All three 7zips are needed and should work in the addons folder, if not unzip them into your share folder or whatever:
Code: [Select]
[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]

This release is not on my website as it is only for finding out what this loading problem is, the files are labelled v2.0 in case the problem doesn't require me changing anything so that they're already uploaded and can become the official v2.0 files.
Anyways, post here if you have problems and post here (https://forum.megaglest.org/index.php?topic=7133.0) for any info on the 'overloading' problem.
Title: Malevolent Rising Update: v1.9 Necribus vs Hyperion
Post by: ChupaReaper on 25 May 2011, 10:25:35
Finally got both factions working again, reducing the G3Ds wasn't enough, I had to go through my textures enforcing this rule:
No diffuse maps above 256x256 and
No specular or normal maps above 128x128.
This resulted in some textures from sizes 512x512 and 1024x1024 being reduced to 256x256 and the loss of detail is only really noticeable one one unit, the Necribus Tower but the nice normal and specular shaders make up for it. Some normal and specular maps where also around 1024x1024 being reduced by a huge amount to 128x128.
Both factions now load slightly faster and both factions have quite a reduced file size, they're not 7zipped just yet but once they are I'll report the size differences, I'm guess they've lost around 20MB at least and that they'll maybe be around 290MB in size down from ~340MB, this is a blind guess though lol!

Next I need to clean up my tilesets at last, they need new trees, ruins models, some new rocks and plants and maybe some texture edits too, once this is done I think MRise will be ready for its v2.0 release. If anyone can't wait there is v1.8 posted above and if they don't both work you can try resizing all the textures by 50% in both factions for a quick fix, otherwise I recommend just waiting for v2.0 it shouldn't be long.

Note: My website is going through a server transfer so may be inaccessible at some point and wont be updated for the next ~48hrs.
Title: Re: Malevolent Rising v1.9
Post by: Ishmaru on 25 May 2011, 15:02:34
I'm really looking forward to next release! From what i see in the screen shots this seems like an epic mod. Hope to see next release soon, hopefully ill figure out how to use mods in GAE soon :P
Title: Re: Malevolent Rising v1.9
Post by: Omega on 25 May 2011, 17:42:12
Congratulations on both getting it to work and reducing the filesize! Worth noting that you could always use GitHub to host, as it would make checking individual files, downloading, and updating easier, especially for the large size of this (or harder, it's kinda complex to learn at first).
Title: Re: Malevolent Rising v1.9
Post by: ChupaReaper on 26 May 2011, 13:20:31
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.

I might release it more as a separate game rather than as an addon/mod for, it'll come with a GAE build and will be updated just like how GAE is updated, it's better this way as it mods the main menu, well just about whatever it can get its hands on.

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.
Title: Re: Malevolent Rising v1.9
Post by: Omega on 26 May 2011, 17:19:46
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).
Title: Re: Malevolent Rising v1.9
Post by: John.d.h on 26 May 2011, 22:51:42
Plus, it's much nicer for the player to not have five different versions of the GAE binaries. :P
Title: Re: Malevolent Rising v1.9
Post by: Mark on 27 May 2011, 02:56:34
The harpies look more like phoenixes.  Of course, those wouldn't fit with ice, being fire and all...
Title: Re: Malevolent Rising v1.9
Post by: ChupaReaper on 27 May 2011, 11:42:51
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...

I don't mind rebuilding GAE every time, but I can see how it can become a pain to constantly release my build of it, but then again it doesn't take long to upload a small .exe so I can count it as part of the Core Files and 'spam patch' it every major update. If anyone doesn't want to keep updating MRise.exe they can easily put glestae.exe there instead, though they'd have to make a new directory called 'share' then rename the game directory to 'glestae' and move it into share (I think that's right).
Thing is, MRise replaces the menu so will overwrite some original Glest files unless it's in a separate setup of GAE.

Anyways, a little update:
Both factions are working excellently now so I've began redoing the tilesets as they were missing objects and were using simple retextures of glest files and were pretty messy. I've finished of a new version of the Nature tileset with it's own trees, rocks, boulders (big rocks), statues, ruins (replaces impaled), plants and reeds which all look very pretty, I'll upload a screenshot once all the other tilesets have been conformed to this.
There are some problems: Firstly, there is only one kind of statue at the minute which looks like some weird obelisk, this is because i don't really have anything to make a statue of, but I will be making statues of really powerful faction units that are native to each tileset (one of the large Necribus demons for the demonic tileset or one of the Hyperion 'harpies' for the frost tileset, etc). I'll be doing this once all the factions are complete and when I begin making Glestimals for my tilesets!
Second are the trees and plants/reeds, they look excellent but too many of them causes very low fps, because of this, the amount of wood provided by trees has gone up from 300 to 750 and all my basic maps have much less trees, this is ok because dense looking forests still look dense because my new trees have quite a lot of canopy. What causes the lag I think it the alpha as the trees are very low poly but spam a lot of squares with alpha branch of leaves textures and i think have a lot of alpha textures layered over each other doesn't do the fps a favor, we're talking about ~100 trees in one view to cause this lag, 10-20 trees have a very playable fps. The plants aren't as bad as they're quite small and use less layers and lower resolution textures.
I can also say normal and specular maps are working very nicely in tilesets now even with alpha, the rocks are my favorite lol! I also love this G3DHack it makes removing team texture from trees much easier.
Note: Team Textures defined in tileset objects render as alpha in pipeline mode but flick through the team colours with bump mapping mode.

End Wall of Text! Full release should be pretty soon once I finish off the other tilesets and I clean up the factions one last time.
Title: Malevolent Rising Update: v1.9.1
Post by: ChupaReaper on 27 May 2011, 15:51:47
Another update for the day, I've finished off the tilesets and now I've only got a few littles things left to do before the v2.0 release. Should be done and uploaded tomorrow or the day after.
(click to show/hide)

Edit: I've created a page on the MRise website about tilesets here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseTilesets.html]MRise Tilesets[/url].
Title: Re: Malevolent Rising v1.9
Post by: Omega on 28 May 2011, 06:52:53
Cool. Can you add them to the Wiki's tileset page while you're at it?

https://docs.megaglest.org/Tilesets/List
Title: Re: Malevolent Rising v1.9
Post by: ChupaReaper on 28 May 2011, 11:33:06
Will do once I get my tilesets page complete and some images sorted out.
Title: Malevolent Rising Update: v2.0 -Release Coming Very Soon-
Post by: ChupaReaper on 29 May 2011, 16:35:21
Just about everything is polished off and ready to go, I'm going to see if I can edit the graphics for the GAE map editor to make an MRise edition then upload and release v2.0, everything is running just about perfectly and both  factions are stable fighting each other.
Title: Re: Malevolent Rising v2.0 -Release Coming Very Soon-
Post by: Omega on 29 May 2011, 17:24:18
Release in addons format please?

https://docs.megaglest.org/Addons
Title: Re: Malevolent Rising v2.0 -Release Coming Very Soon-
Post by: ChupaReaper on 29 May 2011, 23:04:09
I guess it's going to be easier for everyone. I'm compressing now shouldn't be long...
Title: Malevolent Rising Release: v2.0
Post by: ChupaReaper on 29 May 2011, 23:54:51
The Core Files are uploaded and the Necribus faction is over half way, the Hyperion is queued.
Everything is uploaded now!
Download from FileFront, links are provided here: MRise Releases (http://darkspectral.zxq.net/Games/MRiseReleases.html#latest).
It is all in 7zip format and should work in the addons directory, if now, extract in the share directory (warning, will replace some original Glest content and non-MRise tilesets and maps are untested, they should work fine though they may seem a bit odd)! Enjoy!
Title: Re: New Release! Malevolent Rising v2.0
Post by: Ishmaru on 30 May 2011, 18:54:58
As big as mrise is it might as well be a standalone game. But that's just me  :P
Title: Re: New Release! Malevolent Rising v2.0
Post by: ChupaReaper on 31 May 2011, 11:11:04
As big as mrise is it might as well be a standalone game. But that's just me  :P

Once it's mostly complete I'll be making installers for it and it will essentially be a standalone game, but for it is better as an addon I guess as it's a bit smaller at the minute and it makes it easier for GAE peeps to get a hold if it working quickly.
Title: Re: New Release! Malevolent Rising v2.0
Post by: tomreyn on 31 May 2011, 16:58:01
Hi, I'm having trouble getting Malevolent Rising to work with the latest development code (which is said to be pretty stable) of GAE. Some of the issues I am facing are apparently caused by GAE, but some may also be prevented by changes to the mod:
https://forum.megaglest.org/index.php?topic=7215.0
Title: Re: New Release! Malevolent Rising v2.0
Post by: ChupaReaper on 31 May 2011, 23:40:41
I've altered the Releases page and I've uploaded MRise_StandaloneCoreFiles.7z, this is the same as MRise_CoreFiles.7z (so you don't need both) only this version of the Core Files includes a build of GAE and a directory structure. Note: mrise.exe searches for game data in 'game\' instead of 'share\glestae\'.

Edit: With the latest GIT it seems some of my older menu textures were not the powers of two, I'll be re-releasing the Core Files and Standalone Core Files at some point (the Standalone version works but it's GAE is now out of date).
Title: Re: New Release! Malevolent Rising v2.0
Post by: Kashi on 1 June 2011, 09:31:00

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! :)
Title: Re: New Release! Malevolent Rising v2.0
Post by: ChupaReaper on 1 June 2011, 09:47:52

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! :)
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 could create a giant install once everything is confirmed to be ok with v2.0 but release that in two halves using 7zip (basically you download half 1 and half 2 then hit extract and if both halves are together it will extract all good, then you use the installer to install the full game).
Title: Re: New Release! Malevolent Rising v2.0
Post by: Kashi on 1 June 2011, 09:50:04
That would be better then the way it is now!  :)
Title: Re: New Release! Malevolent Rising v2.0
Post by: ChupaReaper on 1 June 2011, 13:37:18
Ok if you go over to the Releases page there should be more simplified download instructurions with 7zips (now non-solid) for GAE users and an installer that is split into two 7zips that must be extracted than ran for users who see MRise as a standalone game rather than a GAE addon, this installer includes a build of GAE called mrise.exe with it's own icon and some tiny differences (such as the data search path and version details).
Thanks to the Inno Software I can create patches easily which can be used to keep MRise v0.2 up to date with GAE, these will be small and quick downloads.
The installer parts are now uploaded into two parts, extract using 7zip and run the installer, the non-solid 7zip addons for GAE are uploaded too so if you have a solid version or if you're getting a non-powers of 2 problem, download the new files today!
Title: Malevolent Rising v2.0: The Damned Faction Symbol
Post by: ChupaReaper on 7 June 2011, 13:07:45
Still haven't started the Gians yet though I will be shortly. I decided however that I would quickly create the last faction's symbol, so here it is:

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[img]http://img862.imageshack.us/img862/645/damnedsymbol.png[/img]The Damned's Faction Symbol

Also, I've improved the Vestirus Symbol as it seemed more 2D compared to the rest:
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[img]http://img269.imageshack.us/img269/3461/vestirussymbol.png[/img]
Title: Re: New Release! Malevolent Rising v2.0
Post by: Loronal on 11 August 2011, 14:17:52
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.
Title: Re: New Release! Malevolent Rising v2.0
Post by: ChupaReaper on 21 August 2011, 10:34:34
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.

Malevolent Rising hasn't been updated for a while now but like the gap between the Necribus and Hyperion, I'll eventually come back to this... You can blame Minecraft (running a server now) and the upcoming Stronghold 3 lol!
Title: Re: Malevolent Rising v2.0
Post by: lazyanttu on 21 January 2012, 21:24:59
This is an old thread, but I came across the Malevolent Rising in the wikia. I decided to check all mods made for GAE, but I couldn't find where I could get it... :look: The download pages showed me 404:s. So is there a way to download it from somewhere?
Title: Re: Malevolent Rising v2.0
Post by: Omega on 22 January 2012, 03:46:40
Chupa's been gone a long time. :look:

I seem to have an (old) copy of the necribus faction loafing around on my external hard drive, but 500 MB is too large to upload (and that's compressed!), and it doesn't work (Chupa reduced the texture sizes in whatever working version he has to fix a crashing problem). Your best bet would be to try and email ChupaReaper and see if he can reupload the mod.
Title: Re: Malevolent Rising v2.0
Post by: ElimiNator on 25 January 2012, 17:23:56
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.
Title: Re: Malevolent Rising v2.0
Post by: Omega on 25 January 2012, 19:03:24
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).
Title: Re: Malevolent Rising v2.0
Post by: lazyanttu on 26 January 2012, 00:42:36
Okay :) that is not a problem. I was just curious about things that others have been doing :D, well I think I have now tested all GAE mods that have at least some progress. I think that the best way to learn XML is both via trial and error (done quite much) and to read others' XML.

Well, I have 18 units, 11 buildings and 12 upgrades made for my mod. The reason I haven't uploaded them anywhere is that all of the models/sounds have been loaned (most from the magitech, but when units of needed size ran out, I had to loan them from other mods). It was just temporary solution and now my friends have started modelling (to be honest, my artist skills are next to none ::)) so perhaps after some time I could release it (alpha version). I have made few models myself, but they are completely inferior if compared to my friends' models. I decided to throw my models to the thrash bin :D. They were awful...

There is still much balance testing to do, just few days ago I came across a new balance problem: the luck/guess factor in the first tier units was too big, so the gameplay had to be changed a little. But there shouldn't be anything too big left, just little tweaks.

This went little off-topic, hope that doesn't bother...
Title: Re: Malevolent Rising v2.0
Post by: Psychedelic_hands on 26 January 2012, 02:25:53

OFF_TOPIC
(click to show/hide)

Chupa's been gone a long time. :look:

He's been on long breaks before.... I'd hate to think he gave up on a mod like this. He must of put a ton of effort in.
Title: Re: Malevolent Rising v2.0
Post by: lazyanttu on 30 January 2012, 00:20:59

OFF_TOPIC
(click to show/hide)


Should I start a new thread about it? It is still much in progress, XML for the first faction is done, but there are almost no models yet. I have used sounds/musics/most of models from MagiTech and borrowed some models from Apocalyptic Dawn, however some of my friends are making new models for them. It will take quite long before the artwork is done. Currently Armor has Horseman's look and Assault Infantry has Archer's look and so on...Is it too early to start a thread about it?

And back to the topic -> Is there any way to get some version of Malevolent Rising? Just out of curiosity.
Title: Re: Malevolent Rising v2.0
Post by: ChupaReaper on 6 February 2012, 17:42:09
I'm back! Looks like all my uploads of the game files were deleted, zShare and GameFront delete things after a while which is annoying.
I'm going to be redoing this for a university project.
I need to create a working demo to test how different levels of complexity affect RTS gameplay. For the demo I will be redoing the Necribus Faction.
I will upload it once I've finished university hopefully around May. Then I'll redo the Hyperion Faction and maybe move on finally to the Gians Faction.

I've updated the first post so see that for more information.
Title: Re: Malevolent Rising - Remake
Post by: lazyanttu on 6 February 2012, 18:11:35
Hey great to hear about it! 8)