MegaGlest Forum

Modding and game content creation => Mods => Topic started by: John.d.h on 29 April 2011, 10:12:07

Title: Project Red: official announcement
Post by: John.d.h on 29 April 2011, 10:12:07
Since there has been a lot of discussion about this mod going on in various parts of the forum, and since a lot of work is actually getting done now, I figure it's as good a time as any to give it its own thread (if only to consolidate the discussion).

Thus, I officially announce Project Red.  So, here's the what, who, when, why, and how of it all.

What is Project Red?
Project Red is an effort to compile some of the best factions available from the Glest community and enhance them in hopes of becoming the flagship tech of Glest Advanced Engine.  Existing units will be modified to take advantage of GAE-specific features (such as emanations), new units will be added where necessary (e.g. boats), and factions will be tested and balanced against each other.  Essentially, the idea is to create GAE's equivalent of the Megapack.

What is its purpose?
Currently, I believe that one of the reasons why MegaGlest is more popular than GAE is that it's a full game packaged with a full suite of content.  That is, it has its own factions that are under constant development, and thus it takes advantage of all its features as they become available.  In contrast, GAE is an engine whose potential is largely untapped because of a lack of content.  GAE does not have this same side-by-side development process that MG has, so players don't actually get to experience the power and flexibility of the engine (especially if they don't go looking for mods).  Project Red intends to remedy that.

Obviously the upcoming merger changes things significantly, but I really am not looking forward to seeing a new Glest with the Megapack as its flagship.  While useful, there are many things I don't like about the Megapack.  "What, like you could do better?"  With the help of others, I plan to. ;D

Who will benefit from this?
By growing alongside the engine and incorporating as many of GAE's new features as possible, this should bring a benefit to everyone involved.  Players will be able to do more, giving them a more dynamic and enjoyable gaming experience due to the new gameplay features.  Modders will be able to become part of an ambitious project and get the opportunity to show off their work without having to generate an entire faction or tileset single-handedly.  The GAE programmers will have more people using new features as they are developed, giving them greater playtesting (and debugging) than ever before.  The GAE project as a whole gets new content and screenshots to show off for publicity, hopefully attracting more players.  After the merger, these benefits should apply equally to the new Glest.  The larger game development community gets new content that they are free to use in their own FOSS projects.

Why is it called Project Red?
Many developers try to come up with a name that encompasses the main idea of the project, and it ends up restricting their progress as they try to maintain that original idea, instead of exploring new possibilities.  I want this to be more open-ended and flexible, so I picked something arbitrary.

What factions are currently planned?
Magic, Tech, Dwarves, Elves, Undead, Woodsmen.  I selected these factions because they have high artistic quality, a coherent fantasy theme, and should appeal to players and modders alike.  Factions may be added or dropped as time goes by, depending on scope and constraints.  gAMeboy has shown interest in revamping his Elves to include units with GAE features, such as boats, and Mr War is already working on a version of Tech that includes boats, so I'll hold off on working on those two factions.  Additionally, wciow has stated that he's taking another look at the Dwarves and Undead, so I plan to be in touch with these modders in the next couple days and hopefully we can all paddle in the same direction.  My first priority right now is Magic, since I'm fairly sure nobody else has dibs on that.

How much work are we talking about here?
That is very subject to change, but I'm currently looking at one to four units per faction, and some existing units could be improved, so a ballpark estimate would be that it's roughly equivalent to making one complete faction.  This is a very rough estimate.

Why don't you include my favorite faction?
A few people have asked about including Japan or other factions.  While I personally feel it would clash with the overall fantasy theme the project has so far, I'm leaving the possibility open, as multiple people have said they want it.  What it really comes down to is whether or not someone is willing to put forth the effort to make it a reality.  Factions that are clearly not up to the standard of quality or don't fit the prevailing stylistic themes of the project at the time will not be part of the official project, but there's nothing stopping anyone from making them into a compatible add-on.  I don't pretend to have a monopoly on anything here, and I expect that others will merge other factions into Project Red to really make it their own, in keeping with the true spirit of Free and Open Source software.

Who will be working on this?
While I'll be putting a great deal of effort into this myself, I've been in touch with other members of the Glest community who I would like to work with and who I feel would be beneficial to the project, and I plan to contact more whenever it becomes appropriate to do so.

How can I help?
If you're skilled at modeling, texturing, animation, sound recording, voice acting, and/or icon making, then this project will probably have a use for you.  If not, there are less-technical areas that could use contributors to take some of the stress off of others -- things like XML and wiki editing.  Texture photographers and concept artists may also be useful.  Barring any of that, we'll be needing playtesters for balancing and quality assurance.  We reserve the right to deny any volunteers who are unpleasant, and art contributions that aren't useful or aren't good enough will not make their way into the project's development.  This helps to ensure that this project will be fun and rewarding for the developers.

Under what license will the content be released?
Currently, the plan is to release all content generated from Project Red under the Creative Commons Attribution Share-Alike 3.0 license (allowing later versions).

When will this all be finished?
It will take as long as it takes, but hopefully that won't be egregiously long.  I can't predict the future and I don't like deadlines, so I'm under no pretense of making one.

Why aren't there any screens yet?
Projects and exams.  I'll get around to it shortly. :)

Where will development be hosted?
The Project Red Github page (https://github.com/johndh/Project-Red) is always up to date, including source files.

I have another question!
Post it below and I'll do my best to indulge your curiosity.
Title: Re: Project Red: official announcement
Post by: will on 29 April 2011, 11:35:07
Where will development be stored?

Why don't you put your development in the open on github during development?
Title: Re: Project Red: official announcement
Post by: John.d.h on 29 April 2011, 13:37:40
Where will development be stored?
I have a copy on my hard drive, one on an external drive, and one on Dropbox.  Psychedelic Hands also has a copy shared with him, and now I have it up on github as per your request.  There is plenty of redundancy in case my house burns down and I get eaten by an alligator.

Quote
Why don't you put your development in the open on github during development?
Good idea.  Done. 
Code: [Select]
[url=http://git://github.com/johndh/Project-Red.git]git://github.com/johndh/Project-Red.git[/url]
Title: Re: Project Red: official announcement
Post by: will on 29 April 2011, 13:52:02
For browsers: https://github.com/johndh/Project-Red :)

Everyone else do this too, super cool.
Title: Re: Project Red: official announcement
Post by: John.d.h on 29 April 2011, 15:33:58
https://github.com/johndh/Project-Red (https://github.com/johndh/Project-Red) now includes wiki entries for how to access the repo, and project conventions.
Title: Re: Project Red: official announcement
Post by: wyvern on 29 April 2011, 17:07:42
Should I stick GW-pack into this project, I have several new tech models and have also worked on tech ships. I think GW-pack could gain a lot from GAE as I have plans for transport units. Plus, my G3d exporter doesn't work and I can't get it to work so this way I'll get the whole thing done, placed in GAE and looking decent after over a year of little visible improvement.
Title: Re: Project Red: official announcement
Post by: John.d.h on 29 April 2011, 17:26:05
Should I stick GW-pack into this project, I have several new tech models and have also worked on tech ships.
I'm certainly interested in taking a look.  If you want to upload them for me, I'll see if I can find a place for them. :)
Title: Re: Project Red: official announcement
Post by: wyvern on 29 April 2011, 17:56:53
Ok, I'll hopefully have them uploaded tomorrow, The models I currently have done is the following w/ out animations.
Mechanon worker
Helicopter
flame tank
tank
artillery tank
heavy battleship
rocket ship
stone tower
Transport
commando(partially done)
Rocket wagon(Finished but minus horse)
Airship bomber
Wingflapper fighter(un-textured)
Pretty much, if I had decent animating abilities I could finish but being unable to do so I have just textured and completed the models.
For magic I don't have anything except for some modified mages and am working on the marauders as of now
Title: Re: Project Red: official announcement
Post by: -Archmage- on 30 April 2011, 02:33:04
If this is aiming to be the flagship of GAE I think it needs to rise above the average animation quality standards, which are (frankly) very low. :|
Title: Re: Project Red: official announcement
Post by: wyvern on 30 April 2011, 03:21:45
It will be good once this merges with MG though, and if someones willing  they can do good anims on my models :)
Title: Re: Project Red: official announcement
Post by: Omega on 30 April 2011, 06:47:59
Just worth noting that we should avoid putting in too many factions (and if some, such as tech, are expanded, don't over expand, for both balance and anti-bloating). The Megapack already suffers from being too large, which makes it slow to download, slow to load in game, and heavy on memory. For optimal audience, it should be fast to download, fast to load, and easy enough on memory for everyone (even those with computers that belong in museums) can play.
Title: Re: Project Red: official announcement
Post by: ultifd on 30 April 2011, 07:04:06
Hmm...good luck.

Just worth noting that we should avoid putting in too many factions (and if some, such as tech, are expanded, don't over expand, for both balance and anti-bloating). The Megapack already suffers from being too large, which makes it slow to download, slow to load in game, and heavy on memory. For optimal audience, it should be fast to download, fast to load, and easy enough on memory for everyone (even those with computers that belong in museums) can play.
Sorry but for the average person, it's not slow to download. It's also doesn't take a lot of time to load it either...remember only the factions that are used are loaded. Memory use...what? That's really untrue...
Title: Re: Project Red: official announcement
Post by: -Archmage- on 30 April 2011, 13:24:50
I agree that the megapack is bloated. It's quality does not match it's filesize in my opinion.

John: Maybe 4 factions instead of 6 would be a wise decision. :| Oh, and with Constellus we're shooting for the flagship title, so we are now rivals! :D
Title: Re: Project Red: official announcement
Post by: will on 30 April 2011, 14:02:17
I dislike the 'frank' dissing of others efforts.

When the merge happens, all mods will be downloadable.  People can choose what to play; unofficial sanctioning by some self-chosen elite will not be necessary.

So, with project red on github, it is easy for everyone to collaborate - git works for artists as well as programmers.

So Wyvern, for example, creates a git-hub account and creates a GW project there.      He gets backup and hosting (you can at any time get any version as a tar.gz or zip - ideal for any mod installer surely) and others can fork, enhance, offer changes etc.

John can choose to link to Wyvern's project at any time, or borrow and adapt bits; anyone can start a git thread in the forum if we want to go into the various ways to link together things, its very flexible.

We are all so happy that programmers adapt and extend the original glest code; we should be equally sharing about the art too - to have someone borrow or adapt your unit, even without seeking permission, is the sincerest flattery.

I think github is a major step forward and maturing of the glest community.  Thx John!
Title: Re: Project Red: official announcement
Post by: Omega on 30 April 2011, 17:07:45
Hmm...good luck.

Just worth noting that we should avoid putting in too many factions (and if some, such as tech, are expanded, don't over expand, for both balance and anti-bloating). The Megapack already suffers from being too large, which makes it slow to download, slow to load in game, and heavy on memory. For optimal audience, it should be fast to download, fast to load, and easy enough on memory for everyone (even those with computers that belong in museums) can play.
Sorry but for the average person, it's not slow to download. It's also doesn't take a lot of time to load it either...remember only the factions that are used are loaded. Memory use...what? That's really untrue...
Indeed, I do recall someone complaining about the megapack though because there was so many textures, etc to load from all those different factions that it was hard on their computer.

And yeah, apparently most people get pretty good internet. Is this true?
Code: [Select]
[img]http://digg.com/story/r/Average_broadband_speed_by_country_graph[/img]Man, where's my share? And interesting to note that canada is well above USA (and well behind Japan).
Title: Re: Project Red: official announcement
Post by: Zoythrus on 30 April 2011, 17:29:47
And yeah, apparently most people get pretty good internet. Is this true?
Code: [Select]
[img]http://digg.com/story/r/Average_broadband_speed_by_country_graph[/img]Man, where's my share? And interesting to note that canada is well above USA (and well behind Japan).

everyone! we're going to Japan!  :P
Title: Re: Project Red: official announcement
Post by: John.d.h on 30 April 2011, 19:13:12
If size is much of a concern, I can make it more modular.  For example, project_red_magitech.7z, project_red_dwarves.7z, etc., since GAE automagically merges them together at run time.  Also, the number of factions is really dependent on a lot of external factors.  Currently I'm trying to find out what wciow's plans for the Dwarves and Undead are, and what gAMeboy is doing with the Elves, because I don't want to step on either one's toes or anything, and I'd rather not duplicate efforts.  Also, the scope of the project may change as time goes by, depending on how much help and how much time I have.  Thus, the first step is Magic, and we should know what's going on by the time that's done.
Title: Re: Project Red: official announcement
Post by: wyvern on 30 April 2011, 21:45:11
if your starting with magic, I might be able to help, by the way, have you considered not giving the magic faction ships and instead give it stuff like the kraken, sea serpent and mermen
Title: Re: Project Red: official announcement
Post by: John.d.h on 30 April 2011, 21:51:54
Okay, so I've conferred with wciow, and I've got the green light for delving into the Dwarves.  The Undead aren't high on the priorities list, but hopefully there will be time to get to them later.

if your starting with magic, I might be able to help, by the way, have you considered not giving the magic faction ships and instead give it stuff like the kraken, sea serpent and mermen
Why float when you can teleport? ;D
Title: Re: Project Red: official announcement
Post by: wciow on 30 April 2011, 22:01:58
Well most of the magic faction can teleport (or be teleported) across water, but what if the enemy has ships in the water that are bombarding your base from range? You need a unit which can go get them in the water.

I think that there should be a Kraken unit for Magic, not sure wether it should be summoned directly by a summoner/archmage or whether it could be like the behemoth ritual. An initiate could build a kraken statue or similar in the shallows which could be turned into a kraken.
Title: Re: Project Red: official announcement
Post by: Zoythrus on 30 April 2011, 22:09:40
not a bad idea, wciow
Title: Re: Project Red: official announcement
Post by: John.d.h on 30 April 2011, 22:35:47
Well most of the magic faction can teleport (or be teleported) across water, but what if the enemy has ships in the water that are bombarding your base from range? You need a unit which can go get them in the water.
What's wrong with the Dragon?
Title: Re: Project Red: official announcement
Post by: wyvern on 30 April 2011, 22:39:12
Its aerial, and you gotta admit, it would be cool to have a kraken smashing ships with a seaserpent. Sea serpents could be cheap and krakens like a hero ship killer unit
Title: Re: Project Red: official announcement
Post by: Zoythrus on 30 April 2011, 22:41:28
actually, i prefer John's idea, just give the dragon a bonus against ships
Title: Re: Project Red: official announcement
Post by: wyvern on 30 April 2011, 22:49:06
making everything teleportable seems kinda cheap, but I don't mind.
Title: Re: Project Red: official announcement
Post by: John.d.h on 30 April 2011, 23:06:40
There are actually a couple reasons why I don't want to give naval units to Magic.  First, that's more units than I want to get into.  If I make a unit for every niche for every faction, that's a lot of units, and I'm trying to avoid scope creep (https://secure.wikimedia.org/wikipedia/en/wiki/Scope_creep).  Second, if every faction has units that do the same things, then they all play kinda the same.  I like for each faction to have different capabilities and styles of play.
Title: Re: Project Red: official announcement
Post by: Omega on 30 April 2011, 23:42:34
There are actually a couple reasons why I don't want to give naval units to Magic.  First, that's more units than I want to get into.  If I make a unit for every niche for every faction, that's a lot of units, and I'm trying to avoid scope creep (https://secure.wikimedia.org/wikipedia/en/wiki/Scope_creep).  Second, if every faction has units that do the same things, then they all play kinda the same.  I like for each faction to have different capabilities and styles of play.
I was actually leaning towards water units until I read this, now I must agree, it would be a good idea to try and balance out the factions and make them more unique by controlling the fields too. There's no reason that a Kraken or sea serpent can't be recycled to another faction too.

How will teleporting work, though? Will it be restricted to unit's sights (I recall that is going to be implemented soon in GAE) or what, bearing in mind that balance is important.

I may also be able to help make some models, XMLs, and with wiki pages from time to time too.
Title: Re: Project Red: official announcement
Post by: Zoythrus on 30 April 2011, 23:53:29
restricting it to LOS would give the Dragon another role - spotter. do we really want to make it do everything?
Title: Re: Project Red: official announcement
Post by: John.d.h on 1 May 2011, 00:03:35
Teleportation is currently restricted to explored areas only.  You don't need to have a unit stationed there; you just need to have seen the area before.  Of course, Dragons would still be necessary for exploring across the water, which might mean that Magic has a serious delay compared to other factions, which should be building boats long before Magic gets Dragons.  I would consider giving Magic an earlier flying unit if that becomes necessary.
Title: Re: Project Red: official announcement
Post by: Omega on 1 May 2011, 01:04:09
Teleportation is currently restricted to explored areas only.
Currently, that's the best GAE can do, but when they implement it so you can only teleport within your unit's sights, I think that would be better, otherwise, you just need a single scout to the opponent's base for easy access thereafter.

Of course, Dragons would still be necessary for exploring across the water, which might mean that Magic has a serious delay compared to other factions, which should be building boats long before Magic gets Dragons.  I would consider giving Magic an earlier flying unit if that becomes necessary.
I would imagine that water units would be a fairly powerful medium-late game unit though.
Title: Re: Project Red: official announcement
Post by: ultifd on 1 May 2011, 01:17:38
And yeah, apparently most people get pretty good internet. Is this true?
http://digg.com/story/r/Average_broadband_speed_by_country_graph
Man, where's my share? And interesting to note that canada is well above USA (and well behind Japan).
Well it's just the megapack...Honestly, most people I met haven't complained about it much. With a decent internet speed, 2 to 3 MB I guess, it's fine.

I don't really think the megapack is bloated. Maybe later, but not for now. I guess we can compare later...
Title: Re: Project Red: official announcement
Post by: John.d.h on 1 May 2011, 02:07:34
I would imagine that water units would be a fairly powerful medium-late game unit though.
It depends.  For the Dwarves, naval units are fairly late but devastating, whereas Tech can build a Dock and a Sailboat right from the start, and a Transport Ship after they build a Blacksmith.  This is all subject to change as time goes by, though.
Title: Re: Project Red: official announcement
Post by: will on 1 May 2011, 23:06:16
I made a very simple script (https://github.com/williame/GlestTools/blob/master/techtree.html.py) to make some HTML pages so its easy to visualise the models in the mod; the output is here:

http://williame.github.com/Project-Red/project_red.html
http://williame.github.com/Project-Red/project_red_extras.html (WARNING really heavy page to load!)

You get the idea:
(http://williame.github.com/Project-Red/dwarves_extras_bombard_move.g3d.gif)(http://williame.github.com/Project-Red/woodsmen_extras_protector_stand.g3d.gif)

You can pull it back John if you like.

I hope its really obvious how you can edit the script to do prettier output and so on.  It would be trivial to parse the xml and show various stats too if you wanted.  Or maybe just extract decent pose information for each model so they at least face the camera ;)
Title: Re: Project Red: official announcement
Post by: Ishmaru on 2 May 2011, 00:43:31
How does this script work?
Title: Re: Project Red: official announcement
Post by: will on 2 May 2011, 06:19:26
How does this script work?

Fresh instructions here: https://forum.megaglest.org/index.php?topic=7057.msg72225#msg72225
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 2 May 2011, 13:59:00
About Gameboy's Elves, he has been showing off some of his work in the 0.AD forums....  And man, does it look sexy in that engine...

(http://i.imgur.com/P3bPh.jpg)

Here's a link to his thread: http://www.wildfiregames.com/forum/index.php?showtopic=14570&st=0 (http://www.wildfiregames.com/forum/index.php?showtopic=14570&st=0)

I'm unsure if this means he won't dev it for Glest anymore or what, but he did say it had a whole heap of polys.... So I'm unsure even if Glest COULD handle it...
Title: Re: Project Red: official announcement
Post by: Omega on 2 May 2011, 21:43:51
I'm unsure if this means he won't dev it for Glest anymore or what, but he did say it had a whole heap of polys.... So I'm unsure even if Glest COULD handle it...
Glest can handle high polycount perfectly fine. In fact, textures use a lot more memory because Glest loads ALL the textures at the start of the game for all used factions. The only dividing line is that a higher polycount can filter out low end systems, though it's a mod, so low end systems could simply choose not to play it (they aren't really meant to handle games anyway).

Gotta admit though, the lighting in that picture is gorgeous. I hope that we'll see something similar in Glest eventually too. And their water, etc, but that's a discussion for another day.
Title: Re: Project Red: official announcement
Post by: John.d.h on 2 May 2011, 22:26:03
Well, I don't have any plans for the Elves for quite a while, so I'm not going to worry about it yet.
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 3 May 2011, 10:11:59
I'm unsure if this means he won't dev it for Glest anymore or what, but he did say it had a whole heap of polys.... So I'm unsure even if Glest COULD handle it...
Glest can handle high polycount perfectly fine. In fact, textures use a lot more memory because Glest loads ALL the textures at the start of the game for all used factions. The only dividing line is that a higher polycount can filter out low end systems, though it's a mod, so low end systems could simply choose not to play it (they aren't really meant to handle games anyway).
But he said one building had 65,000 tris! I'm not even sure if my blender could render that many  :-X
Off-topic:
(click to show/hide)
Quote
Gotta admit though, the lighting in that picture is gorgeous. I hope that we'll see something similar in Glest eventually too. And their water, etc, but that's a discussion for another day.

And yeah, that game looks really, really great. Hopefully one-day (soonish?) glest will catch up  8)
Title: Re: Project Red: official announcement
Post by: ElimiNator on 3 May 2011, 15:21:58
But he said one building had 65,000 tris! I'm not even sure if my blender could render that many  :-X
Um, yah, it can. People make movies with blender.
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 3 May 2011, 15:23:56
Yeah, but my laptop is really crappy.  :P
Title: Re: Project Red: official announcement
Post by: ElimiNator on 3 May 2011, 15:25:25
Laptop usually are.
Title: Re: Project Red: official announcement
Post by: Omega on 3 May 2011, 19:55:05
Laptop usually are.
Don't stereotype 'em. Only the low end ones are. Mine is rip roaring fast.

But he said one building had 65,000 tris! I'm not even sure if my blender could render that many  :-X
You sure he said that? Got a quote? Seems a bit high for a building, even in 0AD, you can't zoom enough for that to be useful.
Title: Re: Project Red: official announcement
Post by: John.d.h on 3 May 2011, 20:23:06
But he said one building had 65,000 tris! I'm not even sure if my blender could render that many  :-X
Off-topic:
(click to show/hide)
Later in the thread, it was established it was actually only a few thousand, but anyway, we can get away with fairly high-poly models (just look at the Dwarves), but the increased detail isn't really that noticeable at Glest's zoom level, especially if the units are going to be moving around.  If you can make a 300-poly model that looks as good in-game as a 600 or 1000 polygon model, go for it, but you probably shouldn't go out of your way to make them that low-poly.  As Omega said, it's the textures that are the real performance burden, which is why I've greatly reduced the texture size for my version of the Dwarves.  Most units had a 1024x1024 texture, and most have been reduced to 256x256, and the loss of detail is only barely noticeable if you zoom in all the way.  Of course, I still have the *.xcf files at full resolution.
Title: Re: Project Red: official announcement
Post by: Mr War on 3 May 2011, 20:43:25
Wow I checked out your page with all the ani Gifs and the models are amazing, great factions.
I made a very simple script (https://github.com/williame/GlestTools/blob/master/techtree.html.py) to make some HTML pages so its easy to visualise the models in the mod; the output is here:

http://williame.github.com/Project-Red/project_red.html
http://williame.github.com/Project-Red/project_red_extras.html (WARNING really heavy page to load!)

You get the idea:
(http://williame.github.com/Project-Red/dwarves_extras_bombard_move.g3d.gif)(http://williame.github.com/Project-Red/woodsmen_extras_protector_stand.g3d.gif)

You can pull it back John if you like.

I hope its really obvious how you can edit the script to do prettier output and so on.  It would be trivial to parse the xml and show various stats too if you wanted.  Or maybe just extract decent pose information for each model so they at least face the camera ;)
Title: Re: Project Red: official announcement
Post by: ultifd on 4 May 2011, 03:22:44
As I've said on IRC, looks good and useful.

Laptop usually are.
Don't stereotype 'em. Only the low end ones are. Mine is rip roaring fast.
I'm against being biased and most stereotypes, but this is one of the few that is kinda true and OK. Unless you want to pay a hefty price towards 1000 bucks, laptops usually come with integrated cards...All the other specs are usually good though. 4 gigs of RAM + i3 + 500 HD I think

So what changes will you first make to magic, John?

Title: Re: Project Red: official announcement
Post by: John.d.h on 4 May 2011, 04:25:59
So what changes will you first make to magic, John?
For Magic, so far I've done a fair bit of xml work but not much art.  The capable Psychedelic Hands has agreed to do some work with me, and he's already made a pretty great healer model.  It's currently rigged, but it's waiting until he finishes the texture and I finish some animations before I show it off

Zoythrus made a nice particle effect for the Energy Source, which can now generate extra energy for a fee, rather than having to build more Energy Sources (same price but slower).
Code: [Select]
[URL=http://img847.imageshack.us/i/screen17.jpg/][IMG]http://img847.imageshack.us/img847/7628/screen17.th.jpg[/img][/URL][URL=http://img651.imageshack.us/i/screen14d.jpg/][IMG]http://img651.imageshack.us/img651/5623/screen14d.th.jpg[/img][/URL]
The xml work for the Silver Mage is also done, but no art yet except for a few sound effects, attack particles, and a few Frankensteined icons.
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[URL=http://img807.imageshack.us/i/screen18.jpg/][IMG]http://img807.imageshack.us/img807/7982/screen18.th.jpg[/img][/URL]
I also have a Shadow Mage lined up (yes, I took all these unit ideas from Wesnoth) along with a Portal, which serves as a pocket dimension to hide your weak/wounded units (hopefully it will be more useful later (https://forum.megaglest.org/index.php?topic=6988.msg71620#msg71620)).

I also ported over some of MG's particle effects, and I'm looking for ways to make the Tower of Souls useful (like allowing it to target surface units).
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While I'm posting screens, how about a sneak peek of something Dwarven?
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Title: Re: Project Red: official announcement
Post by: Omega on 4 May 2011, 06:18:38
I'm looking for ways to make the Tower of Souls useful (like allowing it to target surface units).
What about an upgrade that will allow that ability, though weaker than the anti-air (or slower?).
Title: Re: Project Red: official announcement
Post by: ultifd on 23 May 2011, 09:40:26
Looks and sounds cool. Keep up the nice work.
Quote
Zoythrus made a nice particle effect for the Energy Source, which can now generate extra energy for a fee, rather than having to build more Energy Sources (same price but slower).
Awesome. I'd probably would just keep on building more energy sources, though. Think about it, your opponent(s) destroys just one energy source that you had maybe a lot of...energy? stored there. ____, you lost the game. They destroy several of your energy sources, even faster...you'll lose.
Title: Re: Project Red: official announcement
Post by: Omega on 24 May 2011, 00:42:17
Think about it, your opponent(s) destroys just one energy source that you had maybe a lot of...energy? stored there. ____, you lost the game. They destroy several of your energy sources, even faster...you'll lose.
You sure about that? I thought dynamically created energy would never be lost?
Title: Re: Project Red: official announcement
Post by: ultifd on 24 May 2011, 00:54:04
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
Title: Re: Project Red: official announcement
Post by: ElimiNator on 24 May 2011, 01:28:55
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
This can be done in MG, maybe you could port.
Title: Re: Project Red: official announcement
Post by: Omega on 24 May 2011, 02:22:49
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
This can be done in MG, maybe you could port.
Hard to say if losing it is the "correct" action, and GAE already has a produce resource command, so.... naw. The entire point of Project Red is the reverse: to GAE-ize mods!
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 04:55:34
Hmm...well if not, it should be lost anyways. Or else that wouldn't really make sense, right?
I kinda thought that was what would happen, but it turns out that Energy isn't "stored" anywhere like food.  I'm not sure how I feel about this.
The entire point of Project Red is the reverse: to GAE-ize mods!
This.  I have zero interest in making this mod for MegaGlest.
Title: Re: Project Red: official announcement
Post by: ultifd on 24 May 2011, 05:08:52
I kinda thought that was what would happen, but it turns out that Energy isn't "stored" anywhere like food.  I'm not sure how I feel about this.
Well, that's something to debate about/look into.  :-\

Quote
The entire point of Project Red is the reverse: to GAE-ize mods!
This.  I have zero interest in making this mod for MegaGlest.
Let's see if you can get a stable release before the merge finishes. If not, you're basically are making it for MG too. If you do, you still technically are. 8) :O
Title: Re: Project Red: official announcement
Post by: -Archmage- on 24 May 2011, 05:17:55
I'd like to sign on!
Any room for an animator? :)
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 08:57:59
I'd like to sign on!
Any room for an animator? :)
Sure! :)
If you want to jump right in, the Renewer is rigged, weighted, and ready to animate.
https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ (https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/)
He'll need standing, walking, dying, and spell-casting.  I'm debating whether or not to give him an attack skill, but that will likely use the same animation as spell-casting.  He's still waiting on a texture so he has only a placeholder for now.
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 24 May 2011, 09:19:34
Actually I was wondering If I could animate those?
I've started to animate a few of my own models, and I'm not too bad (I think).
The texture is nearly done and I've almost completed the Shadow Mage model.

Sorry I have been going slow, I've put some of my stuff first and then a few constellus things before this.
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 10:09:34
Hmm... how about I hand the Renewer off to Arch for animation (since it's ready to go and he needs something to do), and you can animate the Shadow Mage?  Does that sound fair?  There will also be the Silver Mage to animate when the time comes.
Title: Re: Project Red: official announcement
Post by: -Archmage- on 24 May 2011, 17:36:20
I'd like to sign on!
Any room for an animator? :)
Sure! :)
If you want to jump right in, the Renewer is rigged, weighted, and ready to animate.
https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ (https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/)
He'll need standing, walking, dying, and spell-casting.  I'm debating whether or not to give him an attack skill, but that will likely use the same animation as spell-casting.  He's still waiting on a texture so he has only a placeholder for now.

Awesome! It's been awhile since I did any humanoid animations. :scientist:
Downloading now...

Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 17:43:21
Here you go: http://dl.dropbox.com/u/16016162/renewer.blend (http://dl.dropbox.com/u/16016162/renewer.blend)
Title: Re: Project Red: official announcement
Post by: wciow on 24 May 2011, 18:42:38
Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X

Just go to the repository https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ (https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/) and click on the unit name at the bottom of the page, then click the text that says "view raw". This should make the "open with..." dialog box pop up with Blender selected as the default.
Title: Re: Project Red: official announcement
Post by: -Archmage- on 24 May 2011, 19:10:00
Edit: How do I download the models folder? I can only find one download thing and it's trying to make me download the whole mod?  :look: I don't get how this whole git thing works... :-X

Just go to the repository https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/ (https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/renewer/models/) and click on the unit name at the bottom of the page, then click the text that says "view raw". This should make the "open with..." dialog box pop up with Blender selected as the default.
Thanks, I'll do that next time.



Idle: Done
Walking: Next
Casting: In Line
Dying: In Line
Attacking: ?

Also, I modified the rig some.
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 19:38:34
Just a quick update for ships.
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[URL=http://img204.imageshack.us/i/screen16h.jpg/][IMG]http://img204.imageshack.us/img204/4808/screen16h.th.jpg[/img][/URL]The sailboat is from OGA and the other two are from Mr War's modified Tech faction.  Things will be rescaled soon, and more ships are coming.

Idle: Done
Walking: Next
Casting: In Line
Dying: In Line
Attacking: ?

Also, I modified the rig some.
:thumbup:
Title: Re: Project Red: official announcement
Post by: Omega on 24 May 2011, 22:00:21
Those look fantastic!

more ships are coming.
More? How many is there? Is that just one faction or multiple? Do you have plans to make something different or more unique than a ship for some factions (such as a sea serpent for magic, as discussed in the past)?
Title: Re: Project Red: official announcement
Post by: John.d.h on 24 May 2011, 22:28:38
More? How many is there? Is that just one faction or multiple? Do you have plans to make something different or more unique than a ship for some factions (such as a sea serpent for magic, as discussed in the past)?
That's just Tech right there.  I also plan to give them a transport ship and Mr. War's submarine.  I think Magic may be able to make due without any water units, since they'll have teleporting units and dragons.  The Dwarves are getting an amphibious transport unit (mostly done) and a few ships, as well as naval mines if I find a good way of making them work.
Title: Re: Project Red: official announcement
Post by: -Archmage- on 25 May 2011, 04:47:28
Status Update:
Idle and Walking done.
This walking animation is definitely one of my best. :D I think walking is actually harder to animate than running. :P
Title: Re: Project Red: official announcement
Post by: John.d.h on 25 May 2011, 09:12:15
While I'm currently calling this the Turtle due to its hard shell and amphibious nature, I'm open to suggestions for naming it.  It's the Dwarven solution for moving troops across water, and has shielded windows in the sides so Cannoneers can fire out.
(http://media.moddb.com/cache/images/members/1/327/326476/thumb_620x2000/turtle_moving.gif)

The texture is a placeholder, obviously.

In case you're wondering where I got a reference for those paddle-spokes:
(click to show/hide)
Title: Re: Project Red: official announcement
Post by: -Archmage- on 26 May 2011, 05:36:45
Nice, though I suggest making the outer edge of the wheel higher polygon so it doesn't look so ugly.

Edit: I only have Death left to do for the Renewer. Want an attack animation or not? If so, what kind? Melee, Magic Melee, or Magic Ranged.
Title: Re: Project Red: official announcement
Post by: John.d.h on 26 May 2011, 05:52:34
If I give him an attack (which I probably will), it would be magical and ranged.  He's definitely not a melee fighter by any stretch.  Chances are that the cast animation will work fine as an attack as well, so I won't hold it against you if you skip it.
Title: Re: Project Red: official announcement
Post by: -Archmage- on 26 May 2011, 18:18:55
Status Update:

Idle: Done
Walking: Done
Casting: Done
Attack: Done
Death: Up Next
Title: Re: Project Red: official announcement
Post by: wyvern on 26 May 2011, 19:45:11
shooting out with powder guns could be hard in water, but at any rate, how bout calling it an alligator, or LVT
Title: Re: Project Red: official announcement
Post by: -Archmage- on 26 May 2011, 19:54:56
Amphibious Armored Vehicle---------AAV
Amphibious Transport Vehicle--------ATV
Amphibious War Rover--------------AWR

My three cents.
Title: Re: Project Red: official announcement
Post by: -Archmage- on 26 May 2011, 20:25:59
I'm done! The Renewer is fully animated.

http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/PR/renewer.blend (http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/PR/renewer.blend)

All I ask for is credit. Feel free to change/use my animations however you like, dude! :P
Title: Re: Project Red: official announcement
Post by: John.d.h on 27 May 2011, 02:37:56
Good work.  Pushed to git. :thumbup:
Title: Re: Project Red: official announcement
Post by: John.d.h on 18 September 2011, 23:04:20
Just to let you know I'm not dead yet:
(http://media.moddb.com/images/members/1/327/326476/Screenshot_-_09182011_-_053936_PM.png) (http://www.moddb.com/members/johndh/images/portal)

I've been on a bit of hiatus due to various stuff IRL, but I've managed to get a few things done.  I'm still more than willing to accept contributions, though. ;)

Tech is probably the closest to being done, but still needs a couple more units.  Magic still needs two new mages, and the Renewer needs a better texture.  The other factions have barely been touched.
Title: Re: Project Red: official announcement
Post by: Perplesso on 25 September 2011, 11:11:33
I'm VERY interested in this project's idea, because there are TOO MANY interesting factions specifically designed for MG, using its specific features, so GAE is never played at its full potential.

My proposal could be this: may Project Red become the root for a set of subprojects porting ALL MG-specific factions to GAE?

For example, I've already developed a GAE port of Sci-Fi Pack (even if it lacks Alliance faction yet): could it become part of this project, obviously after being authorized by authors of MG version?
Title: Re: Project Red: official announcement
Post by: will on 25 September 2011, 12:01:17
As long as you abide by the license terms, you don't need to ask the sci-fi pack's author for permission.

I'm sure in this case you even get their blessing.
Title: Re: Project Red: official announcement
Post by: John.d.h on 25 September 2011, 20:02:37
My proposal could be this: may Project Red become the root for a set of subprojects porting ALL MG-specific factions to GAE?
If you want to grab a great faction like Woodsmen or Undead and GAE-ify them, I'll happily include it in Project Red, but that faction will have to be your pet project (not mine) because I just can't perform that much work myself.  I'm already struggling to make much progress on just three factions.  Regarding the Sci-fi pack, I think it might be better to include that separately, maybe under a meta-project that would include sub-projects for Project Red, Sci-fi pack, and whatever else, since it would have to be in a different tech tree.  I'd certainly like to see more mods taking advantage of GAE's awesome features, but I have a lot of work to do already.
Title: Re: Project Red: official announcement
Post by: Perplesso on 26 September 2011, 17:56:50
My proposal could be this: may Project Red become the root for a set of subprojects porting ALL MG-specific factions to GAE?
If you want to grab a great faction like Woodsmen or Undead and GAE-ify them, I'll happily include it in Project Red, but that faction will have to be your pet project (not mine) because I just can't perform that much work myself.  I'm already struggling to make much progress on just three factions.  Regarding the Sci-fi pack, I think it might be better to include that separately, maybe under a meta-project that would include sub-projects for Project Red, Sci-fi pack, and whatever else, since it would have to be in a different tech tree.  I'd certainly like to see more mods taking advantage of GAE's awesome features, but I have a lot of work to do already.
Of course, ported version would start as a new project, run in parallel with original MG mod, by different developers: so, porting will be zero cost for original developers and would add value to GAE but also to mod itself. Imperial faction for example uses this policy.
And ok, I'll give a look to these two factions; in related forums they're presented as compatible with both MG and GAE, but I'll try if compatibility is still full.
Title: Re: Project Red: official announcement
Post by: Omega on 26 September 2011, 18:40:32
My proposal could be this: may Project Red become the root for a set of subprojects porting ALL MG-specific factions to GAE?
If you want to grab a great faction like Woodsmen or Undead and GAE-ify them, I'll happily include it in Project Red, but that faction will have to be your pet project (not mine) because I just can't perform that much work myself.  I'm already struggling to make much progress on just three factions.  Regarding the Sci-fi pack, I think it might be better to include that separately, maybe under a meta-project that would include sub-projects for Project Red, Sci-fi pack, and whatever else, since it would have to be in a different tech tree.  I'd certainly like to see more mods taking advantage of GAE's awesome features, but I have a lot of work to do already.
Of course, ported version would start as a new project, run in parallel with original MG mod, by different developers: so, porting will be zero cost for original developers and would add value to GAE but also to mod itself. Imperial faction for example uses this policy.
And ok, I'll give a look to these two factions; in related forums they're presented as compatible with both MG and GAE, but I'll try if compatibility is still full.
Support; but you might want to consider making a new thread.
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 28 September 2011, 06:18:38
Sounds awesome Perplesso, I'm not much good in code but if you want any new units I'll be glad to help :)

And sorry John about not finishing the healer, I kinda haven't been doing anything for awhile and just really getting back into it. I'll get to it when I have the chance.
Title: Re: Project Red: official announcement
Post by: Perplesso on 28 September 2011, 18:16:18
A small update: I've tested Undead in GAE, and it does NOT work in its original format. I've corrected a couple of incompatibility issues, it works well now.
Title: Re: Project Red: official announcement
Post by: John.d.h on 29 September 2011, 01:33:19
A small update: I've tested Undead in GAE, and it does NOT work in its original format. I've corrected a couple of incompatibility issues, it works well now.
Just to be clear, are you simply going through mods and correcting anything that doesn't work on GAE, or are you planning to add GAE-centric elements to them like I'm doing with this project?

And sorry John about not finishing the healer, I kinda haven't been doing anything for awhile and just really getting back into it. I'll get to it when I have the chance.
No problem, man.  I've been swamped with outside stuff too.  All he really needs is a texture, since he's already animated.  Well, he also needs a voice and some sound effects, but I've actually got a volunteer from OGA assigned to doing voices for me.  His first priority is going to be the Dwarves, though, so if you've got a decent mic I won't say no. ;D
Title: Re: Project Red: official announcement
Post by: Perplesso on 29 September 2011, 17:03:05
A small update: I've tested Undead in GAE, and it does NOT work in its original format. I've corrected a couple of incompatibility issues, it works well now.
Just to be clear, are you simply going through mods and correcting anything that doesn't work on GAE, or are you planning to add GAE-centric elements to them like I'm doing with this project?

My idea was first of all making mods work well in GAE, keeping them as updated as original versions, then starting adding new GAE-specific features. My programming skills are good, so I won't have problems in creating new unit definitions or enhancing existing ones, techtree, skills and so on. However, my artistic skills are next to zero, so I would need help in 3D modeling.
Title: Re: Project Red: official announcement
Post by: will on 29 September 2011, 17:48:56
How about fixing GAE to allow float emission rates?

(Its often the only incompatibility)
Title: Re: Project Red: official announcement
Post by: Perplesso on 29 September 2011, 20:01:24
How about fixing GAE to allow float emission rates?

(Its often the only incompatibility)

Another big problem is power-of-two for icons and textures. If these are solved, ALL mods would work as-is also in GAE. And if they worked as-is, they can be GAE-powered immediately, without spending time "correcting" them. And resizing a lot of icons is frustrating :D

These (small) problems do not exist in MG. Even if merging will never happen, at least their solution could be taken from MG code?
Title: Re: Project Red: official announcement
Post by: Mr War on 29 September 2011, 22:03:01
animate and child particles are a prob also. GAE will ignore HUD and loading screens (?) etc, Multiple animations per skill. Tile sets cannot have non-rotated objects. There are plenty of differences, at least with MG 3.5.3 which is why I stick to dev in MG and only port after release.
Title: Re: Project Red: official announcement
Post by: John.d.h on 29 September 2011, 23:40:05
I consider MG's allowance of non-power-of-two textures to be a defect, not a feature. :look:
Title: Re: Project Red: official announcement
Post by: Omega on 30 September 2011, 06:26:45
I gotta agree with John. For the record, it should be noted that GAE used to support non-power of 2 images, and technically, could be modified to do so again, but the entire reason this restriction was added is to hard-force modders to use such images. You see, several older graphics cards are completely unable to use non-power of 2 images, effectively crashing. I don't think the singling out of that (albeit small) minority just to cut a few bytes from the image size is worth it.

GAE is technically capable of doing more advanced HUD stuff than MG, and can match the loading screens, it just has to be done differently. As well, it should be noted that while GAE may not have animated particles, etc, it has a slew of other stuff that balances it out. Finally, as a note, changing the emission rate to a float value (currently an int) as well as allowing animated particle projectiles (the code for animated models is already heavily used; and could also be adapted for tilesets) is reasonably easy, not to mention Will released patches of his changes, so I'm confident that GAE will eventually get around to it, but they've got their arms full with the finishing touches for 0.4, first.
Title: Re: Project Red: official announcement
Post by: Mr War on 30 September 2011, 09:07:29
I thought it was a discussion on the things to consider/adjust when porting from MG to GAE not another pointless pissing match?

When porting MG mods that leverage later MG functionality you'll loose some stuff that GAE does not support. Goes for Annex, scifi pack, cold war pack, scifi tile sets etc
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 30 September 2011, 11:30:31
I thought it was a discussion on the things to consider/adjust when porting from MG to GAE not another pointless pissing match?

When porting MG mods that leverage later MG functionality you'll loose some stuff that GAE does not support. Goes for Annex, scifi pack, cold war pack, scifi tile sets etc

Yeah, this conversation is becoming pretty pointless, lets just note that to make a GAE mod work in MG would be just as difficult to make a MG mod work in GAE, and leave it at that.
One thing I'd love to see, is for a coder to take it upon themselves to fix pointless incompatibilities, and in the future programers take compatiblity into account more.
Title: Re: Project Red: official announcement
Post by: Mr War on 30 September 2011, 12:07:22
Or some sort of a script /tool to auto convert or manage/help with conversion
Title: Re: Project Red: official announcement
Post by: Psychedelic_hands on 30 September 2011, 12:09:13
That would be good.... But then it would need to be updated everytime a new feature is implemented.
Title: Re: Project Red: official announcement
Post by: Mr War on 30 September 2011, 14:28:35
A bulk patsing tool could do it, like instead of trying to start a game and then dealing with the errors one at a time, and restarting every time, being able to view and edit the errors live. Will had something like this in his GlestNG project although his approach was more towards editing XML in-game I think. Glest has useful debug outputs but I think a tool would be helpful.
Title: Re: Project Red: official announcement
Post by: Omega on 1 October 2011, 01:28:20
As a note, if you want to continue the discussion of such a tool in more detail, please make a new topic, it does not discern project red, which is being done the (more efficient) manual way. Though I think that a tool to try and convert features is largely useless when there's so few things that exist in both engines but are done differently; most changes one engine has and the other doesn't.
Title: Re: Project Red: official announcement
Post by: John.d.h on 1 October 2011, 10:58:41
It seems to me that people have the impression that my project is a mere compatibility fix. :-\  This is far from the case.  If you're not going to take advantage of GAE's awesome features like effects, emanations, transports, etc., then I don't see the point in making a GAE mod at all.

Yeah, this conversation is becoming pretty pointless, lets just note that to make a GAE mod work in MG would be just as difficult to make a MG mod work in GAE, and leave it at that.
(click to show/hide)

Quote
One thing I'd love to see, is for a coder to take it upon themselves to fix pointless incompatibilities, and in the future programers take compatiblity into account more.
I agree.  Programmers are not doing us any favors by using completely different syntax for the same functionality.
Title: Re: Project Red: official announcement
Post by: Perplesso on 1 October 2011, 13:39:07
My intention is not simply making a mere GAE port. It would be only the first (but necessary) part of work. For example, an idea within GAE-ifying  Woodsmen could be providing Hunter with a hound (a Glestimal).
Title: Re: Project Red: official announcement
Post by: John.d.h on 16 December 2011, 08:01:42
I merged jda's changes to the Dwarf faction, so Project Red now has goats (and minor tweaks). :)
Title: Re: Project Red: official announcement
Post by: jda on 16 December 2011, 16:43:20
Thanks for the post, John and the PM!  :thumbup:

I've just read all four pages of the thread and I must say I totally and completelly support Project Red! And I'm a fan too.  ;D

On the Dwarves faction and Wciow getting back to it, I'll PM both of you guys later - I've been off the faction myself for over an year, Wciow was off for about two years now, so... we should catch up!  ;D

Cheers!
Title: Re: Project Red: official announcement
Post by: John.d.h on 17 December 2011, 01:47:20
The pig sounds were bothering me a bit, so...

https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1 (https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1)
Title: Re: Project Red: official announcement
Post by: jda on 17 December 2011, 04:37:51
The pig sounds were bothering me a bit, so...

https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1 (https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1)
"Sounds" good. I'm currently having sound issues on my system so I couldn't even test how off the sounds were for the goat - but yeah, it would likely "sound" a lot better with no sounds at all (as oposed to having a goat make pig sounds ...).
Regarding th GIT, I can only guess how good it is but have no experience at all with it. But I just dropped by the link you posted and I must say I like the way it displays the diffs already! Not sure how to access the new audio files (binaries) you added though - I can play sounds outside of Glest just fine (the problem is the old OpenAL prob).
I recall reading on this thread about some guide / tutorial about GIT, so I'll look that up (I also recall someone asking whether they would have to mirror the entire repo though - is that so? ).

Anyways, if I do get access to the audio files and I like them, can I add them to the next Aglarond release ? (this also depends on Wciow response on how the Aglarond version fits his plans for the Dwarves but assuming he's alright with it too...)
BTW the gpat anims are by no means as good as I wanted them, but the unit is simple and should work for now (if not, it would probably take me another eternity to just release something!).

EDIT: Got to the GIT binaries. They sound perfect!  :thumbup:
I'm adding them to my WIP copy of Dwarves Aglarond project. (Project Red will be CC-SA, right?). Will also copy your FARM XML in (the meeting point addition is good too  :thumbup: ).
Who (else besides yourself) and how should I credit the sounds? And under what license? (between published and unpublished material, I have already CC-SA, Public Domain and original author's consent to publish as CC-SA materials ...).

Not sure about other stuff you merged in (what was the original release you were working on BTW ? ) but did you merge my new teamcolor work on the Guardian and Outrider ?
Guardian with new teamcolor (revision 1 got voted over rev. 2): https://forum.megaglest.org/index.php?topic=5187.msg47133#msg47133 (a couple posts down, I posted screenshots of the Guardians ingame, with the two revisions, in case you might find the second one more to your liking - I also have the XCFs on my PC and, if I recall it correctly, I made them 256x256 (also meant to do that for every single one in the future; I think you did it already ? ). Let me know if you need any.

EDIT 2: Nevermind the credits for the goat sounds, got them from your credits.txt file.  :thumbup: Thanks!  8)

Cheers!
Title: Re: Project Red: official announcement
Post by: Omega on 17 December 2011, 04:44:14
The pig sounds were bothering me a bit, so...

https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1 (https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1)
Awmawgawd! How could you? Those pig sounds were the best part of the mod! Naw, jokes aside, it's nice to see some more work on this, I was afraid it was on hold.
Title: Re: Project Red: official announcement
Post by: jda on 17 December 2011, 05:20:16
The pig sounds were bothering me a bit, so...

https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1 (https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1)
Awmawgawd! How could you? Those pig sounds were the best part of the mod! Naw, jokes aside, it's nice to see some more work on this, I was afraid it was on hold.
What were you afraid it were "on hold"? Project Red or the Dwarves Aglarond project? The later was definitelly over "on hold" for a very long time...  :O
Title: Re: Project Red: official announcement
Post by: John.d.h on 17 December 2011, 05:50:13
Anyways, if I do get access to the audio files and I like them, can I add them to the next Aglarond release ? (this also depends on Wciow response on how the Aglarond version fits his plans for the Dwarves but assuming he's alright with it too...)
Sure.  You can take from me if I can take from you. ;D

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EDIT: Got to the GIT binaries. They sound perfect!  :thumbup:
I'm adding them to my WIP copy of Dwarves Aglarond project. (Project Red will be CC-SA, right?). Will also copy your XML in (the meeting point addition is good too  :thumbup: ).
Who (else besides yourself) and how should I credit the sounds? And under what license? (between published and unpublished material, I have already CC-SA, Public Domain and original author's consent to publish as CC-SA materials ...).
The sounds are from http://www.freesound.org/people/reinsamba/sounds/57794/ and http://www.freesound.org/people/confusion_music/sounds/103410/ .  Both are CC-By, from their respective owners.  I also have up-to-date information in credits.txt (https://github.com/johndh/Project-Red/blob/master/project_red/credits.txt).

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Not sure about other stuff you merged in (what was the original release you were working on BTW ? ) but did you merge my new teamcolor work on the Guardian and Outrider ?
I don't remember which release I started with, so I could have missed some of your improvements.  I did include your Outrider texture change.  The Guardian was a bit too striking for me, so I made a kind of compromise.
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[URL=http://imageshack.us/photo/my-images/535/guardiancomparison.png/][IMG]http://img535.imageshack.us/img535/7969/guardiancomparison.png[/img][/URL]Mine is on the left, yours on the right.

I definitely look forward to any of your future improvements. :)

The only new unit I've made for the Dwarves is the "Turtle", which is an amphibious (i.e. land and water) transport vehicle, but I plan to add more ships eventually.  I also got some new attack sounds for the Cannoneer and Defense Tower, and made some XML tweaks (e.g. Cannoneer does impact damage).
Title: Re: Project Red: official announcement
Post by: jda on 17 December 2011, 06:43:19
Anyways, if I do get access to the audio files and I like them, can I add them to the next Aglarond release ? (this also depends on Wciow response on how the Aglarond version fits his plans for the Dwarves but assuming he's alright with it too...)
Sure.  You can take from me if I can take from you. ;D
:thumbup:

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The sounds are from http://www.freesound.org/people/reinsamba/sounds/57794/ and http://www.freesound.org/people/confusion_music/sounds/103410/ .  Both are CC-By, from their respective owners.  I also have up-to-date information in credits.txt (https://github.com/johndh/Project-Red/blob/master/project_red/credits.txt). Thanks. :)

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Not sure about other stuff you merged in (what was the original release you were working on BTW ? ) but did you merge my new teamcolor work on the Guardian and Outrider ?
I don't remember which release I started with, so I could have missed some of your improvements.  I did include your Outrider texture change.  The Guardian was a bit too striking for me, so I made a kind of compromise.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/535/guardiancomparison.png/][IMG]http://img535.imageshack.us/img535/7969/guardiancomparison.png[/img][/URL]Mine is on the left, yours on the right.
Really? My pic on the Aglarond thread shows up a lot less orange-ish! And brighter too... So maybe you meant "Mine (John) is on right, yours (Jda) is on the left"? :-\
Anyhow, that was revision 1. Revision 2 was probably nicer at a closer look but didn't really show up that well ingame, at the normal zooming you play it.

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I definitely look forward to any of your future improvements. :)
8)
Picking up on the Dragon Slayer anims now, then Outrider anims, then maybe the construction/destruction models or on texturing/animating the skyship - and decide if I release it as an engineer morph (like the bombard currently, or do a building to produce both).
There's also teamcolor to be added to some buildings and, if I recall it correctly, the worker and miner units...?
And... there are the icons.
And putting in original sounds (though you started on that already) and reviewing the music.
And... keep working on balance and gameplay. And... a couple surprises here and there.  ;D
Honestly, I'll be happy if I get the first paragraph done before RL gets me back out of modding.  :O

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The only new unit I've made for the Dwarves is the "Turtle", which is an amphibious (i.e. land and water) transport vehicle, but I plan to add more ships eventually.  I also got some new attack sounds for the Cannoneer and Defense Tower, and made some XML tweaks (e.g. Cannoneer does impact damage).
I've seen a bit of the turtle in this thread and sounds and looks good. Was undecided in that regard (I always had the intention of moving the Dwarves into GAE once I got the basic (vanilla Glest) faction sorted out, but hadn't figured out what to do in terms of water units).
Regarding the cannoneer... I see him as kind of a musketeer... Impact instead of Piercing?... Well, yeah, I guess, could be.

(fixed your quote tags -- JDH)
Title: Re: Project Red: official announcement
Post by: John.d.h on 17 December 2011, 17:27:16
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Really? My pic on the Aglarond thread shows up a lot less orange-ish! And brighter too... So maybe you meant "Mine (John) is on right, yours (Jda) is on the left"? :-\
Anyhow, that was revision 1. Revision 2 was probably nicer at a closer look but didn't really show up that well ingame, at the normal zooming you play it.
Nope, the darker one was definitely my version.

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Picking up on the Dragon Slayer anims now, then Outrider anims, then maybe the construction/destruction models or on texturing/animating the skyship - and decide if I release it as an engineer morph (like the bombard currently, or do a building to produce both).
There's also teamcolor to be added to some buildings and, if I recall it correctly, the worker and miner units...?
And... there are the icons.
And putting in original sounds (though you started on that already) and reviewing the music.
And... keep working on balance and gameplay. And... a couple surprises here and there.  ;D
Honestly, I'll be happy if I get the first paragraph done before RL gets me back out of modding.  :O
Heh... I know the feeling.  I tend to commit to doing a ton of work on a project, then getting distracted and leaving for a few months at a time.   Regarding sounds, I had someone over at opengameart.org volunteer to do some voices, but I haven't heard from him in a while.  Maybe I should give him a shout.

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I've seen a bit of the turtle in this thread and sounds and looks good. Was undecided in that regard (I always had the intention of moving the Dwarves into GAE once I got the basic (vanilla Glest) faction sorted out, but hadn't figured out what to do in terms of water units).
The water units I currently have planned are the Turtle, Dragon Ship (a fast attack ship with a circular saw), Thunder Ship (big cannons for bombardment), and a Utility Barge (kind of like a floating Stronghold).

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Regarding the cannoneer... I see him as kind of a musketeer... Impact instead of Piercing?... Well, yeah, I guess, could be.
I feel like the impact damage multipliers are closer to how a bullet works, tearing straight through armor and such.
Title: Re: Project Red: official announcement
Post by: jda on 18 December 2011, 04:52:50
Quote
Really? My pic on the Aglarond thread shows up a lot less orange-ish! And brighter too... So maybe you meant "Mine (John) is on right, yours (Jda) is on the left"? :-\
Anyhow, that was revision 1. Revision 2 was probably nicer at a closer look but didn't really show up that well ingame, at the normal zooming you play it.
Nope, the darker one was definitely my version.
Well, this is the one I posted on the Dwarves thread:
Code: [Select]
[img]http://img38.imageshack.us/img38/9105/guardiantexture1.png[/img]Doesn't at all look like that oreange-ish you atribute to me. Don't know where you got it from, but it ain't mine!  :P

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Regarding sounds, I had someone over at opengameart.org volunteer to do some voices, but I haven't heard from him in a while.  Maybe I should give him a shout.
Yeah, sounds good, hopefully he'll shout back dwarven-like.  :D

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The water units I currently have planned are the Turtle, Dragon Ship (a fast attack ship with a circular saw), Thunder Ship (big cannons for bombardment), and a Utility Barge (kind of like a floating Stronghold).
Whoa, sounds like a lot of units! Do you really need that many? Are all factions going to have the same range of water-able units (I understand Magic will play it differently, sounds great!)?   :look:

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Regarding the cannoneer... I see him as kind of a musketeer... Impact instead of Piercing?... Well, yeah, I guess, could be.
I feel like the impact damage multipliers are closer to how a bullet works, tearing straight through armor and such.
Hum. I remember going a bit round and round with balancing the cannoneer (in the overall balance while still trying to keep the dwarves as mellee-focused as possible - hard, very hard  ::) ). I don't remember now whether making the cannonner's shot piercing instead of impact was part of the  problem or part of the sollution...  :O
Title: Re: Project Red: official announcement
Post by: jda on 18 December 2011, 07:14:05
Sorry for double-posting but seems apropriate to me, in this case.

FYI, I released a patch to Dwarves Aglarond 0.1.2 with yoru changes to the Goat and Farm.
Post link: https://forum.megaglest.org/index.php?topic=5187.msg79266#msg79266

Thanks! :)
Title: Re: Project Red: official announcement
Post by: jda on 19 December 2011, 04:40:21
I'm triple posting in this thread now (three posts in a row)...   ::)
Please, anyone say anything!  :O

From the Dwarves Aglarond faction, in case you might be interested:
Tunnels, kinda ... (https://forum.megaglest.org/index.php?topic=5187.msg79296#msg79296)