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Modding and game content creation => Mods => Topic started by: atze on 6 February 2013, 10:57:58

Title: Prax Mod (released 0.5.9.7 wip)
Post by: atze on 6 February 2013, 10:57:58
Here is a prospective plan from the first faction (technology tree in German) a mod, I'm working on. All the buildings are of me (except for the textures). Most units (I hope this is allowed) are from other mod's (moddern) (I still can not really animate.). Prax stands for the German word (Praxis) practice, so in something like exercise. So is probably not the final name of the faction. What say you?

(http://i60.tinypic.com/242tlqg.png)

download: Prax 0.5.9.7  (http://mods.megaglest.org/techs/prax_0.5.9.7.7z)

Title: Re: Prax Mod
Post by: MuwuM on 6 February 2013, 13:08:39
nice... I especially like the castle. I think we could reuse a bit of them for the Refit ;-) ... 

WHY are liniting the 'Steinheiligtum' to a maximum of 5 ???
Title: Re: Prax Mod
Post by: atze on 6 February 2013, 15:24:20
nice... I especially like the castle. I think we could reuse a bit of them for the Refit ;-) ... 

Thanks MuwuM, nice that you like it :). For the Refit, but I'd rather build another ;).

WHY are liniting the 'Steinheiligtum' to a maximum of 5 ???

The first is just an idea, the stone sanctuary (Steinheiligtum) has a boost effect (+20 armor/ +20 attack stacking) on the Warlock (Hexer). Therefore the limit.

Title: Re: Prax Mod
Post by: ElimiNator on 6 February 2013, 19:51:03
Looks neat.  :)
Title: Re: Prax Mod
Post by: ElimiNator on 6 February 2013, 22:44:44
Hello I wonder why not include the other factions in MegaPack?

                  I hope a good job of translator  :)
???
Title: Re: Prax Mod
Post by: Hagekura on 7 February 2013, 03:29:33
Nice buildings and very neat techtree! It's good to see someone trying to make a new mod.
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland, BTW.
And so this mod is for a practice, are you planning to make an another real-part mod? If so, what kind of mod will it be?
Title: Re: Prax Mod
Post by: atze on 7 February 2013, 09:19:28
Looks neat.  :)

Thanks.  :)

Hello I wonder why not include the other factions in MegaPack?

                  I hope a good job of translator  :)

Do not understand your wonder, sry.  :angel: ?  Or it was not a good translation   :| ?

Nice buildings and very neat techtree! It's good to see someone trying to make a new mod.
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland, BTW.
And so this mod is for a practice, are you planning to make an another real-part mod? If so, what kind of mod will it be?

Nice that you like it.  :)
Yes for me is that everything only once just an exercise. Make me currently fun to work with Blender. Have to create before a mod, like MegaPack or Vbros, but not first with this number of factions. It may be 2 or 3 factions. (I will not even promise too much, maybe I'm in half a year, no more loss, who knows.). This faction here is already playable. At this point and a big THANKS :thumbup: to tomreyn, nig, titi, and PT for testing and hints. Building (I'm learning more with every model in Blender), I do not really think the problem (apart from good texturing :D), because they are mostly static. Units are there for me more difficult, because the are animated. And beautiful animations are time-consuming and unworkable for me :confused: currently. (and you and others have just hung with the other Mod's the bar pretty high ;)) So a correct story to the factions, I do not currently. However, everything is pretty medieval. But rather in the fantasy style.

Title: Re: Prax Mod
Post by: softcoder on 7 February 2013, 20:07:48
This mod does look nice, hope you finish it so everyone can enjoy it.

Good job so far.
Title: Re: Prax Mod
Post by: atze on 8 February 2013, 20:23:50
This mod does look nice, hope you finish it so everyone can enjoy it.

Good job so far.

Well let's see  ;). Thanks Softcoder  :)

Here's a Dragon-Tower (Drachenturm), I probably still with replacements. Then the Wyvern, created with the Dragon-Tower.  ;D

(http://i47.tinypic.com/2s1kaqs.png)

Title: Re: Prax Mod
Post by: ElimiNator on 8 February 2013, 20:38:32
Looks neat, although since the top part is bigger then the bottom you will need a selection radius as big as the top part, so towers built beside each other don't intersect.
Title: Re: Prax Mod
Post by: atze on 8 February 2013, 22:22:16
Looks neat, although since the top part is bigger then the bottom you will need a selection radius as big as the top part, so towers built beside each other don't intersect.

Yes you are right, I've taken it. Works pretty well.  :)
Title: Re: Prax Mod
Post by: titi on 14 February 2013, 15:19:22
I think sasj means you should use faction links to include the megapck factions in your techtree too .
Title: Re: Prax Mod
Post by: tomreyn on 16 February 2013, 06:46:17
I've had another opportunity to try the latest Prax preview today, and I must say I really like it. I need to play it more to really get an an idea how to properly play it, but I can already say that is has a nice gameplay, which differs from Megapacks', and thus makes a nice variety. Models, textures and animations look good to me, some are quite innovative and they all fit into the medieval fantasy theme nicely. Great job, Atze, I'm looking forward to the Prax release!
Title: Re: Prax Mod
Post by: atze on 16 February 2013, 14:29:50
I've had another opportunity to try the latest Prax preview today, and I must say I really like it. I need to play it more to really get an an idea how to properly play it, but I can already say that is has a nice gameplay, which differs from Megapacks', and thus makes a nice variety. Models, textures and animations look good to me, some are quite innovative and they all fit into the medieval fantasy theme nicely. Great job, Atze, I'm looking forward to the Prax release!

Thanx, tomreyn :). Release would already. If I knew exactly with the licenses. :| The one with the licenses is what deters me unable to releasen the mod.
Title: Re: Prax Mod
Post by: atze on 22 February 2013, 01:55:14
I updated the Tech Tree. See first post. A few upgrades have been added a few new models and textures have been revised. I think this faction is by and large finished and playable. :| May still lack a little polish.
Now I still need a suitable name for the faction. If anyone of you has a suggestion. :) Then please post here.

Title: Re: Prax Mod
Post by: titi on 21 April 2013, 23:04:47
Here is a low poly version of the zombie. I used the decimate modifier and I fixed the texture after I used it. So use texture too.

http://www.titusgames.de/tmp/untoter_low_poly.7z
Title: Re: Prax Mod
Post by: atze on 22 April 2013, 18:26:56
Here is a low poly version of the zombie. I used the decimate modifier and I fixed the texture after I used it. So use texture too.

http://www.titusgames.de/tmp/untoter_low_poly.7z

Thank you titi :), got it in the end managed alone. Is now even at 6 Faces smaller ;D, than the Modified from you. Nevertheless, thanks for your effort :thumbup:.
Title: Re: Prax Mod
Post by: titi on 22 April 2013, 20:05:05
things to improve:

- water is too blue in farm
- teamcolor is missing on three buildings ( blacksmith/airdefense and ??? I forgot )
- wyvern cannot see far enoughso air defense can attack wyvern and wyvern does not see attacker
- lower production time for wyvern a bit ?
- Drachenturm has set a too high height. This looks bad with produced wyvern above. Lower it a bit even touching the fag on top does not matter too much in my opinion.
- maybe add an upgrade for the  dogs later in game ?
Title: Re: Prax Mod
Post by: atze on 22 April 2013, 21:25:40
things to improve:
- water is too blue in farm

Ok i fix it. (see next point)

- teamcolor is missing on three buildings ( blacksmith/airdefense and ??? I forgot )

You mean yet determined the farm. I considered completely rebuild these 3 buildings. And then definitely with teamcolor.

- wyvern cannot see far enoughso air defense can attack wyvern and wyvern does not see attacker

The particles from the sting-defence are specially made ​​visible. And the Wyvern attack is extremely strong. 'm Not sure whether I should change this. :|

- lower production time for wyvern a bit ?

See point before and the sorcerer has a upgrade ;) hexerzeitsprung/sorcerer time slip. However, you have quite a little faster, they should be produced. :thumbup:

- Drachenturm has set a too high height. This looks bad with produced wyvern above. Lower it a bit even touching the fag on top does not matter too much in my opinion.

I already had the Wyvern then flies through the roofs. However I like the effect, if the Wyvern is just great and then enter floats.

- maybe add an upgrade for the  dogs later in game ?

That's a good idea, I had this on our last test match somehow.  ;D

In any case thank you titi, for the constructive feedback. :)
Title: Re: Prax Mod
Post by: jammyjamjamman on 29 April 2013, 16:07:42
Well, I've recently played this mod and I have to say I love it :) . I think my favorite model in this faction probably is the Drachenturm, but they all look nice and really detailed. The only improvement I can think of currently is possibly create a more fancy/interesting particle effect for the Wyvern breath. Also I have to agree with Hagekura on this statement:
Quote
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland
. I also liked the "upgrade" particle effects and I'm tempted to copy this idea of showing with particle effects what the building is doing as it would be useful during game-play (so that it's easy to spot idle buildings). So my overall conclusion is: Good work!  :D
Title: Re: Prax Mod
Post by: Pizza90 on 20 June 2013, 17:16:04
I like your faction atze, the only things i dont like are the defense tower, it doesnt fit the style of the other buildings (imo), and the colours of the units it looks too vivid and cartoonish.

ps: i already told you about the bug while building the red/white tent. In my case it was built close to another building and while the building there was no model visible. If clicked i could see a a pile of woods.

Title: Re: Prax Mod (release version 0.5.8)
Post by: atze on 14 September 2013, 20:29:11
Here, after some time  :), a playable version. There is a version that is not 100% complete. One or the other will still be added, probably.

See first post.
Title: Re: Prax Mod (release version 0.5.8)
Post by: atze on 24 September 2013, 19:23:14
So to just get a little feedback :|, I once opened a poll.
Title: Re: Prax Mod (release version 0.5.8)
Post by: titi on 24 September 2013, 22:23:49
Giving a bad vote without comment is not fair  :'( .

Post some feedback so it can be improved.
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: atze on 21 November 2013, 17:23:39
Here is a 2nd playable version. See first post. Translated in (English, Russian and Polish) Have Fun.  :)
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: titi on 23 November 2013, 00:32:20
The new version is pretty tough  ;D . The AI really loves this faction now and you must be very careful with your setup. Mega-CPUs are nearly unbeatable when you ask me . New challenges for advanced players, I like it a lot!
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: galaxy on 3 December 2013, 21:33:37
Good work atze,  i liked it.
only i had a problem in installing the english version.
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: atze on 4 December 2013, 12:50:48
Nice to hear that you like it.  :)

...
only i had a problem in installing the english version.

Since the new release version 3.9.0, it is actually quite easy with the translations. (thx on the coder :)) You need at just the hook, "Allow Translated Techtrees" set in the settings. The default language-file is in English. This should work for all non-translated languages.
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: galaxy on 4 December 2013, 17:03:48
Hi atze,
Actually I'm still getting German names for units, buildings, workers, etc.
There is only a button of advanced translation (under Misc options), and it requires "Transifex" user name and password.
Its obvious that you have a good programing ability and art sense. I have few ideas if would like to add to your nice design;
1- Adding another abilities to the sorcerer of hiding things (workers, troops, buildings, etc.) and make them invisible, to avoid enemy attacks (or make better surprising attacks),
2- The ability of the sorcerer of shielding troops (totally or partially) during battles,
3- The sorcerer’s ability to change resources type (change stone to gold).
Thank you.
Title: Re: Prax Mod (new version 0.5.9.1)
Post by: atze on 4 December 2013, 18:27:09
Hi atze,
Actually I'm still getting German names for units, buildings, workers, etc.
There is only a button of advanced translation (under Misc options), and it requires "Transifex" user name and password.
Its obvious that you have a good programing ability and art sense. I have few ideas if would like to add to your nice design;
1- Adding another abilities to the sorcerer of hiding things (workers, troops, buildings, etc.) and make them invisible, to avoid enemy attacks (or make better surprising attacks),
2- The ability of the sorcerer of shielding troops (totally or partially) during battles,
3- The sorcerer’s ability to change resources type (change stone to gold).
Thank you.

I mean this: --> (http://i42.tinypic.com/2isi6wp.png)

To your advice, I'll think about it times whether this is feasible, thank you.  :)
Title: Re: Prax Mod (new version 0.5.9.4)
Post by: atze on 14 December 2013, 18:17:27
Here is again a new version of "prax". See opening post. With new translations. (now in Arabic, French and Italian). It would be nice if native speakers would test this. (also English, Polish and Russian) I hope it is not to big errors in it.  :angel:
If the mod is still to be translated necessarily into another language, please post here.  Portuguese and Spanish are likely to follow soon.

Then I have fixed some small things.

Have fun.  :)
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: atze on 9 February 2014, 16:57:23
Here's a current version of "Prax". There the language files have been removed. Now only available in German and English. Because so often, this mod is not being played.  :| Why, in my opinion, not really worth the effort.

fixed: - undead sound (this was terrible  :-\ , before  :))
           - little things

Download Link by titi: download: Prax 0.5.9.7 here --> http://mods.megaglest.org/techs/prax_0.5.9.7.7z (http://mods.megaglest.org/techs/prax_0.5.9.7.7z)
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: tomreyn on 10 February 2014, 07:52:17
Thanks! Would you still re-add other translations as soon as they grow complete thanks to people helping translate Prax on Transifex (https://www.transifex.com/projects/p/megaglest-mods-techtrees/resource/prax/), though?
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: Ishmaru on 10 February 2014, 19:35:38
Finally got to try this mod out. It lives up to the hype its been getting! really love the clean hud and particle fx. For a practice mod it sure has a lot of polish!
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: atze on 16 February 2014, 18:42:33
Finally got to try this mod out. It lives up to the hype its been getting! really love the clean hud and particle fx. For a practice mod it sure has a lot of polish!

Real? :o  I am pleased that you like it. :)  I'm curious what you will say to the other mod. :|   If it is still in the design phase.;D ;)  I may soon be time to publish a few designs.
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: Ishmaru on 17 February 2014, 12:12:58
Finally got to try this mod out. It lives up to the hype its been getting! really love the clean hud and particle fx. For a practice mod it sure has a lot of polish!

Real? :o  I am pleased that you like it. :)  I'm curious what you will say to the other mod. :|   If it is still in the design phase.;D ;)  I may soon be time to publish a few designs.

I forgot to mention I really like how hexers are feel very powerful. I always felt that wizards spells should be much more powerful than knights etc., and Battlemages, Summoners from MG felt relatively weak. At least to me they did.

Looking froward to this other mod!
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: atze on 21 February 2015, 23:12:50
To point this project is not dead :P, here sometimes a Testrender of a possible new unity for the second Faction. Still no Texture :|, however, only 740 tries without weapons / tools.

(http://atze.megaglest.org/pics/testrender_infanterie_800x800.png)
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: wciow on 28 February 2015, 15:54:04
Gave this mod a try and have to say it is really good.

Whilst it doesn’t deviate far from original Glest Magitech factions (actually feels like an upgraded cross of original Magic/Tech) it is full of well made art and has a nice use of particles.

This faction makes good use of newer MG additions such as unit particles, attack boosts and custom HUD.

If i had to pick an area for improvement it would be the blandness of units. Most are straight copies of Magictech units with simple attacks. It would be nice to see something using more complex attacks allowed by the MG improvements.
Title: Re: Prax Mod (updated version 0.5.9.7)
Post by: atze on 1 March 2015, 00:39:16
Wciow, nice that you like it. :) This faction/techtree is a try. Sometimes look. :|
Title: Re: Prax Mod (released 0.5.9.7)
Post by: atze on 10 March 2015, 20:47:52
Here, a few other draughts:

worker: (http://atze.megaglest.org/pics/testrender_arbeiter.png) 

axeman: (http://atze.megaglest.org/pics/testrender_axtkaempfer.png) 

archer: (http://atze.megaglest.org/pics/testrender_bogenschuetze_angriff.png)

sorcerer: (http://atze.megaglest.org/pics/testrender_zauberer.png)   

not really with texture :| .
Title: Re: Prax Mod (released 0.5.9.7)
Post by: weedkiller on 11 March 2015, 16:42:13
hehe, i know this thing with textures xD
looks great!
the archer's hand looks a bit distorted;
looking forward to see them in action.
Title: Re: Prax Mod (released 0.5.9.7 wip)
Post by: atze on 15 March 2015, 16:52:42
thx weedkiller  :),  sometimes look
Title: Re: Prax Mod (released 0.5.9.7 wip)
Post by: Hagekura on 16 March 2015, 06:58:07
Yeah these models are very neat. Have good balance between realism and déformation. Really nice work!
I'd like to learn some from your modeling style.  :O I love axeman and archer. they are cool. :thumbup:
You'd better put chain mail or scale male textures on the axeman.
Like this: http://en.wikipedia.org/wiki/Varangians#/media/File:%D0%92%D0%B0%D1%80%D1%8F%D0%B3%D0%B8.jpg
It would be fantastic!
Title: Re: Prax Mod (released 0.5.9.7 wip)
Post by: titi on 16 March 2015, 09:46:27
possible textures:
http://pixabay.com/de/metall-kette-hintergrund-tapete-72784/
http://pixabay.com/de/schuppen-metallisch-golden-metal-535235/  (  to make it look more like metal maybe lower the color intensity )
and maybe this: http://www.burningwell.org/gallery2/v/textures/surfaces/metal/P1170598.JPG.html

and here is a leather surface which might be useful too:
http://www.burningwell.org/gallery2/v/textures/surfaces/other/leather_brown_002.JPG.html

Title: Re: Prax Mod (released 0.5.9.7 wip)
Post by: tomreyn on 10 June 2015, 08:38:29
Whoops, I missed this update. Yeay, this looks like entirely new models (something we're duly lacking IMO), and good looking ones! :)
Title: Re: Prax Mod (released 0.5.9.7 wip)
Post by: titi on 10 June 2015, 11:39:45
I hope you don't plan to replace all human models again? Better go for a more final release :D