MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: tiger on 31 October 2013, 21:06:18

Title: Island Survival. (Adventure Scenario)
Post by: tiger on 31 October 2013, 21:06:18
Here is another Scenanio. This Scenario is sort of based on a Scenario I made quite awhile ago called "Stranded" All the Models have been updated and a complete new story added. I Haven't finished it completely yet, but it is still fun and very playable.
Let me know what you think of it.
WARNING. This Scenario will only run in Megaglest.

Version 1.2
http://download945.mediafire.com/6zuww79vjyog/q8lueb7kajjr27n/island_survival%283%29.7z

Version 1.1
http://www.mediafire.com/download/efgghtj9vw3jj64/island_survival(2).7z

Version 1
http://www.mediafire.com/download/mdz2x29mn1gxm8x/island_survival.7z
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 4 November 2013, 09:55:39
Very nice mod! All people in the #megaglest irc channel play it at the moment.

What should really be improved is ... the start.
When the scenario starts up its gives a horrible noise because the ( very nice ) background music starts. The screen is black and you just see you and some chest boxes. This happens because the game is instantly set to pause mode and has not yet faded in the world. ( I really thought my MG build would have a bug when I frist startet it! )

In the beginning the gameplay is a bit boring, but it gets better and better.  8)

As he already stated there are still some things that need to be improved, but its already a lot of fun to play it. Thank you for this!
I hope we see an improved version soon ?

Title: Re: Island Survival. (Adventure Scenario)
Post by: atze on 4 November 2013, 13:05:03
This scenario is really good, great done  :thumbup: :). 

I see it as titi,
... ( I really thought my MG build would have a bug when I frist startet it! ) ...
'I thought exactly the same.  :O'
 
Be a clue to something like "press p now and have fun!" or so.

Nonetheless, really well done.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 4 November 2013, 15:14:59
I played this scenario for many hours yesterday, and I have to say I love it! It's the best story line / RPG style scenario I've seen so far.

What I like so much:
What could be improved (some of this are really just ideas):
I'm very much looking forward to the next version (but patiently, too). :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 5 November 2013, 01:28:54
Hello!

Thanks for the feedback. As you all know this Scenario is in the "creation" process so there will always be a few bugs. If you ever find these out please let me know (as Tomreyn has)

Features Planned for the next Release.

-New Units. (wheat garden, animal trap, shack ect.)
-New Quests (continuation of the storyline)
-Bug Fixes (such as the unability to build advanded defence tower)
-Weapon Upgrade (knife)

There is more coming as well but I don't want to spoil it for you!  :)
Also in the version you are playing right now there is a hidden easter egg. (I'm not sure if anyone found it)
---HINT--- (there is a boss battle you can be in! EXPLORE THE ISLAND!!!!)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 5 November 2013, 02:27:51
I did run into it :) As if the regular martian invasions weren't bad enough! Luckily tonight I made my way to the "north pole" which is, for the most part, a much more relaxed environment.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 5 November 2013, 02:46:57
Cool. In each release (I hope) there will be a Easter Egg hidden that players can find.
I'm working on the Easter Egg for the next release right now.  :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi_son on 6 November 2013, 17:25:52
I really like the scenario  :D
I nearly dont explored the island until now and just did what the msgs say  :P :P
but now i am finished. It says i have to build a advanced tower... but you can't build it.
i looked in the techtree and there is a advanced tower. Is it on purpose that you can't build the advanced tower until now?

Today i dont have time to play anymore... tomorrow i will explore the map i think  ;)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 6 November 2013, 17:56:11
Yes you are supposed to be able to build the advanced tower. In the newest version that bug is fixed. To fix it you must open the "you" unit and add in a build command for the tower.
The Newest Release should be out soon as well.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 6 November 2013, 18:41:04
Quoting our IRC chat on this:
Code: [Select]
<tigerndv> To fix the file go to /scenarios/island_survival/stranded/factions/tech/units/you
<tigerndv> then edit the "you" xml
<tigerndv> Then Scroll down to line  414
<tigerndv> Change the building name from "simple" to "advanced", any one of them.
<tomreyn> what about the other two, are there more defense tower types?
<tigerndv> The extra lines are just place holders
<tigerndv> They are unfinished towers
<tigerndv> They do nothing "yet".

If you want to restore a savegame, you will need a current snapshot build (http://wiki.megaglest.org/Snapshots). It will restore savegames created on earlier game versions fine, too.
3.8.0-beta1, however, will fail to restore any savegames created for this scenario.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 6 November 2013, 19:15:00
Here is a Preview of the new icons let me know what you think.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/p480x480/1452153_527192547372980_916922553_n.png)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 6 November 2013, 19:26:27
Since it's a preview, I won't comment on quality or colors.
I have no idea what the top right and bottom left icons indicate. Also in the second row, the second icon from the left, can maybe be mistaken as a hand. I assume it is meant to be grass?Other then that the icons seem good / self-explanatory to me.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 6 November 2013, 20:46:57
The second icon in the second row "IS" a hand.  :)
Here is a list of what each icon stands for. starting from top left going to top right ect.

1-Stop
2-Move
3-Punch
4-Build Utility
5-Repair
6-Hold
7-Build Housing
8-Build Decoration
9-Build defence
10-Harvest Wheat
11-Harvest Wood
12-Mine
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 7 November 2013, 12:44:00
"build defense" does not look so good and "harvest wood" can maybe be improved with an axe in the wood ?
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 7 November 2013, 13:06:59
I second Titi's suggestions, other than that:

For build utility I would depict the chest / crate from a different angle like this: (http://png.findicons.com/files/icons/1496/world_of_copland_2/32/crate.png)   (http://icons.iconarchive.com/icons/etherbrian/presto/32/chest-icon.png)

The hand in hold looked like grass to me. Make sure the lower end of the palm is a horizontal line, maybe also put the thumb a bit lower, I think this would help.

Using the fence to depict build decoration while there are also all kinds of walls in "build defence" is maybe a bit ambiguous. For decoration, I would rather expect something like a simple flower.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 7 November 2013, 16:17:08
Ok I'll give it a whirl. Also The Next Release should be coming out within the next few days!

More stuff I have added
-Higher Spawn rate for forest Animals (more animals)
-Ducks (a new kind of animal you can find if you explore)
-Lanterns (gives off light at night)
-A HUD that will be a huge help (especially for beginners)
-A Spooky Surprise! (Wait till the release to find this one out!)
-A Companion
-New Defence tower.
MORE ON THE WAY!!!!

Also when you download the Scenario, in the main folder (named survival_island) there will be a file called "Change Log" it will show ALL the new stuff. But be warned it is a SPOILER.

Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 8 November 2013, 01:13:34
More New Updates!

-Bee Hive
-Bees
-New Boss to find
-You can now have unlimited chests (no limits)
-Updated textures (on some units)
-Fixed "build utility" icon

Release coming very soon. (just bug fixing left)
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 8 November 2013, 09:04:04
hm, I am a bit concerned about 2 new things:

-Higher Spawn rate for forest Animals (more animals)
I loved it to search animals so this is maybe not really a feature. Before you needed to run around in the wild to find something to eat and this was already too easy in my opinion.
Spawning animals in general: This should not happpen next to the player ( better out of his view )

- You can now have unlimited chests (no limits)
Problem is you can store really lots of resources then. I am a bit undecided here
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 8 November 2013, 17:12:10
For the Spawn Rate I didn't make "more" animals spawn near the player. They will spawn in different locations on the map. (before nothing could spawn deep in the island) Now Animals will spawn.

And the new addition will not make it easier. Some of the new animals are hostile.
Such as.
-Bees
-Bear
-Field Creature (boss)
-******** (surprise)

And I don't Know about the chest max unit count. Keep it? Remove it?
You guys let me know.
Also I added a new command that won't allow players to change the ingame speed. (2x 3x ect) (Thanks to Softcoder)
To help balance that I shortened the building time for most units.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 8 November 2013, 19:54:52
Version 1.1 is Complete!
I'm going to do a test, then release. (maybe tomorrow)

To see a list of the entire change-log, click the spoiler. (Warning Spoiler Alert)

(click to show/hide)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 9 November 2013, 16:33:57
For the Spawn Rate I didn't make "more" animals spawn near the player. They will spawn in different locations on the map. (before nothing could spawn deep in the island) Now Animals will spawn.

And the new addition will not make it easier. Some of the new animals are hostile.
Such as.
-Bees
-Bear
-Field Creature (boss)
-******** (surprise)

To me this sounds very good, mostly that animals will now spawn elsewhere, too. Including hostiles can be fun, but since it's already hard to survive when you respawn they should be more like annoying but not be able to kill you too easily.

And I don't Know about the chest max unit count. Keep it? Remove it?
You guys let me know.

I would need to play the latest version to form an opinion on this. If you limit it, you should know what the purpose is for doing so.

Also I added a new command that won't allow players to change the ingame speed. (2x 3x ect) (Thanks to Softcoder)
To help balance that I shortened the building time for most units.

What takes really long and can get boring if, like me, you want to discover the entire world, is not the time it takes to construct buildings (I don't remember that being annoying) is walking back and forth long ways, and gathering resources. I guess you would have to walk less if you were to cnostruct more than a single base. But I did not do so for most of the time since it just takes so long to gather all the resources you need to do so. So maybe harvesting resources could be faster later in the game (faster walking speed), and for moving from one place of the island and maybe also beyond water, you could have teleporters (magical mirrors / waterfalls, ...). I'm not sure the engine can actually do this, yet, though.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 9 November 2013, 17:39:24
In the current Version each chest unit has a max unit count of 3. I have changed it to 5 just to help the player a bit.
The New units:

Bees are very easy to kill. (10 hit points) but when they group together it can get dangerous.
So usually it's a good idea to stay away from their hive.
Bears can land heavy blows but can be killed with a knife quite easy. Or you can just run away.
Remember you can now use a knife this allows you to take on much harder creatures.
The Field Creature will only spawn once and when killed you will get a good amount of loot.
He is very good at fighting and can 1 hit kill you. The best way to kill him is to drag him to a heavily defended base and have defence towers take him down while he is fighting walls.

I guess I'll leave the ability to change speed up to the player. (for now)
And see how it works out.

Right now there is no way to make teleports. But I'm thinking about adding a "Run" command that will allow you to run for a short time until your ep drains to 0.

Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 9 November 2013, 17:46:29
A few things I fixed that Tomreyn originally posted. (select text to read)

Quote
    I agree it would be very good to add a hint on how to start the game after you read the initial messages (the "Game paused" note will have faded by then).
    Early in the game it is difficult to survive when you respawn since you are short of both food and water. If you have not previously located a source of clear water then it is hardly possible to survive, especially for novices. Maybe you could respawn wit a low water (and maybe also food) reserve, like 5 or 3.
    Especially (but not only) early in the game it is very hard to defeat the wolves, since when you get attacked by one, most of the time 2 more will follow up and you can't kill more than one at a time. Plus they will also attack your chests, which can put you in a position where you are unable to recover (I had them destroy all the boxes near the beach which only left me with my shelter - unable to store 100 wood or leaves). (you now give more dammage)
    Since the map is so large, it can be difficult to remember the location of the water source. Maybe it could morph into a structure you own once you discover it, so that you can find it easily later on. Or the game could set a marker automatically as it is discovered (or give a hint that the player may want to do so).
    There is a currently a bit too much hunting for resources, especially wood (and harvesting wood seems slower than for other resources). Much of the time is spent watching "you" walk around with resources on your back while you carry them home (this is mostly a problem early in the game since later you can easily build new storage boxes).
    Too much stress on boxes/chests. Think of other storages, such as a a rat hole, a (former?) fox's den, or some net attached to (non destructible) trees.
    A couple more positive ;-) surprises while you discover the island such as meeting a friend from your expedition who also made it to the island (or a survivor of a much older failed ship), but ended up on the other end of it. You don't have to gain a lot of resources this way, a nice chat spinning the overall story further, or the occasional food supply in a more distant edge of the island can be fine.
    More quests which are about locations / involve discovering the island but do not always focus too much on resources. Maybe make one resource mandatory but really hard to fine (only in two or three spots on the map)
    Currently, unless I missed something, a large part of the map is completely unused (you can not go there). Maybe have a secret passage (covered by wood or palm trees) to this part of the island and hint on it (quest characters talking about the "lost island", resources or blocking objects forming arrows, increased wildlife etc.)
    The "You" model could change more during course of the game, starting with just rags, then developing better clothes (leaves, fur etc.) with different properties (armor, bonus to sight and regeneration) as the character advances. Maybe allow to choose from male or female model (or make the model a bit more androgynous, or have a male and a female variant) so more players can identify with "you".
    Being able to develop some weapons like a club (and more advanced ones as you advance) or even a simple weapon which allows you to attack from a distance (a simple bow or throwing arrows) would be great.

And There is still more to come! (bow, new units, ect)


Edit (tomreyn): Removed extra BBcode. Please use the quote feature to quote original content in the future.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 10 November 2013, 01:46:13
Check first post for the newest version.
 :) :) :) :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 12 November 2013, 01:52:03
Has anyone tried the newest version yet? If so feedback would be great.  :thumbup:
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi_son on 12 November 2013, 21:57:32
:( you can't load old savegames....
ok its not you fault but i dont want to build everything again.
The HUD is pretty helpful because it tooks some time until i got what furs are in version 1.0.

Maybe more feedback later. I will discover the map now.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 13 November 2013, 01:53:11
As long as I don't edit the map I think you should be able to load old save games in the next release.
But I'm not 100% sure.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi_son on 13 November 2013, 11:47:24
Lol i lost it :D
I really can't do anything anymore.
The bees are nasty  :o
They destroyed all wooden chests, only my shelter survived.
I can't collect enough wood to build anything :D

EDIT:Little Mistakes:
- I think there is a typo in the story at the start. i don't know the word "unplesent" and google don't know either :)
- "Hopefully rescue will find us out here." Who is us? You are alone!

EDIT2: I looked at the "code" a bit and i saw that you have a variable for every animal... why not arrays?
And why is there a new message for each animal? You could have used displayFormattedLangText() for this -> easier for translation :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 13 November 2013, 13:07:46
I'm just starting to try the second version, adding some comments here while I proceed:
(to be continued)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 13 November 2013, 16:01:30
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.
Also yes the first text is to long and stuff I'll fix it for the next version.

@PT bees killed your base? Maybe I should make the bees not able to spawn until you have built a advanced defence tower.

And " unplesent" is not a word "unpleasant" is the correct word meaning.
causing discomfort, unhappiness, or revulsion; disagreeable.

And Yes more Icons will be updated soon.
Thanks for everything! Please contine to post things you would like changed.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi_son on 13 November 2013, 17:20:56
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.
Also yes the first text is to long and stuff I'll fix it for the next version.
I think that does only work in hints?

@PT bees killed your base? Maybe I should make the bees not able to spawn until you have built a advanced defence tower.
Yes 2 times!!! You have no chance against 20 bees.

And " unplesent" is not a word "unpleasant" is the correct word meaning.
causing discomfort, unhappiness, or revulsion; disagreeable.
Yes i know but you wrote it wrong.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 14 November 2013, 01:36:25
I'm going to "down" the bees damage to about half of what is it now.
That should fix the bee attacks (feel free to edit the xml and fix it yourself)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 14 November 2013, 03:50:58
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.
Also yes the first text is to long and stuff I'll fix it for the next version.
I think that does only work in hints?

That's very well possible, I don't actually know.

Regarding the bees, I agree they are quite tough initially. It would be better to have them spawn later. I think you should make sure the player has a defense tower and has built those wooden walls, too. It would also be good to give unsuspecting users some kind of warning that they may not be alone with the mostly friendly wildlife on this island.

The game currently suggests that you are safe in the houses you build. Effectively those provide very little to no protection unless combined with wooden walls and defense tower(s) or companion, though. It might be nice to give "you" (mabye the companion, too) an attack boost in the form of a regeneration bonus (or better armor) while around a house. It would also be nice if the campfire would, to some limited degree, keep the foes on distance (I'm not sure how this would work exactly, though).

This said, please be aware that this scenario can already eat a lot of memory now. As soon as I restore my savegame, MegaGlest is at 1.7 GB RAM resident memory.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 14 November 2013, 04:38:42
Very good idea I will add boosts when you are near your house(s) and I'll make the enemies less powerful when near a campfire lantern or any other light source.
Memory Usage should not have gone up from the last version to the newest because I didn't add that much new stuff ingame (only like 30 units) So I'm not sure what that is all about.
I'll try to do some model fixes to lower the amount vertices in each model. That should help.
Title: Re: Island Survival. (Adventure Scenario)
Post by: softcoder on 14 November 2013, 07:05:35
A campfire could set enemy speed to 0 for a certain radius make it a 'safe' zone.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 14 November 2013, 16:26:57
I'm thinking that may be a bit "OP" because you can now get a bow and could just snipe the enemies off one by one.
The campfire will lower the enemy speed by %50 and lower their attack damage by %60 this will make them practically useless.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 14 November 2013, 17:34:06
Sounds great about the campfire.

Some more thoughts:
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 14 November 2013, 18:32:20
A lot of good points there Tom.

I'm going to make the player start with a lot more building materials in the next Version.

Wheat Monsters are in existence only as a means to obtain furs. But I'll still add a few more places when they can "Respawn"
AT the point where you are supposed to "Explore the Island" you must go along the beach at the North East side of the island. After walking there something should happen. (I'm guessing you weren't walking down the middle of the beach but rather out in the water or to close to the shore) Getting to the exact location can be tricky but will be fixed in the next version. Here are the cell coordinates you must go to {424, 282}

Yes I did not disable the game speed because of requests to leave the option up to the player.
Also I'm thinking about adding Hard and Easy modes to choose from at the start of the game.

Yes a Hold Position command is needed. I'm on it!
Getting a Torch or Flashlight would require a Morph which I'm trying to Avoid for now, But Maybe in the Future!
I'm by no means done with the quests There will be a lot more quests in each release.
And I'm also going to remove 70% of all Diamond off the map and 90% of all gold. Killing Difficult Monsters and Creatures will give you these (killing the bee hive gives you gold) but you can also find them rarely while Exploring.
In the Next Version I'm going to add a Conversion Table which will allow the player to convert diamonds into large amounts of other needed resources (wood, Stone, ect)
I'm also (Not sure If it will be in the next Version) going to add a Diamond Sword which will give a lot of damage. and will require diamonds to craft.

What I'm going to do is make Tiers of Enemies.
For Example.
Only Wolves will spawn at first (after killing the first crab)
Then the harder Monsters/Creatures will spawn in later.
After building the simple defence tower then the bear will spawn in.
After building a advanced defence tower then the bees will spawn in.
And that will be how the higher tier monsters/creatures will come ingame.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 14 November 2013, 19:58:31
At the point where you are supposed to "Explore the Island" you must go along the beach at the North East side of the island. After walking there something should happen. (I'm guessing you weren't walking down the middle of the beach but rather out in the water or to close to the shore) Getting to the exact location can be tricky but will be fixed in the next version. Here are the cell coordinates you must go to {424, 282}

I'm standing at this very location but nothing happens at all. I also tried to walk around it a little in case the coordinates are slightly off, but nothing.

I think hard and easy modes would be great, but this  may be difficult to prompt for. You may need to have two separate scenarios.

Your overall plans sound very good to me, I'm looking forward to the next releases.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 15 November 2013, 00:21:19
Maybe the Scenario somehow got buggy if you reloaded your old version in the new update.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 15 November 2013, 03:29:08
I started fresh with the second version you uploaded, so that's not it. In the source code I see you spawn a unit named _ (underscore only) there. This may be just a place holder, though. Does it work for you (have you tried)? I am happy to wait for the next version, so don't put too much effort into this.

One more thing I forgot to add to my list of suggestions earlier:
It would be nice to have those messages which tell you that you receive some resources printed to the console instead of showing as popups. I think it's possible, and it's nicer than having to confirm the message every time.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 15 November 2013, 04:44:41
The "_" unit is a invisible unit that must have had some kind of bug. I'll check it out.

Also the idea you had sounds good, every time you kill animals it should show it on the bottom left rather then as a pop up. But for things such as bosses, they will still show up as pop ups.
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 15 November 2013, 20:00:57
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 15 November 2013, 23:54:17
Monsters do spawn in the same place and can be spawn trapped. This is a strategy you can use it is not a bug. (finding their spawn location requires work)
The chimps are buggy right now because they do not flee from danger (will be fixed)
It is easier to make a knife over a defence tower because the knife is always with you and helps "you" fight better.
Animal traps are Limited because they are very good at fighting and a player could build OP defences using them. (more kinds of traps will be added in the future)
This Scenario is nowhere near complete are each update will bring more into the game. In the newest released version I had made a small camp discoverable but the XML file was buggy so It will not work ingame until the next release. I plan on adding a large update (maybe not next release but sometime after) which will spawn in a Camp where you can do quests.
Monsters left in the wild will remain to make survival more challenging.

Thanks For The Feedback.  :thumbup:
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 16 November 2013, 00:33:55
For the animal trap maybe monsters can be made invulnerable to the traps, but can destroy them?

Also does the scenario currently only go as far as "explore the northwest"? I've explored all over the northwest (and the rest of the map) and the mission won't continue. (the big field monster looks cool btw :) )

What might be fun, is to turn where the monsters spawn into some kinda monster camp, which when destroyed, the monsters stop spawning.

When I built a fence around the monsters, sometimes the game crashes (just the game being played, not the whole program, and noI cannot reproduce it though now that I want to)

Actually, this mod has also made me thought that wild animals in megaglest would make the game far more interesting, and nice looking, maybe something that can be part of the tileset.

It's my pleasure to give feedback :-)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 November 2013, 01:33:48
Yes you can complete the Explore the North West. Go to these coordinates. {55, 284}
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 16 November 2013, 02:13:59
I reached those co-ordinates, nothing happens.. still tells me to "explore the northwest"
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 November 2013, 16:07:21
A "Dog" should have spawned there. Unless you are running on the old version.
There is no reason for it not to work. It has worked for everyone else....
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 16 November 2013, 16:18:55
Yeah, there was a dog, my character killed it (by himself), and then nothing happened..........
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 November 2013, 16:45:57
Strange. There was supposed to be a cell event which wouldn't have allowed you to get even close to the dog before triggering. maybe your computer was running slow and the cell event couldn’t render in time.
I honestly have no idea how that is possible, either it's a glitch in MG or a error with your computer. Sorry about that.  :-[
Title: Re: Island Survival. (Adventure Scenario)
Post by: atze on 16 November 2013, 17:46:01
Yeah, there was a dog, my character killed it (by himself), and then nothing happened..........

This is the same exact thing happened to me.

 However, still a great scenario.  :thumbup: :)  I find the traps, class. The sound is great.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 November 2013, 18:10:01
Maybe there is a bug... I'll have to check and see. (Me and Tom never had this Problem)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 18 November 2013, 19:03:42
I uploaded these images to give a rough idea of what it looks like (click for larger view):

(http://i.imgur.com/TWmBelys.jpg) (http://i.imgur.com/TWmBely.jpg)     (http://i.imgur.com/WtS81EFs.jpg) (http://i.imgur.com/WtS81EF.jpg)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 19 November 2013, 02:38:58
Sweet  ;) Thanks.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 22 November 2013, 00:24:28
This is in mod center now, in a cleaned up version made by tomreyn. (  he removed all non used stuff  ).
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 22 November 2013, 04:18:39
Cool. The Next Update is in progress. It may take some time because I have a lot to work on right now.
But I did add a use for Diamonds! Also the next update should be fairly big so stay tuned!
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 23 November 2013, 02:41:13
The one which is in the mod menu now is half the size of the 2nd version you linked in the first post. I was using the sceanrio validator with purgeunused, i.e. --validate-scenario=island_survival=purgeunused. Based on the validators' output I don't think it removed any files which are actually needed. But I can be very wrong, so if anyone comes across missing stuff please shout.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 23 November 2013, 04:08:37
Ok, thanks Tom.  :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 23 November 2013, 04:36:26
Thanks Softcoder. :)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 26 November 2013, 16:19:33
I have now added:
-Conversion Machine (there is now a use for diamonds)
-Small Diamond Mine (produces diamonds)
-Researching Hut
-Wooden Cannon Tower (defence)
-Bow (weapon)
-Bonfire
-All enemies are worse at fighting when near a campfire or bonfire
-LOTS of new objectives
-I also played the Scenario from begining to end and found no bugs. But I did discover the bees are quite annoying. The best way to deal with them is to destroy their hive then build defence towers surrounding their base (because the hive will respawn after 200 seconds)

The New Update is coming very soon!  :thumbup:
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 28 November 2013, 03:57:12
Preview Screen Shots From The newest version 1.2

View full size images at our FB page.
Code: [Select]
https://www.facebook.com/VbrosArtAndDevelopment

[img]https://scontent-a.xx.fbcdn.net/hphotos-prn2/q85/s320x320/1470235_538288152930086_1598472959_n.jpg[/img]

[img]https://scontent-a.xx.fbcdn.net/hphotos-ash3/q85/s320x320/1475940_538288162930085_70181341_n.jpg[/img]

[img]https://scontent-a.xx.fbcdn.net/hphotos-ash3/q85/s320x320/946041_538288166263418_1146741851_n.jpg[/img]
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 30 November 2013, 02:15:41
Newest Version Download is in first Post.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 30 November 2013, 10:24:08
Thanks.

Running...
Code: [Select]
./start_megaglest --validate-scenario=island_survival=purgeunused

...still saves a lot of space here:
Quote
Purged 21.08 MB (217) in files.

And there's a missing texture:
Code: [Select]
*ERROR* In [model.cpp::loadMeshTexture Line: 736] Error v4 model is missing texture [~/.megaglest/scenarios/island_survival/stranded/factions/tech/units/wooden_cannon_tower/models/wood.png] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [~/.megaglest/scenarios/island_survival/stranded/factions/tech/units/wooden_cannon_tower/models/cb.g3d]
I ran into the situation where I built a bow before I was asked to do so, which made it impossible to carry out the the quest (to build a bow).
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 30 November 2013, 16:20:28
Ok yes I didn't use the purgeusused because I think it messes with things and deletes things that are needed (like the cannon tower wood texture.)

Yes that is a error (you can build a bow early)
The main thing to remember is "Don't build something (that has a max unit count) unless you are told to do so in the Objective"

this can be fixed without reseting your save.
STEPS TO FIX.
1-open the bow XLM
2-Add a regeneration of HP at -1000
3-Reload your save.
4-Wait for a few seconds (so that the bow dies)
5-Save your game and then exit out.
6-Edit the bow XML
7-Set the HP Regeneration back to 0
8-Reload your save. (the bow will be available again)

Sorry about the bug.

Title: Re: Island Survival. (Adventure Scenario)
Post by: Nick51 on 30 November 2013, 18:09:55
i  have problems with it because the initial worker can't move.... >:( >:( >:(
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 30 November 2013, 18:12:14
The cannon tower texture was reported as missing before I used the scenario validator with purgeunused, so I don't think that's related.

Thanks for the suggested workaround.

By the way: while it worked for me this time (yeay!), the event triggering on the top right corner of the map (where you are supposed to follow the beach around the island) still would not work for Atze:

(http://i43.tinypic.com/2pt9l76.png)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 30 November 2013, 18:13:07
i  have problems with it because the initial worker can't move.... >:( >:( >:(

The game starts paused, you need to unpause it. The default key to unpause is P.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 1 December 2013, 03:58:13
Maybe read the start text..? or....

Also I have no idea why cell event do not work for Atze it must be related to his computer.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 1 December 2013, 08:33:41
I think you planned to increase the area which will trigger the event for the latest release. Did you get around to do this?

There's another issue I saw on the last but one release (but not the current one), but forgot to bring up: the ship wreck at your start position can (or could?) attract the bees, i.e. they (would) stack up around it and try to attack it but could not due to its size 0 nature. I think there is some way to work around this by adding an extra XML tag to this structure (but forgot the details).
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 1 December 2013, 18:06:29
No I had not planned to increase the trigger event area, but that's a good idea. I try to do that for the next release.
About bees:
I didn't know that they could do this (stack up at the wreck). I'll see if there is a way to fix it.
Also I think I'm going to add in a Unit called bee trap that will kill any bee that comes anywhere near it. This will stop the bee invasions.
Any ideas for cool units? post them here!
Title: Re: Island Survival. (Adventure Scenario)
Post by: will on 1 December 2013, 18:34:04
In real life, bees don't like smoke.  That's what beekeepers use to subdue them.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 1 December 2013, 21:24:55
What would a good name for something like that be?
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 1 December 2013, 22:48:11
https://en.wikipedia.org/wiki/Bee_smoker
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 2 December 2013, 00:10:39
According to that the smoke would just stop bees attacking.

I was also thinking this scenario in the 1st person mode may be good? (or at least the option, then again it might make selecting stuff and moving a pain)
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 2 December 2013, 04:02:42
Right now Megaglest does not support FP mode.
BUT Second Person mode can be enabled by selecting "you" and pressing F4.
(I think it is F4 if that does not work then try F3 F5 F6 ect)

Also a "Bee Smoker" is a must that will be in the next version.
Any ideas for new units? POST EM HERE!

Also I'm thinking of adding a crock pot that will allow you to convert and resource into food.
And also maybe a smelting recipes to get diamonds and gold.
Title: Re: Island Survival. (Adventure Scenario)
Post by: Jason on 15 December 2013, 09:10:58
Hi there!
This is an awesome senario, probably one of the best in Megaglest!

I have some ideas you might find useful:

Fruit trees that you can get fruit from for food,

Fishing of some sorts, like spear/net/line/trap as another source of food,

A tree house that would protect you from all or most ground unit attacks,

A Falcon for Falconry (and some flying birds to hunt),

A cave... I think a cave as an another map that spawns when you find it (and you can go in and explore then come out/in again) would be a great add-on.

 :look: I think that's it  :)
 
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 15 December 2013, 17:02:15
Although you have some good ideas many of those features don't exist in megaglest.

Fruit Trees (yes I can make those)
Fishing (no way to do that)
Tree house (I could make it but It seems to strong)
I do plan on adding flying birds but not a "Falconry"
Making a Cave is not something that can be done yet.

But there will be a bunch of cool new stuff in the next version.  :)
Thanks for the ideas, and feedback!

Title: Re: Island Survival. (Adventure Scenario)
Post by: kagu on 15 December 2013, 22:15:31
I really like this scenario, I am playing it for hours.
I have a problem, I produced the bow but can't use it.

Thank you for this scenario.
Title: Re: Island Survival. (Adventure Scenario)
Post by: Jason on 15 December 2013, 22:20:21
I was thinking something like bats could attack the tree house at night.
With the cave I got the idea from the beginning of ctz's senario Break The Turtle.

also another few ideas:

-A horse to get from place to place faster would be very useful
-Maybe a cart that you can pull around to hold materials faster
-The Booggie Man?
-Treasure you dig up (I don't know what it will do (just an idea :)))

Oh and are you going to put version 1.2 in the mod center?
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi_son on 15 December 2013, 23:17:39
Fishing (no way to do that)
Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishing :)
And if you fish too much at the same place there are no fishes anymore :D
Title: Re: Island Survival. (Adventure Scenario)
Post by: Omega on 16 December 2013, 00:09:10
Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishing :)
Invisible would suck, though. Too hard to find. A model of fish swimming around that renders under the water should work.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 December 2013, 00:58:12
I think I might have used all the current tileset and normal resources up. So that can't be a way to fish. But I was thinking maybe spawn in a unit that is a model of fish swimming and have a cell event that kills the fishing unit when you go near it, then respawns it again in 200 seconds or something.
Title: Re: Island Survival. (Adventure Scenario)
Post by: Omega on 16 December 2013, 02:40:29
I think I might have used all the current tileset and normal resources up. So that can't be a way to fish. But I was thinking maybe spawn in a unit that is a model of fish swimming and have a cell event that kills the fishing unit when you go near it, then respawns it again in 200 seconds or something.
You could probably do that. There's a limit to the number of tech resources due to the map's limitations, but I don't believe static resources have a limit. You could use a Lua event to detect when a fish unit is killed and provide food on death.

To prevent your units from automatically attacking the fish, you could assign them to a neutral faction. Give them no move or attack skill so they can't leave the shallow waters.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 16 December 2013, 04:09:25
Good idea. The next update wont be out for a while yet because I'm quite busy at the moment.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 30 December 2013, 00:09:34
hi, we got a bug report, which I think is more a bug in this scenario: https://forum.megaglest.org/index.php?topic=9351.0
Title: Re: Island Survival. (Adventure Scenario)
Post by: kagu on 5 February 2014, 13:12:30
Any updates ? Thank you.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 5 February 2014, 15:55:12
There have been no new updates in a while because I’ve been busy working on other things.
Title: Re: Island Survival. (Adventure Scenario)
Post by: kagu on 21 August 2014, 13:52:41
What about now ?
Sorry for bump , but this is my favourite game genre and its hard to find games like these in linux.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 21 August 2014, 16:10:52
Sorry, I haven't been working on this for months/years?
I'm kind of busy with all my other projects, for now, this is the only stable version available.
Maybe if I ever get the time, I can get back into working on this.

You guys are welcome to leave me ideas for new quests and new building.
Thanks.
Title: Re: Island Survival. (Adventure Scenario)
Post by: kagu on 8 September 2015, 20:17:25
Whats the license of Island Survival ?
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 8 September 2015, 20:29:25
I never made a specific licence, what do you want to do with it?
Title: Re: Island Survival. (Adventure Scenario)
Post by: kagu on 8 September 2015, 20:44:02
Mathusummut is making a fork. It could be great if you released this in free/libre license.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 8 September 2015, 22:50:11
Go ahead, as long as I'm given credit for my work you can do whatever you want with my stuff.
Title: Re: Island Survival. (Adventure Scenario)
Post by: kingigi on 22 November 2015, 09:20:17
Hi,

I've translated the language file into Dutch ( island_survival_dutch.lng ).

Is there some place where I can post the result?
Is the code on GIThub?

kind regards,

   Egon
Title: Re: Island Survival. (Adventure Scenario)
Post by: jammyjamjamman on 22 November 2015, 16:19:28
Hi,

I've translated the language file into Dutch ( island_survival_dutch.lng ).

Is there some place where I can post the result?
Is the code on GIThub?

kind regards,

   Egon

Hi kingigi. I don't know of any official repo for this. Would it be possible to leave a pastebin of it/ place it within
Code: [Select]
here if it's not too big?
Or maybe someone else does know somewhere to upload it?
Cheers.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tomreyn on 22 November 2015, 16:49:48
Here would work, or on http://pastebin.com (http://pastebin.com) (just post a link here then, but make sure it won't expire).

Alternatively, if Tiger would make a proper / reliable license declaration (https://wiki.creativecommons.org/wiki/Marking_your_work_with_a_CC_license) (unfortunately just stating "you can do whatever you want with it" on a forum is still not enough), we could add this scenario on Transifex

https://www.transifex.com/megaglest/megaglest-mods-scenarios/content/ (https://www.transifex.com/megaglest/megaglest-mods-scenarios/content/)

and you could translate it there.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 22 November 2015, 18:01:11
This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 23 November 2015, 09:39:03
hm, just a warning: Attribution-NonCommercial makes this mod incompatibel with all other MG mods! This means you are not allowed to mix models/music or whatever from this scenario with any content form the game itself or any mod that exists so far.
Can you rethink the NonCommercial part?
I think nearly everything is CC-BY-SA v3 which should be compatibel with CC-BY-SA v4 as far as I know.
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 23 November 2015, 17:37:51
You are allowed to do anything you want with it, just no selling it without my permission. The license states "You may not use the material for commercial purposes. " Megaglest in not a commercial project because it's not making any money.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 24 November 2015, 09:47:40
Yes this is what the license you choosed says, but thats not the license all data from MG has. This results in the fact that this mod will not be compatible with any data from MG or its mods.

This means:
If someone builds a new mod using one of your models he cannot use a model from MG iitself or another mod because this results in a license conflict.
So making a new tileset using tree models from your mod and tree models from original MG will not be allowed.

I just wanted to explain what your license choice means for other modders. But its your choice and your mod..
Title: Re: Island Survival. (Adventure Scenario)
Post by: tiger on 24 November 2015, 17:13:13
Ok here is a revised license.
This work is now licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
Title: Re: Island Survival. (Adventure Scenario)
Post by: titi on 25 November 2015, 10:14:34
Thanks  :)