MegaGlest Forum

Modding and game content creation => Mods => Topic started by: -Archmage- on 24 June 2016, 20:22:14

Title: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 24 June 2016, 20:22:14
In light of MegaGlest heading to a larger audience(Steam), I thought I'd dig up some of my old work on the MegaGlest-Refit project from years back, and basically finish the refit.
Originally the refit worked on gameplay and faction structure as well as graphics, but I decided to take a less controversial and more additive path for this project. Therefore, there will be zero gameplay changes in this mod, though I do have a few suggestions for the developers(which I would be willing to help with). All XML changes are graphical in nature, to add particles, fix animation speeds, or re-synchronize sound effects.

Change-log: Done    Work-In-Progress    Not Started

Anubis Warrior: 3 Animations Redone
Desert Camp: Model/Texture Enhanced, Completely Re-animated, New Construction Model
Farm: Model Enhanced, Partial Re-Texture, Reanimation, New Construction Model
Ibis: 3 Animations Redone, Texture Enhancement
Mummy: 3 Animations Redone (left the classic death anim alone), Texture Enhancement
Obelisk: Model Redone, Simulated Fracturing Destruction Animation, Particles Added to Replace Mesh Effects
Priest: A few new animations.
Pyramid: Texture Enhancement, Mesh Optimization + Shading Update, New Construction Model
Scarab: Complete Remake
Slave: Complete Reanimation
Snake: Model Redone, Animation
Spearman: Complete Reanimation
SpearThrower: Complete Reanimation
Sphinx: Complete Remake
Temple: Model Enhancement, Texture Enhancement, New Construction Model



Downloads

Development:
GitHub Mod (https://github.com/virtushda/EgyptRemaster)
GitHub Source Files (https://github.com/virtushda/EgyptRemasterSource)

Andy's Dec 26th 2017 Repack(Certified Latest Version):
Andy's Repack - dropbox.com (https://www.dropbox.com/s/6hb024finne2yy1/megapack_egypt_remaster_A2.7z?dl=0)

0.98 Final:
 Download - 26MB - 1-6-17 - Google Drive (https://drive.google.com/file/d/0B1TUVKDu5jKRUkdnZ08wc1hRVGc/view?usp=sharing)
 Download Mirror - megaglest.org (http://dl.megaglest.org/techs/egypt_remaster-1-6-17.7z)

0.98 Final - Source Files:
 Download - 261MB - 1-6-17 - Google Drive (https://drive.google.com/file/d/0B1TUVKDu5jKRUmg1TE5ULXNVWWc/view?usp=sharing)
 Download Mirror - megaglest.org (http://dl.megaglest.org/techs/egypt-source-1-6-17.7z)

0.7 Beta:
 Download - 32MB - 7/21/16 - Google Drive (https://docs.google.com/uc?export=download&confirm=MIC6&id=0B1TUVKDu5jKRdE9FYVl2WXE5RTg)



Gameplay Suggestions for Devs:

Air Pyramid: Remove this unit. It makes 0 sense historically and the Sphinx already hits air units.
Chariot: An iconic unit that is missing from this faction. Would use the popular Egyptian bow. A fast late-game ranged unit.
Neith Bowman: The bow is a very common Egyptian weapon that isn't in this faction at all. Neith is the goddess of war and hunting, so I figure it's an appropriate name. An elite archer unit.
Medjay: Elite Soldiers during the 18th dynasty, basically Pharaoh's Guards in a sense. Would play well as a late-game, expensive infantry unit.



Pictures!

Gallery of Changes (January 2017) (http://imgur.com/a/zUMN5)
Title: Re: Re-Mastering the Egypt Faction
Post by: filux on 24 June 2016, 21:01:52
Remember about translations, if you have any choice then try to avoid names like "Medjay"  ;) which is ~ untranslatable and will be a bit confusing.
Title: Re: Re-Mastering the Egypt Faction
Post by: tomreyn on 24 June 2016, 23:17:55
It's great that you are renewing this effort, Archmage! :)

Titi (who would need to comment on any changes to the default tech tree) is not going to be able to comment for a couple weeks.

But keep in mind that you can always make alternatives available on your own, such as for testing / prooving your point, so don't let the lack of feedback discourage you on that.
Title: Re: Re-Mastering the Egypt Faction
Post by: Carl the Great on 24 June 2016, 23:59:25
You forgot the Chicken! Is the chicken have to be re-made too?

From the starting thread, it appears that MegaGlest-Refit might have been put on hold for a long time due to declining progress. I hope this turns out really well, somehow better than the Refit; we haven't seen any interesting modifications for months to be honest.
Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 25 June 2016, 02:21:42
Remember about translations, if you have any choice then try to avoid names like "Medjay"  ;) which is ~ untranslatable and will be a bit confusing.

We could use Medjay for English, and then use the closest derivative for other languages. Though perhaps it could be called Pharaoh's Guard, which I imagine would translate to most common languages. I just hate using generic names for everything.

It's great that you are renewing this effort, Archmage! :)

Titi (who would need to comment on any changes to the default tech tree) is not going to be able to comment for a couple weeks.

But keep in mind that you can always make alternatives available on your own, such as for testing / prooving your point, so don't let the lack of feedback discourage you on that.

Thank you. :D I'd rather wait for Titi to respond, because I'm intending for this to update the Megapack shipped with MG by default. If he's not on board then there's little point of adding units.

You forgot the Chicken! Is the chicken have to be re-made too?

From the starting thread, it appears that MegaGlest-Refit might have been put on hold for a long time due to declining progress. I hope this turns out really well, somehow better than the Refit; we haven't seen any interesting modifications for months to be honest.

The Refit project was just too much to do, and we didn't have enough skilled people to make much of a dent in the amount of work required. The concepts of the refit are still interesting though, and I feel like setting the MG factions in a fictional world like Tech and Magic makes a lot more sense. I've always found "Magitech vs Historically-based factions" to be a bad blend.

About the Chicken, isn't it good enough? Maybe the death animation where it runs around in a circle is kinda bad, but I don't think it's worth a full remake.

People need to get back into modding. Now that I'm out of school, I finally have some time and motivation back. I also feel that the bigger the punch MegaGlest can make on Steam, the better. Better graphics, and more mods will only help MG grow on Steam.

Edit: Added some Old vs New pictures on the first post. Check them out! :)
Title: Re: Re-Mastering the Egypt Faction
Post by: filux on 25 June 2016, 04:36:40
We could use Medjay for English, and then use the closest derivative for other languages. Though perhaps it could be called Pharaoh's Guard, which I imagine would translate to most common languages. I just hate using generic names for everything...
Yeh but by this you are strengthening the language barrier, let's imagine situation: someone is playing multiplayer game with his native language (non english) and is trying to say for someone who is playing with english to move his unit  ;D what is a chance that this guy will figure it out (and he should figure it out very fast) "Pharaoh's Guard" > "Medjay", ~ no chance :P.
In such cases ~ best what translator can do is leaving this name untranslated ... but then untranslated content make a first impression like: "bad translation"/bug or like "not finished work".
... so always in such cases think about alternative names, but if you will not be able to find such ("good alternative") name, then we will somehow live with that  :).

... I'd rather wait for Titi to respond, because I'm intending for this to update the Megapack shipped with MG by default. If he's not on board then there's little point of adding units...
Are you ready to wait like a month?  :|

Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 25 June 2016, 04:45:27
That's a very unlikely scenario, but very well. :P

And yeah, this whole thing isn't coming out until next month anyway. This is just the announcement for now. If Titi isn't back by the time I'm done, I have plenty of other mod ideas and other people's mods I can help with.
Title: Re: Re-Mastering the Egypt Faction
Post by: Ishmaru on 26 June 2016, 01:47:06
Since the megapack wasn't based on real units that culture had, It may be good to rename factions so their names are not specific to a real world empire. The topic of realism comes up often and I like a lot of the over the top units you can use. That would be a nice middle ground.

Maybe Egypt did not have air pyramids but the "Empire of the Sun" did. The name could be whatever.

Personally most important is modifying the textures of the infantry to look more uniform with magitech. Megapack faces look cartoonish and drawn, while magitech is more photo realistic.

Cartoons are fine, (all I make are cartoon units) and Realism is fine, but a combo of both looks amateurish. And I like to think of MG as more refined than an amature project.
Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 26 June 2016, 06:24:49
Renaming the factions has been a popular idea before, and is exactly what we did in the MG-Refit project. This is definitely all up to Titi though.

No matter the faction name, the Air Pyramid has no purpose, is a last-minute concept, and has very rushed art. I think it should just be removed and see a sphinx upgrade or something instead.

I would argue that the poor animations are a lot more noticeable than the awkward facial textures. The issue is that we really are amateur artists, and none of us are paid for this stuff. I'm playing to my strengths by sticking mostly to modelling and animation, doing less texture work than I could. Also, this mod specifically is dealing with the Egyptian faction, which already has pretty good facial/humanoid textures. Though, honestly if you'd like to try your hand at realism, you could give me a hand. ;D
Title: Re: Re-Mastering the Egypt Faction
Post by: victorj on 26 June 2016, 22:48:21
oh so good, do you have image pyramid to show? This Egypt faction you did alone it?  It titi and softcoder going to add in megapack? on the original faction there is a low-quality pyramid, do you improve it?
Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 27 June 2016, 03:10:40
Sure, I only gave the Pyramid a quick texture enhancement and fixed the over-saturated appearance, no geometry changes.

(click to show/hide)

I'm working on this alone currently, yes. I haven't spoken to Titi yet, I hope he'll be pleased with my work.
Title: Re: Re-Mastering the Egypt Faction
Post by: Carl the Great on 27 June 2016, 17:41:19
Worry not about the Chicken, it's up to you whether you want it remade or not.

Looking at high-quality textures here, just like atze did with the Refit from before!

Eliminator's Greek faction has an archer unit called "Artemis", which kind of looks like your archer. In other news, looking to see what this modification looks like!

(To be honest, victorj's post is like from a machine translator)
Title: Re: Re-Mastering the Egypt Faction
Post by: victorj on 29 June 2016, 02:18:06
Quote
(To be honest, victorj's post is like from a machine translator)

I am learning English still but I admit to using grammar corrector because I'm me learn with itself.  :D
Title: Re: Re-Mastering the Egypt Faction
Post by: victorj on 3 July 2016, 00:39:32
Sure, I only gave the Pyramid a quick texture enhancement and fixed the over-saturated appearance, no geometry changes.
https://forum.megaglest.org/Smileys/SoLoSMiLeYS1/happy.png
(click to show/hide)

I'm working on this alone currently, yes. I haven't spoken to Titi yet, I hope he'll be pleased with my work.

Archmage, I suggest to next faction to remake, I wish Rome, It seems like is more ugly.
Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 14 July 2016, 02:16:45
Updates! :P

New Sphinx model (Early WIP)
(click to show/hide)

New Snake (Done)
(click to show/hide)

Farm Improved Model and Texture (Mostly Done)
(click to show/hide)

Remade Desert Camp (Complete with animations and construction model)
(click to show/hide)

Simulated Destruction Animation for the Obelisk
(click to show/hide)
Title: Re: Re-Mastering the Egypt Faction
Post by: filux on 14 July 2016, 18:27:09
My short opinion, maybe you will find some hints there.
- Sphinx - great legs and body but I have a impression that head is a bit too small vs body and beard is a bit too big vs face,
- Snakes - visually I love them,
- Farm - Imo too many leaves on the plant (especially those large bottom) so it looks a bit like "no one lives here for many months" and plant grows as it like;
  >   does the flag have a special meaning in a. egypt farm? as we have colored material on the roof maybe we don't need the flag?;
  >   now plant obscures slightly the animals but basically would be great if those chickens would move a bit even with static plant,
- Desert Camp - very dark material as for desert tent "today", but in the past historically it maybe has sense
- Obelisk - Imo too many details  and too much work ;D like in the destruction animation I see ~ 40 pieces when even 4 would be impressive vs 2 old one  ;);
  >   for me symbols on the old obelisk are somehow nicer because "less but larger" (even too large but still) but again who knows what they mean maybe historically it has a lot of sense in new version,
 
Title: Re: Re-Mastering the Egypt Faction
Post by: -Archmage- on 14 July 2016, 19:32:10
Sphinx: Agreed
Farm: Shrunk the bush by 25%, looks more maintained now. The chickens will be animated soon. The flag was there originally, I'm going to remove the teamcolor from the bigger piece of cloth. Besides, I need to show off my looping cloth simulation on that flag. ;)
Desert Camp: Brightened it up a bit.
Obelisk: I got a little carried away, but too much detail is far preferable in my opinion. I'll sharpen the texture, and possible rotate the model 45 degrees. The death simulation is a bit excessive I admit, but it looked so nice in Blender.  :look: The crappy texture filtering in MG is the reason the symbols don't stand out visually, the texture itself is quite high resolution.

When I release the beta shortly, I am going to need testing from people with smallish/low-resolution screens or slow hardware to let me know if there are any issues there.
Title: Re: Re-Mastering the Egypt Faction
Post by: victorj on 15 July 2016, 20:27:56
My short opinion, maybe you will find some hints there.
- Sphinx - great legs and body but I have a impression that head is a bit too small vs body and beard is a bit too big vs face,
 
Sphinx in real life the is small head than body:  (https://1.bp.blogspot.com/-i-kWAfuAGu4/UAWAC3KuEvI/AAAAAAAAD_E/Bpoi2z_o8ZM/s320/sphinx_side_view.jpg)
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 21 July 2016, 12:44:46
The Beta is officially launched!  :D (Check the first post)

Been working the last few days to patch up some old animations and finish some texture enhancements. While parts of it are still incomplete, I've remodeled multiple units from the ground up, done partial to full retextures and enhanced some already nice textures. Additionally, I've overhauled the majority of the animations one by one.

While the graphics may not be complete, the gameplay of the faction is fully intact and working perfectly.

For the purpose to seeing how it performs for those of you on slower hardware, I've left my source-resolution(up to 2048) textures in the beta. In the future, I'll be scaling things down to appropriate resolutions, but for now it's going to eat your VRAM. I also haven't re-done the destruction for the obelisk yet, so that jumps from ~360 polys to ~9900 when it dies. Please let me know if that causes any noticeable drop in performance. ;D

Correction: The Obelisk texture is my fault. MG has Anisotropic Texture Filtering now, I'll adjust the model/texture in future updates to stand out more.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: kagu on 21 July 2016, 12:54:32
WOW!! These are really really really good.
Thanks.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: titi on 8 August 2016, 09:23:22
Indeed, those models look very good!
But take care that there are not too many vertices!

- Obelisk: Only use this ( I asume ) vertice intense model for the destruction, not for the other static models of the obelisk. Those should have only very little vertices!

- The animated desert camp looks very nice! ( I hope not too many vertices too! )

- The sphinx for sure has too many vertices.

- Hint for the snakes: Place a plate under the snakes which is set to unvisible but selectable. This helps selecting those small thin snakes a lot.  Maqybe you can make the snakes a bit bigger too, because curently they are very thin and that does not work well with the way MG renders.

Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 8 August 2016, 19:47:32
Besides the destruction animation, the Obelisk has 488 triangles.

Desert Camp: ~2700 triangles

Sphinx: ~3600 triangles

Snakes: In test runs I've had no issues selecting them, I was originally going to add the plane. If it's a notable issue for others, I'll add it in.

Personally, I've encountered no performance issues. If you guys would try testing the mod on various hardware configs that would be great.

Alternatively, we could have an object quality toggle of some sort for very low end hardware, as we can easily include the old models.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 8 August 2016, 22:35:28
My performance analysis:

Here's a small stress test "benchmark" (http://imgur.com/a/nu4y5) album.

I setup a 3x Mega AI x4.9 vs 3x Mega AI 4.9. I let the modded one run for longer, and it reached nearly 1000 concurrent units with still no framerate issues. I took screenshots on empty parts of the map and screenshots over 3 mega bases all mushed together. There's a frame-rate/VRAM counter in the top left. Keep in mind, I'm running the game at 3440*1440(2.5x pixel count of 1080p), which should be why the VRAM usage is that high.

Results: Not much of an impact for me. I had somewhat lower frame-rates with the mod, but there were more units and bigger bases in most of the modded screenshots I have.

Further, I did a second test (http://imgur.com/a/50f0Q). I changed the initial unit counts a bit... 10 sphinxes, 15 desert camps, 10 farms, and 10 obelisks. About what you'd expect to find in a giant base. Both factions were spawned in exactly the same map and tileset, with one magic faction on the other side of the map.

Frame-rate difference? About a 23fps drop. From 427.5 to 404.7. VRAM usage increased by around 80MB.
I also underclocked my GPU as far as I can (to 525MHz), and locked MegaGlest onto one CPU thread, then ran the same test. Found a slightly larger performance hit, still running full res and everything.

In other news... the resolution setting in the options menu does absolutely nothing for me.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: tomreyn on 8 August 2016, 22:56:36
Based on your findings and report, you probably have a fast computer with a medium to upper class dedicated graphics card.
Have you also tried any of this on an Intel GPU?
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 9 August 2016, 12:58:53
Yeah. Specs in my signature.

I have a mobile broadwell processor in my laptop. I'll try to get MG running on that, and provide an update.

This is kind of why I'm asking for people to test out the mod. I don't really like slow computers, so I don't have one. :P

Edit: Here (http://imgur.com/a/irW4l) is the mod benchmarked the same way on an Intel HD 5600(mobile integrated graphics processor). MG is running at 1080p, highest possible settings(except for shadow mapping, because shadow mapping doesn't work). I see the same performance dip, though a bit more pronounced with a lower power GPU, it's still maintaining a fantastic framerate. The fps drop from 106 to 93 fps could easily be undone with reduced settings. ;D

I would like to note, the only lag I've ever encountered in MG has always been CPU/network based, having more to do with mass pathfinding than polycount.

Edit 2: I can and probably will take a stab at reducing the polycount of the sphinx in the near future.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: John.d.h on 9 August 2016, 23:11:49
Damn, son!  Those are some suh-weet improvements.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 10 August 2016, 05:37:56
Thanks John!  :D

Also, wanted to quickly share that I've reduced the triangle count of the Sphinx from ~3600 to just under 2400. Quality of the model isn't lowered much, and besides it's the texturing that looks the worst in my opinion.

(click to show/hide)

I hope to release another beta in the next few weeks. Admittedly, I've been working on another Glest project since the release of this beta, mostly to wait for feedback on this.
I'm going to make some new updates and try to address the things you guys have brought up.

Totally unrelated Titi, but when do you think we might see another MG release?  ;D
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 25 August 2016, 08:33:29
Temple has been remodeled and retextured, with an optimized 30 frame wind animation for the new garden(replacing the second obelisk) and the new plant replacing the blocky bushes.

http://imgur.com/a/JZhg8 (http://imgur.com/a/JZhg8)

Snake also has a new selection plane underneath him, and teamcolor has been added.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: Coldfusionstorm on 25 August 2016, 11:09:25
Name's are names, and should not be changed regardless of translation you never translate names , this can be a little difficult to work with in MG because unit's have VERY generic names, i mean Stickman? (there are others i can't remember right now but i recently translated the entire MG techtree to danish and some of the names were a regular pain to translate(and i translated some names because honestly Stickman is... Terrible ( im properly going to make a thread about names when i get back from work).

TL:DR.
Names should not change in translation , I think names in general should be improved.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: victorj on 31 August 2016, 02:05:05
Name's are names, and should not be changed regardless of translation you never translate names , this can be a little difficult to work with in MG because unit's have VERY generic names, i mean Stickman? (there are others i can't remember right now but i recently translated the entire MG techtree to danish and some of the names were a regular pain to translate(and i translated some names because honestly Stickman is... Terrible ( im properly going to make a thread about names when i get back from work).

TL:DR.
Names should not change in translation , I think names in general should be improved.

I dont worry about names translated because very words are foreignness in brazil for example: used "surfe" as like that "surf".
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: Golkombie on 8 October 2016, 17:01:06
Is this still going? I'm still waiting for the finished product.  :)
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 11 October 2016, 05:17:12
I was originally banking on MG heading to Steam, and having a larger audience. The lack of news on that, and the emptiness of the forums has made me disinterested.
I have another Glest project on the backburner that is also very well progressed. I would like to get back to these projects, and would be willing to train people in Blender and such so that I have help for other remastering projects. However, there are so few people active on the forum these days, and it takes a lot of time to redo assets and all their animations. It's just not worth the time right now.

If anyone requests, I'll grant them personal access to all my source files for this project. And again, I may try to pick this up again soon, but I can't make guarantees, I'm becoming a busy person.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: filux on 11 October 2016, 21:26:16
You should know that emptiness is also related with the fact that we quite successfully dropped those kind of guys like e.g.: "I like this and waiting for more. I love MG. + SEO link somewhere in the signature and/or as a website" so maybe you miss for those  ;D.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 25 October 2016, 17:22:00
Decided to sculpt a high-poly for the Sphinx. I'm pretty pleased with the result.  :D :P

(https://i.gyazo.com/cf27ba7d2bd1f44f077c8955f2a862c5.png)
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: titi on 27 October 2016, 08:58:17
This indeed looks very good!
 :o

But I still have some concerns regarding high poly and performance  ::).
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 30 October 2016, 07:43:51
Then give the mod a test!  ;D

I've optimized the sphinx a bit more, and my performance tests didn't find much issue. MegaGlest is a mostly CPU limited game in my experience.

Edit: When I said high-poly sculpt, I meant that I made one AND baked it's detail back onto the low poly mesh. It's currently only ~2300 tris.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: kagu on 12 November 2016, 14:03:41
Steam Happened.  :)
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: victorj on 14 November 2016, 00:20:25
When released version final of this mod?
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 14 November 2016, 06:22:21
Steam Happened.  :)

That it did! I expect to put out a final release before the year is up.
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 13 December 2016, 04:27:39
Update Log for anyone who's wondering:

-Desert Camp Optimized: 400 Triangle Reduction
-Farm: Chicken's Animated
-Obelisk: Redone Destruction Animation(Tri Count cut to 2,230 from 9,310, 65% Filesize Reduction), Vertex Normals Fixed(No more blobby look), and Slight Mesh Update
-Priest: Summoning and Healing Animations Done
-Pyramid: Re-Textured Again, Resolution is 1024 from 512 (Original was 256, super blurry), Vertex Normals Fixed, Slight Mesh Update

Planned:
-Vertex Normal Fixes on Farm and Temple
-Texture Enhancements to Ibis, Slave, and Sphinx
-Update Construction Models for Farm and Temple
-Complete Remake of Scarab
-Various Animation Tweaks
-Texture Palette Tweaks to Align Colors

@Titi: What do you think about making the Scarab high armor melee unit? The Snake and Ibis are already ranged, and the Scarab looks quite goofy currently. Don't worry about the art, I'll be redoing the Scarab either way. :)

I shall be putting together a before/after album that will appear days before release. :P
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: victorj on 14 December 2016, 16:17:26
looks good job! Scarab high armor melee unit must get better
Title: Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
Post by: -Archmage- on 24 December 2016, 00:37:17
More updates if anyone cares!  :P

(click to show/hide)

Updated Update Log:

-Desert Camp Optimized: 400 Triangle Reduction
-Farm: Chicken's Animated
-Obelisk: Redone Destruction Animation(Tri Count cut to 2,230 from 9,310, 65% Filesize Reduction), Vertex Normals Fixed(No more blobby look), and Slight Mesh Update
-Priest: Summoning and Healing Animations Done
-Pyramid: Re-Textured Again, Resolution is 1024 from 512 (Original was 256, super blurry), Vertex Normals Fixed, Slight Mesh Update
-Vertex Normal Fixes on Farm and Temple
-Texture Enhancements to Ibis, and Sphinx
-Update Construction Model for Farm
-Scarab Modelled and Textured

Planned:
-Update Construction Model for Temple
-Scarab Animations
-Various Animation Tweaks
-Texture Palette Tweaks to Align Colors
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 7 January 2017, 02:19:14
I'm pretty much finished!  :P

Check out the first post (https://forum.megaglest.org/index.php?topic=9849.msg92664#msg92664) for an updated image gallery, and downloads!

I'm calling this update 0.98 because then I have a little room for feedback.  :-*
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: John.d.h on 7 January 2017, 15:11:13
Dang dude, this looks great.  Everybody's been leveling up while I've been gone. :P
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: kagu on 9 January 2017, 14:08:55
This is just awesome. I hope it gets implemented ASAP.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 9 January 2017, 16:03:21
This is much better now with less vertices and the models look eally good.
A problem I see is the snake which is too thin. It looks very good no question, but it will be hard to play. Selection is will be a problem with this and you will often miss one becasue you don't see it in high grass or something like this.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: tomreyn on 9 January 2017, 16:39:33
Please find backups of the "0.98 Final" (01-06-17) files at
SHA-256 checksums:
6fb0de5dbdfd6da5763f4d79d0cbda5faee2eae1f50715cb2aa6111eb9f42c47  egypt_remaster-1-6-17.7z
0a7a2affaeef1322dc4f23dd5ee6d5a03e69be3f8a76762de9baf65784864913  egypt-source-1-6-17.7z

Disclaimer: Please note I have not virus scanned these.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 9 January 2017, 17:16:30
With the snake, I traded width for length, but I can see how it might be hard to find. It also does have a selection plane underneath it like you proposed earlier, so selection is no issue.
I'll beef up the snake a tad.

Any other suggestions?

Tom: I'll add your mirrors to the first post. Thanks.

Disclaimer: Please note I have not virus scanned these.
:scientist: :scientist: :scientist:

Edit: Snake updated - Considerably thicker, and selection plane follows snake more on movement anim. Will be in next/last release alongside any other suggestions.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: kagu on 9 January 2017, 19:22:43
Maybe you should provide this as a standalone faction and put it in Game Mods until it gets as default part of megapack.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: victorj on 9 January 2017, 20:53:24
It's great job Archmage, thanks!
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 9 January 2017, 22:37:41
Maybe you should provide this as a standalone faction and put it in Game Mods until it gets as default part of megapack.

You mean standalone as in it's own 'tech'? I'll put it up in the Game Mod system if Titi doesn't want it to replace the original Egypt faction.

It's great job Archmage, thanks!

Thanks Victor! 8)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 12 January 2017, 10:01:47
I suggest to first start with a modcenter release, using faction links to provide a full megapack clone.
Replacing the egypt faction in the game is for sure a future option. Only problem I see is that the new egypt faction looks a lot better than the other factions. This is of course very good, but you must admit that the result might look a bit strange maybe. Thats why it simply must be played when its complete to see how alien this higher quality looks like in the game.

update: maybe I am forced to update some models in the other factions too ;)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: kagu on 12 January 2017, 11:14:06
update: maybe I am forced to update some models in the other factions too ;)

YEAAAH !!!!  8) 8)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 12 January 2017, 18:23:16
I suggest to first start with a modcenter release, using faction links to provide a full megapack clone.
Replacing the egypt faction in the game is for sure a future option. Only problem I see is that the new egypt faction looks a lot better than the other factions. This is of course very good, but you must admit that the result might look a bit strange maybe. Thats why it simply must be played when its complete to see how alien this higher quality looks like in the game.

update: maybe I am forced to update some models in the other factions too ;)

Alright, I'll put the next release on the modcenter. That'll be very soon.

The Megapack has always looked pretty strange, it's also a strange combination of historical and completely fictional factions, and you have Tech and Magic in there too. But I see what you mean.  :P

I'm not done working, I think Indians is the logical next faction to look at. And.. on the backburner for now, I have a well-progressed remake of another faction that could possibly become MG's 8th official faction. So there's plenty more to come this year.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: Omega on 13 January 2017, 19:08:59
Looks great Arch. I'd think that putting it into the actual MegaGlest distribution would be a great idea at some point. Of course, it'll make for a rather large change. I'll say that I don't see a major inconsistency with the art style of the MegaPack. I mean, let's be honest, Magic and Tech really stand out because Tucho was very good at what he did. I don't believe anyone else in the community actually formally studied art as he did, so it's was hard for the other factions to compete. Arch's work here seems to, though!
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: Carl the Great on 13 January 2017, 22:27:27
The models look very good, Archmage! We would like to look forward on the three new units, though (even though if you not currently starting on them), a kind of sub-mod or extension of the faction would be appreciated. The Air Pyramid may be a candidate for removal or retexture...

There's something odd though that has been in the faction for a long time: the Spearthrower using the Archer sounds in the attack skill. Better if they can be replaced with some throwing/javelin sounds.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 14 January 2017, 03:59:50
@Omega: Next/Final update will go into the Mod Center, and thank you.  8)

@Carl: I probably won't work on the new units for awhile. But, updating some of the silly sounds is something I want to do before I put this up on the mod center.

Currently, I'm working on a small VR game, and trying to learn C# along the way. And hopefully, I will have a new job in a couple weeks. So don't expect big updates for a little while, but I'll still be around and working on stuff slowly.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 4 February 2017, 10:48:55
So I decided to do more audio work than I probably should've, but here's an update log of what's changed in terms of sound since the last update.

-Mummy Denoised(No longer get strong hissing and popping when mummies fight)
-SpearThrower Revoiced by me(previously used Magitech audio)
-Slave Revoiced by me(previously used Magitech audio)
-Priest Revoiced by me(previously used Magitech audio)
-Spearman Revoiced by me
-Anubis Warrior Denoised
-Spearthrower's spear makes more appropriate noise
-Spearman's attack redone
-Chicken's redone(previously was Titi's mouth?)
-Farm now clucks because there are chickens in it

I plan to redo the Ibis, Snake, Scarab, and make other adjustments. If you have any suggestions or would like to help out, just lemme know.
I found it difficult to voice four separate characters with foreign-ish accents and have it sound halfway decent. :P
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 6 February 2017, 00:52:02
Its always a bit tricky to try out the versions, I suggest making your own techtree unsing faction liks like I did it for wciow here:
https://forum.megaglest.org/index.php?topic=9658.msg93031#msg93031
Or see how the magitech techtree is done.

And another suggestion what about using a version control system like git ( using github ) ?
This would allow you to hold techtree/faction and sources well ordered in a version controled way.

UPDATE:
I tried to setup a techtree for you, but I was not able to to run the latest version. Looks like some data is missing in the 7z file. ( egypt_remaster-1-6-17.7z )
I ran it and get this: ( in MGs git version which give much more useful errors )

Code: [Select]
Error [Error loading Faction Types: /home/tscharn/.megaglest/techs/egypt_remastered/
Message: Error loading units: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/
Message: Error loading UnitType: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/units/air_pyramid/air_pyramid.xml
Message: Error opening wav file: /home/tscharn/.megaglest/techs/egypt_remastered//commondata//sounds/ab_attack1.wav]
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 6 February 2017, 04:51:06
I'll make a techtree out of the next version, which will be soon. :thumbup:

I have no idea why there are errors, I packed it straight out of my copy of MG there shouldn't be any missing files. :look:

I'm not having organizational issues, but I'll switch to github anyway, then I don't have to relaunch everything to provide small updates.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 6 February 2017, 15:57:30
I have no idea why there are errors, I packed it straight out of my copy of MG there shouldn't be any missing files. :look:

abover error says that commondata//sounds/ab_attack1.wav does not exist. You may have added something to commondata but thats not in the 7z yet. Looks like just packing the faction isnot enough ( thats the trouble with commondata and the reason I don't like it that much )
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 6 February 2017, 23:02:42
Moved everything over to Github and into a Techtree. https://github.com/virtushda/EgyptRemaster (https://github.com/virtushda/EgyptRemaster)
It should work fine now and everybody has easy access to the latest version.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 7 February 2017, 00:14:18
Will this be included as part of MegaPack in the next release?
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 12 February 2017, 22:17:16
Will this be included as part of MegaPack in the next release?

That is my hope, but that's up to Titi and Softcoder. :P
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: jammyjamjamman on 14 February 2017, 15:37:20
Just tried this and it's awesome!

A *possible* improvement (although this is a subject of taste) is that the textures on the stone buildings appear very bright in-game and highly contrasting with the terrain (especially green tilesets, then again wtf is egypt doing in a luscious environment xD). I think the textures would look better if slightly dulled, but then again my eyes might just need to get used to the faction thus it wouldn't matter.

Another improvement (this one would be fairly lengthy) would be an icon upgrade.

The git repo version has an error. If you try and run it, it says "ibis_wing.wav" is missing because the file is called "Ibis_wing.wav" (maybe it works on windows because windows is case-insensitive). Your final version appears to use the horseman sounds like the original egypt faction.

Can't wait to see this in megapack!
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 15 February 2017, 03:34:43
I'll take another look at the textures, Egypt is definitely designed for the desert tilesets.  :P

Icons aren't really my area, otherwise I'd probably do them.

Sounds aren't my area either, but I'm working on them cause the re-use of Magitech sounds bothers me. I'm having trouble finding fitting sounds for the Ibis, which is why that's not updated yet.

I'll fix that case issue right now though, thank you. Expect a couple more updates soon. 8)

Edit: Patched. Ibis also has new wing sounds, and some other small tweaks like making the Chickens less annoying.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 22 February 2017, 01:01:25
I'm not sure if this was done yet:

I made a 'deltapack'. It includes all 7 factions of the Megapack, but egypt has been replaced with the 0.98 remaster.

It uses "faction links" so the archive is only 40MB. The six other factions link to the factions in the megapack directory

(link deleted, see other downloads available, subject to change)

size: 40769753
md5sum: 650c69431d85ceaf357a0844a8ccef36

Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 22 February 2017, 01:20:44
If you check the Github link on the first post, you'll see that I already offer this, except you can play the original Egypt too for a total of 8 choices. I didn't really advertise it though.
I'll clean this confusion up when I get around to finishing the sounds. So far, I can't come up with a good sound for the Ibis.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 22 February 2017, 07:47:10
Ok, I see it there (the GitHub link you mentioned).

That changes somewhat frequently right now, I assume? Do you think using deltapack (created using egypt_remaster-1-6-17.7z) for now would be adequate for testing, or would you recommend using a 7z of the current github snapshot?

titi, issh, and I played a game using the egypt remaster today. Hopefully you can get some feedback from titi soon.

Overall, I enjoy the new graphics and would like to keep playing with the remaster.

One note about 'deltapack': Earlier today, I tried it with Jammy (I was host). When he connected, we received the message about a data mismatch (faction 7 Egypt). I'm not sure why that would be, because he and I both used the same archive. I used '7z a deltapack.7z deltapack' to create the archive; perhaps I need more parameters for 7z?

But fortunately, I hit 'start game' though, and everything worked fine! No error messages in-game or in the console.

I could create a current 7z from that GitHub link, or just let me know in the future when you'd like to distribute a pre-release for testing.

Frequently, titi and I host our own server, and I'm glad to offer a pack with the remaster so it can be played and tested more easily. I believe titi would also if there was a complete 7z readily available for download, though I'm reluctant to speak for him ;) filux has put some of my pre-release maps on the headless dev server for play-testing, and one time, a new mod by Ishmaru when we asked him; so you might make a request of filux directly about that possibility.

I'm sure it can get confusing for the devs though, when multiple versions of a mod or of maps linger on the headless. I wonder if any future pre-release packs should have a version number, such as deltapack_a1, etc?

Anyways, thank you for doing this re-master. I look forward to playing it more in the extremely near future. Let me know if there's anything I can do to help.

If you check the Github link on the first post, you'll see that I already offer this, except you can play the original Egypt too for a total of 8 choices. I didn't really advertise it though.
I'll clean this confusion up when I get around to finishing the sounds. So far, I can't come up with a good sound for the Ibis.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 22 February 2017, 09:05:07
I saw the GitHub repo was updated as recently as a week ago. So I just went ahead and created a techtree from that.

megapack_egypt_remaster_A1.7z (https://www.dropbox.com/s/abg4e5w5rixkb54/megapack_egypt_remaster_A1.7z?dl=0)

size: 51236125
md5sum: cd3c0be0f288650675c834b6ffafcaea

I'll delete the "deltapack" link, I think this one directly above should be used instead.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 22 February 2017, 09:48:49
david and I just played a game with the A1 pack on 3.12. It worked just fine. He really liked it.

Here are some numbers. The CPU doesn't have any problem with it that I can see.

(https://s8.postimg.org/5ei99o16p/Screenshot_2017_02_22_03_47_09.png) (https://postimg.org/image/5ei99o16p/)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 22 February 2017, 21:27:48
I'll clean up releases when I've finished the audio. Version 0.98 has a text file next to the faction XML indicating that version. Github version says 0.99, which will change to 1.0 when I'm done with the audio and final tweaks.

The CPU shouldn't have any issues as this mod doesn't alter gameplay.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 22 February 2017, 22:48:05
So, all I really have left to do is the Ibis and the Scarab. Snake and Sphinx received an update just a few minutes ago(available on Github).

What do you guys think the Ibis should sound like? And does anyone think the Scarab should make sounds? If so, what sounds?
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: John.d.h on 23 February 2017, 06:07:38
What do you guys think the Ibis should sound like?
Like a kazoo, basically.  I'm sure it varies by species, but here's one in sub-Saharan Africa:
https://www.youtube.com/watch?v=jSEGZrS2LIU

Quote
And does anyone think the Scarab should make sounds? If so, what sounds?
Different kinds of beetles can hiss, chirp, click, or make all kinds of sounds.

The dung beetle makes a sound like a creaky wooden floor when provoked:
https://www.youtube.com/watch?v=6DtP2njXEJU
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 23 February 2017, 06:40:35
Ibis: Seems like a very annoying sound. I'll fiddle with it in Audacity and see if I can make it sound nice.  :|

Scarab: That's kinda cool, but wouldn't fit at all as a sound effect.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: KIRCHATAAA on 3 May 2017, 20:16:19
Dude it feels like a whole new faction great job!
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 26 December 2017, 01:54:40
We tested this several months ago, with titi. Did he ever get back to you with his feedback?
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 26 December 2017, 11:04:28
I think the _A1 download is slightly out of date.

Here's is a 7z I made from Archmage's GitHub repo. It contains 7 factions links to the original factions, plus his Egypt remaster

file size: 51979969
megapack_egypt_remaster_A2.7z (https://www.dropbox.com/s/6hb024finne2yy1/megapack_egypt_remaster_A2.7z?dl=0)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 27 December 2017, 04:33:00
I haven't gotten any recent feedback, no.

And thanks, I'll add it to the main post.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 10 January 2018, 17:48:11
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

1. The dead Ibis doesn't look quite right to me.

(https://s9.postimg.org/qynxuqliz/screen17.jpg) (https://postimg.org/image/qynxuqliz/)

2 . The Sphinx's "fire from the sky" is cool, but seems out of place, and can be a little confusing if you're not used to it.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.

Everyone who's played the mod seems to really enjoy the new graphics and it receives a lot of compliments, Archmage
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 14 January 2018, 06:19:52
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P

Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: Kinrove on 14 January 2018, 10:17:17
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.


I have just edited the texture of the underwear, to make the underwear different than the worker.
(https://preview.ibb.co/k2VFZ6/texture_spearthrower_underwear.png) (https://ibb.co/na6pu6)

@Archmage, if you could allow me to push the change, I will do that.
Besides that, congratulations for the graphics of this faction, I played a little bit with this one lately, to see in the game the models and all i can say is It's working pretty well.

Your animations are very neat, I like them a lot!

Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 15 January 2018, 00:28:19
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P

1) I think the flying units from the other factions don't fall to the ground. The Thunderbird splits into pieces and dissolves, and the Holy Valkryie kind of "drips" into non-existence.

Nothing worth changing if you're not working on that project anymore. I don't think anyone's going to complain. :)

2) Oh.. it would be welcome by me. :) If you ever do any more work on that faction, I'll ask around and see what kind of interest there is.

3) Hmmm.. I'll keep that in mind. If it's something a noob graphic artist could handle, I'll try some experimenting. thanks for the tip.

@Kinrove
Quote
I have just edited the texture of the underwear, to make the underwear different than the worker.

Great work!
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: -Archmage- on 15 January 2018, 05:47:58
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 21 January 2018, 16:36:24
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)

@Kinrove, yes, please do make a pull request to update that spearthrower!

@Archmage: Yes, that's plenty of access! Thank you. I usually never need push access; I do things through pull requests on forks. But at least this way, you won't have to worry about approving the PR and merging, which I think is your goal if it's not a faction you plan to work on anymore.

Cheers!
 
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 15 January 2019, 20:15:44
I wanted to inquire about the status of adding this into MG data. Would individual pull requests for each new model be the best way to go? Or does titi want to test it more? What's the desired, official process for integrating new models into the data repo?
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 25 January 2019, 13:48:12
I suggest that we first make it available in the mod center. Other factions can be linked or directly embedded in this mod.
Suggested name for the techtree: MG_HD or MG_Next_Gen
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 25 January 2019, 20:50:14
Ok.. I've prepared it for the mod center.

The download link (https://www.moddb.com/downloads/mirror/173755/114/d6687f9d0495ed28767500df96fec8a5/?referer=https%3A%2F%2Fwww.moddb.com%2Fengines%2Fmegaglest-engine%2Fdownloads)

The CRC is 1226368227

The preview image (https://media.moddb.com/cache/images/downloads/1/174/173755/thumb_620x2000/loading_screen.jpg)

titi or tomreyn, if you want to give me access to the mod center, I'll add this.

Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 25 January 2019, 22:32:31
I'll need to make a change or 2 and repackage

It's got that multi-select bug where the main gets selected along with the workers.

Ok.. I've prepared it for the mod center.

The download link (https://www.moddb.com/downloads/mirror/173755/114/d6687f9d0495ed28767500df96fec8a5/?referer=https%3A%2F%2Fwww.moddb.com%2Fengines%2Fmegaglest-engine%2Fdownloads)

The CRC is 1226368227

The preview image (https://media.moddb.com/cache/images/downloads/1/174/173755/thumb_620x2000/loading_screen.jpg)

titi or tomreyn, if you want to give me access to the mod center, I'll add this.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 26 January 2019, 18:50:07
To match the tags from the existing MG data, I've added the
Code: [Select]
<uniform-selection value="true"/> tag to all buildings, which prevents buildings from getting selected along with workers.

New CRC is 3566900563

Download link (https://www.moddb.com/downloads/mirror/173755/115/5b8143f49ee4286693a7f80cb05e7e58)

EDIT: Oh, I should include the moddb page... https://www.moddb.com/engines/megaglest-engine/downloads/mg-next-gen

Anyone, especially Archmage should let me know if I should make changes to the listing, or if you'd like it removed so you can add it under your own account, if you have one.
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 26 January 2019, 20:57:29
titi wanted it versioned, so here it is again

https://www.moddb.com/downloads/mirror/173755/114/d6687f9d0495ed28767500df96fec8a5
2407668096
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 26 January 2019, 22:34:43
its in mod center now
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: andy_5995 on 27 January 2019, 00:11:13
its in mod center now

Cool :) On the headless server too?
Title: Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
Post by: titi on 27 January 2019, 00:25:48
yes, but it might only show up after next game on headless. And we already played some games using it ;-)