Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - myles

Pages: [1] 2 3 4 5
1
Woah seems like some of you got really defensive! As said this was no 'jab' at the modders, mods or the engine. What everyones said has a fair point, I'm not going to address anything directly as I think some of you got the wrong idea. This is not a feature request (Okay maybe that leveling with new models was, and I just realized thats already possible :O. This was not saying what no mod had done before I was saying this is what Glest modders needs to build on if it wants to have a healthier range of mods. Lets not compare Glest with other products, such as 0AD, theres a reason people came to use Glest, and thats because of its unmatched modability.

My point really comes down to the fundamental issue with Glest as an engine, that is that there is no way to change victory conditions in XML or LUA (other than scenarios) in multiplayer games. Now some might think there is no need to change victory conditions, but when your limited to something as simple as 'destroy all the enemy' You can't help but wonder how much further the gameplay could be taken.

I'm kinda annoyed most of you would rather argue that Glest is 'fine as it is' rather than help brain storm some ideas that could actually constitute to making a healthier range of mods.
Cheers guys.

2
Hey Everyone,
After having my questions answered over at the GAE section I'm trying to nail down what hasn't been done before, what is achievable and what will be fun.

- Fast paced game play. So far most Glest game play has been slow to get going, this is meant in both animation/ movement speed, but also in the time it takes for the fun to start kicking in (from my perspective).

- Asymmetrical factions. What I've seen of most Glest factions are realistically just reskins and balancing changes. What this comes down to is the two factions not having enough core differences (Collect -> Build -> Fight).

- Resource based fights. I'd really like to see fighting over primary resources, I've not seen this happen so much in Glest, but I think if the main resources could be contested, it would end in some really awesome and dramatic attacks.

- Unit Leveling. I know this is only a feature in GAE, but I think it'd be great if units felt they had some worth, to really push this I'd like to see (Yeah this is a feature request too!) change in the model/ texture as they level up.

- Clean & Easy to read graphics. I've noticed a lot of mods are starting to go with a more realistic texture style and I believe this may be crippling the ability for players to quickly read what things are. Factions should be easy to distinguish (not just by team colours) but by silhouette and movement style. It also requires quite a clean tileset and map.

This isn't my own little personal list, so feel free to brainstorm with me! And I hope I did not offend anyone with what's been said.
Thanks!  :)

3
General discussion / Re: Fantastic work, but a few questions!
« on: 25 May 2011, 21:24:10 »
Hey Zoy, glad to see your hanging around here, good to see you still working on that sci-fi mod. I'll checkout MG tonight, thanks for your answers, hopefully this Silnarm can fill me in a little more.
A few more questions if you don't mind,

5.) Full map effects. Things like particle effects of rolling rog/ mist that would go over the entire map, maybe only at certain heights.

6.) Stationary Rotation. Where a static object, like a defensive turret, would rotate to face what it is firing at, is that possible?

7.) Rotating Parts. Such as the turret on a tank, the actual tank could be facing in one direction, and the turret ontop would be firing in another direction. This would include some sort of 'move and fire' command.

These may seem like silly questions to some of you, but I'm just going by what were 'issues' when I created my SST mod.

4
General discussion / Fantastic work, but a few questions!
« on: 25 May 2011, 19:59:07 »
Hey, maybe some of you remember me from roughly 4 years ago when I worked on the Starship Troopers mod? Since then I've worked in the industry for a few years as an Environment Artist.
I usually try and keep up to date with whats going on with Glest, especially GAE. I'm really impressed with the feature list now, so much I'd like to consider doing a full game for it with a professional attitude. I had a few questions/ issue though that used to bother me about Glest, I've searched around but I couldn't find any clear answers, I was wondering if somebody could clear things up for me :)

1.) Texture Size Limits. I remember there used to be a max texture size previously, I could probably work with small sizes, but it'd be comforting to know I could go up to perhaps 1024x or 512x in some situations.

2.) Cliffs. When working on the maps I felt they really needed a little more height, Is there a way to add cliffs? Perhaps with paths that would lead up to the top, though if not, just having them unaccessible would work.

3.) Environment (Map) Objects. Being an Environment Artist by trade, I like to add a lot of character to my maps, though I remember having trouble with collision and most of all having a set limit of map objects I could use.

4.) Lighting. Seeing that you now have some basic Normal Map/ Specular map implementation, I was wondering if there were dynamic lights in the engine? That could be attached to units/ effects?

I probably have a lot more questions, but these would be a good start. Thanks!

5
General discussion / Rotating Turrets ect.
« on: 6 December 2008, 14:23:14 »
Hey!
I was wondering how possible it would be for Glest to have rotating turrets, so for the defence towers or tanks in Glest a turret on the top could be a seperate G3D file that would rotate to look at what ever it was shooting at.

6
Mods / Re: SST Faction Downloads
« on: 18 November 2008, 18:05:13 »
Quote from: "modman"
There are none to speak of.
Heh, I made the mod -_-

Quote from: "M"
go to titusgames they are there
Cheers

7
Mods / Re: Improving Animations + Hey!
« on: 18 November 2008, 18:04:16 »
Quote from: "omega"
Things to do for SST:

~Add more units, too few
~Fix rigid animations (But I think you knew that)
~Add more diversity among units (less units look alike)
~Improve buildings (add more as well)
~Bugs need some more smaller, attacking types.

As for the model, I don't have them anymore, I'm afraid. You can either import them from g3d into blender the reanimate them, or see if someone has the blender files (which I doubt)

Cheers,
But i dont really understand you, There were no blender files, you didnt have them and I dont plan to be adding a whole lot.

8
General discussion / Re: G3D is to complicated.
« on: 15 November 2008, 14:37:52 »
Quote from: "omega"
Quote from: "wciow"
Personally I would like to see the g3d format expanded to include things such as skeletal meshes,collision boxes,normal and specular textures.
Yes. I wonder, is there the sources for the exporter and converter available freely? (and what language)
I can code a bit now in c++, java, c#, and c. (Learning c++ made all that easy!) And if the source would be distributed, theres a chance that someone (not neccessarily me) could make a standalone program to convert and export, as well as fix the filepath problems in the xmls.

Skeletal Meshes, In a sort these already work, I used skeletons for animating all of my models, but ofcourse you can not use joint names for particle emmision points (shich would be cool)
Collision Boxes? Theres no real nead, sure if you want a completly square building it may be useful, the current system works fine.
Normal/Specular was spoken about some time ago, OpenGL supports it, its just a matter of time till Glest gets it.

9
Mods / Improving Animations + Hey!
« on: 15 November 2008, 10:49:06 »
Hey!
Its been some time since I was last here, last time I was here I said something about doing a new mod, well I guess I lied, I certainly dont have time to do another one, but any how now Iam working on a *cough* kinda commercial mod *cough* as a Level Designer, but any how, I noticed one or two people said my animations were rather 'rigid' I completely agree, although unfortunatly I dont have the models of any of the SST stuff any more.
But never the less I want to improve my animations, so I found a test model I made for Glest some time ago, its a samurai guy, I hope to mange to animate him nicely, so watch around here ;D

If there is any chance of me getting some of the SST models back, I will be making changes, slowly, Iam now a much better texture artist and have a few little tricks that may help ;D


10
Mods / SST Faction Downloads
« on: 15 November 2008, 10:28:13 »
Hey!
I realise im not really in touch with whats going on around here,
Could any of you do me a favour and bring together some links to any community changes/fixes people have done to my mod, SSTLD?
Im going to be remaking a few parts of it, and Iam also going to be making a small website with downloads/screenshots.

Cheers!

11
General discussion /
« on: 13 August 2008, 18:30:10 »
Glest doesnt write to the registry... Unless you use the installer,
I can use Glest on my USB stick on any machine fine.

12
Mods /
« on: 7 August 2008, 10:09:26 »
Maybe try FBX? Thats if it supports FBX.
If you can not get the animations accross to Blender im sure some people here that are good with Blender will re-create the animations in Blender for you,

Good Luck!

13
Mods /
« on: 7 August 2008, 10:03:02 »
Sounds like this should be good, cant wait!

14
Mods / Re: What would people like to see in new mods?
« on: 3 August 2008, 14:53:44 »
Quote from: "Nihilirian"
I personally find your approach - what does the mass wants - not good unless you are doing it for money - and you are not - so you have free time and no ideas right?


I ask the masses because i was interested in what the community wanted, not that thats is what they are getting though :D

15
Mods / What would people like to see in new mods?
« on: 28 July 2008, 12:19:14 »
Iam considering making a new mod, I appolgize for the last space mod but I got caught up and was unable to continue. So what kinda things are you guys looking for?

16
General discussion /
« on: 28 July 2008, 11:45:08 »
I dont know if this has already been fixed but it would be a nice feature,
When a ranged unit (catapult) of screen (in the fog) is attacking another unit you can not see the projectile and its effects only the damage that is being done to your unit.

Has this been fixed?

17
Maps, tilesets and scenarios /
« on: 15 July 2008, 16:12:06 »
They look really nice, but a little on the small side

18
Mods /
« on: 8 May 2008, 16:53:15 »
Its actually just a image, but you cant change the website link.
Go to the data/ folder from the root (i think)

19
General discussion /
« on: 10 April 2008, 16:08:53 »
The specs? Well its a little hard for me to say, not knowing how the Glest engine is created. I do not know how the menu system or the saving system has been done.

Ive given some fudamentals but thats all I can real say. I suppose we could keep the XML system. There would be a new folder in the Glest root, like Campaign. Then like units are set out you would have the campaign name on a folder then inside the same name on a XML file. Then in the campaign name folder youd have a Map folder and a Movie folder.

In the campaign name xml file youd have somthing like -

<campaign name value="NAME" />
<campaign summary value="SUMMARY"/>   
<campaign story value="STORY"/>   
<campaign background music path="music/BSOUNDS.OGG" />
<campaign background image path="images/BIMAGE.TGA" />
<campaign progresssave path="saves/psave.save" />
<campaign completion value="COMPLETIONMESSAGE"/>   


<Level1>
         <level name value="NAME" />
         <level summary value="SUMMARY" />
                        <level map value="MAPNAME" />
         <movie path="movies/MOVIE.AVI" />
</Level1>   
<Level2>
         <level name value="NAME" />
         <level summary value="SUMMARY" />
                        <level map value="MAPNAME" />
         <movie path="movies/MOVIE.AVI" />
</Level2>   
<Level3>
         <level name value="NAME" />
         <level summary value="SUMMARY" />
                        <level map value="MAPNAME" />
         <movie path="movies/MOVIE.AVI" />
</Level3>

20
General discussion / Campaign
« on: 8 April 2008, 19:58:10 »
Hey"
I dont know if this has been posted before but with the GAE well on its way I was wondering if people think this would be possible,

The campaign system could be just like launching a scenario, then once youve selcted a campaign you would be taken to a 'lobby' like area. Where you can load old games and see the levels you have completed and ones you are working on. There should be some sort of description of the campaign in the lobby to. Only the maps you have finished and the map you are working on would be shown. Then when you select a map it shows a small discription. At the launch of the scnario you should have the option to play a video file or display some text.

I know it s next to impossible but it would be nice to see,
thanks!

21
General discussion /
« on: 6 April 2008, 11:29:56 »
Hey Orion, if you want any help with the website then Im up for it/

22
General discussion /
« on: 5 April 2008, 15:05:22 »
Ive done a group on Glest with occasional news reports

24
Maps, tilesets and scenarios /
« on: 28 March 2008, 21:51:20 »
Nice Idea ;)
It'll be hard to get it looking right but Im sure with some work youll get it done, do you want me to make some more textures?

25
Multiplayer /
« on: 24 March 2008, 18:28:46 »
Im not too sure what the Martino server is but instead youll have to wait  untill somone hosts and gives you theire IP address which will then be given to you.

Pages: [1] 2 3 4 5
anything