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Messages - SnEptUne

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1
Mods / Re: Assault Command MOD v2.1
« on: 16 July 2017, 21:56:56 »
Perhaps, but the AI can farm the gold/stone/wood just fine.  It just seems to allocate the wrong number (e.g. it assigns always all worker to wood, the rest to stone, but only 2 to gold).  As a result, the AI is too weak to do anything due to this farming ratio, is there a setting to force more worker to farm for gold instead of wood?

2
Mods / Re: Assault Command MOD v2.1
« on: 12 July 2017, 02:31:38 »
I really like this mod, which is using the model for Annex.

I updated the mod so that it can match against the east_vs_mega.  I removed oil (and switch back to gold/wood/stone), change the armour type, added warehouse, factory, troop_crawler, and balance the hp/damage etc... so that it will have proper match against the other faction.

http://www.mediafire.com/file/hxyxhjkb1wjysgo/assault_vs_east.7z

Unfortunately, I couldn't get the AI to work.  It won't build more advanced units.

3
Annex: Conquer the World / Re: Crimson Maidens Addon Faction
« on: 20 February 2015, 02:34:00 »
Yes, this is a nice addition, although the unit (especially the hero) seems limited in skill.

Another thing is that this mod will crash on Linux because linux is case senisitive.  I can fix the xml or rename the file, but now the texture for APC and siegn rocket is gone, the units are all white.  If only I know which texture the G3D is looking for...

4
Unfortunately, there isn't a source package.  I usually make my own ebuild and compile from source.  Is the source files on git or somewhere?

5
I never liked the idea of revenge, but having a new faction and introducing variety is always nice to have in my opinion.  But I don't see how it can survive without any tank or air units, or are they fighting a guerrilla warfare?

6
That's amazing.  Is there anywhere I can download the new neo republic faction for annex?

I see that annex' texture_map are all tga, is there any plan to move them to png to save space?

It would reduce the game data size significantly.

Code: [Select]
IFS="
"
for x in `find . -name "*.tga"`; do convert "$x" ${x/tga/png}; done

7
Is there any plan to add Japanese to the megaglest pack?

8
I wouldn't recommand slimming down the current alliance faction too much, especially if this is meant to be a multi-player games.  Otherwise, in a game against another human, there will be no surprise because we already know what units they will make eventually.

9
Mods / Re: The Great Ming (Chinese) Faction v0.1 Download
« on: 29 January 2012, 23:33:07 »
Thanks for the quick reply Mr War.

Regarding the Ping Yin, you can add 1234 to subsitute the accents, but it would be nice if it can be reworded in English.  I can help with updating the XML.  Here's the text that illustrate the problem of using only pronounciation (Mandarin).

「石室詩史」施氏,嗜獅,誓食十獅,氏時時適市視獅。十時,適十獅適市;是時,適施氏適市。氏視是十獅,恃矢勢,使是十獅逝世,氏拾是十獅屍,適氏石室。石室濕,氏拭室。氏始試食十獅屍,食時,始識是十獅屍實十石獅。試釋是事。

The whole story is compose of just one pronounciation, "Shi".  If it is read out loud, no one will understand what it means.

I will see what I can find regarding the unit voices and music.

The videos are interesting, but they may not be accurate.  The problem is that it is hard to find how soldiers speaks in books.  I will let you know when I find something for the unit voices.

[EDIT]
Sorry, I have gotten sick during my vacation.  Now that vacation is over, I got sick again.  I will reply when I had recovered enough to work on this.
[/EDIT]

10
Mods / Re: The Great Ming (Chinese) Faction
« on: 29 January 2012, 13:38:37 »
Hi Mr War,

Here's my two cents.

1) Regarding the text: In my opinion, the current Ming faction is overusing Ping Yin.  I think it would be much better if you limit using Ping Yin on only well known phases/units, such as Shaolin etc.. and use English for the rest unless the phase is very awkward in English.

Firstly, Chinese is a written language, which is common for almost all regions.  If the units text are in Chinese, it works perfectly, but the text is Ping Yin, which is a standardized pronounciation for the Mandarin diague, (not Cantanese or other dialogue, unlike the Chinese text which is common).  Secondly, Ping Yin without the accents (whatever you called those) makes little sense.  As a Chinese who knows Ping Yin, I found it very difficult to tell which units are what just by looking at the Ping Yin (without the accents).  Thus, it would be better to limit the uses of Ping Yin, which is ambiguous.

2) Regarding the music: Please make sure the music you use is in public domain.  I believe the current music is quite recent, so I am not sure whether it is in public domain or not.  Also the music does not fit with the dynasty or the war, it is a music more suitable for romances story or such, not wars.  Perhaps, you can try something like  東方紅 or 黃河頌 (not sure if they are public domain, but at least they are more for suitable for warring periods)

3) Regarding the units voices:  It is very odd for peasants and soldiers to say "thanks you" and "bye" all the times...  It makes them looks feebles, and I am pretty sure no soliders would say that to their commander in real life.

Here's some links to battle scenes for Ming solider's.  They may not be historical accurate, but they are good references:

https://www.youtube.com/watch?v=B3hsuy2_bDA
https://www.youtube.com/watch?v=WXBwaeeTwJo
https://www.youtube.com/watch?v=T36MqgT3HBw

not too sure if this is Ming Dynasty:
https://www.youtube.com/watch?v=bxzWRYtBBWA

 
yeah maybe that's the answer. But would be a shame to have only one English unit description. Another unit I cannot find the pinyin for is a wagon laager.

Updated unit list


11
Mods / Re: Elf Faction 0.9.6 Released
« on: 8 October 2011, 18:47:21 »
Updated Elves 0.9.6 beta to work with MegaGlest.   I don't see any AI issues.

A copy of the Elves faction, version 0.9.6 beta, modified by SnEptUne to work with MegaGlest, (Original download location) is now also available at dl.megaglest.org (MD5SUM).

Note that I have not tested it, yet.
What was even changed? I thought the last version released was for "Glest", so should have worked in MegaGlest without any changes.

I changed the resources to have a sane startup values; otherwise, the AI will not be able to build or do anything.

The resource is also modified to use gold, wood, and stone, so that it can be played with the megapack.

12
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 8 October 2011, 18:43:58 »
Here's a minimal package with only the base_battle techtree.  This version can be ran from megaglest, it will not have annex's full customization of course.

To install, simply unzip the content into the factions/techs folder.  (~/.megaglest/techs on linux)

Code: [Select]
http://www.mediafire.com/?4wwu6x946tgl0x6

13
MegaGlest / Patch for FPS Limit for Megaglest 3.5.2
« on: 5 September 2011, 16:01:47 »
Hi people,

Here's the patch for limiting megaglest's FPS, since it would otherwise burn up my CPU.

Since I don't know how to attach file, I will just paste the content of the patch:
Code: [Select]
--- ./source/glest_game/main/main.cpp.orig      2011-09-05 11:52:33.232676996 -0400
+++ ./source/glest_game/main/main.cpp   2011-07-16 13:47:35.716676997 -0400
@@ -2999,8 +2999,16 @@

                //time_t lastTextureLoadEvent = time(NULL);
                //main loop
+               int interval = 1;
                while(Window::handleEvent()) {
                        program->loop();
+                       if (program->getFPS() > 1) {
+                               if (interval == 1) interval = (1000000.00 / ((double) program->getFPS()));
+                               usleep(interval);
+                       }
+                       else if (program->getFPS() == 0) {
+                               usleep(30000);
+                       }
                        // Because OpenGL really doesn't do multi-threading well
 //                     if(difftime(time(NULL),lastTextureLoadEvent) >= 3) {
 //                             lastTextureLoadEvent = time(NULL);
--- ./source/glest_game/main/program.cpp.orig   2011-09-05 11:52:43.845676996 -0400
+++ ./source/glest_game/main/program.cpp        2011-07-16 10:34:26.323676997 -0400
@@ -575,13 +575,17 @@
        if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
 }

+int Program::getFPS(){
+       return freq;
+}
+
 void Program::setDisplaySettings(){

        Config &config= Config::getInstance();

-       if(!config.getBool("Windowed")) {
+       freq = config.getInt("RefreshFrequency");

-               int freq= config.getInt("RefreshFrequency");
+       if(!config.getBool("Windowed")) {
                int colorBits= config.getInt("ColorBits");
                int screenWidth= config.getInt("ScreenWidth");
                int screenHeight= config.getInt("ScreenHeight");
--- ./source/glest_game/main/program.h.orig     2011-09-05 11:52:50.115676996 -0400
+++ ./source/glest_game/main/program.h  2011-07-16 08:50:46.762676996 -0400
@@ -139,6 +139,7 @@

     GraphicMessageBox msgBox;
     int skipRenderFrameCount;
+    int freq;

 public:
     Program();
@@ -151,6 +152,7 @@
        void initServer(WindowGl *window,bool autostart=false,bool openNetworkSlots=false);
        void initClient(WindowGl *window, const Ip &serverIp);
        void initScenario(WindowGl *window, string autoloadScenarioName);
+       int getFPS();

        //main
     void keyDown(char key);


14
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 4 September 2011, 23:06:50 »
Linux version was very mixed up with megaglest data. See here how to fix it.

I have fixed the filename and moved some files to create a faction-only version for a Linux for megaglest.  This makes it easier to install as an Addon.

Code: [Select]
http://www.mediafire.com/file/qdd87d27t57c2dw/annex_beta1.7z

15
Mods / Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« on: 2 September 2011, 01:34:05 »
>>titi
That's good to hear. thx for reporting!

>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip

Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.

Thanks a lot Hagekura :)

16
Could someone tell me where I can download the previous version 0.81a?  This sound in this new version is very painful for me, so I would like to replace the sounds with those from previous version.  I really loved the popping noise (from guns) in the 0.81a, but it is gone now.  Thanks

17
Mods / Re: Elf Faction 0.9.6 Released
« on: 9 July 2011, 21:12:37 »
Updated Elves 0.9.6 beta to work with MegaGlest.   I don't see any AI issues.

http://www.mediafire.com/?74r6pe7a8y1cdui

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