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Messages - Ingvarr23

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1
Yes, thanks  :D
Edit - It still shows that they were produced and killed (it loads just fine without any error)
Code: [Select]
<count-unit-death-in-stats value="false"/>
<count-unit-production-in-stats value="false"/>
I put this just below<unit> tag.

Edit - I put near the light tag and it worked!

2
How to make certain troops ( dead or produced) not affect statistics shown at the end of the game?  :)

3
Thank you for the link, I will take a look tomorrow.. I am still noob at this, but how is it possible that I have a completely textured model with no material assigned..?
Edit! I followed the instruction herehttps://docs.megaglest.org/Texture_material  as much as I could and now I can get it to export wihtout any error .
However I get a mesh colored in purple and orange without texture( no separate image file) I will link the g3d file if anyone is interested..
I also use GAE viewer because MG one is buggy for me.
https://mega.co.nz/#!EF9kHQZT!Ui7sG5si94l3GuqmJcMoSjUtCXwiprydULelgcqYiYo

4
Hello, I have learnt a bit of Blender and made a simple test model(textured) to export to Megaglest. However I run into this problem:
"first texture slot in first material isnt of type IMAGE or it is not unwrapped, texture ignored"
Any help would be appreciated.. Thanks in advance.. ( I need to know this in case I start some serious modelling(buildings, units etc))

5
Mods / Re: Questions about modelling?
« on: 27 September 2013, 07:32:47 »
Yeah , I did https://docs.megaglest.org/G3D_support ,links provided here are invalid , they lead me to this http://sourceforge.net/p/glestae/glestae/ci/master/tree/

So , another question , I hardly know anything about Blender {have very little knowledge about wings though} do I need to pass the tutorials for beginners , before I can start creating basic Glest models?

6
Mods / Questions about modelling?
« on: 26 September 2013, 22:00:46 »
Hi,
 1st one , where can I download the famous export script for Blender..
second one , would anyone like to point me to a tutorial where I can grasp the basics about making G3D files {making models for Glest games}..{with texturing also}

Thanks in advance , sorry if the message is a mess , I am in a hurry..

7
Mods / Re: How to make an upgrade researchable more than once?
« on: 23 September 2013, 19:03:26 »
Already did that but thanks anyway... Now i just need to get rid of the dying sounds..and some other visual bugs that do not affect gameplay..

8
Mods / Re: How to make an upgrade researchable more than once?
« on: 23 September 2013, 16:46:14 »
Thanks I will try that, but I still have a problem, unit model?

Edit- It crashes , when I try to train my unit? Why?

duble edit - managed to get around that but now , my unit does not die instantly {gave 0 hp to it... } It is invincible!

9
Mods / How to make an upgrade researchable more than once?
« on: 23 September 2013, 11:19:28 »
Hello , i have found a market model online , successfully imported it into the game , created the building... I am trying to create a market that would function like this..

It would have upgrades {buy resources buttons , that would increase one resource while decreasing the other one} However I am not able to research an upgrade {buy wood for example} more than once so I can only perform the action one time. {buy wood} Any solutions?

10
Looking forward to it! I will try to build a marketplace now... sometime this week. I have found a model for it.. Has it already been done?

Thanks for al your replies, one day I could even help you id I have enough exp  :D

11
So here is the question , why it can only be built by one worker{one worker may build it at the time?}
You need to add it to the list of repairable buildings in the worker XML.

When multiple units build a building, what's actually happening is one unit is using the build skill and the rest are repairing it. Since buildings are considered constructed once they reach full health, that works. Also interesting is how repair skills tend to be slower than build skills, so the first worker is the most important.

Geez thanks , I will try that.. Anyway tutorials are on the wiki? And I noticed Mg models have some special extension?

12
Sorry to necro this thread , I have created a storehouse , using a norsemen house as a template{it looks like norsemen house , just cannot train units , weaker and available for tech faction for now} It took a few tries but it was worth it.. So here is the question , why it can only be built by one worker{one worker may build it at the time?}

13
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 21 September 2013, 18:45:58 »
Thanks :)

14
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 21 September 2013, 13:44:27 »
Best of luck man  :D Downloading this xD I accidentally selected internet game.. There were not any servers and masterservers says that my game is outdated..

Can you give me a download link for the latest version.. I used this one(found on the first page)
http://annex.megaglest.org/releases/annex_release_3_win.zip

15
Ok thanks for the info :D

16
It was going to be a suggestion of a feature for the Megapack... Maybe I will learn how to modify MG but if that day ever comes I am aiming for something more radical.

 Hmmm...how hard would it be to implement this? If titi does not want to bother perhaps I could learn some code basics , make that code then send it to him?

17
Hello , again , I am not sure if this was asked before { I searched storehouse , but the search did not yield anything } . I am asking for implementation of a storehouse that would be resource dropsite... It would be cheap and would ease expansion. However it would be very easy to destroy. I think it would even mean longer games because people would not have to rely on building expensive castles or blacksmiths in order to harvest resources and expand. It could also have special upgrades for workers that would increase their effectiveness in fields of gathering from various resources. It would not be able to train workers though.

So what do you think? Again I apologise if this was asked before...

18
In this massive feature request, I propose a method of making the game's maps more interactive by combining features of maps and scenarios. This will make the game more dynamic and make a larger portion of the game modable (and modding is the lifeline of MegaGlest).

Maps are scenarios


As it stands, we can currently play scenarios, which have set factions and goals. Meh, good for one play through and they lose their thrill. Now consider a volcanic level where the center of the map has a large volcano with lava pouring out of the ground in various locations. Units that touch the lava are hurt. Prowling the level are creatures that thrive on the hellish landscape. They don't belong to any faction, and are wild beasts who attack on sight.

This image is a lot different than the games we currently play. We can't add these models to a map. Tilesets are too limited. We can't have damaging lava. We can't add faction-less enemies. Traps? Ha! Dynamic landscapes? No way. This proposal seeks to change that by adding a lua script to maps. This is *like* scenarios, but only a subset of the commands in scenarios are useful in maps, so a large variety of other commands are necessary to make these maps dynamic. The map format also changes, as we need to "attach" models to maps, which are independent of tilesets.

The focus is making maps versatile. I believe maps are the area which would allow the biggest change to MegaGlest at the moment.


This would so cool , and I think it would make MG really stand out in the genre... I have never heard of something similar before! :thumbup: :thumbup:

19
Closed bug reports / Re: Out of sync error on Headless summoner!
« on: 24 August 2013, 20:12:42 »
3.8.0 beta1 is subject to a cross-platform bug which can cause cross platform games (e.g. hosted on Linux, with Windows players) to go out of synch. When this happens you will see a message stating "Game is out of synch" in terminal (I think on-screen, too).


This probably happened {I got Game out of sync in terminal}. I use Win 7 32 bit 4gb of RAM Intel Core Dual processor 2.20 ghz and the server is hosted on Linux platform {as far as I know}. Megaglest is installed from official website and is the latest beta. Next time I will try to be more precise when posting bug reports. Did I forget something here?  :) {in this post specifically?}

20
Hello , yesterday I was playing a game with a guy against CPU-s... And suddenly I got an out of sync error.. What could have caused this? I was not running any mods.

Thanks for any help , but it is not a big deal because I can play my hosted games fine if my internet does not decide to stop working {that is not the game , it is me} :)

21
Hello guys!

This time I was trying to run headless server by copying the game shortcut and adding " --headless-server-mode" to the path so that it looked like this "D:\Program Files\MegaGlest\megaglest.exe" --headless-server-mode

After I launched the shortcut{modified one} I got the console window , which has setup the server{default settings] . Although I needed to enter it as a player to configure it , it was registered on masterserver {that was checked both in-game and http://play.mg/} I do not know whether it works {if two other players can play on my server against each other , without me involved , it sure runs without me entering the game anyway}

Now the problem - When I launch it , in its console window I can see this line "Socket error : connect , 0" I wonder what does this line mean? Thanks for any feedback...

P.S My OS is Win 7 32 bit Ultimate ,if that matters  ;)

Edit by Omega: Changed title to include error name

22
MegaGlest / Re: Adding Gameranger support?
« on: 22 August 2013, 19:35:40 »
First of all , thank you for your answers! I saw that topic and I beleive it was for original Glest? Second of all , where can I find a tutorial to host my MegaGlest game then? {I have already seen the tutorial on the wiki , but it is not clear for me} I now see that my way is not the solution but using gameranger would not require modifying any part of the game... {I think} , just your permission xD But the point , that it is not usable on Linux platforms still stands.. and that it would destroy the playerbase.

Perhaps , the devs could integrate  a bulit-in vpn client of their own , specialized for this game?
http://openvpn.net/ -here I found an open source vpn client  8)

23
MegaGlest / Adding Gameranger support?
« on: 22 August 2013, 16:50:42 »
Hello devs and other users!
I have picked up this game , there is a lot of room for improvement but so far I am satisfied with it. I like fantasy theme,  faction variety...Anyway here is the thing. This game has LAN support making it ideal for using vpn client called Gameranger , but devs have to agree with their staff.
Gameranger already supports games like aoe series , even the unofficial forgotten empires expansion.. I think adding gameranger support would increase the playerbase too.  :D
Visit their website for more information
http://www.gameranger.com/

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