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.


Topics - FreshDumbledore

Pages: [1]
1
As we want to publish multiple projectiles for one skill with MG 3.10, here a detail question on the sound handling in the xml. Titi and me both agree on having a general new multi-sound-tag system in the skill area (so you can play a sound timed at any time value for whatever reason). Additional i would like to be able to start sounds in timing relation to a projectile, so me/a modder doesnt have to calculate / fiddle around with the unspecific sounds to get the right timing. So what do you think, if you care at all?

2
One more approach on the health bar / 'how-to-show-selections' topic.
Technically, health bars could be done easily.
Last time the topic was discussed (i found some thread here in the forums) there was resistance against them, but at least titi gave that resistance up :-)

I would like them - as optional xml tag to be enabled or disabled.
This questions should be cleared before (some i see, feel free to add more :D):
* Do we want them at all?
* Do we want them to be enabled in options, xml or both? Options would make it a player choice, xml a modder choice (im in favor of both, so if either options or xml tells to enable health bars display them).
* How to deal with overlapping bars, unit selection, different heigths?
* Should it be the well known standard bars or something else / what should they look like?
* Should they be displayed only for selected units or for all.. or make that an option too?
 :scientist:
regards


3
Mods / hide and seek
« on: 27 June 2014, 17:05:31 »
Hi,

i set up a small mod, probably could need a better name.
Its no strategy game concept, more a little fungame to kill boredom.

Concept:
Hide your special unit (king) better than the enemy to win.
All players start with a main building and 13 units. There are no resources and no harvesting/mining.
You need to morph all your start units (to get rid of their annoying sounds :P) and because they slowly die (thats the reason of the sound).
You can morph them to 2 different units: The King (limited to 1) and Peasants (so 12 of them usually). The only purpose of the Peasants is to create more spots of your teamcolor on the minimap to fool your enemies.
Both are invisible.
When you are done morphing (or from the start if you play like a boss), produce units to walk to your enemies hide location (visible on minimap) and execute a suicide command that blows up the unit aswell as a range around it.
The Player who happens to kill the enemy King with that first wins.

Fog of war doesnt matter so you can safely disable it from the beginning. Or just use the sight button on your building after 60 seconds.

NOT playable with CPU! Only vs Humans!

If anyone wants to make icons speak up :)

Avaible on git here https://github.com/FreshDumbledore/MG_hide_and_seek

Feedback appreciated; regards


4
Hi,

i've set up this tiny script to query and join MG games for my personal use;
if you happen to like it feel free to use it aswell.

I might also add features or change things if im in the mood, so dont hesistate to post a reply.

Current version: http://pastie.org/9332494
Features (as requested, cc alket and titi):
* join a game out of a list of games
* autojoin the next game with >0 network players
   (this will start a loop; press q to exit as also written there)
      * rejoin the autojoin queue after quitting a game previously joined with it (optional; yes no dialog)
* information on running games
* refresh
* quit
Just save it somewhere and run it with '/bin/bash name'
Line 3 needs to be adjusted to your local mg binary path!
Edit line 4 if you want to increase the interval between checks in the autojoin option

Technical verbiage: it actually reads the play.mg html source (yes i know there is a csv version out there but never change a running system and stuff).
It requires a shell with dialog function but i think thats standard.
for ubuntu / debian install 'dialog (universe )'

It can also easily be adjusted to autojoin the first game it finds without any interface. and so on.

regards

5
Mods / multiple attack boosts on one skill?
« on: 8 June 2014, 22:40:39 »
Hi,

any way to have multiple boosts (= with different targets and effects) on one skill?

For my tests, it looks like only the first one would be applied and all further boosts ignored.

regards

6
Feature requests / hotkey to disable music in all menues
« on: 1 June 2014, 20:58:40 »
Hi,

that should not be much work to get it done:
I wish one could disable hotkey in ALL menues; not only in internet/custom game/other lobby.

It doesnt work in the main menue after starting mg for example (and i use to idle there between testing games :D)

regards

7
Hello,

applied a sight boost seems to have no effect. The increased sight is shown in the units stats (like 15+20) but it still visually 'sees' 15 fields. Also tried with the multiplier=true option, didnt help.

Example xml:

         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="5" />
            <target value="all" include-self="true">
            </target>
            <sight value="20" value-percent-multipler="false" />
         </attack-boost>

Can someone test/confirm this bug so i know its not related to my xml's?

if it matters:
megaglest v3.9.1
Compiled using: GNUC: 40403 [64bit] on: Jan 18 2014 17:44:55 platform: Linux-X64 endianness: little
GIT: [Rev: 4628.11ac54a] - using STREFLOP [SSE] - [no-denormals]

binary installation on gentoo linux with a 3.12 kernel

Regards

8
Hello. Increase a units hp with an attack boost, fight with it, get in a situation the boost is disabled, unit drops dead (without being further damaged).
probably needs to have more hp lost while boosted than it would have unboosted. (like having 600 base, 1500 boosted, lose hp down to 700)
however, xml (put on a worker move skill for demonstration purpose)

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="190"/>
         <anim-speed value="130"/>
         <animation path="models/worker_walking.g3d"/>
         <sound enabled="false"/>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="5" />
            <target value="faction" include-self="true">
            </target>
            <max-hp value="9999" />
         </attack-boost>
      </skill>

if it matters:
megaglest v3.9.1
Compiled using: GNUC: 40403 [64bit] on: Jan 18 2014 17:44:55 platform: Linux-X64 endianness: little
GIT: [Rev: 4628.11ac54a] - using STREFLOP [SSE] - [no-denormals]

binary installation on gentoo linux with a 3.12 kernel
regards

9
Mods / question on attack boosts
« on: 23 May 2014, 16:21:09 »
Hi,

i would like to apply an attack boost effect with target value="foe" and a specific unit-type name. this should be possible if i get the documentation right.
im trying to do it in a techtree with 2 factions. to be able to apply target="foe" i copied the unit (to be buffed) over to both factions (would crash trying to find the unit in both factions else). here is what happens and the problem

* setting the target to all w/o unit specified: all units do have the buff
* setting the target to foe w/o unit specified: all foes do have the buff
* setting the target to all with unit specified: only the faction with the buffing unit has the buff on the specified (other) unit
* setting the target to foe with unit specified: only the faction with the buffing unit has the buff on the specified (other) unit

so how can i apply the buff to a foes unit?

regards

10
-- did the improved units xml from scratch (standard worker template). works now building from pyramid. once i redo it with morphing bugged again --

Hi,

in my Tower Defense mod/tree i created an improved worker which can be morphed out of the standard worker.
Works fine with humans but the AI breaks having two units that could build avaible (even if none is in game! the ability to morph to or if it is possible to build it somewhere is enough).

AI will put down 2-3 buildings in the beginning and then just harvest for infinity.

Works fine again if i remove build skill on morphed unit or the morphed unit itself. Or every possibility to create the morphed unit.

Also tried to give the build skill on the morphed another name, no difference.

regards

###
thinking about it, i had no problem mixing thrull and indian worker, both having a build skill. still the behaviour described above occurs just like that :-l

11
Mods / Tower Defense
« on: 19 May 2014, 23:18:00 »
Tower Defense is a techtree trying to bring the fun and actionpacked gameplay of Tower Defense to MegaGlest.

I started to work on the mod on 2014/05/13.
The 'Staff' working on it currently is: Jammyjamjamman working on graphics, Magister working in balancing changes and me.

There are two factions, Attackers and Defenders.
Requirements for food or housing are removed on both - you can focus on the battle.

- Defenders
Defenders aim for defending their base with a variety of towers they can build while attackers try to take this towers and the defenders base down.
Defenders can win with extending the area they conquered by towering further, up to the attackers base, or by defending as long until they can afford a huge tower that literally ends the game.
Towers are divided in 4 levels with increasing strength on each. Levels need to be researched (pretty expensive and takes some time for advanced levels, but worth it).

- Attackers
Attackers can build melee units when the game begins and can decide by research which units they want to go on later. The production is simple, the producing buildings got this names:
build melee
build ranged
build nonhuman
build mechanics
build air
build special

Therefore, if you want to do air units you just need to do the required research and build that building.

STATE as of 20140602
We are making good progress; the Mod is being developed on github: https://github.com/FreshDumbledore/MG_TowerDefense/
The latest version can always be found here (for local testing games): https://github.com/FreshDumbledore/MG_TowerDefense/archive/master.zip
If you want to play online make sure all players are up to date / CRC matches.

STATE as of 20140703
Defender System has been reworked to a morph-system that allows greater flexibility (you can morph a tank-tower back to selection and then to damage or splash for example, or morph it up to the next level)
Also some models have been reworked,
the new style for defender base (based on munchy mod):
(click to show/hide)
Towers will also be reworked to a sci fi style.
We could need help for creating icons and editing models and textures.

Some screens:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

LATEST PATCHNOTES (we changed stuff every here and then so its just the most important changes):

* Attackers can reveal the map for 30 seconds with a 'sight' button on castle each 5 minutes / castle (EP cost)
* Towers can be multi-selected and you can target enemies directly
(this causes fancy - unwanted - rotation of most towers. looks a bit silly on some of the models. im afraid it has to stay if we want to keep targeting)

Enjoy

Pages: [1]