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Topics - wciow

Pages: [1] 2
1
Maps, tilesets and scenarios / Swamp Tileset 2
« on: 14 March 2017, 23:46:51 »
Hey I made a newer version of my swamp tileset.
www.filedropper.com/swamp_1

It runs fine on my 3 year old mid-range gaming PC but is certainly more taxing than most other MG tilesets. If you have an old or weak GPU you might want to turn of particles to get slightly better performance.

Please leave some feedback to tell me what you think  ;)

2
Bug reports / Crash with mesh bound particles
« on: 11 March 2015, 17:23:59 »
Im making a unit for my goblin faction which uses a flaming torch. I tried to use the mesh bound particles feature but the game crashes.

I'm using the lastest 64bit Linux release. Commenting out the code the game runs fine, also binding the particles to a non-existent mesh gives an error in terminal but the game works ok.  Binding particle to a mesh crashes on startup and give the following error in terminal -

(click to show/hide)

3
Mods / Goblin faction
« on: 9 February 2015, 17:04:14 »
This is the official thread of the Goblins faction for Megaglest.

The current release is- Asglarek
                                    Bozkan
                                   
Code: [Select]
[url=http://www.tinyupload.org/ac287woko2m] Cimiz[/url]
Comments and feedback are of course welcome below  :swordman:

4
General discussion / Status of Pets code?
« on: 19 August 2013, 21:49:59 »
So in my recent re-exploration of GAE I have tried to make a unit which creates pets.

AFAIK the only tag needed to create pets in the master units XML file is <pet value="true" max="2"/> in the produce skill (i also tried in the command as well).

It doesn't seem to be working  :(

5
Simple logic bug in gui.

To recreate the bug:
Start a game (settings dont matter), press escape>options>debug>check the debug box (it will show a green tick)
Now exit the options menu back to the game and get rid of the debug box by clicking the close icon in the corner.
Now go back into the options>debug menu and notice that the debug box still has a green tick. Click it and the debug box will reappear but the tick will change to  a cross and the switch has been reversed.

Sorry if this seems pedantic. Not exactly a game breaking bug, just something I noticed  :D

Edit by Omega: Made title more descriptive

6
General discussion / Problem Compiling 0.3.93 on Linux
« on: 15 August 2013, 18:31:31 »
Since Silnarm has returned to GAE recently I decided to re-download and install GAE to my current system.

I have installed all the necessary deps including Physfs. My system tells me I have version physfs 2.0.2 which should be sufficient. However I have reason to doubt this since GAE installed fine the last time I built from source on Ubuntu some 18 months ago and I have since switched to Linux Mint on my current machine.

I have attempted to rebuild and install physfs 2.0.2 myself to make sure, but ran into even more archaic and difficult errors with that.

Here is the error log.
(click to show/hide)

Not sure if there is a simple way I could fix this?

p.s Just checked the linux packages on the chance they might work but they are not longer hosted (not surprising after 2 years i spose!)

7
Closed bug reports / [fixed]r3625: Camera does not reset properly
« on: 2 October 2012, 02:19:45 »
After using the unit view feature the camera does not switch between free/game modes using the f key.

1. In game camera mode move a unit and go to unit view.

2. De-select the unit and leave unit view.

3. Repeatedly press f and watch as "free camera" appears each time!

8
Mods / Storm Raven Faction Mod
« on: 24 August 2012, 13:22:33 »
Hi all, I haven't posted here much lately and the forum seems pretty quiet recently.

I just wanted to start a thread for my latest faction mod called Storm Raven Clan. Its a fairly standard faction made to fit with the Megapack and will be MG only.

9
Maps, tilesets and scenarios / New Scenario: A Wizards Path
« on: 11 May 2012, 02:06:55 »
I made a new scenario called A Wizards Path.

Its similar to the old Storming scenario but a little more complex. You have to protect an Archmage as he travels across the map.

Download it here and let me know what you think  :)
http://www.sendspace.com/file/vi1y5x

10
Maps, tilesets and scenarios / New Lands Tileset Pack
« on: 21 March 2012, 16:44:17 »
New Lands Tileset Pack

http://www.sendspace.com/file/5lysuc

Here is a pack of tilesets that I made.

There are currently 4 tilesets:
  • Tropical
  • Swamp
  • Frost Peak
  • Great Desert
I am planning on improving these and adding more so please leave some comments and feedack  :)

11
MegaGlest / Multiplayer community
« on: 26 February 2012, 02:53:59 »
Over the past couple of weeks I've been playing Megaglest online almost nightly. It seems a nice community of players has sprung up since I last played  :o

If you log on during EU/US evening time there is a very good chance of finding a game straight away and there is always a game or two going on.
I just wanted to say congratulations to the MG team for all their hard work in making multiplayer Glest a success  :thumbup:

12
Maps, tilesets and scenarios / "Swamp of Doom!" by Wciow
« on: 5 February 2012, 16:06:38 »

13
General discussion / Problems attempting Ubuntu compile.
« on: 5 August 2011, 17:36:43 »
I'm attempting to compile on Ubuntu (11.04) by following the compile guide but the Cmake script complains that I don't have the Vorbis or Zlib dependencies installed.

Synaptic package manager says the I do have these libs installed but Cmake doesn't see them :confused: Can anyone point me to a download which is the "right" version of these dependencies?

Terminal says:
(click to show/hide)

14
Closed bug reports / [not a Bug] Crash on Ubuntu Linux
« on: 2 August 2011, 00:15:24 »
Game starts and runs fine but when I press "play now" in the game screen I get the following error message and the game freezes:

(click to show/hide)

Linux version is Ubuntu 11.04 (Natty) 64bit

15
Mods / Fantasy Pack
« on: 21 July 2011, 16:15:50 »


This is the official thread for my fantasy pack. Its like the mega pack but includes fantasy factions.

So far the factions that will be included are:
Dwarves
Undead
Grey Elves
Goblins

Possibly I will include Gameboys Elf faction and Madmantis Woodsmen in the pack, but I need to ask their permission first.

16
Mods / Grey Elves faction
« on: 2 June 2011, 02:51:26 »
Grey Elves Faction

This is the offical thread for my new Grey Elves faction. I have been working on this faction for a while and will hopefully be able to post a playable version in the next few weeks. This plan is for the faction to contain 5 buildings, 9 units and a couple of upgrades, making it rather small by magitech standards. Heres a couple of pics of units:





17
Tools / Tree[d] Tutorial
« on: 15 December 2010, 23:16:33 »
Wciow's Tree[d] Tutorial

Tree[d] is a free program for the creation of 3d trees. It vastly speeds up creating trees and bushes for Glest tilesets as it does all the modelling and uv work for you, turning what used to be hours of work into minutes. However in order to use your creations they must be exported via Blender as G3d models. This tutorial shows you how.

1. Create your tree in Tree[d]
Once you have played around with Tree[d] and understand the options you can begin making trees for Glest. Trees for Glest should ideally be below 200 polygons.

Code: [Select]
[img]http://img138.imageshack.us/img138/3686/treed1.jpg[/img]
2. Set up the textures
Once you have finished your tree note down the textures used by your model. This should usually be one for the leaves/branches and one for the trunk/limbs. Create a new folder and copy the used textures from the Tree[d] directory to your newly created folder.

3. Export to Blender
On the file menu hit export OBJ and export to the directory containing your textures from the previous step. Now fire up Blender and go to File>Import>Wavefront (Obj). You should now be presented with your fully textured creation in Blender.

Code: [Select]
[IMG]http://img839.imageshack.us/img839/8398/treed2.jpg[/img]
4. Set up your model
In object mode rotate your model 90 degrees clockwise so that the trunk lines up along the Y axis in Blender.
Switch to edit mode and select all vertices (ctrl+a) then convert to quads (alt+j) and then triangles (ctrl+t).

Code: [Select]
[img]http://img805.imageshack.us/img805/858/treed3.jpg[/img]
5. Split your model
In object mode select your tree and copy it (ctrl+d), then hit G followed by X and slide the copied model away along the X axis. Now in edit mode select the first model and click any vertex on the trunk. Hit L followed by (ctrl+i) to invert selection and then delete the canopy part of the model. Again in edit mode select the second model and delete the trunk. In object mode select the trunk and slide it back to its correct position on the X axis.

Code: [Select]
[img]http://img526.imageshack.us/img526/1788/treed4.jpg[/img][img]http://img822.imageshack.us/img822/3437/treed5.jpg[/img]
6. Assign materials
Both objects in your model (trunk and canopy) will automatically share a material. Select the trunk and go to the assigned texture for the material. Make sure it is set correctly as the trunk texture. Now select the canopy object and assign a new material to it. Add an image type texture and assign the correct leaf texture.
Code: [Select]
[img]http://img140.imageshack.us/img140/3364/treed6.jpg[/img]
[img]http://img222.imageshack.us/img222/6097/treed7.jpg[/img]

7. Final checks
Check to make sure that alpha is set to 1 for both parts of your tree.
Make sure the canopy of your tree is set to single sided.
Check that animation is set to 1 frame.

Code: [Select]
[img]http://img138.imageshack.us/img138/4619/treed8.jpg[/img]
8. Export the G3D
Select both parts of your model and export as g3d into the directory where the textures for your tree are located. If all has gone well the model should load properly in G3dviewer.
Code: [Select]
[img]http://img405.imageshack.us/img405/8160/treed9.jpg[/img]

18
I just downloaded the rev979 snapshot and invisible daemons file to see if the cloaking works but nothing seems to happen  :confused:

19
Mods / Glest unit index (image heavy)
« on: 24 November 2010, 13:55:14 »
Yesterday I was bored so I decided to make some cards for all of the Glest units.

I plan on doing all of the factions which are:
a) Magitech compatible
b) of a good quality standard

Factions which still need to be completed are:
Indians
Norsemen
Persian
Egypt
Elves
Dwarves
Undead
Woodsmen
Japanese

TECH

Code: [Select]
[img]http://img227.imageshack.us/img227/5104/airbalista.jpg[/img][img]http://img192.imageshack.us/img192/2254/airship.jpg[/img][img]http://img190.imageshack.us/img190/9740/archerr.jpg[/img]

[img]http://img38.imageshack.us/img38/1074/battlemachine.jpg[/img][img]http://img191.imageshack.us/img191/2086/catapult.jpg[/img][img]http://img12.imageshack.us/img12/6510/cownp.jpg[/img]

[img]http://img802.imageshack.us/img802/5960/guardl.jpg[/img][img]http://img528.imageshack.us/img528/3310/horseman.jpg[/img][img]http://img44.imageshack.us/img44/8518/ornithopter.jpg[/img]

[img]http://img413.imageshack.us/img413/6552/pigh.jpg[/img][img]http://img40.imageshack.us/img40/1870/swordmanc.jpg[/img][img]http://img534.imageshack.us/img534/6756/techinican.jpg[/img]

[img]http://img811.imageshack.us/img811/8041/workers.jpg[/img]

MAGIC

Code: [Select]
[img]http://img225.imageshack.us/img225/2724/archmage.jpg[/img][img]http://img686.imageshack.us/img686/7779/battlemage.jpg[/img][img]http://img24.imageshack.us/img24/5411/behemothb.jpg[/img]

[img]http://img29.imageshack.us/img29/3247/daemoni.jpg[/img][img]http://img694.imageshack.us/img694/3443/dragonukr.jpg[/img][img]http://img502.imageshack.us/img502/7951/drakerider.jpg[/img]

[img]http://img408.imageshack.us/img408/9443/evildragon.jpg[/img][img]http://img522.imageshack.us/img522/4010/ghostarmour.jpg[/img][img]http://img208.imageshack.us/img208/3117/golemq.jpg[/img]

[img]http://img97.imageshack.us/img97/3286/initiatej.jpg[/img][img]http://img155.imageshack.us/img155/4584/powergolem.jpg[/img][img]http://img38.imageshack.us/img38/2534/summoner.jpg[/img]


20
Mods / Undead faction [UPDATED!] WIP
« on: 1 October 2010, 09:58:21 »
Click the link below for the third release of undead faction  :)


https://www.youtube.com/watch?v=Qp_0emkBKZo

Mirror Download
(updated to add mirror to it gets seen -- arch)


21
General discussion / How to use the "addons" folder in GAE 0.3?
« on: 16 September 2010, 16:32:17 »
I was thinking of making another tileset and wanted to make it compatible with the new physfs system but I don't know exactly how it should be packaged to make it useable?

22
Feature requests / Real Line Of Sight detection
« on: 3 September 2010, 10:37:45 »
Under the current code units can fire on any unit within their range regardless of any intervening terrain or tileset objects  :(

Units need to detect when terrain or tileset objects are blocking their LOS and attempt to move until they have a clear LOS.


23
Maps, tilesets and scenarios / 3 new maps
« on: 26 February 2010, 16:27:14 »
     Ancient Forest

    * Map: Ancient Forest
    * Author: wciow
    * Map Size: Small
    * Preferred Tileset: Imladris
    * Map Type: 4 player generic
    * Resource Allotment: Very low
    * Download: n/a
    * Date: 2/2010
Code: [Select]
[URL=http://img69.imageshack.us/i/ancientforest.jpg/][IMG]http://img69.imageshack.us/img69/6260/ancientforest.jpg[/img][/URL]
   Cold Mountain

    * Map: Cold Mountain
    * Author: wciow
    * Map Size: Small
    * Preferred Tileset: New Winter
    * Map Type: 4 player generic
    * Resource Allotment: Average
    * Download: n/a
    * Date: 2/2010
Code: [Select]
[URL=http://img202.imageshack.us/i/coldmountain.jpg/][IMG]http://img202.imageshack.us/img202/3968/coldmountain.jpg[/img][/URL]
   Oasis of Thoth

    * Map: Oasis of Thoth
    * Author: wciow
    * Map Size: Medium
    * Preferred Tileset: Desert
    * Map Type: 4 player open
    * Resource Allotment: Low
    * Download: n/a
    * Date: 2/2010
Code: [Select]
[URL=http://img687.imageshack.us/i/oasisofthoth.jpg/][IMG]http://img687.imageshack.us/img687/3034/oasisofthoth.jpg[/img][/URL]

24
Mods / New project please
« on: 24 February 2010, 11:59:27 »
I'm looking to start or collaborate on a new project for Glest.  ;D

I've tried to start several on my own but have run out of enthusiasm and so currently have two half finished, half assed, unreleased projects sitting on my drives.  :(

I've also wanted to join in some of the recently posted projects (avatar/african kingdoms) but the post authors just disappear after postingthe original idea.

If anyone is serious about creating a new faction for Glest and is willing to see it through then let me know. I can provide the modding skill but I need an idea to work from and people to contribute and encourage.

Suggestions please...

25
Maps, tilesets and scenarios / Swamp tileset (download available)
« on: 22 October 2009, 16:42:58 »
Swamp Tileset
http://www.mediafire.com/file/izhgnkhtmwn/swamp.7z
Code: [Select]
[URL=http://img264.imageshack.us/i/swampshots2.jpg/][IMG]http://img264.imageshack.us/img264/3865/swampshots2.th.jpg[/img][/URL] [URL=http://img96.imageshack.us/i/swampshots1.jpg/][IMG]http://img96.imageshack.us/img96/6458/swampshots1.th.jpg[/img][/URL] [URL=http://img264.imageshack.us/i/swampshots3.jpg/][IMG]http://img264.imageshack.us/img264/9945/swampshots3.th.jpg[/img][/URL] [URL=http://img98.imageshack.us/i/swampshots4.jpg/][IMG]http://img98.imageshack.us/img98/2263/swampshots4.th.jpg[/img][/URL]

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