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Messages - jammyjamjamman

Pages: [1] 2 3 4 5 ... 9
2
Bug reports / End Game Stats Colours are Wrong
« on: 9 November 2021, 21:15:20 »
End game stats colours are incorrect. See the screenshot below:
(click to show/hide)

3
Mods / Re: 原始人faction
« on: 16 June 2021, 18:02:53 »
Thanks  :D

4
Mods / Re: 原始人faction
« on: 16 June 2021, 17:39:18 »
Hi 小丑遊戲.

Unfortunately, I can't download your mod. Could you switch on "anyone with link" sharing please?
See:

5
Tools / Re: New Blender 2.9x G3D Exporter!
« on: 10 December 2020, 01:21:21 »
I've made some changes+additions to the script (thanks to robotkiller and titi finding bugs):

  • Meshes without textures now load.
  • All the 3d views are set to a mode where you can see the texture without any lighting (i.e. how it looks in megaglest).
  • If the filename of a texture is wrong, the script will try to guess the file name with other extensions (png, jpeg, tga and gif, which replicates megaglest's behaviour).
  • Textures are set to "alpha blend" and the alpha node of an image is linked to the alpha channel of the material shader. This is so that texture transparency can be viewed.

6
Tools / Re: New Blender 2.9x G3D Exporter!
« on: 7 December 2020, 21:13:02 »
Neat! Thanks for testing it :)

7
Tools / Re: New Blender 2.9x G3D Exporter!
« on: 27 November 2020, 20:18:21 »
Thanks  ;D

8
Tools / New Blender 2.9x G3D Exporter!
« on: 26 November 2020, 20:25:59 »

Blender 2.9x G3D Exporter Available!



You can download the new script here.

Screenshots and Notes



Importing/ exporting is fairly similar to how it's done in old blender:


Animated mesh:
http://jammy.megaglest.org/g3d_blender/worker_blender.webm

Texturing is a little different. Here's a screenshot of the node tree for the g3d mesh material:


Final notes:
  • Everything should be working. But much more testing is needed. Any feedback would be great!
  • I'm not 100% happy with how textures currently display in blender. So there's a good chance the material configuration g3d's require will change.
  • Blender 2.9x is radically different from blender < 2.79. So there's lots of new things to find.

Happy Blender-ing!

9
Mods / Re: The Greeks
« on: 25 November 2020, 19:36:45 »
Hey ElimiNator! The Greeks are the most awesome faction ever! ;)
:O
Well there has been a lot of online testing of this faction, so it is pretty good at this point :)

10
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 25 November 2020, 19:34:37 »
I'm a bit late replying but, thanks Eliminator! :)

11
Mods / Re: MegaGlest Improved Mod
« on: 25 November 2020, 19:33:35 »
Looks great! The bees faction has a lot of potential. I never knew you could name dead trees pollen and harvestable! The bees are hard to select. I think that can be fixed with invisible 3d mesh tricks.

As Andy mentioned, the "survivor" mode is pretty much un-winnable, even against cpu normal (and probably cpu easy). But is also an interesting idea. It's like a hero in a MOBA.

If you're thinking about releasing new patches/ changes, I strongly recommend moving your project into git. There's people who can help you with that and/ or various online guides. :)

12
Mods / Re: Enemies and Allies
« on: 25 November 2020, 00:41:01 »
No prob. It's a really fun faction so I was more than happy to upgrade it to use new megaglest features  ;D.

13
Tools / Re: blender 2.8 - g3d exporter no longer possible ?
« on: 23 November 2020, 23:41:44 »
Turns out I was exaggerating when I said the script needed a complete rewrite, although quite a lot needed re-doing. There is a new script on the way  ;D

You can check it out here: https://github.com/MegaGlest/megaglest-source/blob/feat/blender-2.90-support/source/tools/glexemel/g3d_support_b290.py

I believe the importer and exporter in this script are fully working, but there's still a lot more testing required. Upgrading the script has been slow progress because the blender python docs are very incomplete. Blender do provide examples, so I had to read these + their internal files to get the gist of how the python works.  :P

Other important info, blender have radically changed their interface (again). E.g. the new material system is node-based. Titi and I still haven't completely decided how G3D should exactly be represented in new Blender. So the way the script works is likely to change.

14
Mods / Re: MegaGlest Improved Mod
« on: 23 November 2020, 23:12:17 »
Hi Robot, thanks for your mod. Unfortunately, looks like I need permissions to view it. Looks great :)

Also, if you've only modified the techs, then all you need to share is the "megapack" folder. I'd also recommend renaming your version of megapack folder to e.g. "rk_megapack". Also rename the megaglest.xml inside the folder to rk_megapack.xml.
I'd love to see your new mod.  :)

15
Mods / Re: Paper War
« on: 13 April 2020, 17:14:36 »
We lost everytime :O but yeah, I really enjoyed this mod! Graphically, it's definitely the prettiest and most innovative mod I've seen in a long time.
 
If we could discuss setting up an online git repo with you for this, that'd be great. (A good place to find us is at the megaglest IRC: https://webchat.freenode.net/#megaglest-lobby,megaglest.)

16
Although I agree this is probably a bug, I really like the fact that workers don't immediately abandon mining gold/ stone in favour of the stone/ gold. The reason is because when you send workers to get wood instead, your stored resources is no longer a multiple of 5 and calculating how much stuff you can afford becomes a pain  :O . (Also messes with my OCD.)

17
Mods / Enemies and Allies
« on: 3 November 2019, 17:33:10 »
Here's enemies and allies updated with multiselection on buildings + some other corrections.

https://github.com/Jammyjamjamman/enemies_and_allies


18
Mods / Re: need help building a resource
« on: 3 November 2019, 17:06:15 »
Sadly, no.

It may be possible to do something like this with looting, but I don't think you can loot yourself:
https://docs.megaglest.org/XML/Unit#resources-death_.28_looting_.29

19
Mods / Re: Paper War
« on: 3 November 2019, 17:02:10 »
Hi. I love this! Very artistic. Is it available somewhere?

20
titi just taught me today how to see the attack strength of a unit: by hovering over the "attack" icon of that unit. Anyone else miss this or am I just blind??

I did see this info, but it's not very obvious. The extra information I wanted to see in the "hover" was what resources the building can store, so I know e.g. to build a blacksmith near a forest.

21
There seems to be some typos/ other errors. Here's how to fix them.

To fix the nurse:


  • in factions/usa/units/nurse/nurse.xml, delete the line:
Code: [Select]
<animation path="models/nurse_idle_s.g3d"/>

To fix the sniper:


  • in factions/usa/units/sniper/sniper.xml, delete the line:
Code: [Select]
<animation path="models/sniper_idle_2.g3d"/>
OR:
  • delete the folder:
Code: [Select]
factions/usa/units/sniper/
  • rename:
Code: [Select]
factions/usa/units/sniper_/sniper_.xmlto:
Code: [Select]
factions/usa/units/sniper/sniper.xml
  • rename:
    Code: [Select]
    factions/usa/units/sniper_/to:
    Code: [Select]
    factions/usa/units/sniper/

      • in factions/usa/usa.xml, remove the line:
      Code: [Select]
      <unit name="sniper_" amount="0"/>
      The version in the mod center should be updated with these changes. That being said, I have other questions about this faction...
      (click to show/hide)

      22
      Feature requests / Advanced Reload Last Settings
      « on: 30 April 2019, 21:41:15 »
      It would be nice to be able to save your own game presets and recall them for later games. I propose that this would be done by adding a save game settings button which behaves like the automatic reload last settings save, Then, you can recall the preset you want later.

      23
      MegaGlest / Re: Dealing with abuse
      « on: 30 April 2019, 21:34:13 »
      During the past years, and again recently, we've seen occasional abusive behaviour on both the lobby chat (people insulting others) and on game servers (people grabbing multiple gameservers - possibly to prevent others from playing, game preparation screen chat abuse and kicking others off their games).
      This brings up the questions of whether and how we want to handle this, and who will do it. So this can be a mix of policy (declaring a ban policy), organisational (identifying whom we trust to handle things according to this policy, and granting access to them), and technical (developing and installing tools to manage bans on IRC and gameservers) measures.
      First of all, we should discuss what the extent of the issue is, which of these we need to counter, which counter measures should and can realistically be taken. Thne we will need to see who is going to implement and manage them.
      Thanks in advance for your thoughts on this.

      Tbh, I haven't really noticed/ been properly observing the extent of poor behaviour on MegaGlest. However, I think we can easily get some basic measurements for the extent of abusive behaviour. If someone has a fairly intact irc log, we could e.g. count bad words/ sentences with a bit of python.

      Edit: since Megaglest is an organisation, my suggestion might not be allowed under EU laws  :O

      24
      Mods / Re: Chasm - a techtree by Ishmaru
      « on: 28 April 2019, 19:49:10 »
      Nice! Ishmaru's factions are some of the best MegaGlest artwork out there. Really glad you've got this working!  Hopefully we can test it sometime.... :thumbup: ;D

      25
      Maps, tilesets and scenarios / Re: fresh maps download location
      « on: 10 April 2019, 18:12:48 »
      Good maps! Five stars!  😁
      ⭐⭐⭐⭐⭐

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