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Messages - wciow

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1
Feature requests / Re: Port Glestimals from GAE
« on: 17 May 2019, 23:54:50 »
Reading thru that old thread brings back some memories  :O

Working on GAE was great fun. It was never really a unified project, just people (Daniel and Silnarm mostly) hacking in some pet features.
The code ended up kinda messy and buggy with loose ends, but had some really cool features. Such as...

Working water units (surface and underwater) with ports to build from.
Shader support with working normal maps
Unit teleporting and multi-building
A 'spell' ability (kinda more complex attack boosts that could be applied to self or other)
A fully skinnable, moveable, in-game UI with re-sizeable map and tool-tip descriptions.
Sub faction tech-trees
Ability to import and switch music tracks
An earthquke ability which deformed the terrain.
New unit stances like patrol/guard.

Plus some other stuff I've probably forgotten about.

Sadly I no longer have the art files for Glestimals, pretty much all of my historical Glest work got (accidentally) deleted a couple of years back  :'(

2
Feature requests / Re: Simple Water Waves
« on: 27 March 2017, 23:06:05 »
It makes sense to have it turned on/off by a switch in the tileset. Some tilesets want big choppy waves while others want calm smooth water.

It would be awesome if there was also a value to control the height of the waves for bigger/smaller waves.

Glad to see someone finally did something to improve the water in MG  :)

3
Maps, tilesets and scenarios / Re: Scenario - Egypt has fallen
« on: 22 March 2017, 03:33:56 »
Good job Andy  :thumbup:

Would like to test this with you at some point.

4
MegaGlest / Re: My impressions and thoughts
« on: 22 March 2017, 03:24:20 »
Hi, Thiemo. It seems your points mainly revolve around MG's AI and its simplicity.
IMO the problems with MG's AI fall into two distinct categories:

1, The overall AI when playing against a CPU opponent in terms of both strategy and tactics
.

My feeling about this is that expecting a smart challenging cpu mode is asking too much. Every year lots of big budget games with dedicated AI programmers get slated for the stupidity of their AI and lack of challenge. MG is a relatively small FOSS game and will probably never have an experienced AI coder who could re-write it in any big way. IMO we should accept that cpu mode is basically a training tool and being able to crank up its resource multiplier to provide a brute force difficulty increase is fine. If you want a tactical challenge play another human instead.

I would also like to point out that the MG team have included the Mega cpu mode which operates slightly differently from the standard AI and a set of switches in the faction XML which allow modders to tweak the AI quite a bit to improve its performance with each faction. Sadly these settings have gone largely untried and untested up till now.

Another way to feasibly better the AI would be through the LUA scripting capabilities. The problem is that whilst this may work in 1p vs 1cpu scenarios it would be too slow for large online multiplayer games. I would however like to see a scenario dedicated to providing a responsive, tactical challenge in a local 1v1 game.

2, Making smarter units that do tasks automatically (repair, heal, build etc) and avoid suicidal attacks and generally react to each other in ways the player would expect.

This is the area in which I feel MG could be usefully improved. Some of the issues with this are not strictly AI but built into the way the game works. For example, units cannot automatically use more than 1 type of attack for each field. Giving a unit two attacks (with better strengths against units or buildings for instance) is totally ignored by the AI and a micromanagement headache for players. Each unit has to be individually selected and told which attack to use against which target. In a big battle this is basically impossible without constant pausing of the game. As you mentioned, units will not automatically heal or repair, each command has o be manually given by the player. Also units will not attack units outside their range even if they are being attacked  :o This can lead to situations where a unit will simply sit around being fired upon until dead.

One suggestion I particularly agree with is your point 'g)'. Units should be able to fire on empty spaces with splash attacks for artillery or similar weapons. I understand this might require quite major changes to the way attacks work, but IMO this would make gameplay much more interesting.

Finally I would  like to say that as a long-time modder, I appreciate the hard work that the MG team put in. MG is a fun and playable game already, by pointing out some of the above issues I am simply trying to give ideas that I think would improve the player experience  :)

5
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  ;)

6
Mods / Re: Assault Command MOD v2.1
« on: 11 February 2017, 00:44:45 »
Tried this out today. Its a really good mod  :thumbup:

The artwork, especially the animations and particle effects are fantastic. The whole thing feels like a finished and polished product. As a modmaker myself I can appreciate the hours of work that have gone into making this mod.
It certainly plays very different to Megaglest, almost like a different game! This is largely due to the way that damage and armor calculations are done. The action is fast and frantic with only minimal micromanagement for harvesting and no base building at all. The emphasis is on combat and tactics with each unit functioning in a rock/scissors/paper way.

My only complaint so far is that the AI is dumb as a rock and doesn't provide any challenge. This obviously isn't the devs fault and the MG AI would have to be heavily reprogrammed to understand the way the units balance each other. The game really needs to be played against other humans so I will be looking for a game online in the next few days and report here.

I can't recommend this mod highly enough! Thank you for making something different and exciting Ishmaru  :D

7
Mods / Re: Goblin faction
« on: 30 January 2017, 10:22:19 »
Hi Titi, thanks for making a tech tree.

I've downloaded and am now testing the faction in the latest dev snapshots.

Seems like there is a problem with spawning the firebelly's dummy fire unit. This error doesn't happen in 3.12 release, just the dev branch.

Code: [Select]
*ERROR* [2017-01-30 10:12:44] In [game.cpp::update Line: 2779] Error [arrayIndex >= getCellArraySize(), arrayIndex = -1290 w = 128 h = 128
Stack Trace:
/home/will/Downloads/mg_dev/megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb08ebd] line: 346
/home/will/Downloads/mg_dev/megaglest() [0x9b40a7]address [0x9b40a7]
/home/will/Downloads/mg_dev/megaglest:Glest::Game::UnitUpdater::spawnAttack(Glest::Game::Unit*, std::string, int, int, int, int, bool, Shared::Graphics::Vec2<int>)address [0x9b8f6c] line: 382
/home/will/Downloads/mg_dev/megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9bc113] line: 302
/home/will/Downloads/mg_dev/megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9ee2ae] line: 718
/home/will/Downloads/mg_dev/megaglest:Glest::Game::World::update()address [0x9f4d40] line: 877
/home/will/Downloads/mg_dev/megaglest:Glest::Game::Game::update()address [0x57ce9b] line: 2164
/home/will/Downloads/mg_dev/megaglest:Glest::Game::Program::loopWorker()address [0x6d2158] line: 494
/home/will/Downloads/mg_dev/megaglest:Glest::Game::glestMain(int, char**)address [0x6bc2f3] line: 5708
/home/will/Downloads/mg_dev/megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6c2c26] line: 5974
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f90e95ac830] line: 0
/home/will/

Edit by Arch: Took off spoiler tags because it didn't expand to fit code box making it incredibly hard to read.

8
Mods / Re: Goblin faction
« on: 28 January 2017, 14:35:53 »
Hello, after nearly 2 years here is an update on the progress of my goblins faction  :)

Still not finished but getting closer  :|

http://www.filedropper.com/goblinspreview

P.S could someone host this in a more permanent place please.

9
MegaGlest / Re: new feature: glow effect for models
« on: 24 June 2015, 10:44:23 »
Yes, the Earth totem in Goblins mod uses this feature for its eyes. Seems to work OK. Glow is more visible at night than in the day. Any plans to workaround the transparency problem?

10
Mods / Re: Goblin faction
« on: 24 April 2015, 03:22:06 »
New release Cimiz

Not sure if anyone tested the last release but I'm going to post another one anyway  :P

There is only 1 completely new unit (the hovel) in this release but the other units have been finished and polished.

If anyone does test this comments are welcome  :)

11
MegaGlest / Re: new feature: glow effect for models
« on: 25 March 2015, 18:33:44 »
I want to test this but I don't know where to find the updated exporter. Link?

If I can test it then I will update the wiki with how to use it.

12
Nice work Titi. You are certainly pushing up the quality of tilesets with the models and textures here!  :thumbup:

13
Mods / Re: Terra Centauri: Last Stand
« on: 25 March 2015, 17:11:26 »
Excellent mod!  :thumbup:

The environments look awesome and great looking particle effects. Its nice to see a total conversion, I know the massive effort that it takes to produce a quality faction let alone a whole TC.Would love to give this mod a try to see how the gameplay works.

14
Maps, tilesets and scenarios / Re: New Lands Tileset Pack
« on: 20 March 2015, 15:27:02 »
TBH, these have been superseded by Titi's excellent new tilesets. Tropical was the first thing I ever made for Glest (before MG even existed!)

Swamp is probably worth a look since it is different to any other tileset but the others have been done better now. Maybe one day I'll get around to updating and improving them but I currently have loads of work with my Goblins faction.

15
Mods / Re: Storm Raven Faction Mod
« on: 20 March 2015, 15:21:53 »
No need to save this mod. I still have all my files (including a working faction demo) and can release an up to date version if anyone really wants it.

I half finished this faction a while ago but its still sitting around along with my half (more like quarter) finished Grey Elves, waiting to make a fantasy pack with Dwarves, Undead and Goblins.

16
Mods / Re: Goblin faction
« on: 19 March 2015, 16:03:26 »
New release Bozkan.

This is still a heavily WIP faction so some bits are half finished, but I'd rather put out regular releases to get some feedback whilst I work on the mod.

New units in this release are - Geomancer, Pyromancer, firebelly, fire totem and earth totem.

17
Bug reports / Re: Crash with mesh bound particles
« on: 16 March 2015, 14:36:07 »
Thanks Titi,  it seems single frame models don’t work with bound particles. Converted to 2 frame animated model and its working now.

This needs to be in the wiki as it will save other modders the hassle of finding this out the hard way.

18
Bug reports / Re: Crash with mesh bound particles
« on: 15 March 2015, 23:12:36 »
This is the model I'm using -

Code: [Select]
http://www.tinyupload.org/r72t2l2obwo
Its 2 separate meshes, stick.002 is the torch and plane.005 is the main model.

I will try experimenting a bit to see if I can get other models to work.

19
Bug reports / Re: Crash with mesh bound particles
« on: 15 March 2015, 14:59:53 »
I'm using Linux so I grabbed the linux binaries instead. Not sure if they also have the fix?

Sadly it didn't work  :(

(click to show/hide)

20
Bug reports / Re: Crash with mesh bound particles
« on: 13 March 2015, 23:33:31 »
This s the XML file -

(click to show/hide)

commenting out the <meshName> line allows the game to run and the particles show up normally as unit particles.

This is a zipped file of the current Goblins progress and setup.

Code: [Select]
http://www.tinyupload.org/qbtmd8b6rfy

21
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)

22
Mods / Re: Prax Mod (updated version 0.5.9.7)
« on: 28 February 2015, 15:54:04 »
Gave this mod a try and have to say it is really good.

Whilst it doesn’t deviate far from original Glest Magitech factions (actually feels like an upgraded cross of original Magic/Tech) it is full of well made art and has a nice use of particles.

This faction makes good use of newer MG additions such as unit particles, attack boosts and custom HUD.

If i had to pick an area for improvement it would be the blandness of units. Most are straight copies of Magictech units with simple attacks. It would be nice to see something using more complex attacks allowed by the MG improvements.

23
Mods / Re: anotherSteampunkMOD
« on: 28 February 2015, 15:32:50 »
Good luck on this mod  :thumbup:

I especially like the flamethrower unit. Reminds me of a big daddy from Bioshock.

24
Mods / Re: Licensing your mod
« on: 23 February 2015, 22:57:35 »
Just to give you an idea how worse it is in Germany...
An "Abmahnung" means you have to pay round about 1000 Euro and the chances you can defend yourself are very low, because all the courts give right to the other side. In addition you typically have to give a statement that you will not do something like this again. If you do this, you will get punished a lot harder next time you do anything like this. And of course you have to instantly take down everything related to this case.

Wow Titi, I didn't realise copyright is so strictly enforced in Germany. I live in the UK and so far the government (to their credit) has resisted the American push to criminalize copyright abuse. I'm by no means a lawyer but I think most copyright in the UK is still treated as a civil rather than criminal issue, which basically means if the copyright breacher has little or no assets its usually worthless chasing them since the copyright holder will be told it is their job to get the money back.

25
Mods / Re: Goblin faction
« on: 17 February 2015, 23:22:37 »
Thanks for the comments. There will be a unit similar to the grenadier at some point, but probably not the next release.

Can you please post a list of (proposed and released) units?

Released.
fungus farm - a basic food production and storage unit which creates slaves and bosses. unit production will probly move to a seperate building at some point.
hoard - storage unit and drop off for gold,stone,wood resources.
War totem - basically a barracks building for basic warrior/archer units.
slave - basic worker unit.
boss - weak melee unit which can speed up worker gathering at the cost of worker health.
warrior - basic melee unit, quite weak.
archer - basic ranged unit, quite weak.
crusher - a heavier armoured melee unit with better attack.

Proposed (next release)
Geomancer - magic unit with various spells probly including an earthquake.
earth totem - production/upgrade building for the geomancer.
fire totem - production unit for pyromancers and fire dancers
pyromancer - magic unit with destructive ranged fire spells.
fire dancer - short ranged unit with a powerful molotov attack.


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