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Messages - Hagekura

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101
Mods / Re: Faction merging
« on: 22 January 2012, 07:54:41 »
Yeah I made JP faction works both for GAE and MG before, but currently MG has some very important unique features that I think important, so I'm making the faction specialty for MG for now.

I just got the JapFac working again for GAE Hage, and posted a question about uploading it here.

Many thanks for your help!
Interesting. I'll check it out. Thx!

What features exactly? The new particle stuff and multiple animation stuff?... I haven't been keeping up with MG much, maybe I should start haha.
Yeah features like them. plus AI-behavior options, max-unitcount etc.
but If only GAE features max-unitcount and multiple animation, these two features, I'll start re-working for GAE.  (plus Desirably new particle stuff).


For collecting my grammer mistake. Brenton kun Katajikenai. :thumbup:


Can we, like, move this to the Japanese thread please? This has nothing to do with the Iroquois faction.
That would be wise.

102
Mods / Re: Faction merging
« on: 22 January 2012, 06:49:12 »

OFF-TOPIC:
(click to show/hide)
Ditto OFF-TOPIC:
(click to show/hide)

103
Mods / Re: The Great Ming (Chinese) Faction (BETA Download)
« on: 19 January 2012, 08:04:35 »
I might be wrong but isn't breech loading too advanced for this time period, most weapons, if not all in the 1400-1600 period were muzzle loading.
This type of breech loading cannon was first introduced in ming by Portuguese colonists and traders (Chinese called them "Franks" in general) around the period 1506~1521, as well as manufacturing method of the cannon. and Chinese produced and used this breech loading cannons largely - also they used it in the battles against japanese in korea - until they replaced with more powerful Dutch cannons in 17th.

Characteristic of this cannon is the barrel was consisted of two parts - main barrel and child barrel -.
Child barrel was filled with gunpowder and ammunition before loading it in main barrel, the child barrel works as cartridge. this mechanics made the cannon able to fire rapidly. but this mechanics was also had some drawbacks, if the size of child barrel and main barrel was not matched, the combustion gas will leaks from the gap and firing power will be decreased, or barrel could be exploded.
Because of this drawbacks, this cannon was not popular among in Europe, but it seems Chinese loved this mechanics.

Btw this type of frankish cannon was also introduced in Japan, and the Christian Daimyo in the "Bungo" province, "Otomo Sorin"(1530 - 1587) bought this cannon by Portuguese ship and used it in battle against his rival clan, Shimazu clan. but the cannon was not spread in japan.
The frankish cannon Otomo used is now preserved and displayed in the Yasukuni Shrine.


104
Thanks for the reports tomreyn and titi! I'm encouraged!

I actually like the looks of the smoke/dust which shows up when a building was destroyed, but ths can be just me. ;)

Hagekura, did you have any time to work on the missing texture, yet?

I must say I really, really, like the Japanese techtree, it's so much fun to play, nicely looking and a very different gameplay. The A.I. doesn't play it so well, yet, though. If I recall correctly Softcoder has added something which allows for hinting on what the CPU players should primarily produce, maybe this would help it a little to build some of the more useful units later in the game.
I'm glad you like the bulding destroyed dusts. :) I'll try to make it looks more better.
In fact I'm already using ai-behavior option added to mg by softcoder already. You can see it in the faction's xml. but I must admit that more tweaks about it is required.

>>titi
Okay, I'd better reduce shinobi's bomb strength and it's speed a bit.
Personally I don't want to restrict numbers of cannons.

btw I've improved smoke perticle texture by following your previous request.

Now it looks more smoother than before. I hope you'll like it. Danke!

Cannon will become more 'normal' when Ming is played alongside Japanese.
Certainly. ;D I can't wait to the new release of the ming including cannons.

105
MegaGlest / Re: something to share
« on: 9 January 2012, 02:31:30 »
Very good work! :thumbup:
It might be useful for display attack-boost effect range also.

106
Mods / Re: The Great Ming (Chinese) Faction (BETA Download)
« on: 1 January 2012, 12:30:09 »
Yeah nice model. I love the painting on the shield.
It would be very tough to animate the three men at same time. good luck.

107
Off topic / Re: Happy New Year 2012!
« on: 1 January 2012, 10:25:55 »
New year 2012 Yeah.
I need to complete japanese faction this year! :scientist: and hopefully launch new project with completely new techtree.

I hope 2012 will be peaceful and happy for everyone.

108


These are bamboo (pole) parts that I made by photoshop for Taketaba units in my mod.

Psd Files of them are here:
http://dl.dropbox.com/u/28217581/bamboo1.psd
http://dl.dropbox.com/u/28217581/bamboo2.psd

Dunno they would be useful for your tileset, but feel free to use them in case you can use them.

109
Nice tileset! :thumbup: the bamboos looks good.
But the land looks a bit deserted. More green plz.

110
Mods / Re: The Great Ming (Chinese) Faction (BETA Download)
« on: 17 December 2011, 23:36:31 »
Nice update! the temple looks really good! and now AI plays much better.

I like that "huo_qiang" has both ranged and melee attack skill.
When he runs out ammo(EP), He can quickly change to mace man. ;D I feel sorry for that AI can't switch their attack in melee.

It's really fun fighting with japanese faction. but of course, We need to have a lot more debates about balancing and etc.  8)

Anyway, this faction is still in beta, I expect more for complete version!
This faction has potential, so I hope you continue working on this faction hard.
keep up the good job! :thumbup:

111
Mods / Re: The Great Ming (Chinese) Faction (BETA Download)
« on: 16 December 2011, 01:47:38 »
Congrats for the release!

but Currently this faction isn't assigned AI-behavior correctly thus CPU can't play this faction well.
Code: [Select]
<resource-producer-units>
<unit name="nong_min" minimum="4"/>
</resource-producer-units>
This code is wrong. You must set pig or paddy in here. Resource producer unit = food producing unit. not worker.

Make cpu build at least 3 barracks first.

Big problem is, most upgrades of the faction are conducted in the Castle. CPU can't develop the faction because while conducting upgrade, the faction can't produce workers. This is why I said make research building separately from castle.

Any way, well done! Looking forward for the more Improvements and Development!


112
Thank you for the playing report and issue notices, titi! :thumbup:
- Nagae Ashigaru has different standing animations which obviously have different start states which doesn't look good. And there is one animation where his head grows .... this looks strange.
I see, this can be fixed easily. I'll try.

- The smoke particle texture does not look really good, I bet you can do better ;-) .
Do you mention about the smoke texture itself(smoke_particle.bmp)? then, this is also can be improved easily, I'll try.

- About the missing texture tomreyn mentioned above. When I uploaded the japanese mod to the mod menu I called megaglest with the option for remove all unneeded files form the japanese techtree. Maybe this did something wrong?
I had no time to check if its in your original  package too.
Maybe not. I'm sure I've deleted the texture by myself before I upload the new 7z.
Perhaps some of the g3d files of Teppo ashigaru or Taketaba Gunner still contains the mesh of the previous muzzleflare. I'll check them and re-export all g3d files without muzzleflare meshes.

113
Mods / Re: [New mod] Navy Versus Pirates.
« on: 13 December 2011, 13:15:03 »
In case you want to create a mod which deals with battle between Sea Shepherd VS JMSDF, Count on me!
I'll be extremely supportive if I can mince Paul Watson by naval gunfire! :thumbup:

114
Mods / Re: The Great Ming (Chinese) Faction
« on: 12 December 2011, 21:36:25 »
Thanks all for feedback. I'll try to share a beta in a day or two to complement Hagakura's latest Japanese faction. It won't have all the units or fine tuning.

Grand General Cannon and musketeers

Sweet! :thumbup:
Both cannon and musket looks great, looking forward to release, but please take your time. ;D

For now I see the techtree map, I think ming should have some kind of "Research Center" building, Like Daimyo Yashiki.  Perhaps the building like "紫禁城(Zǐjinchéng,The Forbidden City)" would appropriate to the purpose.

115
The Japanese version which is available on the mod menu gives me this:
Code: [Select]
[2011-12-11 23:23:08] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 438] Error v4 model is missing texture [/home/tomreyn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0

Remember that you can use the --validate-* options on the command line to check for missing / badly referenced files.

Aside of this minor issue: this faction is really impressive - still.
Thanks for the notification!
Ah, that's the file I used to make "fake" muzzle flares in previous versions.
since the current version is no more properly works on GAE, I will think to use mg's validate option.

The new version is very good hagekura! I played it online with some people and i really liked it :) A suggestion to improve the realism of the smoke when the building falls. Currently i think the smoke looks too "flat" it's just grey and without transparencies, so i think you could improve it making one of these two things:

- make it a little more transparent.

or

- mix some darker smoke to the grey smoke and make the smoke more transparent.

These are two options i dont know which would look nicer (but i think the second in my opinion) or which would be easier to tell, but i wanted to gave you my idea :)

Greetings :)
I will fuss around with the building falling smokes with your suggestions in mind. :O
Thanks for the playing mod! Arrivederci!

116
Mods / Re: Glest Community Development Monthly - Issue 48
« on: 12 December 2011, 21:20:30 »
Omega's name appears on this list: 0 times. Oh well. Stickied anyway. :angel:
I'm grateful to the your behind scenes works such on the wiki and board, Omega. :D

Thank you hailstone!

117
MegaGlest / Re: Developer's Wishlist for next release
« on: 11 December 2011, 14:36:08 »
Desirable Wishlists!
Especially I would like Skybox and Savegame.  Skybox will brilliantly improve impressions of screenshots, may be helpful for attract more players.

118
This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?
How?
Yeah, Although I think your idea is good, There are no methods to implement this in both MG or GAE for now.

To prevent shinobis break into your base, put some spear ashigarus and bow ashigarus nearby your base. They would work well as the guard, and enemy shinobis will get beaten up before throw their bombs to your castle.

119
Mods / Japanese v089a released
« on: 10 December 2011, 10:34:51 »
Thanks a lot for the prompt action, Titi! :thumbup:

[big]Japanese v089a Released.[/big]
http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z
Code: [Select]
[URL=http://imageshack.us/photo/my-images/31/v089acrash1.png/][IMG]http://img31.imageshack.us/img31/4899/v089acrash1.th.png[/img][/URL][URL=http://img208.imageshack.us/i/v089aswordsmenfight.png/][IMG]http://img208.imageshack.us/img208/9716/v089aswordsmenfight.th.png[/img][/URL][URL=http://img97.imageshack.us/i/v089abesieged1.png/][IMG]http://img97.imageshack.us/img97/719/v089abesieged1.th.png[/img][/URL][URL=http://img585.imageshack.us/i/v089abesiegedcannon.png/][IMG]http://img585.imageshack.us/img585/8818/v089abesiegedcannon.th.png[/img][/URL]
Change log:
V0.89a, 9 December 2011

-Four New units: Standard Bearer(The unit inspires nearby military units by the Large Battle Standard and increases their attack strength by 20),
Tsubute(Slinger), Taketaba Archer(Archer with large bamboo siege shield), Taketaba Gunner
-Added variety of new units animations for more units, also Improved some units attacking animations.
-Largely Improved units perticle effects and projectile perticles: i.e. Perticle Muzzle flare effects of muskets and cannons, Battlefield Smokes.
-New AI direction by using megaglest's AI-behavior option: Now CPU plays much better than the previous versions.
-Now Ikki mobs/Warrior monks gain fighting bonuses when they are near the Farmhouse/Temple.
-Improved sound effects include more realistic Shooting/Impact sounds of Matchlock Muskets and Cannons, Bows.
-Improved models/textures of some units and buildings.
-Two New upgrades:"Siege Engineering" -Requirement for building siege shields and cannons-.
"Anatomische Tabellen" -Purchase this German Medical Textbook in European Trader allows you to increase physical resistance of all units in the faction-.
-Now some units have building limits: i.e. Shinobis.
-Changing in several stats/costs of units and upgrades.
-Removed normalmap textures for reduce filesize.
-many more.

120
Mods / Re: The Great Ming (Chinese) Faction
« on: 10 December 2011, 10:22:28 »
Good, Teng Pai Bing sounds cool. :thumbup:

Looks developing goes at a good rate. :) Looking forward to release.

121
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 10 December 2011, 10:17:07 »
>new menu screen
Simply awesome... :o

122
Mods / Re: The Great Ming (Chinese) Faction
« on: 8 December 2011, 09:45:15 »
Nice screenshot!
I also couldn't find a correct chinese name of the Laager. Maybe you should take account of name it simply war-wagon.

btw, Mainarm of the samurai in my mod is 大身の槍(Oomiyari = Big Head Spear). Although this weapon is suitable for both slashing and piercing attacks, you should classify it as pole-arms.

123
Mods / New Techtree map - Next update is coming soon! -
« on: 8 December 2011, 08:53:05 »
This is a renewed tech-tree map image of Japanese Faction.
Code: [Select]
[URL=http://dl.dropbox.com/u/28217581/JP_Glest_NewTechtree.png][IMG]http://img853.imageshack.us/img853/4721/jpglestnewtechtree.th.png[/img][/URL]
New release of japanese faction alpha is coming soon.
With four new untis. And a lot of new and improved animations of units.
Overhauled units and projectile perticle effects like more realistic muzzle flares, battlefield smokes.
New aspects of gameplay using some new features of megaglest (attack-boost, AI-behavior option).
And more polished sound effects including new arrows and muskets and cannons sounds. also fixed some units and buildings models, better balancing.

124
Mods / Re: [New mod] Navy Versus Pirates.
« on: 7 December 2011, 22:29:39 »
Agreed. While you have an ongoing project, you shouldn't dabble in another project.

125
Voted. good luck! :thumbup:

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