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Messages - will

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701
Off topic / Re: Web programming
« on: 9 January 2011, 10:47:12 »
You've narrowed it down by technology - "I want to learn web programming"

You could instead narrow it down by objective - "I want to make a scenario for xyz abc in Glest MG/GAE"

By focusing on the objective, and then identifying the tools you need to familiarise yourself with to get there, you are more likely to succeed, and enjoy doing so!

My advice is master Lua by way of making scenarios :)

702
http://gamedev.stackexchange.com/questions/7161/what-library-for-octrees-or-kd-trees if anyone knows of anything

seeing that I plan to jump to C++ after I get pathfinding and building placement - building placement involves terraforming, will be fun - any insights to C++ libraries will be cool too

703
Feature requests / Re: MaxUnitCount(for units)
« on: 8 January 2011, 15:06:59 »
it might be quite convienient for a middle earth faction - how many ring wraiths can you be allowed to build?

704
General discussion / Re: Development announcement
« on: 8 January 2011, 14:51:02 »
This is very good news

705
MegaGlest / Re: MegaGlest Website
« on: 8 January 2011, 07:26:35 »
Anyone comfortable with python could adapt my g3d_stats.py to skip stats and render team colours and glreadpixels without the zpr window and then PIL to png or jpg.

The code loads and centres the models

Github, under GlestTools

706
Feature requests / Re: MaxUnitCount(for units)
« on: 8 January 2011, 07:20:38 »
Surely, it might not suit the limits of everyone's imagination but as long as it can be turned off it seems a very good thing?

(I like to play mg mods in gae)

707
1) the globe maps would look like normal glest wheb zoomed in and playing, just that the world is a true sphere

2) I can't see why the flat maps people make to play with the engine can't be arbitrary size, limited only by the player's gpu

708
Yeah, arbitrary maps as in maps with their own g3d scenery embedded in them - say a map with Mt Rushmore or an active volcano or something - is perhaps more playable than the globe thing.

But battling on micro-planets - they have to be small enough such that your units can walk round the other side to fight the enemy in just a few minutes, and they have to be dominated by land rather than water - is a great way to validate the technical aspects of the engine itself.

And with that in mind, here's what I've got for auto-generated game worlds right now -



I'll leave the world creation at this point for now - doing good land generation is a distraction all in itself - and think about how to implement building placement and then unit pathfinding instead - in that order.


709
Feature requests / Re: Blending the terrain underneath Buildings.
« on: 7 January 2011, 00:35:34 »
the alpha being used for team colour blending or otherwise is based on flags per mesh in the g3d?

710
Mods / Re: How do you load mods?
« on: 6 January 2011, 23:43:49 »
(what are the mydata/ rules, and should they be on that wiki link?)

711
Feature requests / Re: Blending the terrain underneath Buildings.
« on: 6 January 2011, 13:19:55 »
I think a multipronged solution might be a good compromise:

1) newer engines support a 'building' tile and use that for land under buildings

2) modellers should avoid sharp edges at the base of buildings by using transparency in textures and blending in a bit of dirt in the texture

This seems less impact to going for a gl shader solution?

712
Feature requests / Re: Blending the terrain underneath Buildings.
« on: 6 January 2011, 08:43:59 »
to what extent could some of this be built into the buildings using semi-transparent textures on the baes of them?

713
Its currently at https://github.com/williame/GlestTools/tree/master/icoplay but then name will be needed eventually when it migrates to a C++ project

I've had some fun with doing ray intersection for the meshes, but a bit disappointed there isn't a nice R-tree in python that I've found

714
It is my ambition to make a Glest-compatible engine that uses arbitrary maps rather than tile-based ones, e.g. play on a virtual planet or such.

I am busy coding prototypes, e.g. https://forum.megaglest.org/index.php?topic=6354.0 , yet I have not yet thought of a good project name!

Suggestions please.

715
General discussion / Re: how are distances worked out?
« on: 2 January 2011, 13:27:40 »
Mr War, you have me wondering who you might be?

I have always thought the tech faction would suit having a WWI tank with a single forward-facing canon.  That might be a fun starting point?

716
General discussion / Re: how are distances worked out?
« on: 1 January 2011, 23:45:25 »
Yes, in this new - and not yet written - engine you'd be able to play on a map made from arbitrary shapes and things.  Even multiple disjoint things like ... a solar system.

Because the basic positioning of things are not based on a 'grid'.

And this is a very fundamental thing that goes to the core of the engine.

But the early worlds to play on would usually be procedurally-generated globes - so not much need for map making, you'd be able to ask the game engine to randomly generate a map for every game.

Fairly early in this unimplemented engine's development, you'd be able to import any 3D model and use it as a map - so if you want to have a battle on a 3D model of a Volvo you could.

717
General discussion / Re: how are distances worked out?
« on: 1 January 2011, 23:34:49 »
Hmm, I really want to make my Glestesque planet-based RTS; there's some prototyping code sitting at https://github.com/williame/GlestTools/tree/master/icoplay

I've simply split the globe into meshes - patches they are often called in the trade - shown here randomly colour coded on a randomly-noisy planet:



Using normals for the patches its trivial to cull those that don't need to be drawn.

Where is this going?  I think there's some interesting coding problems:

  • Nice terraforming - I'd want a pretty bright pristine world rather than the Glest rain mood, and that in fact suits vertex colouring as much as texturing
  • Bump mapping - before colour texturing in fact
  • Terraforming live to place buildings
  • Path finding on a mesh world rather than a conventional board
  • Ballistics
  • I generally like wall building and nice integration for that part of things
  • ...

718
Mods / Re: Japanese Faction mod [WIP] -New patch released-
« on: 1 January 2011, 14:22:30 »
Minor bug, probably in GAE?

Why is this worker harvesting gold from the ground?



719
Mods / Re: Japanese Faction mod [WIP] -New patch released-
« on: 31 December 2010, 08:22:04 »
Deepest gratitude for making such a wonderful faction - I really enjoy it

Very polished, the very highest quality.

720
Off topic / Re: a hard choice.....
« on: 30 December 2010, 18:19:08 »
Slannesh sounds fun

There, I've fed the troll!

721
General discussion / Re: how are distances worked out?
« on: 30 December 2010, 09:09:13 »
risky how these thought experiments cascade into wasted time ;)



I was thinking about hexagonal cells, but rather in the end would favour a free placement thing but with a auto-align to adjacent buildings rather like powerpoint

722
General discussion / Re: how are distances worked out?
« on: 29 December 2010, 08:37:56 »
thank you for a concise answer

Spherical worlds are a nice thought-experiment: http://gamedev.stackexchange.com/questions/6878/rts-on-a-3d-map-e-g-a-globe

723
General discussion / how are distances worked out?
« on: 28 December 2010, 21:01:35 »
The map and tilesets are essentially 2D.

But is the actual logic underneath that works out placement and such based on alignment on this grid?  And is unit movement based on this grid?  Can more than one unit occupy a tile and such?

(Sorry that it is so much easier to just ask than to try and read the code for such a high-level strategic question)

724
Mods / Re: Constellus (new Alpha!) [WIP]
« on: 28 December 2010, 13:58:18 »
(Using glest_mod_pack.py https://forum.megaglest.org/index.php?topic=6207.0 )

I downloaded 1.2 which is linked in the first post.  Is this the current version?

I couldn't get it to run in glestadv:

Code: [Select]
glestadv: glestae_svn/source/game/prototypes/skill_type.cpp:244:
Glest::Sim::CycleInfo Glest::ProtoTypes::SkillType::calculateCycleTime() const:
Assertion `attackOffset > 0 && attackOffset < 256' failed.

I couldn't check very much with my glest_mod_pack.py tool either, since it stops at the first, fatal error that it finds:

ExpatError: mismatched tag: line 34, column 6
Which is techs/constellus/factions/crincillin/crincillin.xml

Code: [Select]
  <enemy-sighted-notice enabled="true" min-delay="5"/>
        <sound-file path="sounds/industrial_alarm-soundbible.com-1012301296.wav"/>
    </enemy-sighted-notice>

Note that the opening tag is actually closed..

Fixing that, and the tool says:

(click to show/hide)

So zip is 19.6MB (and I did it again with xz which is 18.2MB - usually it compresses rather better than that)

My guess is my tool is as much mis-packaging the mod as anything else, or is all this expected?

725
General discussion / Re: Rendering G3D using OpenGL
« on: 28 December 2010, 13:56:47 »
For normal maps, I had in mind a separate texture that would be read and intrepid for the normal map. Can the engine do it?

<my comment corrected after looking at the code>

The engine seems to support it right now - svn blame suggests its silnarm's work?

For version-3 models, if a texture exists that has _normal appended to its filename then that is used as a texture map.  In version-4 models, the name of the normals map is in the mod.

I have not found a model that does use it, though.

But if you're making such normal maps - I prefer the term bump maps - then you can presumably use gae_g3dviewer.

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