Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pizza90

Pages: 1 [2] 3 4 5 6 ... 12
26
MegaGlest / Re: GAE features
« on: 23 April 2019, 12:51:08 »
It's like I fell in a time machine and woke up back in 2011  :P

While having the same origin in Glest, GAE and MG went two very different paths to the point of which a merge was impossible. Much of GAE features will break vital MG features like multiplayer, and Ai.

I Agree with you Ishmaru  :P  (good to see you active here!) Thanks to Andy we are reviving the Elves faction which is almost 10 years old  :o it is the power of free software, as long as there is one person contribute the project is alive

@Elvas, MG code is on github: https://github.com/MegaGlest/megaglest-source in case you want to check the source and learn more about the code, and thanks for your will! :thumbup: :thumbup: :thumbup:

27
The original download link still works, however as I don't know LUA I am unable to check what's left to do...License is open too, and since it seems a good project I suggest we try to revive it and incorporate into MG  :o :thumbup: Andy, have you tried it?

28
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 20 April 2019, 14:16:04 »
Did a single player elf vs elf and I am glad to see improvements!(and that you followed some of my suggestions :D) The only thing I find too much is the saturation of teamcolor in archers as compared to other units looks too vivid and unrealistic, maybe you can tone it down a bit? (a la workers' team color).
At the leas for me the gameplay has improved noticeably so thank you Andy! More feedbacks to come :)

29
Feature requests / Port Glestimals from GAE
« on: 19 April 2019, 13:07:31 »
Reference thread: https://forum.megaglest.org/index.php?topic=3440.0

GAE is dead and one of the cool feature they never implemented was glestimals. Like in Warcraft glestimals would be wandering animals which if killed could give you gold or food. There were plans to make them either neutral, defensive or aggressive towards the player. I am not able to tell the status of the project but from the photos they seem to be quite done so. They would not add much to the game but they would help (maybe) in the first phases of the game, and some dead code would be revived.

30
MegaGlest / Re: GAE features
« on: 19 April 2019, 10:06:48 »
I understand your point and I agree with you, the main dev about water-only units replied: "AI does not play these units the right way and playing vs AI is a very important part of MG. SO no, it will not be added."

Maybe you can contact Titi and explain why you need such features :thumbup:

31
Mods / Re: glest guide
« on: 18 April 2019, 13:49:08 »
Wow pretty impressive! :o Seems we got the pioneer of the new generation of MG modders  ;)

Romans used to have walls and door, really fun but AI was not able to use it so it was removed :(

32
MegaGlest / Re: GAE features
« on: 18 April 2019, 13:23:33 »
Afaik GAE and MG had different philosophies (MG being more into multiplayer) so they never merged. About porting features from GAE I agree (I opened a ticket in feature requests for water-only units). However it seems that the main problem is AI which is not able to play well such features..so the main dev does not want to implement features unusable by AI.

33
Mods / Re: glest guide
« on: 15 April 2019, 21:57:25 »
Can you post some photos of your models?:D Blender 2.8 will be soon out, it would be great having an updated modding guide :O

34
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 12 April 2019, 20:46:31 »
I did not have time to join any game tonight but I eventually played against CPU. Here are my feedbacks (some, I am sure already noticed by others):

- Compared to previous versions this one is more fluid, the others took ages, but I do miss workers not requiring wood (I suppose it was their characteristic being elves).

- The sanctuary still has a meeting point which should be removed since it is not used.

- Dryads have color attacks but otherwise they are indistinguishable, maybe it is a personal preference but I don't like all those tones of green.

- It would be cool if the tree of life could be thickened, right now it looks almost like a normal tree, in doing that you could find room for color stripes like in the guardian tree.

- Color strips of guardian tree should be thickened (maybe the whole model too?)

- Mine and wood harvesting have the same icons :O I find it so confusing  :scared:

- It would be cool having a color flag on academy (like corral has)

- Team color should be added to elf archers.

- I feel 180 wood for elf archer is a lot  :| Maybe 120g/150w or 100g/180w would be better

- Same for reaver,  180 gold and 220 wood seems a lot, I would try 150g/200w or 180g/200w.

- I don't know why but playing this faction I always end up with massive unbalances between gold and wood.. like 5 (or more) more gold than wood or vice versa, which does not happen with other factions, does it happen to you too?

35
Yes it is from 2011...But then again, water units were an old request too, and they were implemented in a MG fork...I still hope MG's AI can be improved to make it use water units ad finally port them to MG. So maybe store units will happen too..

36
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 12 April 2019, 11:36:30 »
Thank you! I will download it and let you know :D

37
Storing units would be great! I remember Warcraft 3 had moving units which could be loaded into moving units, so cool!
Andy does it mean that to use such bunker we need to wait to have loading to be ported to MG?

38
Mods / Re: glest guide
« on: 8 April 2019, 01:10:11 »
Don't know if this video can be relevant to you but it was made by a modder lik 9 years ago :o hopfully you can still benefit from watching it  :thumbup:
https://www.youtube.com/watch?v=ky9SJwiALhs

39
Mods / Re: glest guide
« on: 5 April 2019, 16:09:07 »
Which wiki are you talking about?

This? https://docs.megaglest.org/Main_Page

Or this? https://glest.fandom.com/wiki/Main_Page

They are both accessible to me.

Do you have any idea on what factions to work on?:)

40
Mods / Re: add Undead to mod center
« on: 1 April 2019, 20:13:56 »
It turns out that AI struggle with producing certain units as it produces only a few types :/ Testing and fixing this, is necessary before adding to mod center.

41
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 1 April 2019, 19:24:16 »
I will definitively join if we play elves :D I will try to stick around that time for a game this week.

Is a changelog with your changes available? I gave a look on github but saw only a couple of commits for cosmetic reasons (adding a preview image etc.), no trace of modification to the game.


42
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 31 March 2019, 23:14:39 »
Hey Andy! Wow great!
Do you have a list of issues to be fixed?? What do you feel needs testing?
What time is good for playing? I am GMT+1.
I have been playing a couple of matches against the computerr and found something that can be worked on. I will make a list asap.

Edit: sanctuary does not have a meeting point this has to be fixed

Also silly question...but how do you obtain grace?? :o ::)

43
MegaGlest / Megaglest on GOG?
« on: 31 March 2019, 18:17:46 »
Megaglest time ago was added to steam for less than 1 dollar, but I was wondering what about GOG?

For those of you who do not know GOG is a DRM-free alternative to steam: https://www.gog.com/ and their client is called 'galaxy': https://www.gog.com/galaxy.

I think adding MG to GOG could provide it more visibilty and maybe some revenues? Since MG is on steam...

I have no idea if they have any restriction regardng FLOSS software, but they do host several games free of charge.

Any ideas? What do you think?

44
Maps, tilesets and scenarios / Re: fresh maps download location
« on: 31 March 2019, 18:02:19 »
@titi Thanks!
Are the maps playable now on the master server? I hadn't time to check yet.

Also I don't remember how new stuff is added to the mod center and where they are hosted (dropbox?I doubt it is locally). There is a couple of things which would need some fix (vbros packs) and some which could be cool to add (undead and elf faction, check feature requests), but I have no idea who is in charge for mod center, Could you explain?Is it you titi?

45
Mods / Add elf faction to mod center
« on: 31 March 2019, 13:28:02 »
Original thread:

https://forum.megaglest.org/index.php?topic=3944.0

Licensed under: CC-BY-SA

Very cool faction which IMHO should be added in the mod center.

46
Mods / add Undead to mod center
« on: 31 March 2019, 13:19:31 »
Original thread: https://forum.megaglest.org/index.php?topic=5985.0

If you never played them here is a video: https://www.youtube.com/watch?v=eWqt17fz7QA

Supposedly a WIP but pretty functional and almost 10 years later the original download link still works  :o

No traces of license to be found and author is not active since 2018 however:

"Quote from: wciow on  7 September 2011, 10:01:51

    Hmm, its been a while since I made the Undead mod. From what I can remember it is all made by me with just a few photos from burningwell which are Public Domain.

    I like to release all of my works as Public Domain. Some mods such as Dwarves contain parts of magitech (mainly sounds) and the last "official" release by Archmage was marked with some CC license, which I don't mind.

    I recently looked into helping the Planeshift RPG project and then recoiled in horror when i saw their licensing terms. Basically I get bored by licensing stuff so anything released by me will usually be Public Domain unless it contains someone else work which requires a certain license."

So they are under PD.

47
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 31 March 2019, 12:28:26 »
Any update on this? It would be cool having this faction in the mod center.

Anyone willing to keep up working on this?

48
Water-only units have been a feature request for many years. According to https://github.com/glest/glest-source/issues/84 they have been implemented by mathussummut for his 'Glest'. I suggest to port this feature to MG.

49
Feature requests / Add a searchbox to the mod center
« on: 13 March 2019, 22:54:26 »
So that you don't need to scroll/look too much when you need to find something. Should be case insensitive and would be cool if it could find tags as well (downloadable stuff could have tags to make them easier to find). When the number of mds will grow it will be a very useful feature I think.

50
Maps, tilesets and scenarios / Re: fresh maps download location
« on: 13 March 2019, 22:52:05 »
First of all Hi Titi! Cool to see your posts again ;)
Are those maps tested? Will they be added to the mod center?

Pages: 1 [2] 3 4 5 6 ... 12
anything