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Messages - Ayrin Greenflag

Pages: 1 [2] 3 4 5 6 ... 8
26
Linux and other ports / Re: install megaglest
« on: 22 October 2010, 11:45:26 »
it say i have to install glest by apt-get etc etc...
have i to use some command??

27
Linux and other ports / Re: install megaglest
« on: 21 October 2010, 18:51:05 »
Hello again :) I've successfully installed megaglest, i click on the icon in applications/games/megaglest ....and.... nothing happens :(  so sad maybe a benemoth is blocking my program?  :-X
I've tried to launch it in terminal ....without success....

newbie totally lost

28
Linux and other ports / install megaglest
« on: 21 October 2010, 10:48:55 »
hello, i know is a stupid question but... how do I install megaglest on linux?  (linux newbie).

thx thx thx

29
General discussion / Re: Just for say hello
« on: 23 September 2009, 15:04:39 »
...gosh! ...20 pages of topic?? i have to read all of them? a simple yes or no was enough for now :) lol

30
Mods / Useful site...maybe
« on: 23 September 2009, 06:44:46 »
Hello guys, i've found this this morning http://www.3dgs-hobbyschmiede.de
here you can find some mdl model for free and also some tutorial for blender
for someone i guess can be helpful ... see you soon :)

31
General discussion / Re: Just for say hello
« on: 22 September 2009, 16:34:12 »
of course i'm... i just have to stole some time to my activities and start work around that... if i use the orc model and i modify it i guess it will be fast to create the balrog/golem... it have to fly?

32
General discussion / Just for say hello
« on: 21 September 2009, 14:00:51 »
Hi to all of you guys, after a long time far from Glest i'm back and i just want to say hello... i will try to post something new in mods as soon as i can... nice to see that work go even more far :)
You can find me also on facebook now.

33
General discussion / idea (maybe a bad one)
« on: 17 February 2009, 14:08:00 »
Hello, what about to allow a random aspect of units?
example 3 different kind of swordman randomly selected when builded
the problem i think is into grouping them as the same kind of unit am i right? (double klick over a unit)
See you soon :)

34
Mods / Some inspiration
« on: 17 February 2009, 14:04:05 »
Hello guys, here is some image for inspirate our fantasy artists :)

http://www.the-edge-loop.com/BFME-2-page.html

35
General discussion / Re: Requirements: new map format
« on: 19 January 2009, 11:56:36 »
I agree with modman, some of those elements would be nice too... have possibilities wont mean to use them, and maybe some of that ideas could be used in different ways. Poison units would be nice, but poison could be afflictions too so i could make a unit that attack droids with a virus or nanodroids etc etc... but the basic is the same of poisoning/cure poison effects.
For that would be nice to use particle systems on units (emanation style)..that would be not too difficult i guess (if isen't already made )
We need cliffs!
Mines is a complex scenario if maps allow to select different terrains we can tie buildings or units to be built or travel only over them (ships).

36
General discussion / Re: Engineering the GAE Website
« on: 19 January 2009, 11:44:55 »
What size would be the logo? What about a flash logo?

37
General discussion / Re: Engineering the GAE Website
« on: 13 January 2009, 11:15:25 »
I could send u the code for admin panel to be personalized is not too difficult and it would get faster your work i think... otherwise if u say me your project i could already send u something working...u can also e-mail me if u want ayrin.g at lostinn.com

38
Mods / Unit orc sword
« on: 13 January 2009, 11:08:20 »
Hello, you can download the unit here www.lostinn.com/glest/units/orc-sword.zip
It's pretty huge size, i can't understand why, so i will try to modify it reducing bites

39
Mods / Re: War for Kallen
« on: 12 January 2009, 15:40:27 »
ok...then i will work around it :) adding factions on the road... stay tuned

40
Mods / Re: War for Kallen
« on: 8 January 2009, 23:23:57 »
well sword is no long as claymore...well i will post the model tomorrow so u can see it
more ugly? mmm maybe u are right when i send the model u could take a look to texture and give me some clue
here is a beta of human archery guild

41
General discussion / Re: research over research
« on: 7 January 2009, 23:38:49 »
and what about if some skill will be available for units only with a certain experience? for wizards fro example

42
General discussion / Re: consumable resources
« on: 7 January 2009, 23:36:26 »
Alert when resources are low would be useful :) i agree

43
For lare i think would be nice to use a animated gif or something similar coz sonar is really used in a lot of games and maybe in a fantasy mod will not be appropriate, maybe a red smoke or 2 crossed swords, into futuristic mods sonar really fit good

44
General discussion / Re: Animated be-build model
« on: 7 January 2009, 23:22:20 »
right we need a check of percentage builded as in old games as deuteros :)
if isn't possible to do it with a animated single file we can do with different files but i supose it will keep more memory

45
General discussion / Re: Engineering the GAE Website
« on: 7 January 2009, 23:18:19 »
Really i found all of them inside an old cd i've made full of this kind of images so i really don't know who made that, i use also some of those images as texture for models and it work pretty good.
Cartoony look?? are u sure? We make a 3d game and we will have a cartoony style site?

Do u need help for admin pages and code? Let me know <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

46
Mods / Re: War for Kallen
« on: 7 January 2009, 23:09:05 »
Is the angle of renderning :)

47
Mods / Re: War for Kallen
« on: 6 January 2009, 22:41:41 »
Here is another orc unit

48
General discussion / Re: chop, chop, chop (network code)
« on: 6 January 2009, 11:42:27 »
don't know if it could be useful ... i remember the old diablo network game that has some kind of jump coz of lag (56k connection) you was walking and suddenly a monster appairs and hit you...or you suddenly jump back coz you was hitten...i think they used a kind of sync check between server and clients if it doesn't match server information overhead clients ones.
Pretty annoying with lag but worked pretty good in other cases.

49
General discussion / Re: Animated be-build model
« on: 6 January 2009, 11:29:36 »
i like the idea of partial models (building or wounded) but it's right we need an option for disable those animations for lower systems

50
Mods / Re: War for Kallen
« on: 6 January 2009, 11:23:31 »

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