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Messages - MuwuM

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351
Mods / Re: Alliance faction - help
« on: 12 July 2011, 09:37:18 »
Thanks, John. The tripod needs some kind of retexturing...   

Here is a small part of my soundtrack (so far I worte it ... ). The instrumentation (and the sound) will change a bit ...
http://www.toofiles.com/en/oip/audios/ogg/glest-alliance-soundtrack-part-1-demo.html

352
Mods / Re: Alliance faction - help
« on: 11 July 2011, 20:25:16 »
Hi, nice one .... typed the first 4 pages of scores for the music today... this model could become a scout-unit. Fast, medium armour, weak (or no) attack (can be improved by upgrades).

353
Mods / Re: Alliance faction - help
« on: 11 July 2011, 01:33:58 »
I'm not shure with ressources (wich ones do you have in the other factions? / Maybe use the same/mixed up ?).

It's quite difficult to find good music licenced under (Global-) PublicDomain, but I keep looking.

Would a modified version (much more futuristic) of this fit ?
https://www.youtube.com/watch?v=W7-fDMMXeiA

PS: Skin is much better ;-)

354
Mods / Re: Alliance faction - help
« on: 9 July 2011, 10:39:09 »
Yes, I think it looks nice.

It looks like a big technology-fork of the alliance uses spider-vehicles... (wich is a nice idea) ... So I think we should make all spider-vehicles (maybe 3 - 5) to product of one building.

355
Mods / Re: Alliance faction - help
« on: 8 July 2011, 18:32:49 »
nice model .... but the texture could be a bit more detailed? ... or do you think about that style, then it's allright.

356
Mods / Re: Alliance faction - help
« on: 8 July 2011, 14:53:08 »
I worked a bit on mixing the two logos

(black border disappear in normal resolution)

357
Mods / Re: Alliance faction - help
« on: 7 July 2011, 22:09:55 »
I'd prefer a) (blue and yellow paint schemes). Would fit well to the very nice logo (with the 5 stars) from gabbe.

358
Mods / Re: Model requests
« on: 7 July 2011, 12:58:43 »
WoW ..... VERY nice. Like it ;)

359
Mods / Re: Alliance faction - help
« on: 7 July 2011, 10:38:35 »
Hi, nice idea! Let's see what we (the community) can do. ;-)

360
Feature requests / Re: [Request]Hotkeys for skills
« on: 5 July 2011, 02:29:05 »
This could become a Feature making Glest more interesting for Pro-Gamers who need fast gameplay, but could create some trouble with the keys, that are set with functions, yet....

361
Feature requests / Re: alternative ways to show teamcolor
« on: 5 July 2011, 02:26:12 »
Well I'm in favor with some kind of combination of what was mentioned before. Here are 2 additional ways that I'd prefer (maybe make both possible and let modder decide ...):

  • replacing current hp/ep - circle with an teamcolor - circle and adding hp/ep - bars on top of the unit.
    AND / OR
  • And a square in Teamcolor above the unit. It should use an alphamap or something similar. So you could include faction logo, too.

362
Mods / Re: NEW monster/alien Factions
« on: 4 July 2011, 10:57:06 »
That's not true. You only need the texture. If double-sided, etc, was incorrectly set, it can be fixed with G3DHack. Nor, really, is it that hard to do, the hardest part being to find a creative way to place teamcolor in.

But without the source files it' s much more work than with at least if they were save in photoshop (*.psd) or gimp files, too.

- enable the engine to show a marker above the unit
would be nice.  maybe we could place a life-bar (and an energy-bar) there, too. So people stop complaining about the transpareny of life-circle (on the ground) ...

363
MegaGlest / Update Documentation(s)
« on: 29 June 2011, 23:54:31 »
We should update Documentations (e.g. Wiki) to let modders find the cool new features added last weeks.

Example: https://docs.megaglest.org/XML/Skills

Does not contain how to use hp-cost  (btw. : <hp-cost value="123" /> )

I can do the features I concepted. Can anyone do the other features?


364
Mods / Re: MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 29 June 2011, 23:47:45 »
Well.... yes!! After 5.2 the most important function is in MG so I will work again on this mod. Additionally I'm playing arround with an idea for a scenario ... if it works (pre-alpha like) i will post screenshots etc.

365
Mods / Re: Model requests
« on: 29 June 2011, 23:44:04 »
Best concept image I found is this:


The following are good, too (but I like the first best  ;) )


Large images
(click to show/hide)

I hope it's enought for moddeling, if not feel free to ask.

366
Mods / Re: Tower Model
« on: 29 June 2011, 12:35:23 »
Wow nice information ;-) ... I think this will create some nice variety in MG

367
Mods / Re: Model requests
« on: 28 June 2011, 21:28:08 »
If you'd like to create a lizardman i'd use it in my mod ;-)

368
Feature requests / Re: Request: Game menu redesign
« on: 28 June 2011, 12:07:18 »
Sounds nice for me  :thumbup:

369
Mods / Re: Tower Model
« on: 28 June 2011, 12:03:36 »
well Door and Windows aren' t done, yet. (thats why there is "Test" written where windows will be ;-) )

370
MegaGlest / Re: Some new MG Features
« on: 28 June 2011, 00:04:22 »
HP cost works exactly like EP cost with the only difference that HP is calculated after a hit.

Here is an example for an unit with HP-Cost and Negative Live Regeneration.
(click to show/hide)

Here are the important lines:
(click to show/hide)

371
Bug reports / Re: Problems with utf8/new fontsystem
« on: 27 June 2011, 22:56:36 »
I got a few other errors.

1.  The new fontsystem does not render/show the letter "J"


Look at "Shadows". There is no "j" in "Pro ected". And at Screenshot format there is No "J" in "JPG".

2. When you edit the nickname in the option menu  and you press for example the [backspace] - key there comes an â–¡ instead of removing an letter.

372
Mods / Re: Tower Model
« on: 27 June 2011, 20:58:41 »
Sry for doublepost ... but I'd like to show a screenshot of the current progress


373
Mods / Re: Imperial Faction (***Full Release*****)
« on: 28 May 2011, 14:07:44 »
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.



374
MegaGlest / Re: Rationale behind the mod folder location
« on: 28 May 2011, 13:06:23 »
well i (as a developer) still don't like splitting up program folders, because it lead to changes in multiple folders than one,and make an installation nessesary, you can not simply copy and paste a new instance of a progam , but if this is the way it will be the new standart I will accept it (when still trying not to use it, I need 5-6 instances of almost every program I work with ;-) ).

375
Mods / Re: Tower Model
« on: 28 May 2011, 12:30:30 »
Hey,

very nice conception ... will do this ;-)

Changes on roof done, now retexturing (lighter and darker texture).

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