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Messages - MuwuM

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376
Mods / Re: Tower Model
« on: 27 May 2011, 13:45:43 »
Yes, it is very simple, but what should I change? Remoddeling each single stone (without bumpmap) would lead to a very-high-poly model. Furthermore if I add some plants or stones they would not fit very well to more than a maximum two tilesets. I dislike a boring flag on top. What else could be added to the tower, without crossing some other possibilities in useage out?

377
Mods / Re: Tower Model
« on: 27 May 2011, 12:53:07 »
GitHub is only free for open source ... and so far I see a g3d model is not opensource



New Texture is done.



Uploaded to OpenGameArt:

http://opengameart.org/content/tower-model

378
MegaGlest / Re: Rationale behind the mod folder location
« on: 27 May 2011, 11:04:09 »
The way other great games do is to install not into programs folder. This avoid the permission problems comes up.

379
Mods / Re: Tower Model
« on: 27 May 2011, 10:57:35 »
Will submit it at opengameart, when it's done (I actually have not all licenses for the texture, needed to publish). About Github ... is it not for sourcecode?

380
MegaGlest / Re: Rationale behind the mod folder location
« on: 27 May 2011, 01:20:13 »
well I'd actually like to stop applications spamming AppData folders, but I think with that config I will be able to cross the AppData/.../megaglest folder out.

381
Mods / Re: Tower Model
« on: 27 May 2011, 01:14:37 »
And what is the matter of that? I will allways have my source files. So noone can forbite me to use my own media and when others need to cheat, it's their Problem and not mine.

382
Mods / Re: Tower Model
« on: 27 May 2011, 01:08:15 »
CC-BY-SA does also mean I'm not supporting real freedom, because I want to see my Name on all modifications.

But as you mentioned, it's a very personal choice

PS: I also like to see my name but only on things I made myself ;-)

383
MegaGlest / Re: Rationale behind the mod folder location
« on: 27 May 2011, 01:04:33 »
Would it be so hard to  make an option weather to use external folders or not? As a modder/developer I have installed about 5-10 different instances of Glest/Megaglest to ensure not to mix up the mods / techtrees. The new mydata folder in the user folder makes it impossible to separate some special configs. And also is "C:\glest-dev\techs...." much easier to wirte in consoles etc. than "C:\User\Username\AppData\Roaming\megaglest\techs\..."

384
Mods / Re: Tower Model
« on: 27 May 2011, 00:50:07 »
Well,
1.  I personally don't really like CC-0.
I prefer the way public domain is used in Wikipedia:
(click to show/hide)

2. Why should I release content under the CC-BY-SA license??? CC-BY-SA forces other users to publish the media files under CC-BY-SA, too. So other user can use the media only in CC-BY-SA projects. This has in MY eyes nothing to do with freedom, what should be the aim of "FreeMedia". CC-BY is much better, but forces to name the Author, what might be not wished by some users. PD (or in worsed case CC0) leave the freedom to use the media file how it's needed. If someone needs it for a CC-BY-SA project he easily include it to his project and list the original author in the credits list. But if you want to use a CC-BY-SA media file in any other project, that project has to be /become CC-BY-SA, too. And btw CC-BY-NC-SA is even worse in view of freedom.

3. I have not written a licensing text, because I have not licensed it yet. If the way I see PD is not OK for this community I would not mind to release it both: PD and CC-BY

385
Mods / Tower Model
« on: 26 May 2011, 23:49:25 »
I don't really know where to post but I'd like to show you my current work.



It's a tower model. I don't have a mod for it, yet. If you would like to use it, feel free to ask. I will publish it under public domain when I got some more models and a bit better texture this is only "free for noncomercial use".

386
Feature requests / Ingame Statuspage
« on: 26 May 2011, 22:23:11 »
It would be great to have an ingame status page (e.g. Tab-key) wich shows players names/ colors / ping and ressources of teammates, this could be very helpfull for a quick overview in Multiplayer Games.

387
Feature requests / Re: editable credits section
« on: 7 April 2011, 11:32:00 »
agree to Ishmaru, had a very similary idea.

388
Mods / Re: MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 1 April 2011, 13:57:17 »
Paused... until release of future glest (v. 4.0) ... need some special features for the lizman, wich aren't good to make before release because of much testing is needed to keep it in sync.

389
Maps, tilesets and scenarios / Re: Stranded Scenario!
« on: 18 March 2011, 14:47:28 »
Your inventory is the the resources on the top of the screen.
No, it's not really what I think about an inventory ...

For example: If you walk outside and harvest wood you don't need to bring it into your house to build a pile of wood pides in your garden.

What i'd like to have is a more RPG - like inventory where the items I collect are stored and I can select which one I can store in the stores ;-)
I know about the technical issues, that would make changes in Source Code nessesary to use such an inventory. And of course I know what you used on top of screen. ;-)

A second improvement (maybe easier to do) would be to change messages like "You drank water" to status massages (like "Building can't be placed there" in original Glest for example) so you don't need to close two messageboxes after your character moved above a "water_fountian". ;-/

Anyway great scenario ... I like the RPG/RTS - mix ...

390
Maps, tilesets and scenarios / Re: Stranded Scenario!
« on: 17 March 2011, 21:34:18 »
Here are some sreenshots I made:
Code: [Select]
[URL=http://img12.imageshack.us/i/screen3bs.jpg/][IMG]http://img12.imageshack.us/img12/3676/screen3bs.th.jpg[/img][/URL][URL=http://img51.imageshack.us/i/screen5ey.jpg/][IMG]http://img51.imageshack.us/img51/6131/screen5ey.th.jpg[/img][/URL]
[URL=http://img140.imageshack.us/i/screen6bv.jpg/][IMG]http://img140.imageshack.us/img140/4403/screen6bv.th.jpg[/img][/URL][URL=http://img638.imageshack.us/i/screen10n.jpg/][IMG]http://img638.imageshack.us/img638/4999/screen10n.th.jpg[/img][/URL]

PS: very nice !!! But maybe it would be better with some kind of inventory (... I know Glest(and forks) doesn't support this,yet  ;-)  ...)

391
Mods / Re: 2080 mars, complete conversion mod
« on: 16 March 2011, 15:20:34 »
So far I know it's absolutly ok with GNU GPL (source code) and it should also work with the CC-BY-SA (Data)

392
Windows creates problems with loading keybinding ingame if there like: PauseGame=P. To make them working you have to change them to: PauseGame=112.

Here is a list of keys I got working on my pc (win Vista 32bit // VC++ 2008).

(click to show/hide)

393
Mods / Re: MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 9 March 2011, 19:30:32 »
DevLog

First playable prealpha: v. 005

Not balanced, yet. Warrior, Mage, Trap and some animation are still missing.

394
General discussion / Re: Disable Intro?
« on: 8 March 2011, 02:27:32 »
Why don't you create one, ultifd ? ;)

395
There are still some key's not working correctly ... will have a closer look tomorrow

396
Mods / Re: Blender and the main menu model
« on: 7 March 2011, 22:02:19 »
maybe I expressed it wrong. But my experience toward animated main-menu-models was that animation caused an undefined grey, flashing (on camera change) screen.

Looks like this (original model with 2 instead of 1 frame):



397
Mods / Re: Imperial Faction (alpha testing mod released)
« on: 7 March 2011, 21:49:38 »
ok, agreed with it was easier to develop for older/lower expactations ;) but in Up-to-date 3d games it usually takes lot of time. Espacially PRG games takes time ...and time (...and time) ;-).

ohh... i'm running out of topic ... I think glest is very easy to develop compared to similary games (besides Warcraft).

398
Mods / Re: Imperial Faction (alpha testing mod released)
« on: 7 March 2011, 21:18:39 »
Overwhelmed with how time consuming this game is to mod.
Every game needs much time to mod (atleast with good quality).

If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only pls
Sad, that I'm not experienced in modding Glest  :'( but wich you best luck in finding good team ;).

399
Mods / Re: MuwuM's Lizman Faction Download: v. 003-prealpha
« on: 7 March 2011, 21:03:10 »
DevLog

New Unit: Giant Tortoise
Code: [Select]
[URL=http://img820.imageshack.us/i/screen61.jpg/][IMG]http://img820.imageshack.us/img820/1247/screen61.th.jpg[/img][/URL]
New Unit: Tortoise Nest
Code: [Select]
[URL=http://img546.imageshack.us/i/screen68.jpg/][IMG]http://img546.imageshack.us/img546/6452/screen68.th.jpg[/img][/URL]
Uploaded v 004-prealpha


400
Mods / Re: 2080 mars, complete conversion mod
« on: 7 March 2011, 18:43:27 »
Nice mod so far... very simple models but i think it's ok (my are not really better ;)) ... waiting for download ;-)

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