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Messages - MuwuM

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401
Mods / Re: Blender and the main menu model
« on: 7 March 2011, 17:50:20 »
hi anonymousjim,

the main menu doesn't support animated models. You have the change startingframe and endframe to the same number, then it should works ;-)

402
Mods / Re: MuwuM's Lizman Faction Download: v. 002-prealpha
« on: 7 March 2011, 00:25:09 »
DevLog

Changed model for incubator:
Code: [Select]
[URL=http://img535.imageshack.us/i/screen58j.jpg/][IMG]http://img535.imageshack.us/img535/6655/screen58j.th.jpg[/img][/URL][URL=http://img23.imageshack.us/i/screen57o.png/][IMG]http://img23.imageshack.us/img23/9076/screen57o.th.png[/img][/URL]
[i](Stonebuilding behind the lizman)[/i]

Edited: removed stone on top to make eggs visible in game.
Code: [Select]
[URL=http://img641.imageshack.us/i/screen60q.jpg/][IMG]http://img641.imageshack.us/img641/7961/screen60q.th.jpg[/img][/URL]
Uploaded to version 003-prealpha. Download see first post.


403
DevLog

First building improved is Termite Mound:

Code: [Select]
[URL=http://img51.imageshack.us/i/screen54e.jpg/][IMG]http://img51.imageshack.us/img51/8601/screen54e.th.jpg[/img][/URL]
Also updated techtree with this.

Created now update system wich makes it easyier for me to keep download up to date.

404
I won't matter any gender im my mod and i know about the non-fitting Rider model, but i have not overworked it, yet :-/

405
Tools / Re: Third Party Resources
« on: 4 March 2011, 23:04:11 »
I would advice to use files from devianart only with written permisson from author.

and for audio files: Here you can find some music under Creative Commons http://www.jamendo.com/. Please check wich of them is used...  ;)

406
Mods / Re: MuwuM's Lizman Faction (pre-alpha Download)
« on: 4 March 2011, 20:28:44 »
DevLog & Statments to wciow's post:

I like the overall theme, all the units go nicely together.
Thanks  ;)

The Lizman's texture is good but the other textures lack detail and look rather plain.
I will remake the textures and details of the buildings.

The Lizman model has way too many polygons. Its currently 6700 and should be somewhere like 700-1000, certainly less than 1500.
Done. Now it has 988 Triangles, but I have not done animation yet.

The animations (especially the move animations) need to be redone.
See above. ;)

The rider is too big for the small beast he is riding.
Will make the beast bigger, because I'd like to keep all basic Lizard at the same size.

NEW UNIT:

Battle Tortoise (smaller version, size 2 / I planned a bigger Version with size 4)

Code: [Select]
[URL=http://img847.imageshack.us/i/screen48.jpg/][IMG]http://img847.imageshack.us/img847/9016/screen48.th.jpg[/img][/URL]

407
Mods / Re: MuwuM's Lizman Faction (pre-alpha)
« on: 27 February 2011, 17:59:57 »
I redesigned my lizardmen using a model from sunburn.

Code: [Select]
[URL=http://img713.imageshack.us/i/screen42n.jpg/][IMG]http://img713.imageshack.us/img713/6008/screen42n.th.jpg[/img][/URL]
Texture created from image from Urgu.

New Unit: Lizard Rider WILL BE REDONE

Code: [Select]
[URL=http://img101.imageshack.us/i/screen43.jpg/][IMG]http://img101.imageshack.us/img101/7145/screen43.th.jpg[/img][/URL]
Redone Unit: Temple (main building)

Code: [Select]
[URL=http://img87.imageshack.us/i/screen45q.jpg/][IMG]http://img87.imageshack.us/img87/327/screen45q.th.jpg[/img][/URL]

408
Mods / Re: MuwuM's Lizman Faction (pre-alpha)
« on: 20 February 2011, 21:59:02 »
I have designed them because i personally like lizardmen ;-). I have not thought about how it fit to any other faction. But i think they may could be opponents of Mr War's Imperial faction but as long as i have not finished to alpha it's not so important  ::). Maybe there will be some other *men factions like minotaurs for example but I will finish thisone at first ;-).

409
Mods / MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 16 February 2011, 16:08:55 »
I have been a member of this forum for 1 month so far. And so I'd like to show some of my work.



I'm creating a new faction of lizman (lizards behaving like human ... walking on two legs etc.). this faction is far from beta state and not even a playable alpha. Futher more I'm not a good modeller but i think it's some kind of ok

Here are some screenshots of what I have done.
(click to show/hide)

Techtree (v. 004 prealpha)
(click to show/hide)

Hope for feedback.

MuwuM

P.S.
This faction will be MG based so noone needs to tell about GAE has functions that would be better for my mod!  ;-)

410
b) write something like a PHP (or something else) socket proxy that acts as the middle man.

 I personally prefer a solution b because it's lightweight but I think it should be a executable program (because I think PHP is some kind of too slow / think c++ would fit best because it's the current language of Glest) with something like port-hop for the ports used by glest, when a user connected via glest.

Beside the Relay Server I would prefer a dedicated server (something like a with some administrative functions like the ones mentioned by tomreyn https://forum.megaglest.org/index.php?topic=6469.0)

411
MegaGlest / Some new MG Features
« on: 6 February 2011, 20:25:28 »
Here is a list of new features i developed for MG that are now included in SVN
  • Bug fix: Made it possible to morph a building when there's something inside its cellmap ( I posted before on: https://forum.megaglest.org/index.php?topic=6470.0)
  • New Spawn Attack: an attack wich deals no damage, but spawn a number of units attacking the aim.
    Usage:
    (click to show/hide)
  • New life-costs for skills: added ability to set the costs for skills besides of enery to life.
    Usage:
    (click to show/hide)

412
Mods / Re: Imperial Faction (WIP)
« on: 6 February 2011, 14:15:37 »
you colud try http://www.jamendo.com/en/creativecommons
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).

maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)

413
I like the idea of having a cliff object. :thumbup: I think one more object won't be a problem for keeping maps kompatible. I also likethe idea of extra clifftextures. Let's see how we make this. ;)

414
Mods / Re: Aztecs
« on: 28 January 2011, 14:15:29 »
I think it would be nice to make something like John said ... maybe some more buildings...
my suggestions ... based on John's

Unit suggestions:
Slave - basic unit, does everything nobody want's to do ;-) ... mining, harvesting and building
Warrior - very cheap unit, no armor, weak attack with a macana (sharpened wooden blade)
Spearman - cheap unit, no armor or light armor, spear attack (range 2?)
Stone Thrower - cheap unit, no armor, medium strength attack with a sling for impact damage
Eagle Warrior - advanced unit, medium range, strong ranged piercing attack with an atlatl, leather armor
Jaguar Warrior - advanced unit, strong melee attack with a maquahuitl, leather armor and shield
Coatl - most powerful unit, feathered serpent
Priest of Tonatiuh - steal life from enemies
Priest of Tlaloc - lightning attacks (maybe anti air...)
Priest of Huehueteotl - heals units

Chinampa - farm, produces food
Pyramid - main building, produces slaves
Calmecac - trains elite warriors
Temple of Tonatiuh - temple of the sun god in Aztec mythology (support in fightes by scarifying enemies ... makes warriors stronger)
Temple of Tlaloc - temple of the rain god in Aztec mythology (provides better food production & may be lightning attacks)
Temple of Huehueteotl - temple of the god of life in Aztec mythology (increase life of unit's produce healing priest)

415
thanks... that save me time ;-)

416
Mods / Re: (mod) the starkillers
« on: 26 January 2011, 00:04:22 »
Hey! Nice Idea!  :thumbup:

Hope you are able to start soon modding.  :thumbup:

P.S.: Hope Blender is working correctly now. ;-)

417
Mods / Re: Unit ideas
« on: 25 January 2011, 23:51:44 »
Sound's nice ;-)
waiting for alpha ;-) ... great models + clear concept ... seems to become a nice mod  :thumbup:

418
i think we should add this staus value ... i will see this evening how it could work best.

419
The seversided code (PHP) would be easy ... but registering a MIME-type ist almost the same as a Protocol-handler

420
Maps, tilesets and scenarios / Re: How to mark multiplayer maps?
« on: 24 January 2011, 00:57:04 »
I like Titis Idea, so it's clear for User whether it's a multiplayer-map or not. And you have the possibility to play multiplayer maps in singleplayer mode and singleplayer maps in multiplayer mode. And if you want you can add a filter in the starting game menu. ;-) (i think i will suggest this for MG)...

421
Feature requests / Re: Add a glest: URL protocol handler
« on: 23 January 2011, 20:59:48 »
sounds nice but i think it might bring up problems with installation (installer only !!! or on every Glest startup?)

422
Yes Omega exactly that have i done ;-)

423
before you were not able to morph a unit (like a gate)
(click to show/hide)

following code will correct this
(click to show/hide)

424
I have thought thats windows but i didn't exactly know how to aviod that... next time will be better ;-)

425
Change in glest_editor: main.cpp

Code: [Select]
void MainWindow::onClose(wxCloseEvent &event) {
delete this;
}

to:
Code: [Select]
void MainWindow::onClose(wxCloseEvent &event) {
//Code by MuwuM
if ( MessageBox(NULL,"Do you Want to save?" ,"Closing...", MB_YESNO)==IDYES) {
wxCommandEvent ev;
MainWindow::onMenuFileSave(ev);
}
//End Code by MuwuM
delete this;
}

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