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Messages - MuwuM

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51
Forum discussion / Re: Forums moved to forum.megaglest.org
« on: 21 March 2013, 13:13:06 »
could you enable the redirection to keep the query string? it would help very much for old links!

This is already in place. The URL https://forum.megaglest.org/index.php?topic=8942.msg87108#msg87108 should point to https://forum.megaglest.org/index.php?topic=8942.msg87108#msg87108. Do note the difference in subdomain (glest.org versus forum.megaglest.org) and protocol (HTTP versus HTTPS).

Does this also work for the WAP2 tag (Link on the bottom)
Edit: Is there a way to display the connected profiles (of social networks) on the profile page?
Can you elaborate on what you mean by this? Do you mean you want the profile to have icons and a link to social sites like Skype and Facebook? We previously had a mod that added Skype and GTalk support to the existing ICQ, AIM, MSN, and YIM fields, but it started acting up after moving the boards. I'm planning to take a closer look at similar mods later, or I'll make on myself if necessary.

Yes I think about such icons and links to the pages I connected my board account with.

52
Forum discussion / Re: Forums moved to forum.megaglest.org
« on: 21 March 2013, 11:51:54 »
could you enable the redirection to keep the query string? it would help very much for old links!

Edit: Is there a way to display the connected profiles (of social networks) on the profile page?

53
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 5 March 2013, 10:27:24 »
looks great  :thumbup: maybe I will do some icon-work this evening (after finishing the tower and adding the obelisk).

54
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 5 March 2013, 09:55:11 »
but where are the artists of the team  :look: , work with all its ? (icons, models ... ) Anyway, just a thought.

I thought I used everything i have ... our Google Drive is very confusing, as we have many folders containing nothing... :(

... I just have the well and your models + the old market from omega

55
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 March 2013, 22:53:18 »
Here is a download for the testversion

56
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 March 2013, 20:51:33 »
ok, I made a bit of progress:


57
Maps, tilesets and scenarios / Re: Mapa BR 2031 (Confira)
« on: 2 March 2013, 23:27:23 »
free translation:

Hi guys, today I give you the download for my map. I hope you will enjoy it, I modified a map from my friend Lukas (Muw[uM])

Here it is:



Download: http://www.sendspace.com/file/14u619


58
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 March 2013, 00:08:55 »
As there were no real progress the last days I started to retexture some models from other mods to get a playable version for testing & balancing

So far I have:

59
Feature requests / Re: Remove the stupid linux hint
« on: 22 February 2013, 09:29:29 »
We could simply remove the linux hint from the windows- and mac-releases ;-)

60
MegaGlest / Re: A sneak peek of what I am working on ...
« on: 20 February 2013, 00:34:06 »
 :thumbup:

61
Off topic / Re: Mega glest v3.8
« on: 19 February 2013, 07:33:05 »
hi, what you are seeing are the development versions of MG ( ending with '-dev' ).

If you'd like to use the dev-versions of Megaglest try the nightly builds or compile it yourself



oi, o que você está vendo são as versões de desenvolvimento de MG (que termina com "-dev").

Se você gostaria de usar as versões "-dev" tentar o nightly builds ou compilá-la

62
Does this also applies /work for multiplayer scenarios ?... as I had much trouble with experimental useage of translated names in the faction-selector ([<]faction name[>] ) for multiplayer, as the displayed texts are used for selecting.

63
Feature requests / Re: Scenario Summary
« on: 9 February 2013, 14:07:56 »
Here is a template for creating new loading_screens (the gray part is the loading menu / the green part is the menu)
Code: [Select]
[url=http://img826.imageshack.us/img826/9261/screen29g.png][img]http://imageshack.us/scaled/landing/826/screen29g.png[/img][/url]

64
Feature requests / Re: Scenario Summary
« on: 9 February 2013, 04:54:48 »
I programmed the changes.

Useage:
if the language-file has a line like
Code: [Select]
DESCRIPTION=I'm a description.\nI'm the second row of the description.the description is displayed in the scenario menu (or tutorial menu, works both).

link to the patch

65
Feature requests / Re: Scenario Summary
« on: 9 February 2013, 02:13:05 »
This design would need a rework of about 90% of the loading - screens. But I like it much more.

66
Feature requests / Re: Scenario Summary
« on: 9 February 2013, 01:17:36 »
I made 2 Desgin concepts for this:

The first is very similary to the old one:
Code: [Select]
[url=http://img15.imageshack.us/img15/5338/screen27b.jpg][img]http://imageshack.us/scaled/landing/15/screen27b.jpg[/img][/url]
The second strechs the loading_screen - Image to be background. Could have advantages for complex scenarios like Lord of the Land.
Code: [Select]
[url=http://img811.imageshack.us/img811/2628/screen27a.jpg][img]http://imageshack.us/scaled/landing/811/screen27a.jpg[/img][/url]

67
Mods / Re: Prax Mod
« on: 6 February 2013, 13:08:39 »
nice... I especially like the castle. I think we could reuse a bit of them for the Refit ;-) ... 

WHY are liniting the 'Steinheiligtum' to a maximum of 5 ???

68
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 29 January 2013, 18:44:55 »
The idea is not to have just a merge of egyptians and persians, but a new (fantasy) desert-faction, which is based on the historically nations of eygpts and persians.

+ The problem will be that, it will never be completed and not that the concept is not historically correct.

69
It seems to be fixed in SVN, tested yesterday on Windows 7 64bit.

70
Closed feature requests / Re: Support for 100% translation (ingame)
« on: 15 January 2013, 22:35:02 »
Here is the link to my patch which adds support for:

LevelName
ArmorTypeName
AttackTypeName
CommandName

I hope it will be used ... tested on windows single & multiplayer

71
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 15 January 2013, 17:20:07 »
I personally have no time for modelling, (... or improving my skills in modelling) so I have to do other stuff. And because we only have a few 3D-artists and they are very busy with the factions ... (at least I hope so, as we don't have very much done,yet) I searched for alternatives to balance load.

72
Mods / Re: MegaGlest Refit -- Official Topic (Updated 31/12/2012)
« on: 15 January 2013, 14:10:46 »
What is the current status of our project? I did not hear anything within the last few days. Does anyone know a way to keep in trac with new stuff / changes ?(I personally don't have the time to search all subfolders in Dropbox and Google Drive every day). Skype discussions are hard to follow (and to join) with about 6-8 hours difference. Are all still working on their tasks?

My current state:
Conception of Desert people => first draft finished
XML Structure => Basically designed / need to add new units & heroes / need to use modified valued from the Google Doc
2D World-map => Created basic file / new names needs to be changed/ switching to svg to have a better scaling?
Engine Support for 100% Translation => Started, a lot of work done (most of it was searching) / need to be completed and reviewed and accepted by the MG Dev's (primary softcoder)
First Draft for Campaign-story for Desert Faction => done at about 50%, will be posed when about 100% is done (It's just a first draft).

(click to show/hide)

73
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 15 January 2013, 13:54:27 »
ok, I was not aware that it is just 200 polys ... thought about 1000 ....

I know about the missing of bump- and reflection-mapping in MG.

Just thought that it looked comparable to the models you showed and we could reuse them ...


74
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 15 January 2013, 07:46:00 »
Check this user http://opengameart.org/users/yughues he has a lot of good art for tileset's ... and many/all are CC-0.

75
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 12 January 2013, 11:04:13 »
I found nice concept art for the desert tileset

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