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Messages - MightyMic

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1
Mods / Re: LEGO Techtree
« on: 17 March 2015, 00:31:25 »
Any updates?

A few. Mostly just people. I'll post some pictures when I get them textured.

So what is the concept of this LEGO techtree? It appears to be a mixed combination of modern, fantasy, and medieval. I would've expected something like ElimiNator's City mod.

The concept is creativity. I don't want to tie this into a specific lego set (i.e. city, star wars, batman, etc.) because then I would just make a city, star wars, batman, mod. The LEGO sets I played with as a kid were totally random. I had a bunch of city like set, a bunch of castle/knight type sets, and a bunch of star wars sets. So I'm trying to replicate a box a LEGOs that I'd play with... not any more of course. You know... to old for that type of thing.  :P

2
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 11 March 2015, 01:27:24 »
Thanks titi. I'm testing out the partsize tag. I didn't understand from your previous post, but I understand now.
I did/will use the validate and cleanup. Thanks for the tip though.
I want to update more than just the single *.xml and file before the release, but I'll try and upload an updated version in the next few days.

3
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 24 February 2015, 23:19:40 »
Okay, thanks titi. I had seen the partsize in another tileset and wasn't sure if it was needed or not as it wasn't in the wiki.
I have a few question about how this works. Does this need to be a square image? or is it more like a panorama of different sections?

Anyway, this is still an early release. I don't really like how some of the tree go through each other and some of the models need to be completely redone. But it's a start.

4
Mods / LEGO Techtree
« on: 20 February 2015, 05:37:51 »
Alright all, I've started working on my LEGO techtree again. You can view the old link here. I've pretty much restarted the mod as I didn't really like the models I was dealing with before. Now, there are several things I'd like input on. Currently this is my plan.
Code: [Select]
people:
- builder
attack: none
build: cafe, factory, hanger, house
pre-reqs: none
pro-reqs: 1f, 5b
created by: house
-lego guy
attack: punch/kick
build: none
pre-reqs: none
pro-reqs: 1f, 5b
created by: factory
-master builder
attack: hammer throw
build: energy center, bank, creator's paradise, forge, wane tower, defense tower
pre-reqs: ?
pro-reqs: 2f, 5b
created by: factory
-pizza delivery guy
attack: throw pizza, hit
build: none
pre-reqs: none
pro-reqs: 1f, 5b
created by: factory
-storm trooper
attack: laser gun
build: none
upgrade: build fliey things in star wars
pre-reqs: energy center
pro-reqs: 1f, 5b, 5e
created by: creator's paradise
-knight
attack: sword attack
build: none
upgrade: become a rider
pre-reqs: medieval tech
pro-reqs: 2f, 10b
created by: creator's paradise
-batman
attack: punch, bat-a-rang
build: none
pre-reqs: wane tower
pro-reqs: 1f, 10b, 10c, 1000m
created by: creator's paradise
limit: 1
-cowboy
attack: whip, shoot
build: none
pre-reqs: forge
pro-reqs: 1f, 5b
created by: creator's paradise

vehicles
-batmobile
produced by: wane tower
pre-reqs: none
pro-reqs: 25b, 50c, 100m
attack: guns
boost: batman
-car
produced by: creator's paradise
pre-reqs: research driving
pro-reqs: 25b, 25e
attack: hit and run
boost: none
-trebuchet
produced by: forge
pre-reqs: medieval tech
pro-reqs: 50b
attach: launch
upgrade: ammo from blocks to lava-rocks
-rock crawler
produced by: creator's paradise
pre-reqs: research geology
pro-reqs: 50b, 50c, 25e
attack: launcher
boost: miner
-miner
produced by: creator's paradise
pre-reqs: rock crawler
pro-reqs: 25b, 25c, 25e
attack: grind
boost: none
-bug
produced by: rock crawler
pre-reqs: none
pro-reqs: 25b, 5c, 5e
attack: laser, scratch
-jet
produced by: hanger
pre-reqs: research jet propulsion
pro-reqs: 25b, 50c, 50e
attack: laser canons
boost: none
limit: 5
-biplane
produced by: hanger
pre-reqs: none
pro-reqs: 25b, 10e
attack: bomb
boost: none
-helicopter
produced by: hanger
pre-reqs: none
pro-reqs: 20b, 15e
attack: gunner
boost: none

buildings:
-house
produce: builder
build-reqs: 150b, 50m
-factory
produce: master builder, pizza delivery guy, lego guy, research driving
build-reqs: 200b, 100c
-hanger
produce: jet, biplane, helicopter, upgrade storm trooper
build-reqs: 100b, 100c, 25e
-cafe
produce: food
build-reqs: 100b, 25c
-energy center
produce: energy
build-reqs: 150b, 300c, 200m
-bank
produce: money
build-reqs: 150b
-creator's paradise
produce: storm trooper, batman, cowboy, car, rock crawler, miner
build-reqs: 200b, 50c
-forge
produce: research medieval tech, research horses, research geology, trebuchet
build-reqs: 100b, 25c
-wane tower
produce: batmobile, research jet propulsion
build-reqs: 300b, 150c, 500m
-defense tower
produce: none
build-reqs: 300b
attack: launcher

The order of that is people, vehicles (and the like), and buildings.
Since this is going to be an entire techtree the resources are as follows:
  • blocks
  • crystal
  • energy
  • food
  • money
I hope to keep this mod to a strict standard of correct proportions... but I don't know how well that's going to work out.
My goal is to create a low-poly mod with fast paced game play and massive battles. Oh and batman might show up every now and then.
Obviously the building/production requirements are very general. I mainly wanted to say "this building will be expensive... and this one won't be."
I spent today getting my base lego man modeled, and I think it turned out great. Looks better than the old one. With that done, I mainly need to get different textures for the different people (ie lego man, builder, master builder etc.) The model is around 600 faces, so it's pretty small.

5
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 19 February 2015, 03:07:42 »
I've *cough* updated the tileset (now named lego_land).
If you've read my previous posts, you've realized that I deleted my version of the tileset, so I had to go back and create a new xml and sort out all my files. :look: 
btw make sure you have a good file naming convention... otherwise life sucks.

New Link

6
This would be great for my lego mod! ...  if I ever finish it :'(

7
I don't  know if this is even related, but slashdot just posted this article... http://m.slashdot.org/story/191727
Might lower the requirements for a server if we could get MegaGlest running on this

8
This is already implemented, although it's called attack boost but can be added to any skill.
Here's an example from Japanese
Code: [Select]
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="15"/>
<target value="faction">
<unit-type name="nagae_ashigaru" />
<unit-type name="samurai" />
<unit-type name="swordsman" />
<unit-type name="taketaba_archer" />
<unit-type name="tsubute" />
<unit-type name="yumi_ashigaru" />
<unit-type name="teppo_ashigaru" />
<unit-type name="taketaba_gunner" />
</target>
<max-hp value="0" />
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="20"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="true">
<affected-particle-file path="flag_particles.xml"/>
</particles>
</attack-boost>

You can also look at the Attack Boost in the wiki

9
Mine works fine (rev 4383)
Windows 7 64 bit

10
Mods / Re: MegaGlest Refit - Norse
« on: 26 March 2013, 19:47:52 »
As you can tell from the swarm of swift replies, little to no work has been accomplished since school started in full force. However, I still want to work on this but have had little time to sit down and actually work (on something other than school).

I believe that more has been done than what is posted on the forums, but not recently.

11
Mods / Re: MegaGlest Refit - Norse
« on: 7 March 2013, 23:13:59 »
Spring Break's next week, so hopefully I'll get a couple of models done by then...

Good to see you guys are still working on this

12
- ... don't cycle through the attack skills ( I prefer this )

I too prefer this

13
Feature requests / Re: Remove the stupid linux hint
« on: 21 February 2013, 15:25:32 »
Maybe rephrase it then?

Linux is the best operating system.. ever.. period :)
This comes off a little bit snarky...

14
MegaGlest / Re: A sneak peek of what I am working on ...
« on: 20 February 2013, 01:54:48 »
Nice Titi, looks awesome  ;D

15
MegaGlest / Re: Where the game is non-intuitive for newbies
« on: 13 February 2013, 15:56:31 »
The Options-screen is pretty filled, I agree. And I would love some additional options. Maybe its useful to make it switchable between an easy "dummy" screen and an expert-view with more pages. For example I would love an option screen for the free camera mode (moving and turning speed, minimal height above ground) to produce more epic game recordings :) .

We could have Options be basic settings i.e. Screen Resolution, Player Name and stuff like that. Then at the bottom of the page an Advanced Options which takes you to a new menu with stuff like particle effects, number of lights and other stuff most people wouldn't really know about. And splitting this into two menus allows you to have more options and a less cluttered view

16
MegaGlest / MegaGlest Snapshot Downloader/Updater (Windows)
« on: 12 February 2013, 05:31:24 »
[big][big]Update 2/12[/big][/big]

I've written a Powershell script to download softcoder's development build from
Code: [Select]
[url=http://w32.nightly.megaglest.org/nightly/megaglest-binary-win32-i386-3.8-dev.7z]http://w32.nightly.megaglest.org/nightly/megaglest-binary-win32-i386-3.8-dev.7z[/url]Note that this download only contains the executables and it will be located at %USERPROFILE%\MegaGlest_Dev

I'm still working on getting it to run when you start windows... but I haven't quite figured that out yet (will post when I get that working)

Code: [Select]
$wc = New-Object System.Net.WebClient
$wc.DownloadFile("http://w32.nightly.megaglest.org/nightly/megaglest-binary-win32-i386-3.8-dev.7z","$Env:userprofile\Downloads\mg.7z")
if(!(Test-Path $Env:userprofile\MegaGlest_Dev)){
New-Item -ItemType directory -Path $Env:userprofile\MegaGlest_Dev
}
cd $Env:userprofile\MegaGlest_Dev
& 7z x $Env:userprofile\Downloads\mg.7z -y
Copy and paste this into notepad with the file extension *.ps1    I placed this in C:\ for easy access

[big]You NEED to copy C:\Program Files\7-Zip\7z.exe to C:\Windows[/big]

If you've never run powershell before, there is one thing you need to do first.
You need to run powershell as Admin and enter
Code: [Select]
set-executionpolicy remotesignedNote, if you want to read up on this check out Microsoft's Website. Now you should be ready to download the development version of MegaGlest!

(click to show/hide)

17
Thanks Softcoder, you're awesome ;D

18
1. Does the player request to join the current game and the main host user get notified and then answer yes / no? How do we avoid spamming requests from annoying players?
2. How do we decide which player slot the connecting player joins into?

1. I wouldn't mind if the player was just connected or if the host had to ok it.
2. My thought is to have a list of open slots showing which team and which faction each one is, allowing the player to choose one. Or if there is only one open slot, immediately put him into it.

19
Feature requests / Re: Scenario Summary
« on: 9 February 2013, 01:59:59 »
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]

I think I like this implementation the best. It shows the image well and gives plenty of room for a summary  :thumbup:

20
Feature requests / Re: Scenario Summary
« on: 5 February 2013, 19:15:41 »
On the scenario screen, shift up the image, and after the techtree line, have a section for the description. Probably best to make this a text area with a scrollbar, as descriptions could be quite lengthy.

That's pretty much how I was imagining it

21
MegaGlest / Re: Graphics Improvements Discussion
« on: 31 January 2013, 23:34:01 »
Quote

Cool model, please put an Creative Commons license on it and release it on OpenGameArt.org :) Thx.
Um... Its a cube...

I'm pretty sure he was talking about the dude with the gun...

22
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 30 January 2013, 02:12:43 »
+ The problem will be that, it will never be completed and not that the concept is not historically correct.

I have continued to work, despite school and work... I hope that the rest of the people involved with Megapack Refit will continue to work as well. Right now I'm trying to make my textures look better.

23
General discussion / Re: Permission to use the icon
« on: 28 January 2013, 17:41:32 »
Also, you probably want to package MegaGlest, as Glest is no longer under development.
MegaGlest's media is also licensed CC-BY-SA

24
Tools / Re: exporter/Blender 2.5 series
« on: 22 January 2013, 03:44:07 »
Forgot to say thanks, yggdrasil :thumbup:
You're the man

I made it default to false mainly because it's a new option and modifies the mesh. Maybe not everyone wants to use it. I don't know how your workflow in blender looks like. If the majority of the modelers use this option, it should be enabled by default. Opinions?
I like using default orientation, but if anyone is opposed to it, I'm fine with editing the line after downloading

25
Feature requests / [done] Scenario Summary
« on: 18 January 2013, 16:27:34 »
I was looking for a scenario to play today, and I noticed that the only thing that gives an explanation of what the scenario is like is the name and difficulty. A brief summary of each scenario would be helpful when looking for one to play

"Defend yourself against hoards of angry ladies" for Amazones (and I don't know if that's even spelled correctly)

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