Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MightyMic

Pages: 1 2 3 4 5 [6]
126
Awesome! :thumbup:  Can't wait ;D

127
I just checked and mine is there as well, and I've only use 3.6.0.3 and the previous version. So it's happened in the latest two versions at least.

128
I was thinking about that as well. Though if you made it pretty unnoticeable it would only be a problem against the CPU... or you could give it a separate armor so that bullets don't hurt it but mortars/bombs/explosives do. It'll be tricky because the AI might just sit there firing at the mine until either you come along or a rocket grunt comes along... :confused: a cloaking unit would be easiest...

129
Hey guys, I was just thinking about the mines you mentioned it your post. Right before I read that, I was like "It would be awesome if they could make claymores." and then I saw that you were (maybe) planning on mines! I think the way to do it would be to have it's attack (ie blowing up) cost it's max hp and therefore die (Basically a one time turret). You guys probably already know this, but I just wanted to say I think it would be awesome! :thumbup: 

130
Mods / Re: Lego Mod!
« on: 26 March 2012, 01:33:53 »
Good ideas... very good ideas ;) but as you said very time consuming if I want this to be a good mod (which of course I do) so... I think I will take your advice Ishmaru, maybe making a mix of 1 & 2

I think my idea was a little too bland, nothing really would have made it different. I'm going to put a lot of thought into this before diving right in. I'll keep you guys posted on ideas.

Idea 1) Is there a way that I can have a unit morph another unit? I'm not talking about being required for an upgrade, but something like when you build a robot, it's able to change a building into a mobile building (or something like that) the closest thing I can think of is healing but that doesn't actually change the other unit, just it's hp.   --->   How about this the robot gives the building ep and when the ep is high enough it morphs... (is there a way to do that?)

Eliminator: LOVE the pizza dude, but there's a box in the far left (Pepper's left)

131
Mods / Re: Lego Mod!
« on: 25 March 2012, 01:42:14 »
You bring up an excellent point Ishmaru. Police and Firemen are pretty generic and not very creative... That said, I don't know whether to continue making the Lego City techtree or revamp my idea to "Lego Creator" I'm not very far into the actual creation of the techtree as I've been trying to get my tileset up to par. (I think I've made like three models beside the Lego Man) You have given me several ideas, but not enough to build a techtree out of... (guess I'm not that creative :-\ ) I do like your idea better than mine though (because my basic idea was to copy the real Lego City :thumbdown: ) I have one idea that would blow everyone away... I'll let you guys know if it works but I'm going to stay rather vague about this until I know for sure :-X

132
Maps, tilesets and scenarios / Re: Under Water
« on: 24 March 2012, 17:03:35 »
The more I see this the more I like it. You could have scuba divers and submarines and fish and octopi and the car from James Bond that goes underwater... well maybe not :O but this is going to be EPIC

Here's what I'm thinking...
(click to show/hide)

But not until I finish everything I'm doing right now :D

133
Mods / Re: Lego Mod!
« on: 24 March 2012, 03:36:17 »
Here's what I'm planning for the tech tree (sorry guy, I don't have mad skills and so just made this in Word)

(click to show/hide)

Just to clarify, in upgrades it's the upgrade then the unit which actually performs the upgrade -> Example: Training Field - Barracks

134
Maps, tilesets and scenarios / Re: Under Water
« on: 24 March 2012, 00:40:37 »
Ha ha! That's AWESOME!  :thumbup:

135
Maps, tilesets and scenarios / Re: Lego Tileset - Prealpha
« on: 24 March 2012, 00:39:11 »
Done... and it looks more Lego like :D

Code: [Select]
<rotationAllowed value="false"/> doesn't seem work with resources... or am I doing something wrong? I think that they would look better without rotation

Here are the "gold" and "stone" resources that I have lego_resources

136
MegaGlest / Re: Portable Version of MegaGlest
« on: 24 March 2012, 00:17:36 »
That's it... awesome. Though it needs to be packaged as in the PortableApp.com format so I'll have to look into that... I'll keep you guys up to date on all that I find out.

137
Maps, tilesets and scenarios / Re: Lego Tileset - Prealpha
« on: 23 March 2012, 17:29:49 »
I'm planing on making those... just haven't got around to it yet :D

Also, I think I'm going to scale the palm trees, make a bush, add a couple other flowers (different colors), and possibly add a new tree (other than the spherical one)  ::)

Thanks for the input!

138
Mods / Re: Lego Mod!
« on: 23 March 2012, 17:25:11 »
I've never played it, but I just looked up some pictures of it.  :thumbup:

That would be awesome if you made a pizza throwing dude for the lego_set. I'm going to package it as a different pack and I think that's what I'll call it. That way I can make some other lego themed tech trees. Since I'm making a City theme, a skateboarder who throws pizzas would fit right in :O

139
MegaGlest / Re: Portable Version of MegaGlest
« on: 23 March 2012, 15:45:17 »
Ummm... That would be pretty cool...  8)

I try looking into it. I think the best way would probably be to edit the source code and just changes the directories to the directories that PortableApps.com uses (If I'm wrong, please let me know). I don't know much C++ but I'll look into it.

140
Feature requests / Limit Tilesets per Pack
« on: 23 March 2012, 15:27:39 »
I've been thinking that we could add something in the xml to limit the tileset that a pack (i.e. Megapack, Annex, Vbros. etc.) would be able to use. That way Annex and Megapack could be in the same executable but Annex would only be able to be played with Toxic High/Low Wasteland High/Low. Then Annex wouldn't have to package it's self as a separate game.

I was thinking something like:
Code: [Select]
<limit-tilesets value="true">
     <tileset name="toxic_high"/>
     <tileset name="toxic_low"/>
     <tileset name="wasteland_high"/>
     <tileset name="wasteland_low"/>
</limit-tilesets>

And you could also have an option to exclude tilesets. Like for Megapack:
Code: [Select]
<exclude-tilesets value="true">
     <tileset name="toxic_high"/>
     <tileset name="toxic_low"/>
     <tileset name="wasteland_high"/>
     <tileset name="wasteland_low"/>
</exclude-tilesets>

141
Maps, tilesets and scenarios / Lego Tileset - Alpha
« on: 23 March 2012, 15:05:02 »
Lego Tileset - Latest Alpha Release

(click to show/hide)

Here's what I'm working on right now. The tileset's playable but a lot of the files are too large, so I need to see if I can change that.

NOTE: All sounds and water textures were taken from a different tileset (Jungle, I think), so author of Jungle... thanks (but I still plan on making my own textures and sounds ;) )

So play it and tell me what you think. Also, if anybody wants to help, let me know. I can also upload the .blend files if anybody wants to check those out...

142
Mods / Re: Lego Mod!
« on: 23 March 2012, 14:11:24 »
LEGO MAN!
Lego Man!

These are the .blend and .png files of the basic Lego Man (ie worker). Feel free to do whatever with it ;D

Also, what is the best hosting site? HiDrive only allows 5 people to download a shared link  >:(

(They're both the same file just different hosts)

143
Mods / Re: Factions Download Center
« on: 23 March 2012, 06:45:00 »
Here's a version I have. I don't think I've modded it at all, but I can't remember. The link is only good until 12/04/22 and only thirty people >:( can download it. Hopefully this is what you guys are looking for

https://www.hidrive.strato.com/lnk/L8MDwirU

144
Mods / Re: Mod Help Request
« on: 23 March 2012, 05:13:04 »
Yeah, for some reason all the verts on my Lego men's arms and heads are really obvious :'( I not sure why...

Here are a couple other pictures, these have the stone in them.

(click to show/hide)

As you can see, the tileset still needs a lot of work. But that's what makes it fun  :P

145
Mods / Re: Mod Help Request
« on: 23 March 2012, 03:24:12 »
I've been working on a tileset for the Lego mod (still a work in progress) so I haven't gotten much farther in the Lego faction but here are a couple pictures.

A couple idea's I've had are to change the typical stone and gold to Lego blocks. So you can see the colorful blocks in the pictures is "gold" and the... stone's still stone :scared: oops, guess the picture isn't that up to date. I'll continue to upload pics. Especially if I make something awesome  :D

(click to show/hide)

146
MegaGlest / Portable Version of MegaGlest
« on: 23 March 2012, 03:01:50 »
So I've been trying to think of ways to promote MG and get it's name more well known (if you know what I mean). It's an awesome game and I think everyone should play it  ;) 

Anyway, what if the MG team made a portable version of the game and hosted it on PortableApps.com
I'm not exactly sure how it works, but I think it would be pretty cool if we could get more people involved in MegaGlest :D

Here's the link http://portableapps.com/
PortableApps.com already has Blender and GIMP on their website... so everything you'd need to mod and play MegaGlest would be on a thumb drive!
How awesome would that be?  ;D

147
That's pretty awesome Mr. War. I just finished a game against the CPU and it was an epic battle :D  Good job!  :thumbup:

148
Mods / Re: Mod Help Request
« on: 14 March 2012, 13:41:14 »
Thanks guys, that good to know. I'll post some photos of my models soon (hopefully :D )

149
Tools / Re: [Solved]Bad Allocation
« on: 13 March 2012, 02:22:59 »
I've had this happen to me several times and it's not because of unwrapping. It's because you weren't in object mode and/or didn't have an object selected.

I've noticed that the new script doesn't give the user any warning about that. I remember the script for 2.4 saying that no object was selected... ie no g3d

150
Mods / Lego Mod!
« on: 13 March 2012, 01:49:57 »
Hey guys, I'm working on a Lego mod and I was wondering if anybody would like to pitch in.
It's city theme and currently I have like four models. My textures are rather lame and nothing is animated. So any help would be awesome...

BTW, would actually calling it Lego be copy right infringement?

Pages: 1 2 3 4 5 [6]