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Messages - MightyMic

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51
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 19:53:55 »
If we eventually agree on a techtree design, and the proposed idea is approved by the devs, we could have each community member agree to create a certain model (i.e. -Archmage- make horseman, Eliminator makes Castle... etc.) I just got 10gb in dropbox's spacerace and would be willing to host a repository.
This, I think, would overcome the greatest challenge to making a mod which is the amount of time it take to actually make it (and make it good) When I started my Lego mod, I was super enthusiastic, but as I realized how much work it took (even for just one model) I became a little discouraged and stopped working on it... I think this would help make a remake of the factions possible [although I've been looking at my Lego tileset and am hoping to get a new release out by the end of the year]
Just an idea

52
MegaGlest / Daily Build Extra Files
« on: 15 December 2012, 03:45:28 »
I just want to check and make sure I'm not going to delete a file that will crash MG.
In the daily build, downloaded from the sticky, there are a bunch of extra files. Can I delete ALL *.exp *.lib *.pdb *.rc *.map file types?

53
Mods / Re: NEW particle effects for Magic faction
« on: 3 December 2012, 00:53:37 »
I think it looks good, needs some tweaking, but looks cool. I think that there are too many particles around the Summoners and Archmages, maybe just reducing that a little bit would look better. Also (if I understand it correctly) particles are pretty resource heavy, so reducing would also help in performance. Just a suggestion

54
Maps, tilesets and scenarios / Re: JungleHD Alpha Release
« on: 3 December 2012, 00:48:48 »
Thank you PT, I'm downloading Blender 2.64 now.  :)
Beta will come out very soon with multiple new models, enhanced textures, and some animations!

Awesome!
And might I say that Jungle HD is one of the nicest looking tilesets in the game :D

55
Hmm, to me, this seems somewhat contradictionary on first sighting. Are you saying the 3.6.0.3 installed placed this image in C:\ or not?

Sorry, I guess I should have started a new topic...

I was trying to say that installer 3.7.0 Still places the image in C:\  drive

56
This isn't fixed... At least not in version 3.7.0
Windows 7 SP1 - 64 bit

And the picture wasn't there before the install of MG 3.7.0

57
This sounds kind of like the problems I had when I updated to a beta version
https://forum.megaglest.org/index.php?topic=8662.0
I don't know if it's related as both of these error reports are on a Mac and I'm on a Dell, but it might be worth a look

58
I think this belongs in both feature request and bug reports... With the beta 2 build of MegaGlest (and others previously) when you select something, the green ring shrinks around the selected object. This is an incredibly nice feature, especially when creating workers to mine gold or harvest wood.
But if you send the workers to a building which is being built, it correctly has the green circle shrink around the building, but the workers just go over and stand by the building in progress. It's a little deceptive, because it looks like they should go over and help build the building, but they don't. I think that the workers should be given the build (although I think it's actually repair) command.

You can watch it here (video's unlisted)
The worker produced just goes over and stands by the building... he doesn't actually help build it

I don't think it's relevant to the "bug" but:
     Windows 7 sp1 - 64 bit
     Intel i5

59
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 21 October 2012, 03:59:01 »
You'll notice how the MegaGlest icon doesn't appear at all on the MegaGlest website, and for a good reason: it doesn't fit in.
It's actually the Facebook profile picture and it looks terrible... that's what got me started on the "We need a new icon"

The one we have is awesome.
I do like the Mega/Glest with the sword through it, but I think pretty much all the others can be revamped...

60
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 21 October 2012, 02:34:06 »
Also putting a sword through it wont make it look medieval, the whole hexagon grid look makes my think sci-fi.
Agreed... unfortunately, but yes I agree. My icon looks like it belongs on a space action game...

So the other idea I had was to have a Sai as the M with the G on the front. If done correctly it could look epic... but that's if done correctly

61
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 20 October 2012, 04:49:03 »
I think that the big logo with the text that says Mega Glest and the small one should look very close to the same.

You're saying something like this?
(click to show/hide)

I'm not entirely convinced of the presentation, though, this is a pretty technical look. If MegaGlest was Annex, then I'd like it. But to me MegaGlest should really still have a somewhat medieval or at least historic theme.
I fully agree and will see what I can come up with. Adding a sword through the letters may do the trick, but I'll play around with it and see what I get.

62
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 19 October 2012, 03:54:13 »
So after trying to get something that represents MegaGlest, but remaining simple, I believe I've got a winning design (Still untextured as that's the most time consuming/least fun part of the process)
Code: [Select]
[img]http://imageshack.us/a/img839/2922/mgrenderedtexturebasesq.png[/img]I've been sketching (poorly) different designs trying to incorporate the M and G into one logo/icon thingie and I think this is my best thus far
The texture still needs work, but this give you an idea of what it's going to look like

63
MegaGlest / Re: MegaGlest Game Trailer Animation
« on: 19 October 2012, 03:45:08 »
First off: AWESOME! :thumbup:
I had an idea to do something like this in the back of my mind and next time I got on the forums your video was up :O

Sound FX
First is with the MegaGlest Logo and the sword slicing between the words, the sound fx seem a little off
Second when the archers fire their volley, a second round of sound fx plays. I suggest just removing the second playing of the sound fx

Animations
In the first scene all the flags are blowing in the wind, but when you start panning, it looks like the animation stop... it might be just because of the angle that it looks like it stops...?

64
MegaGlest / Re: Recording Videos
« on: 17 October 2012, 04:50:26 »
CamStudio is rather... finicky. I remember a while back trying to record some video with MegaGlest and it being all distorted, so I was pleasantly surprised when it worked this time. Although my frame rate is really slow (Probably ~10 fps)

I've downloaded BBFlashback Express but have yet to install it... will report back if/when I install it.

65
MegaGlest / Re: Special key presses in lobby menu
« on: 16 October 2012, 22:06:15 »
The README may be an option?
Maybe the tips also? I think both would probably be best

:thumbup: :thumbup:  by the way

66
Tools / Re: scenario editor
« on: 13 October 2012, 22:09:15 »
:thumbup: a bo$$
It'll be cool to see once it's finished. And if this can expedite scenario editing then maybe we can make a campaign

67
MegaGlest / Re: Youtube Video Showing First Person View
« on: 13 October 2012, 22:02:30 »
Do now... I guess I hadn't really thought about the difference between first person and third person :-\
I'll change the title

68
MegaGlest / Youtube Video Showing Third Person View
« on: 13 October 2012, 05:25:09 »
https://www.youtube.com/watch?v=jy32uTEXdX0

It's pretty basic, I just wanted to see if I could actually record the video :cheesy:
And it worked :scientist:

I used CamStudio in conjunction with PortableApps

69
MegaGlest / Re: Few more lua functions
« on: 13 October 2012, 05:15:36 »
Sounds great!
Might I suggest calling it "Capture the Flag"
That just sounds better to me :D

70
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 12 October 2012, 04:04:25 »
How about just the gorgeous G of http://megaglest.org/uploads/megaglest2011/logo/logo.png
but at a higher resolution for GNOME Shell or docks like Cairo Dock?
I like your idea... except that people might confuse it for Glest. Also, I've cut the G out of that picture for some other things (see this post) and it's only about 90px wide. Most dock icons are 128px or 256px wide. And if you've worked at all with images, you know that scaling pretty much makes the picture suck

I hate to admit it, but I haven't really worked on this since my last post... My rough outline look pretty lame looking at it again. I do want to have the look you're describing, ariszlo, but with M and G twining together in a silver/gold Glest theme. Something like Eliminator's icon, but with the M more prominent than the G (I don't like that M as a capitol letter... as I don't think it was ever intended to be one)
I'll try uploading my sketches tomorrow so you guys can tell me which you like best

71
Closed bug reports / Re: Keymap Not Working
« on: 11 October 2012, 19:57:11 »
Something must have changed in the glestkeys.ini like titi said, because I just installed 3.7.0 Beta from the executable and it works like a charm.
Thanks guys

72
MegaGlest / Re: A couple questions..
« on: 11 October 2012, 19:30:57 »
I was curious about this so I looked it up :D  Tileset

In animated vs static, it looks like the only thing different is the anim-speed tag after the model path
Code: [Select]
<model path="models/awesome.g3d">
<model path="models/awesome.g3d" anim-speed="200">

When looking at particles you just add
Code: [Select]
<particles value="true">
     <particle-file path="models/awesome_particle.xml"/>
</particles>
inside the models tag.
If I'm rambling on and nobody has any idea what I'm taking about... Tileset... have fun

73
Closed bug reports / Re: Keymap Not Working
« on: 11 October 2012, 14:08:05 »
I'm using treba's builds, but I haven't updated since the beta...

Users have to modify the glestuserkeys.ini , NOT the glestkeys.ini in the installation directory!
Obviously there are new keys in the beta now which you don't have anymore if you replace the whole glestkeys.ini, this results in an errormessage.
So I think this is no bug!
I didn't edit the glestkeys.ini
Are there different keys in the new glestkeys.ini? if so I guess I need to download the entire build again... or I could just install the *.exe beta

74
Closed bug reports / [not a bug] Keymap Not Working
« on: 11 October 2012, 12:01:36 »
I've downloaded the beta for testing and now the keyboard doesn't work at all... I wanted to test the new first person view and tried pushing f4. MG would always spit out this error. When taking a screen shot, it took the screen, but gave the same error... the esc key didn't even work.

Windows 7 64bit SP1
Intel Core i5 450M
Dell N5010
MegaGlest 3.7.0 Beta-1

(click to show/hide)

Here's my glestkeys.ini
Code: [Select]
; === propertyMap File ===

RenderNetworkStatus=N
ShowFullConsole=M
Screenshot=E
FreeCameraMode=F
ResetCameraMode=space
CameraModeLeft=left
CameraModeRight=right
CameraModeUp=up
CameraModeDown=down
PauseGame=P
ChangeFontColor=C
GameSpeedIncrease='+'
GameSpeedDecrease='-'
ExitKey=Escape
ExtraTeamColorMarker='*'
GroupUnitsKey1='0'
GroupUnitsKey2='1'
GroupUnitsKey3='2'
GroupUnitsKey4='3'
GroupUnitsKey5='4'
GroupUnitsKey6='5'
GroupUnitsKey7='6'
GroupUnitsKey8='7'
GroupUnitsKey9='8'
GroupUnitsKey10='9'
CameraRotateLeft=A
CameraRotateRight=D
CameraRotateUp=S
CameraRotateDown=W
HotKeyCenterCameraOnSelection=G
HotKeySelectIdleHarvesterUnit=I
HotKeySelectBuiltBuilding=B
HotKeyShowDebug=?
HotKeyDumpWorldToLog=|
HotKeyRotateUnitDuringPlacement=R
HotKeySelectDamagedUnit=D
HotKeySelectStoreUnit=T
HotKeySelectedUnitsAttack=A
HotKeySelectedUnitsStop=S
HotKeyToggleOSMouseEnabled=/
ChatTeamMode=H
ToggleMusic=K
SaveGUILayout=f10
SetMarker=X
ReloadINI=f5
TogglePhotoMode=f8
SwitchLanguage=L
SaveGame=f11
; === propertyMap File ===

75
MegaGlest / MegaGlest Staff Pick on Sourceforge
« on: 9 October 2012, 14:33:43 »
Congrats guys  ;D ;D ;D ;D  MegaGlest is a staff pick on sourceforge
Code: [Select]
[img]http://imageshack.us/a/img62/8148/megaglestsourceforge.png[/img]

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