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Messages - MightyMic

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76
Off topic / Re: Operating system
« on: 28 September 2012, 13:06:06 »
Long story short, Linux has a lot of potential, but it's not for me. Windows 7 is the most balanced for me, but no way in hell will I update to Windows 8. And Macs? Macs are just garbage.
I pretty much couldn't agree more. I would probably use Linux, if I knew more of the features and what not, but I've been using Windows 7 since 2010 and I know how to customize most of the features in W7 (including disabling ie).

77
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 27 September 2012, 14:15:02 »
This is one of my ideas (just a rough outline) once I'm done it will have the typical Glest look... should it be more smooth and curvey like the old
Code: [Select]
[img]http://glest.org/glest_board/Themes/glest_theme_3_9_3/images/off.png[/img]  I'm open to suggestions

Code: [Select]
[img]http://imageshack.us/a/img528/5797/blendercusersmicahpoole.jpg[/img]

78
MegaGlest / Not Nerdy Enough?
« on: 21 September 2012, 18:02:35 »
Are you on the brink of your friends calling you a nerd but not quite there?
Here's how to put yourself firmly in the nerd/geek category

Change your windows start button to the Glest G! Shown on the far left.
Code: [Select]
[img]http://imageshack.us/a/img259/7882/capturegleststartbutton.jpg[/img]
Download
To do so, you can edit explorer.exe
or you can simply download this easy-to-use software Windows7 Start Button Changer

For those you running Linux, you're already firmly in the nerdy/geeky category

79
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 18 September 2012, 22:06:30 »
I've actually started playing around in Inkscape since you posted... so I'll let you know if you can expect anything from that.

The Icon I'm still working on is actually in Blender, I don't know exactly how good it's going to turn out, but I'm still hopeful... (that would also be scalable because you would just adjust the rendering resolution in Blender)

80
MegaGlest / Re: MegaGlest Icon (WIP)
« on: 18 September 2012, 03:05:15 »
I've found that I'm not very good at making icons :-\
I do like yours better than, but I'm working on a different one... I don't know how good it'll be, but I'll upload it when I'm done

81
MegaGlest / MegaGlest Icon (WIP)
« on: 15 September 2012, 05:47:54 »
I've decided to make a new icon(s) for MegaGlest... The old one is a little one the low side when it comes to resolution :-\
I wanted to keep it pretty simple... so tell me what you think (ie "The color is putrid" or "More Details" or "Lame" or something you want to see in the next icon)

(click to show/hide)

82
MegaGlest / Re: daily builds
« on: 6 September 2012, 01:07:10 »
I downloaded the entire thing on Friday (maybe Thursday?) and it works fine for me. It has the .dll's and .exe's the game requires... But that was a couple days ago

83
MegaGlest / Re: PvModelViewerG3d
« on: 31 July 2012, 13:00:26 »
Works for me... good job :D

Win 7 - 64 bit

84
General discussion / Re: Online
« on: 31 July 2012, 03:15:31 »
Welcome Renanlucaz,

I don't know if Glest even supports network game play, but it's no longer actively developed. It's recommended that you install either MegaGlest or GAE. MegaGlest has pretty much full network support, and it's super easy to join/host a game... it's also a lot more fun than against the CPU ::)
You can also check out the wiki page on network play if you have other questions

85
I think you're referring to a meeting point... if you are, that's defined in the xml.

Code: [Select]
<meeting-point value="true" image-path="../incantation_shrine/images/meeting_point.bmp"/>
(taken from Dark Magic's sorceress)

It's just a little different from the buildings because if you select a building and right click, it moves the meeting point. But if you have a person and right click, that's the command for moving to a new location. To use meeting point in such a situation, you need to click the meeting point button and then right click somewhere for the produced unit to "automatically" go to that location... hope that's clear enough

86
I've had the screen stop rendering before when connecting to a server... pretty much just like you mentioned. I would click join server, the video transition would play and then freeze. Once it fully connected to the server, it would rain super fast (playing catch-up) and everything would be normal.

But I've also had this not happen. I've always assume it's just because it's talking to the server and not the screen ::)  (pardon my non-technical vocabulary)
Thought I'd mention it now that Coldfusionstorm brought it up.

87
Mods / Re: Lego Mod!
« on: 8 July 2012, 23:11:56 »
Thanks for keeping my nose to the grind stone  ;)
I've been gone for the past two weeks and haven't been able to work on it for a while... but now I should have plenty of time to make a sweet mod.

I'll try to get the xmls written and an alpha version up in about a week

Don't forget to make backups!
I'm using Dropbox :)

88
Mods / N64 Super Smash Bros. Mod
« on: 25 June 2012, 04:11:21 »
So basically I'm making a mod with the characters from the Nintendo 64 version of Super Smash Bros.
Ness is the first guy I've made... at the moment I'm working on getting Samus' modeling finished.

Code: [Select]
[img]http://img707.imageshack.us/img707/8158/screen2imc.png[/img]
Obviously he still needs some work, but I think he'll be pretty sweet once I've fine tuned the texture (all red is team color)

Since there aren't very characters in the N64 version of Super Smash Bros, I'm thinking that I might give each character several different attacks (basically a normal up close attack, a range attack, and an aerial attack) The CPU would suck at this mod if I did that though... I'm still thinking about how fun that would actually be to play. Micro-managing would be required in this type of game play...

89
I think it should also be unwalkable... as I've had workers walk over the place where the building is supposed to be built and it gives the message "building can't be placed here"

So this feature should place a ghost of the building on the spot chosen to build and make it unwalkable as well...

90
Mods / Re: Lego Mod!
« on: 21 May 2012, 17:13:42 »
I'm back... finally!
So, after thinking about how cool my mod could possibly be, I've decided that each upgrade path will have a different model (ie armor to weapons is different than weapons to armor) I think that will make it more interesting to play... it's going to be a ton of models though but it will be worth it!

This is going to be epic (almost as much as GAME :P)

91
MegaGlest / Re: What is different about this screenshot?
« on: 18 May 2012, 23:46:33 »
Now that is all working nicely
does that mean in the latest svn it's supported?

Menu background instead of a model? Others?
definitely in scenarios... so a lua command that suspends the game, plays the video and then restarts the game after the video is finished. At least that's what I was thinking when you said video support (along with the menu background of course)

92
Tools / Re: Blender G3D Models
« on: 28 April 2012, 21:14:43 »
If you're talking about the .g3d file, then it would be because you're in edit mode instead of object mode. Switch to object mode, select the objects you want to export and export.

I've done this many, many times before  :-\

If that doesn't solve it... idk

93
Mods / Re: Lego Mod!
« on: 21 April 2012, 03:04:54 »
I'm putting my Lego mod on hold for about four weeks until school's over (you know, finals and what not)

I might mod bit and pieces if I'm inspired suddenly to make a model... but no steady modding until after finals. Work before play (even though I wish it were the other way around)

94
Mods / Re: Mod Development Plan
« on: 21 April 2012, 03:01:30 »
So right now I have a peasant, a castle, a barracks, a mage guild, and 7 levels of mage. Now I am setting up the invisible resources to limit you to only 7 mages guilds. I use the 2 magitech factions for models, bmps, sounds, and so forth, as I laid out in my plan.

Currently I am trying to figure out how to let you pick any of the basic upgrades and have each following upgrade increase in cost. Each of the 7 mages guilds has separate costs. This is to prevent the player from just learning all the possible magic. Each guild will have to have some sort of focus. Either a specialization in one magic type, or a double or triple hybrid is what I plan for. Maybe you will pick up some lower level skills from other schools, ie you want to have scrying to keep track of enemy units, but you don't want the other parts of that school, so you just get level one far seeing instead of say level 7.
Sounds Awesome! :thumbup:
Let us know if you need any testing done

Is there some way to change the costs of an upgrade while the game is running?
I don't know :-\ but I don't really make scenarios either

95
Closed bug reports / Re: Error: Bad Allocation
« on: 18 April 2012, 22:48:54 »
??? I just exported it again and it works fine...? I don't know what I did but SOLVED :)

96
Mods / Re: Resources and Magic
« on: 18 April 2012, 20:47:55 »
I never reported it... but I just did here

97
I can't view the .g3d with the .tga file extension but when I save it as a png, it works just fine. Error (in the game and g3d viewer) says "bad allocation"

(click to show/hide)

here's the blend, g3d, tga, and the picture above
Code: [Select]
[url=http://www.sendspace.com/file/w6ey31]http://www.sendspace.com/file/w6ey31[/url]
OS: Windows 7 64bit
MegaGlest 3.6.0.3

I'm fine with using png's but if I knew what I was doing wrong that would be nice. (And yes, I did turn off RLE compression in GIMP)

Edit by Omega: Renamed thread
Edit by tomreyn (2012-05-11): Renamed thread once more

98
Mods / Re: Resources and Magic
« on: 18 April 2012, 18:05:26 »
I never was able to get tga's to work in MegaGlest, it always gives me an error... so I use png. You could switch file format and see that solves your problem

99
Mods / Re: Making a mod!
« on: 16 April 2012, 19:26:49 »
Blender is pretty much what everyone uses... (I think Ishmaru use 3ds max) but this is a pretty complex program and difficult to grasp at first. Before really getting into Blender I would recommend the "Getting Started tutorial" at Blender Tutorials and if you want to animate scroll down to the animation section. The "Rigging Mechanical Pistons" really helped me out when I was first starting animation... although I do consider myself a noob still :P

100
Mods / Re: Undersea MG (Aqua-Pack)
« on: 14 April 2012, 20:13:05 »
-I also do not understand why I have to have -35 food in order to build a Throne
I think that just means that it supplies you with 35 food... like a cow having -10 food requirement

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