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Messages - jammyjamjamman

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151
Mods / Re: Tech High Quality
« on: 2 September 2013, 00:36:16 »
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Why stationary? Real life trebuchets had to be transported long distances, but then setup to be fired. The civilization series makes that work by requiring the trebuchet to be set into stationary "firing mode", which uses a movement point. However, this wouldn't work so well in MegaGlest because we lack the means to tell the AI how to use it. In the future, if, say, Lua AI is implemented, it may be possible to implement a reasonable trebuchet, but at the time being, it doesn't seem very feasible (the trebuchet isn't really a defensive unit).

The maps in megaglest are so small that I think making a transportable trebuchet would have little benefit. Also trebuchets are big and megaglest is buggy when it comes to big moving objects. It could be done by upgrading and degrading the trebuchet. They are also just a stationary object in other strategies (eg. the settlers 6). Since it is a long range attack unit, it will be an offensive unit, not defensive.

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The problem I see with these upgrades is that the AI doesn't really understand where to stop upgrading. You definitely wouldn't want to upgrade all workers, since the technicians lose part of their harvesting and building skills. The crossbowmen is great, but anti-air ballista are defensive units that are only needed in limited numbers (and aren't needed at all early game).

I would probably limit the number of technicians allowed, so only around 4 or 5 can be made. Lots of my plans involve not sending technicians to war, as I find this unlikely to actually happen. This means archers are in charge of ballistas, soldiers are in charge of catapults etc. The technicians will have to do some research before the archers can upgrade to an air ballista unit.

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Jammy, we may want to collaborate, I've already added a spearman, palace guard, resource store and expanded on the defense towers(all new or modified models with original animations). I have a knight WIP, and a longbowman planned. I'm also looking at adding new steampunk units and stuff. And... I have plans and some progress on a Magic Refit as well.
I feel we would have different visions for these things, but I think we should consider collaboration.

I would be very interested in doing so Archmage :) .

152
Mods / Re: Tech High Quality
« on: 31 August 2013, 18:49:14 »
Sorry I misread. The technodrome is to be replaced with a steam workshop where all the advanced stuff is made. Possibly also looking at making a trebuchet (stationary object). the worker is going to have a promote to technician option rather than having a produce technician option (the technicican will be used for researching and building the steam workshop and the aerodrome). I want the archers to have a promote to crossbowmen option (only handheld crossbows so not quite like with norse) and a promote to anti-air ballista (stationary object) option. I was thinking of separating builders, miners and woodcutters but I think this would over-complicate the game and make it drag on for longer which would not be so good for online play. I also want to add a steam jet propelled flying unit.

153
Mods / Re: Tech High Quality
« on: 31 August 2013, 08:26:43 »
So far only the castle, the barracks, the worker and the soldier is complete(ish). but next week I'll need to gather all my models together since I'm very disorganised. :P

154
Mods / Re: Tech High Quality
« on: 29 August 2013, 21:36:26 »
Yep, I'm still working on it, but I've just been on holidays. Also I like like the textures you've made for tech Archmage! gj :). I'm also unsure about whether I'm going to keep it as a tech faction. 

155
I remember atze posting a .7z archive of his faction onto a filesharing website for me to download when downloading from his server failed, so I assume it was a .7z archive, but I need atze to verify this.

156
Another fact is there's been very little game developing happening recently. So, naturally this means the number of occurring bugs will be considerably lower than usual.

157
I've noticed this forced disconnection problem is definitely much worse than it was. Because of this bug I now can't download atze's prax mod from his own server and I was definitely able to do this in MG 3.7.1 and in other later revs (I'm not sure which rev this problem first occurred, I've only noticed it happening in beta3.8.0).

158
The curse of adsl  :P

159
Sadly, my hardware doesn't seem to reflect these large performance improvements.

Processor: Intel-i5-3210m

My video settings:

Code: [Select]
Resolution: 1600x900

Filter: billinear

Unit Selection type: SelectBuffer (nvidia)

Shadows: projected

Shadow texture size: 512

3d Textures: enabled

Max Lights: 8

Unit Particles: enabled

Tileset Particles: enabled

Animated Tileset Objects: ∞

Texture Compression: disabled

Rain Effect (Menu/ Game): enabled/ enabled

Enable Video Playback: enabled

Results from using benchmark and taking an average from 3 games:

VersionNvidia-gt630m (using primus)Nvidia-gt630mIntel-HD-4000Intel-HD-4000
UpdatefpsRenderfpsUpdatefpsRenderfps
3.7.1 (rev3948)40764065
3.8.0-beta1 (rev4518)40824068

This shows only a 7.9% increase in fps for the Nvidia-gt630m card and a 4.6% increase in fps for the Intel-HD-4000.

160
MegaGlest / Re: Desktop notification when games are played
« on: 18 July 2013, 01:09:18 »
Here's the output from when runing against ldd:

Code: [Select]
linux-gate.so.1 =>  (0xf7767000)
libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0 (0xf772c000)
libX11.so.6 => /usr/lib/i386-linux-gnu/libX11.so.6 (0xf75f5000)
libgdk_pixbuf-2.0.so.0 => not found
libgtk-x11-2.0.so.0 => not found
libgdk-x11-2.0.so.0 => not found
libgobject-2.0.so.0 => /usr/lib/i386-linux-gnu/libgobject-2.0.so.0 (0xf75a4000)
libglib-2.0.so.0 => /lib/i386-linux-gnu/libglib-2.0.so.0 (0xf74a3000)
libgthread-2.0.so.0 => /usr/lib/i386-linux-gnu/libgthread-2.0.so.0 (0xf749f000)
libgmodule-2.0.so.0 => /usr/lib/i386-linux-gnu/libgmodule-2.0.so.0 (0xf749a000)
libpango-1.0.so.0 => not found
libatk-1.0.so.0 => not found
libcairo.so.2 => not found
libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0xf7494000)
libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0xf72e1000)
/lib/ld-linux.so.2 (0xf7768000)
libxcb.so.1 => /usr/lib/i386-linux-gnu/libxcb.so.1 (0xf72bf000)
libffi.so.6 => /usr/lib/i386-linux-gnu/libffi.so.6 (0xf72b8000)
libpcre.so.3 => /lib/i386-linux-gnu/libpcre.so.3 (0xf7277000)
libXau.so.6 => /usr/lib/i386-linux-gnu/libXau.so.6 (0xf7272000)
libXdmcp.so.6 => /usr/lib/i386-linux-gnu/libXdmcp.so.6 (0xf726b000)

From looking at the output It looks like the problem is the fact that I don't have the 32bit equivalents of these libraries installed.
 
One idea I have would be to include the ability to connect to a server directly from the program, so you click on the server you want to join (if it's not full), and the game automatically loads into that server. But I think this would mean that the user would have to choose what to execute so that for example, people (like me  :P), who have a nvidia card with "optimus" technology can write their own script which starts the game. (I'm not sure at all how this would work tbh)

161
My upload speed was particularly slow on this day (150kbits/sec), so I think it was my ultra slow upload speed that was the main cause of this problem.

162
MegaGlest / Re: Desktop notification when games are played
« on: 16 July 2013, 21:29:24 »
Titi's viewer is working nicely, but MGTray I get this error:

Code: [Select]
./MGTray: error while loading shared libraries: libgdk_pixbuf-2.0.so.0: cannot open shared object file: No such file or directory

libgdk_pixbuf-2.0 is installed so it's not looking in the right place for the library. (I suppose this won't help much in fixing the problem but I thought it should be mentioned).

Also I just found these tools and find them very useful :)

163
Closed bug reports / Re: setupBuildDeps.sh and Linux Mint 15
« on: 12 July 2013, 22:27:57 »
Yep working nicely thanks  :). (Although this was to be expected since the manual instructions worked fine for me)

164
Closed bug reports / Re: setupBuildDeps.sh and Linux Mint 15
« on: 9 July 2013, 21:06:57 »
Code: [Select]
Unsupported LinuxMint release.

Please report a bug at http://bugs.megaglest.org providing the following information:
--- snip ---
SVN version:  4517
LSB support:  1
Distribution: LinuxMint
Release:      15
Codename:     olivia
Architecture: x86_64
--- snip ---

All the info required is above I believe.

165
Originally in response to [fixed] r4514: Problem when running setupBuildDeps.sh Jammy posted:

I should mention the script also doesn't officially support mint 15 currently. :-X

166
If a message is left in the chat box in the MG client, when alt + return is pressed the message is sent, but still remains in the chat box. repeatedly pressing alt + return means the message is repeatedly sent.

Also the messages are not shown to be sending in the MG client which is sending the messages, but are shown in every other client connected to the channel.

167
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 June 2013, 22:35:09 »
They both look good. Version 2 though suffers from too much saturation and version 1 suffers from too little. Version 1 I think is closer to what I'd be looking for but It'd also be nice to give the cactus a slightly darker, more blueish shade of green. Another option in a completely different direction would be to to create icons based on the concept-art such as the http://commons.wikimedia.org/wiki/File:Illustrerad_Verldshistoria_band_I_Ill_004.jpg shown earlier, although I think your icons are a good base design :).

168
Mods / Re: Tech High Quality
« on: 13 June 2013, 16:20:46 »
Quote
Or make the doors bigger.

Unfortunately, not that simple. If I do that then the model would then require lots of re-texturing and there are other parts which would need entirely re-modeling, Although I have been thinking about doing this. the left-hand door was simple enough to re-size so workers can fit through it.

169
Mods / Re: Tech High Quality
« on: 7 June 2013, 00:18:40 »
The worker fits through 2 doors (front and left), and not through 2 (back and right). When I first made the castle, the workers fitted through all the doors, but the castle was far too big. So now it looks like 2 will have to be blocked off. :/

170
Sorry to bother on this topic again, but I've just noticed a problem.  :-X
In the warning box, there's instructions for changing your player name in the 3.7.1 options menu interface so the instructions aren't applicable to the svn head menu:
Quote
main menu -> options (top right hand corner)


Also the warning works nicely. (should have mentioned this earlier  :P )

171
Mods / Re: Tech High Quality
« on: 4 June 2013, 22:50:33 »
Just a quick update I think the castle is now complete but feel free to share any other improvements :)



Other models are on the way!

172
Mods / Re: VegaGlest
« on: 28 May 2013, 17:24:45 »
Nice. Good to see you're keeping the project (or at least version of it) moving. :)

173
Mods / Re: Tech High Quality
« on: 5 May 2013, 21:08:27 »
Quote
I wouldn't say contrast is your issue. It's that your textures have been sharpened too overly. Sharp textures are a good thing, but not so much so that its unnatural.


I tried lowering the contrast and the results didn't look good. I hadn't thought about sharpness being a problem because I haven't directly increased the sharpness of the images (the sharpness was caused by heavy use of the bump-map tool). But thanks for this comment! This problem has been bugging me for a while.

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The wooden roof bits should be made of different meshes. Same amount of polys, easier to UV and model, and it will look a lot  more more natural because your grain won't all be going the same direction and the beams will look separate.

I have slightly randomized the shapes of the roofs + re-textured the fames so they look like separate planks, and the results look much more natural.

Quote
I notice you have some pretty large texture seams. A fun way to fix this is in Blender. Select your model(Often it's best to separate the mesh you're fixing) and go into Texture Paint ( In the same way you switch from object to edit mode) and use brushes like smear and soften to fix them up.

I've already fixed this problem, but nevertheless thanks for the advice.

174
Mods / Re: Tech High Quality
« on: 1 May 2013, 01:46:44 »
Hmm... yes. I wouldn't say making a "fantasy" castle isn't following the magitech style, since it's already a fantasy techtree (eg. big wooden robots of death are certainly not from the real world). What does seem to be a problem.... is that you found the title to this project very misleading..... you were expecting the faction to have the same models except with more detailed textures rather than a complete change in art style, which I never really thought about. I was focusing on models that suited the name "tech" rather than copying the entire style of the original tech faction (except I did copy the fantasy-ish bit). If not keeping to the style and calling the faction "tech high quality" is too misleading or even considered incorrect by too many people, then continuing with this project under this name might not be possible.

If I was to continue the project under a new name, I probably turn it into another fantasy faction though, because I share the opinion that megaglest is supposed to have a variety of supernatural factions rather than sub-categories of tech.

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You added a lot of stuff to the castle that is more like fantasy victorian or harry-potter ish

^^not quite sure that I agree with that comment since the main feature of this type of castle is conical towers.

175
Mods / Re: Prax Mod
« on: 29 April 2013, 16:07:42 »
Well, I've recently played this mod and I have to say I love it :) . I think my favorite model in this faction probably is the Drachenturm, but they all look nice and really detailed. The only improvement I can think of currently is possibly create a more fancy/interesting particle effect for the Wyvern breath. Also I have to agree with Hagekura on this statement:
Quote
and german words sounds very cool. This is one of the reason why Ich liebe Deuctschland
. I also liked the "upgrade" particle effects and I'm tempted to copy this idea of showing with particle effects what the building is doing as it would be useful during game-play (so that it's easy to spot idle buildings). So my overall conclusion is: Good work!  :D

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