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Messages - MoLAoS

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51
Yeah, project management? Come on. Its a mod not 0AD or Spring. There is no need for project management. In Paradox modding forums, which have many more active and high quality mods than all of Glest put together, its almost always one or two people. Larger mods exist but all the participants have actually useful skills and Paradox games are so much more popular than Glest will ever be.

Asking someone to do all the real work is never going to be a thing.

52
Maps, tilesets and scenarios / Re: New scenario
« on: 7 May 2014, 01:01:10 »
I dunno exactly how GAE and MG differ in LUA, but shouldn't this just be like one command in LUA? If spearman dies, you lose? If summoner and priest die, you win. Okay, so like two commands.

53
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 4 May 2014, 16:26:38 »
Comparing WxWidget to QT is pretty common when people want to know what UI library to use. QT has a few cons, but I suspect for most people that its pros outweigh them quite easily. Its definitely focused on being easy to use. And it has a first party drag and drop compared to the low quality third party ones for WxW. Plus, signals and slots built in from the start.

54
General discussion / Re: Mods install problems
« on: 28 April 2014, 22:34:02 »
There aren't errors...simply the techtree's loading stops and the game crashes. The version is 0.3.2.
.
What do you mean by "other ones not"?
Dark magic works well but Imperial and Project green don't.

Did you look at both the crash and the error log in the glestadv folder?

55
General discussion / Re: Mods install problems
« on: 27 April 2014, 16:31:51 »
Recently I tried to install some mods for GAE like Dark magic, Imperial and Project Green. Dark magic works well but the other ones not. What's the problem?

Did you check the error log?

56
Mods / Re: How to Sensor?
« on: 20 April 2014, 07:05:51 »
Yeah I've messed with it, just really not into the TA style of things it sets as a precedent. Oh, and LUA anims. Those are a pain in the ass, too.

I plan to move to another engine later on (this whole thing is just me rounding out my skillset) but for now I'd like to get the proof of concept done in Glest because it's by far the most intuitive & friendly platform when it comes to rts.

Its intuitive for the tiny number of features it has yes. Also, don't you mean MegaGlest? Glest is a dead project.

I suspect that even just having icons could be nearly as cpu intensive as removing fog of war, depending on how often you run the calculations. I'd think it would be pretty hard to add this, although I don't mess with graphics much. If you're lucky, you might be able to find where it calculates units to show and add a condition stating that at show+x distance, display this default icon.

57
Mods / Re: How to Sensor?
« on: 19 April 2014, 23:58:11 »
SpringRTS has that, and is generally focused on more futuristic RTS games than Glest derivatives. Did you consider making your game in that?

58
Mods / Re: Terra Centauri: Last Stand
« on: 12 April 2014, 05:46:19 »
Does anyone know how many people are on our forums? about 5k, give or take the last time i checked(a couple years back, admittedly)
If we could get them to vote, I'm pretty sure we could get Ishmaru's project pushed through on Greenlight, there are a lot of not so good games, many of which are nowhere near done that get greenlit. In comparison to most of these Ishmaru's looks amazing.
Also, as a question, considering Megaglest has a donations link, has there ever been any consideration to release a game to make money for megaglest development, possibly with some sort of added features or something, to fund MG development?

Main MG devs have real jobs. They haven't time to release a whole new game on top of their real jobs and given the current state of 0AD and Spring, its impossible for an open source project as small as MegaGlest to raise the money to fund full time developers.

As far as Greenlight, after the account purge there are currently 918 members, of which 50 have enough posts/activity that they might see a message to vote for Ishmaru's game. Then you'd need to consider that some don't care for the art or game style, some don't use MegaGlest, and some don't have Steam accounts.

59
I don't know what they changed in MegaGlest, but my understanding is that in Glest the CPU plays all the factions with the exact same limited set of strategies. In fact I'm not sure it varies them between games either. In the Glest code it doesn't seem like it would be very easy to make this change. The AI has to both understand that it should want to morph a unit and when its a good trade off. A faction based on tons of morphs probably isn't the best idea.

60
Mandate Engine / Re: Mandate Update Thread
« on: 4 April 2014, 21:28:31 »
Accidentally hit modify instead of quote. Stupid mod tools. That's why it says I edited your post.

Have you considered to host your website on GitHub.io (using GitHub as a web page editor)? Or you could use the GitHub wiki - both options are free.

Yeah but I'd have to rewrite everything all over again. And only a few people ever message me or comment about the project. Since I really dislike writing XML its really not that tempting to rewrite the wiki pages.

Also I got a job so I have less free time. Not sure if I'll stay in the job though, its pretty mind numbing.

61
Mandate Engine / Re: Mandate Update Thread
« on: 4 April 2014, 19:38:43 »
You're only releasing after you finish your game, right?

Well, you can compile from GitHub which I mostly keep up to date. You'd have to read through code to find the XML for stuff since I had to close my webpage that had the Wiki due to financial problems, though.

Also, although I fix any bug I come across that doesn't mean there aren't any still there.

62
Mods / Re: GLADE Team Project: Dark Magic
« on: 3 April 2014, 18:44:16 »
The link is on the first page. It works fine for me. Although I am in America I guess.

63
That could be very interesting. We could modify the values returned by using conditionals and such. However, I don't think this provides much difference unless an API is also provided to allow access to data like the player type (then mega CPUs could be given units with higher stats), map size, scenario name (if any; would allow the same faction to work differently in a scenario), etc.

It would create a bit of overhead, though, as we'd have to run a JavaScript engine when loading everything in the beginning, which I imagine would be far slower than parsing a static file.

The MegaCPU thing is possible with XML, too. And the other stuff you mentioned.

In order to justify a large change, there should be obvious benefits to functionality or performance or usability. I wish Muwum would have explained in his original post what he expects the benefits of such a change to be.

64
Mods / Re: Terra Centauri: Last Stand
« on: 1 April 2014, 16:30:46 »
Explain environment hazards and tech buildings?

65
Mandate Engine / Destroy Building Button
« on: 31 March 2014, 04:02:45 »
I have added a button to destroy buildings. For specific tags it will kick out your units inside it first. I may just swap in a special tag for that, so that other tags have less stuff shoved together in one tag. Currently you do not get a return of resources. I'm considering making a harvestable object spawn that you need to carry resources from, rather than auto returning them. Although I could add the option for both.

Button is right near the top in the farthest right cell in the second row of the unit display interface. Have no idea why it took me so long to add such an obvious feature. Currently only units tagged as "building" can be destroyed this way.

66
Off topic / Re: Cryengine is announcing Linux support!
« on: 24 March 2014, 06:13:06 »
Oh, I recognize that there is a good chance that nothing sinister is going on with any given game, but nobody knows just how big the problem is.  It seems like every report that comes out shows that the surveillance is more extensive than anyone ever thought possible, so I think that being cautious is warranted.  I doubt that the NSA is approaching many small-time game developers, but for popular and corporately-owned properties like Crysis I think it's a real possibility.  For anything by Blizzard, Zynga, or EA, it's even worse to the point of being basically a given.
I wouldn't put anything passed Zynga or EA. Blizzard may be in that boat, too.

67
Off topic / Re: Cryengine is announcing Linux support!
« on: 23 March 2014, 21:07:09 »
I would have to agree with MoLAoS, that's paranoia. Besides Crytek is based in Germany, and the founder is Turkish, so it's quite unlikely they'd be involved in anything of the sort.

Quote
It’s always possible to recreate features, but closed source software can‘t use GPL code, if they do that, that would be a copyright infringement → you can sue them.
It's mainly the fact that they can see all the tricks used to create the competitive feature which means it can be recreated easily or even better.

You forgot to mention Unreal Arch. It has a similar program now.

I prefer Cryengine to Unreal, Cryengine is fully real-time dynamic, and is much better optimized. Also, Cryengine has extremely impressive visuals that Unreal hasn't been able to beat.

You are all making the same mistake. I didn't say he was paranoid, full stop, I said he was slightly paranoid. Its possible that a game engine would have the stuff that very clearly other software has, but I put the possibility fairly low. The idea in general is reasonable. Operating systems and browsers and other stuff are likely to have such "features."

68
Off topic / Re: Cryengine is announcing Linux support!
« on: 21 March 2014, 05:45:58 »
I think John is being slightly paranoid. But there is some evidence that many private companies have shady dealings with the government.

69
Off topic / Re: Cryengine is announcing Linux support!
« on: 20 March 2014, 20:12:51 »
You forgot to mention Unreal Arch. It has a similar program now.

70
Off topic / Re: Cryengine is announcing Linux support!
« on: 16 March 2014, 23:39:38 »
Why all the gratuitous comparisons to Glest? Of course an opensource warcraft clone engine that started as a student project is going to be inferior to an engine that has had tens or hundreds of millions spent on development with the top game programming and graphics talent in the industry working on it.

Because few people on this forum know anything about Cryengine.

That seems unlikely. Its an extremely well known project, although its not commonly used for RTS games.

Since it requires an amount of programming not commonly accessible to modders, and programmers are the most likely to be aware of it, it seems a little weird. Especially given that your last post was something like 4 months ago. It seems like you are evangelizing CryEngine to people here.

71
Off topic / Re: Cryengine is announcing Linux support!
« on: 16 March 2014, 22:27:11 »
Why all the gratuitous comparisons to Glest? Of course an opensource warcraft clone engine that started as a student project is going to be inferior to an engine that has had tens or hundreds of millions spent on development with the top game programming and graphics talent in the industry working on it.

72
Mandate Engine / Re: Mandate Update Thread
« on: 14 March 2014, 19:45:04 »
I've made some decent progress on the Order system. You can now recruit special units to Orders and when you research new classes they are automatically added to the units that belong to that Order. I was stymied for a bit because of code limitations and in the end I had to think outside the box and subvert the normal structure of CommandType. Sad times but nothing else to be done.

I'm considering working on a feature whereby individual Order members don't auto gain new stuff but merely now have the option to learn new things that the Order can teach after research. This might require a rather complex rewrite of some code though so I'll probably put it off till a later project.

Sadly stuff in EVE is not going well because nullsec pvp corps are ignorant of what really matters in EVE, so I've been distracted from programming as I try to work out a way for my plans to go forward.

73
Mandate Engine / Re: Mandate Update Thread
« on: 11 March 2014, 20:07:21 »
Well, shit is going down in EVE, not much for me to do there. Did some work on the game.

Basically, educated citizens spawn given correct circumstances. They can be recruited by Orders to get new heroes. The standard RTS method of a produce unit command still works, this is a separate thing. Click the Recruit button, click the citizen you want, based on their special stats, they turn into the unit type that is the main type for the Order. They gain a trait based on the extra classes the Order supports. Their main type has access to more class features and determines their unit model and base stats. Other classes are added as traits with maybe 70-80% of class features, and don't affect the unit model although they may give SLIGHT stat bonuses. Mainly they provide new skills/spells, and new production/crafting abilities. It may also be that certain combinations provide new bonus features based on which classes are enabled. At least you will be able to add new classes through research based on currently enabled classes.

The special recruit units, and their conversion to their new type and their assignment to their new home are enabled. Multi classing works but there is not yet a way to add new traits/classes to a structure, although you can assign multiple traits in the XML, with the first one in the xml list being the main type.

74
Off topic / Re: Pyrogenesis vs. Glest/Megaglest (as an engine)
« on: 16 February 2014, 23:56:18 »
0AD is running into a lot of problems. I can't give specifics due to not wanting to appear to focus on anyone individually, because that tends to be dangerous with insular gaming communities. Basically 0AD has a lot of problems with their overall engine design. Granted Glest games have far less graphical options, graphics is where 0AD really excels. I would not expect 0AD to solve their current major problems any time soon. And if I ever get a break from creating my literally multimillion dollar space empire in EVE Online I would probably try to add superior graphics to a Glest engine rather than redo the whole 0AD engine to fix its performance and design issues.

Some of their issues are probably unavoidable, because they believe that using a Javascript layer will allow less experienced people to work on stuff, but personally I would consider something professionally made like Unity if that was super important or map XML to C++ on game start rather than actually RUN any part of a game in Javascript.

Compared to MegaGlest I would probably say that 0AD has ups and downs as I also have some issues with the MegaGlest engine's design strategy. Between those two engines you really need to decide what you want your game to be like and make a decision from there rather than compare the two engines generally.

For instance games with relatively traditional gameplay and small map and battle sizes would tend to favor 0AD because you can then make really incredible game assets. The same goes for single player games. Whereas MegaGlest has far superior cross platform network code for making multiplayer games. Note here that superior mostly means stable.

This whole debate basically falls along the lines of the classical best programming language debate. You pick the specific tool for the specific job you are trying to do.

75
I had to deal with this when I was working on Mandate. It was really annoying. I ended up rewriting the entire resource for skill code.

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