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Topics - ProfEclipse

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1
General discussion / Compiling Glest 3.2.2
« on: 2 August 2013, 02:05:02 »
I'm trying to compile the base Glest using VC++ 2010. I checked "https://forum.megaglest.org/index.php?PHPSESSID=or34ss8svg51qp6s23ierndjhci4jv4m&topic=3271.0" to download the original project & deps but all links are dead. The instruction doesn't provide enough information to compile Glest properly. Could anyone give me the original project + deps or some more instructions(deps) to compile Glest? Thanks.

2
Feature requests / Animations sharing
« on: 1 October 2012, 15:16:58 »
Hi.

I'd like a setting for animation tag. Perhaps this small idea will be useful.

When adding a new unit which uses old original models, this can be an effective method to save disk-memory space, and make game run faster.
Use original models with specific texture but we can re-mix it easily without duplicate models for another texture.
An example : Tech's archer and Tech's armored archer. Both these units use original models from Tech's archer. Only the different between 'armored' and 'unarmored' is each unit has a different texture. So if this tweak is applied, we will have more choice to add new units without duplicate models.
Remark : Some of models can require two or more various textures, but I only mention about one-model-texture.

An example code :
Code: [Select]
<animation path="../archer/models/archer_attacking.g3d" texture="models/texture_archer.tga"/>

3
General discussion / Layered cellmap
« on: 29 September 2012, 07:17:50 »
Multiple/Layered cellmap (by height) is a feature that can allow any units walk on it (both walking up or down the cellmap)
It's very great if this feature is added into GAE. In my opinion, this feature is very useful (but I'm not sure)
Ex : Tech's Castle has a layered cellmap.

It can apply for : Layered buildings or Towers.
When any layered building collapse, all units that stand on it will be die. (Except first cellmap)
And about me : I'd like to able to make tower models which have serveral floors, and I will place an Archer or Infantry army on it...

4
General discussion / 2D mipmap Error
« on: 29 September 2012, 06:56:21 »
When I compling my mod, a message appear.
It says : Error building 2D mipmap.
How to solve this problem ?
Remark : This is the first time I have seen this.

5
Off topic / Operating system
« on: 27 September 2012, 15:14:24 »
What is your favorite OS ? Why ? What are some of the best features of your OS do you like ? All "OS" - Off Topic related discussion goes here.

My farvorite : Windows (Xp / 7)
The most popular Os in the world.
Best performance, lots of stuff, beautiful themes, and more..
Linux : I'm testing but I really like it because it gives everyone a modern look and professionally use.

6
Feature requests / Resource cost for attack-skill
« on: 25 September 2012, 07:46:42 »
("Ep cost, Hp cost, and Resource cost ?")

Ex : Arrows (archers)
Cost about 1 wood, when enough, the units will attack, otherwise the units will stop and wait... for available resources before continue attack.
And an another case is military faction.
 Unlimited bullets ? Unlimited missiles ? Unlimited rockets ? Unlimited grenades ? All weapons & alamos cost nothing, right ?
-> The battles will more real if this function works. It can look like as <resource-requirements/> tab.

7
Off topic / (Upgrading...) Effect Example !
« on: 24 September 2012, 12:21:08 »
Quote
Perfect ! My program has no error(s) !  :D
Now, I'm adding effect system into Text class. This is an example, please test it : (300 kb)
http://www.fileden.com/files/2012/4/13/3291462/EffectEx.rar

Old Program :
(click to show/hide)

8
Mods / Tech vs Military mod (idea !)
« on: 22 September 2012, 13:59:57 »
Tech vs Military mod

I'm making a mod which has two factions : "Tech" and "Military". This techtree is based on original Tech faction and unatf faction and still in progress. All units are handled perfectly.

Do you think about the power of these factions ? Really, in general, Military's units have bullets, guns, missile launcher, armored vehicles, etc... And Tech's units only have swords, bows, arrows, stones, and simple missiles...

How do you win if you play Tech or Military faction ? Bullets vs arrows ? Metal vs missiles ? You win when ...? you have tons of unit to defeat enemy.
1. Features :
(click to show/hide)

2. Powerful Units
(click to show/hide)

3. Tip and Trick :
(click to show/hide)

4. Images :
(click to show/hide)

Status : Testing, Making Scenarios

9
General discussion / Explore Glest source
« on: 21 September 2012, 20:20:09 »
Glest is based on C++ language, use XML-parser to parsing XML data, I know but I'm only a beginner programmer. (But not very bad)
Glest is a "library" of sources that it's very large, very large. Glest contains lots of sources, headers, and classes, functions, with many many variables, macros and expressions, so I don't know "Where the start point of the source is".

Do anyone can give me any trick or the fastest method to understand Glest code ?
Please introduce some of the most basic and important functions if possible.

@Moderators @: Can I compile Glest ? If possible, How can I compile Glest properly without error ?
What best sofware is used to programming and compile Glest ?

10
General discussion / Smoker for unatf faction
« on: 21 September 2012, 08:55:13 »
This unit deals less damage, which throws smoke grenades that can reduce sight range, armor, move speed and attack strength of any affected unit (except buildings)
Models : Can look like as grenader unit.

11
General discussion / Improve Glest fourm
« on: 20 September 2012, 07:59:44 »
Any more feature, bug or suggest idea, please report here.

12
Mods / Is this a first hero ?
« on: 19 September 2012, 06:09:33 »

13
Feature requests / Report features here
« on: 18 September 2012, 12:14:15 »
Any best feature, should be included into GAE, please report here (with links).

14
Feature requests / Attack specific unit ? And capturing unit...
« on: 18 September 2012, 07:39:54 »
Many and many different units can have different type of attacks. However, almost of types can't attack buildings or some of other armored units.
Ex : Infantries can't shoot down buildings or any armored vehicle (such as tank, apc,...) ;
Archers or sword units can't attack stone buildings (castle) but can capture buildings after a time interval ... (While no moveable units are available)


Attack specific surfaces ? Not enough. My idea is...

Use tags to limit unit-attacking !

Normally, all unit types are allowed to attack any other unit (On specific surface). But my fun question : "Only an archer can collapse the castle !" (:wicked:) Right ?
In attack skill, add something which can tell the unit shouldn't attack the unit which can't be attacked. In bad situations (:dead:), the unit can attack cause very-very low damage.  (;D ;D ;D)
Ex : If this label name "tag-exceptions".
Quote
[...]
<tag-exceptions>
        <tag value="strong_building" />
        <tag value="[...]" />
        [...]
</tag-exceptions>
[...]
Capturing : When no moveable unit are available at enemy base, the capture buildings process will be performed in background.
Higher units will higher chance to win. When any enemy come in, the process will be paused.
The units can still stand together until the enemy base to be captured and waiting for strangers... (Sorry... favorite enemies :P).
Or use catapults, airships ,behemoths... to quickly destroy buildings.

"Capture" information includes speed and range (optional). (My default are 100.00 and 5 (range))
And "tags" can still be used for capture-info, too.

What do you think ?

15
Maps, tilesets and scenarios / Victory or Defeat (Resources ???)
« on: 17 September 2012, 12:33:47 »
Middle of the road is the safest balanced.
Suppose that you want to start a new game with a little bit of resources at every start location. The map has lots of resources (next to the roads).
-> A battle will occur to scramble resources !!;D
You must know that : "Victory" isn't mean that you have a giant force or not, "Victory" or "Defeat" are dependent of your agility.
You must win the initiative at all cost. (If not, you will lose !)
If your faction get "out of resources", the remaining faction will attack, and attack your base, and you... defeat !!!

16
General discussion / Victory or Defeat (Resources ???)
« on: 16 September 2012, 03:34:10 »
Sorry, this topic has been moved to :
https://forum.megaglest.org/index.php?topic=8585.0

17
General discussion / Optimizing g3d files
« on: 14 September 2012, 21:33:45 »
Some of size of models are too high. I know that size of per model is affected by :
- Number of meshes.
- Number submeshes of per mesh.
- Number of points, triangles of per submesh.
- Number of frames of per submesh.
(Ex : Prince's models (Elves) are greater than 7Mb ! I detected that frame amounts is too high (Over 30, 40,...))

Seem some of meshes are not animated but have two or more frames, I guess.
Ex : Tech's Castle has two meshes, A big one (the static building) is not animated, and a small one (the flag) has 10 frames.
Does the big one have 10 frames ?

Then, What tool can optimize g3d files ?

18
General discussion / Automatic battle (Only CPUs) ?
« on: 13 September 2012, 08:18:43 »
How can you play GAE without human ?
I'm a newbie ;D... But my english is limited, sorry.
This is a simple trick to remove "human" and add "CPU" attribute into your player, but you can still command units like as "human" mode:P

Human + CPU (Easy || Normal || Ultra || Mega) = ?

- Don't worry about building empires, upgrades and everything...
- You can build any addtional building for a great empire.
- The army will be built automatically, but you can add, change or remove production queue(s) at any time you need.

But you can't control your units (which can attack) such as move, attack other location while in attacking or attacking enemy base.  :(

Okay. There are few steps :
(click to show/hide)

19
Bug reports / [Not a bug] effects-buildings flag ?
« on: 13 September 2012, 06:29:49 »
I trying to making catapult burning effect. It was done in GAE 0.212b, but when I compile it with ver 0.3.2 or 0.3.93, I caught an error. :(
Take a look at this :
Code: [Select]
<effects>
        <effect name= "burning" .....
    <flags>
   <effects-buildings />
  </flags>
        </effect>
 </effects>
And error message...

(click to show/hide)
Seem the "effects-buildings" flag is removed in GAE 0.3x.
If this flag removed, please add it as soon as possible.  :)

Edit by Omega: Changed title as per my reply.

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