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Messages - ProfEclipse

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26
Wow ! Excellent Hangar model and Annex faction flags are very nice !

Quote
Perfect mod, but it still needs improvements.
I checked out your models and I found a problem.
Take a look at this : https://forum.megaglest.org/index.php?topic=8581.0
Please re-optimize all your models. Static meshes (two or more frames) can cause these problems : Slow load game, and waste memory space - disk space seriously. (An example is ("..\base_battle\models\unit\transportrun.g3d").
Find and download g3dHack. It's a best choice for you.

27
Off topic / Re: My first program (Released !)
« on: 25 September 2012, 20:25:33 »
Thanks ElimiNator first.

Answer : "Yes, Windows and Windows only. 32-bit operating system, works best in Windows XP. (Runs directly, no install, because it's not really a software)"

Try it, it's very good, and you can use it freely. Vote me in the poll and IF POSSIBLE, write down your opinions, in order to help me detect and fix remaining bugs, improve performance, or express your suggest idea. I'm prepairing for the next upgrade so your comments or opinions...are very important to me.

Freedom to use, don't "skip" it immediately.

28
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.

29
Off topic / My first program (Released !)
« on: 25 September 2012, 05:47:56 »
Oh ! Sorry tomreyn and everybody !
Please try another program link : My program link
Or : http://www.fileden.com/files/2012/4/13/3291462/ProfEclipse.rar

30
Mods / Re: Tech vs Military mod (idea !)
« on: 24 September 2012, 22:22:34 »
Please test my first program here :
https://forum.megaglest.org/index.php?topic=8614.msg84225#new
Almost current problems are fixed. My next gallery is coming soon !
Remark : This gallery will show you more about the battles between Military and Tech. (All units, attacks and defending.)

31
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)

32
Looks awesome. Perfect mod, man !
When no workers available - the particles of incomplete buildings can still work?

33
Mods / Re: Tech vs Military mod (idea !)
« on: 23 September 2012, 09:27:07 »
Judging from the images, you also have a really old version (that Humvee is hideous). I actually had plans to revamp AD, but they were abandoned due to time constraints and other projects. At any rate, you should use a more recent version. Don't really want those god-ugly older humvee models being attributed to me.

Here's a download of the last stable version, with some unreleased tweaks. However, due to some weird bug in restoring it from backup, some folders have uppercase letters, and thus this probably won't work on Linux without minor modifications. That's up to you, this isn't an official release. http://www.mediafire.com/?j1ezy5buv0a7j7v

Also, please note that in order to abide with the licensing of the AD mod, you MUST include either the following AUTHORS file or create your own which credits everyone mentioned in the file. http://pastebin.com/kavwFdbC

Thanks for the help. I'm going to fix them now. And Credits...Wait a bit...
I'll be back...

34
Mods / Re: Tech vs Military mod (idea !)
« on: 22 September 2012, 22:11:11 »

35
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

36
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 ?

37
General discussion / Re: Smoker for unatf faction
« on: 21 September 2012, 13:03:34 »
For more details, I post some screenshots here :
Note : This is only an example !



38
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.

39
General discussion / Re: Improve Glest fourm
« on: 20 September 2012, 08:00:26 »
Ex : The profile summary of each member should be added (Read : xxx times) to show the others "How many times the profile is viewed.".

40
General discussion / Improve Glest fourm
« on: 20 September 2012, 07:59:44 »
Any more feature, bug or suggest idea, please report here.

41
Mods / Is this a first hero ?
« on: 19 September 2012, 06:09:33 »

42
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).

43
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 ?

44
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 !!!

45
Bug reports / effects-buildings flag ?
« on: 16 September 2012, 04:43:40 »
Oh. Now It worked.
Thank u very much !!!!!!!!!! :D

46
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

47
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 ?

48
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)

49
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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