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Messages - andy_5995

Pages: [1] 2 3 4 5 ... 19
1
Mods / Re: Paper War
« on: 19 August 2021, 20:21:38 »
Alex, congratulations on your rehab. That's quite an accomplishment!

You needn't worry about the lack of updates... It's good that you prioritized your personal life. Most of use have "been there" at some point.

Maybe someone else will work on paper war in the future. If you want, you can transfer it to the ZetaGlest GitHub organization. I can invite you to the org so you'd still have admin privileges.

Good to hear from you again, Alex, and thanks for the update.

2
Mods / Re: The Greeks
« on: 1 December 2020, 11:32:37 »
we played this a bit today and I think we should reduce the build times for some buildings ( especially barracks)  and we should play around with lowering  the production time of some units too. This makes the gameplay a bit faster and lets the CPU-player play better because he gets more advantages form his gold fake.

Is it ok if I play around with it and check in if I have something good ?

Titi, thanks for asking. I remembered there are also some other changes you wanted to make, such as not having large chickens. I think you should fork the repo and make whatever changes you think are best, and then eventually use your fork for including the Greeks into MegaPack.

3
Tools / Re: New Blender 2.9x G3D Exporter!
« on: 27 November 2020, 08:39:49 »
Well done, Jammy!

4
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 26 November 2020, 08:05:03 »
Thank you, ElimiNator

6
Mods / Re: City
« on: 25 November 2020, 18:58:15 »
Fixed download and image links in the op.

Can I upload that to a ZetaGlest repo so it's more "permanent" and can be more available to work on in the future? https://github.com/zetaglest

btw, are you on GitHub?

7
Mods / Re: The Greeks
« on: 25 November 2020, 18:55:21 »
This seems cool, have not played MG in a bit, might be fun to get back in with a few games with the Greeks.  :)

Hey ElimiNator! The Greeks are the most awesome faction ever! ;) We still need a new priest though. :( We're using the Egyptian one now as a placeholder.

8
Mods / Re: Enemies and Allies
« on: 25 November 2020, 18:52:52 »
I think what's difficult is deciding how much stronger and expensive the vehicles are versus the "person" units.

We made a lot of changes, but it hasn't really been tested enough to balance, imo.

9
Mods / Re: MegaGlest Improved Mod
« on: 25 November 2020, 18:46:13 »
I didn't try the patch yet.

Playing the first version... Problems with the Amon-ra

He has the Blood nova attack skill, but doesn't have enough EP to use it until he gets to level 6 or 7. Either you'll need to reduce the EP requirement, or remove the blood nova attack skill.

It would be impossible to balance the survivor faction with any factions from MegaPack. If you are making many changes to the regular megapack factions, I'd suggest keeping that tech tree separate from the Survivor faction. I haven't tried the bees yet.



10
Mods / Re: Paper War
« on: 11 June 2020, 23:02:35 »
Thanks Andy.

That's my bad about the versions, when my friends join, they download the updated version by joining the game, it does it automatically but for some reason the file has to be called different for it to download, it wont do it if it's the same name from the last download, I guess I just used those files for the git. Should I change it back or will it make it worse for you guys?

Yeah, better to change it back.

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Also by your request andy, I added in the upgrades for different weapons and armor types In the blacksmith. What did you think?

I haven't tried them yet.

Quote
As for the pencil drawing the units, I'm not sure if I will change that.. kinda fits the theme more also it makes the game different  then other rts. Only having one builder, gives everyone the same opportunity. I was also never that big of a fan of people making like a bunch of barracks just to spam out tons of units at one time, to me that doesn't look authentic to a "kingdom" and to me just silly... although this might just be a pet peeve I have..

I get the meeting point deal tho.. having units go straight to work does help a bunch, I was just trying to think if a new way of playing,  that the look of the game is not the only unique thing about it but also a refreshing  play style.. not sure I've made up my mind on it.

Well, one of the main parts of gameplay with an RTS game like MegaGlest is to get as many resources as you can and produce as many units as you can. There could be ways to prevent barracks spam, such as having a very fast production time for units. The Assault Command mod by Ishmaru does this. A player starts with only 2 barracks and can't build any more.

To fit the theme, another option may be to add a small pencil to the barracks, castle, and siege building model. The pencil would be motionless,  "attached" or very close to the building. When they are producing, the production animation for it would have the pencil drawing.

11
Mods / Re: Paper War
« on: 8 June 2020, 03:39:45 »
I got a chance to try out the changes a little.

I think the pencil is already valuable enough, and the buildings should produce the units. In a perfect world, the pencil would draw everything, but when units can be produced from buildings, then a meeting point can be set. For example, probably the most important, we always set the meeting point for the castle to the gold. That way, workers will automatically go to gold and start mining immediately.

And the meeting point for combat units is often set to a common location. Either near the battle or at least all in one place.

Everyone who I've played this with, including myself, feel the units move too slowly. There's no specs to say how fast units should move, but on average about the same speed as the other MegaPack factions, I'd say.

I like the idea of a siege workshop. Do you plan to add a battering ram?

The new animations are good too.

As for versioning, you don't want to change version info within your repo. I mean.. yes, include it in the docs, the Changelog as necessary, but not directories. If you want to create a release, use the releases link on the repo home page. Try it with a practice repo first though.

Basically renaming directories for different versions is extra unnecessary work. On my end, I had to change the links pointing to the tech tree. Because right now we're testing the git version, no versioning is really necessary. I'd say the best time to issue a release, even a release for testing, is when you want more widespread testing. If at some point you run into someone who wants to test but doesn't know how to use git and doesn't want to use it, then a versioned release would be for them. But again, create it using the "releases" link without changing directory names.

Good luck!

12
Yeah, that's right

13
Mods / Re: Paper War
« on: 17 May 2020, 18:38:18 »
Hey Alex...

You could change the menu by editing the data files.

As for your own server, you could run your own servers if you have a computer with enough CPU and Ram. Or you could pay a hosting provider that allows you to run the server on their systems.

If you were thinking about having a separate master server though, that basically involves just regular web hosting, one that allows php scripts to run and provides you with a mysql database. The code for the master server is in https://github.com/MegaGlest/megaglest-masterserver. You'd basically copy that to your host, set up the mysql database (usually a host will provide an interface from a control panel to do that).

All that may sound pretty confusing if you don't have experience with it yet, but we can try to answer more specific questions as you proceed.

14
Hi Elvas...

If a mod is not on the public server, it can't be played multi-player. You would have to host your own server.

15
Mods / Re: Paper War
« on: 16 April 2020, 21:42:29 »
To play and test the git version, symlinks can be created like this (using the appropriate paperwar directory):

https://imgur.com/a/XCz578g

And that must also be done for the tileset.

I don't know if that can be done on Windows though.

16
Mods / Re: Paper War
« on: 16 April 2020, 21:29:34 »
Alex, just made a pull request to fix that. Remember to do a pull to your local repo after the changes are merged remotely.


17
Mods / Re: The Greeks
« on: 14 April 2020, 17:00:01 »
Do you need help with creating or fixing the unit icons? The 0 A.D. images make the gameplay almost like the game.

Yes, Carl, thanks for the offer. The icons and the priest need work.

https://github.com/zetaglest/greeks-testing/blob/master/CONTRIBUTING.md

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I suggest changing the name of the "Civic Center" to "Agora" since that's the name used in the Hellenic factions. Saves a little bit of bytes. Any others?

A reasonable suggestion, but then it would make sense to change the names for all the other units as well. Not impossible, but I don't see it as really worth it, and I think would be difficult for translators (if the techtree was ever translated in the future).

18
Mods / Re: Assault Command MOD v2.1
« on: 13 April 2020, 02:44:02 »
Many EP units only have enough EP for one shot, and the EP is more for simulating a unit reloading, and to allow for a unit to move while 'Reloading'. But there is a lot of secondary abilities, boosts, transforms, and effects so I get it.

But mastering the micro isn't absolutely necessary to play. There are still plenty of standard units for one to brute force their way. This is especially true for the VISOR faction.


Oh, good to know! I plan on playing it and learning it more very soon.

19
Mods / Re: Paper War
« on: 13 April 2020, 02:42:36 »
The game starts, but the models don't appear correctly. These error messages appear in the console.

https://gist.github.com/andy5995/356b54f34972039eee91f318300cc2e6

Here's just one example though... On Linux systems, filenames are case-sensitive. So the problem is that there's a Gold1.jpg file, but not gold1.jpg.

*ERROR* [2020-04-12 12:03:09] In [model.cpp::loadMeshTexture Line: 750] Error v4 model is missing texture [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold1.jpg] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold.g3d]

Jammy figured out a single command that converted everything to lowercase:

Quote
for f in $(find -type f -name "*.jpg" -o -name "*.png"); do mv $f $(echo $f | sed -E 's#(.*)/([^/]*)#\1/\L\2#'); done;

@alexbright, is paper war on Github or Gitlab? I can submit the changes so you don't have to go through the hassle.

Jammy and I play-tested this a few times today. Very cool! I packaged it in 7z format that MegaGlest uses when people connect to servers hosting mods:

Techtree: paperwar_proto_A1.7z

Tileset:paper_proto_A1.7z

20
Mods / Re: Paper War
« on: 12 April 2020, 17:11:37 »
Hi, thank you for making this available.

The game starts, but the models don't appear correctly. These error messages appear in the console.

https://gist.github.com/andy5995/356b54f34972039eee91f318300cc2e6

Here's just one example though... On Linux systems, filenames are case-sensitive. So the problem is that there's a Gold1.jpg file, but not gold1.jpg.

*ERROR* [2020-04-12 12:03:09] In [model.cpp::loadMeshTexture Line: 750] Error v4 model is missing texture [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold1.jpg] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold.g3d]


21
Mods / Re: Assault Command MOD v2.1
« on: 11 April 2020, 21:20:00 »
On Linux, me and Jammy were able to just create a couple symlinks

https://imgur.com/a/XCz578g

I feel like there's a lot of extra micro-managing because so many units use EP to attack. It's fun though, but probably something I wouldn't play very often.

22
Mods / Re: Assault Command MOD v2.1
« on: 6 April 2020, 05:24:48 »
You're welcome! Thanks for the all the work you've done on this. I see from the stats that titi and jammy played it today. I'll probably get to it tomorrow.

I've been trying to figure out some good method for testing and releasing. I see you've done another update today.

The best thing for testing is for us to be able to play from the git version. It might be good to get some feedback first from titi about this, but renaming assault_command.xml to assault-command_git or _testing might be the best long-term solution. There is already "assault_command" in the mod center. Probably in the future, all mods should be versioned when being released in the mod center to prevent version conflicts.

We've been play-testing the Greeks a lot lately, using the "-testing" format, so any time a change is made, we can immediately pull the latest changes and try it out. Every so often I do a release, changing the directory and xml filename at the time of the release and creating the 7z package for it.

23
Mods / Re: Assault Command MOD v2.1
« on: 4 April 2020, 03:21:56 »
Ishmaru did a major update recently and I packaged the latest version available.

Assault Command v2.7.7z

md5sum: 1ec96e8eec2dd177cecc441723930dc2  assault_command_A27.7z

sha256sum: fc02401bc03e72bc8360a2e5b283dd773efcc01f0fbc09053ea00da80fb5bb93  assault_command_A27.7z

24
Mods / Re: Rework of Megaglest : Glest 2.0 - Discord!
« on: 3 April 2020, 17:38:42 »
Earth Breach, any official statement on the project status? As far as I know, I think this project will no longer be updated. The project maintainer and lead is unable to work on it due to unavoidable personal reasons, and no one has offered to maintain it.

25
Mods / Re: Paper War
« on: 3 April 2020, 04:47:33 »
Looks very unique and cool :) Thanks! Can you make the current version available for download so we can play-test it and provide more feedback? First version should be _A1 according to the MegaGlest developers specifications for mods and maps.

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