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Messages - andy_5995

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151
titi, do you consider "Hill in the Front_A5" and your rendition of Doodleville complete?

152
I talked to titi earlier and realized I misunderstood him. All these I mentioned are already in the mod center and on the headless.

I've always loved Jammy's Mountain Pass map, but it needs one minor edit that I know of. The stone in starting position 1 is too far away.

Long Way Ahead
Pizza Pie Island
Devil's Paradise
...

153
I've always loved Jammy's Mountain Pass map, but it needs one minor edit that I know of. The stone in starting position 1 is too far away.

Long Way Ahead
Pizza Pie Island
Devil's Paradise
Caution Landscape
Teeth of Terror
Pathfinder
urquan
wildlands
forest highland
cliff way
river of tears
strip mining

I never cared much for golden spots.. though I probably just played it against an AI too difficult for me.

Thank you for asking, titi!


154
MegaGlest / Re: Unable to see units during night.
« on: 10 October 2018, 16:53:15 »
00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 12) (prog-if 00 [VGA controller])
   Subsystem: ASUSTeK Computer Inc. Core Processor Integrated Graphics Controller
   Flags: bus master, fast devsel, latency 0, IRQ 26
   Memory at fb800000 (64-bit, non-prefetchable) [size=4M]
   Memory at d0000000 (64-bit, prefetchable) [size=256M]
   I/O ports at dc00 [size=8]
   [virtual] Expansion ROM at 000c0000 [disabled] [size=128K]
   Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit-
   Capabilities: [d0] Power Management version 2
   Capabilities: [a4] PCI Advanced Features
   Kernel driver in use: i915
   Kernel modules: i915

155
MegaGlest / Re: Unable to see units during night.
« on: 10 October 2018, 02:23:10 »
Several graphics drivers have problems with this feature. On linux Mesa and Intel do not support it and it does not work with nvidia(Mobile bumblebee) too.
It seems to workk with "normal" desktop nvidia graphics cards. On windows its supported in most drivers.

Coincidentally, this problem got fixed for me today. I'm on Debian 9 and last night updated my drivers to what's in Debian "testing". Today when I started MG the screen was far too bright (it was set to 2.5). It was the first time that setting had any effect for me.

156
MegaGlest / Re: Godostra - MegaGlest Clone
« on: 7 October 2018, 20:33:38 »
Hi alket

I predict that will be a very interesting project. I'd suggest a repo for it as soon as possible because it usually takes a while for projects to accumulate a good amount of followers. I don't think anyone
expects "finished products" in repos so anytime you're ready, I'm willing to start "watching" ;)

If you decide to not go with a repo yet, please keep me posted.

157
Mods / Re: Marvel - Cyclops, unit test
« on: 22 August 2018, 01:43:38 »
So cool. I thought about an "X-men" faction a couple years ago. :) So cool to see these screenshots. I understand nothing could come of it thought because of the copyright, but thanks for sharing.

158
Hi Super Tom,

The git commit log shows a lot of activity since the 3.13.0 release. https://github.com/MegaGlest/megaglest-source/commits/develop

159
PS: I've received an invite from Andy to join a modder group. Hello Andy. That's nice. I mashed a few tilesets together, but that was just copying XML stuff and cutting textures. I can't actually code or write XML/LUA stuff or mod. Hah. But I still joined the team!

I noticed that a few days ago. Great!

160
MegaGlest / Re: Unable to see units during night.
« on: 6 March 2018, 22:19:44 »
A work-around is to enable team or "glow" particles by pressing shift + 8 (*) during the game. Pressing it once puts a colored ring around units, pressing it again puts a "glow" effect on units.

161
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 25 January 2018, 22:34:08 »
I do hope you kept with the original idea of expensive and very strong units.  :angel:

@Archmage: This should be more clear, a page with the Elves faction characteristics: https://zetaglest.github.io/elves_overview.html

162
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 24 January 2018, 19:52:44 »
I do hope you kept with the original idea of expensive and very strong units.  :angel:

Don't worry. :) I will be consulting more with my associates as to what changes should be made. ;) I'd like to give others a free hand at fine tuning.

I tried to do as few changes as possible, but I did cheapen some things in order to balance things out. I included the Elves as an 8th faction with ZetaPack, so spent quite a bit of time experimenting with balance.

One particular change I didn't really want to make: instead of the corral morphing into a corral_gryphon_nest, I had to set it so an elf could build the nest. For some reason the AI would never morph the corral.

I know the AI will morph buildings; I once experimented with an Indian mod and enabled a main_teepee to morph into a flying_main_teepee (giving it beehive technology in the process). The AI morphed it while playing.

I think one problem is that when the corral morphs, it needs space on the side, however, it may be blocked by other units, mobile or otherwise.

But if a modeller comes along and changes the corral_gryphon_nest so it gets taller, instead of wider, I would definitely want to try testing again with the corral morphing.


163
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 21 January 2018, 16:46:16 »
Whatever license you want. Seriously, I don't care. CC0 is fine for my work. :P

It's not balanced in it's current state, it's a bit too powerful if I remember correctly, but it works just fine as a challenging opponent.

I put it on my fork and rebalanced it. It'll need a bit more work, but the AI plays it a lot better I think. At first, the AI didn't even make air units, now it does. But because of the rebalancing, the air units don't make it more powerful than it was before.

164
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)

@Kinrove, yes, please do make a pull request to update that spearthrower!

@Archmage: Yes, that's plenty of access! Thank you. I usually never need push access; I do things through pull requests on forks. But at least this way, you won't have to worry about approving the PR and merging, which I think is your goal if it's not a faction you plan to work on anymore.

Cheers!
 

165
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P

1) I think the flying units from the other factions don't fall to the ground. The Thunderbird splits into pieces and dissolves, and the Holy Valkryie kind of "drips" into non-existence.

Nothing worth changing if you're not working on that project anymore. I don't think anyone's going to complain. :)

2) Oh.. it would be welcome by me. :) If you ever do any more work on that faction, I'll ask around and see what kind of interest there is.

3) Hmmm.. I'll keep that in mind. If it's something a noob graphic artist could handle, I'll try some experimenting. thanks for the tip.

@Kinrove
Quote
I have just edited the texture of the underwear, to make the underwear different than the worker.

Great work!

166
Closed feature requests / Re: More female units, please
« on: 11 January 2018, 14:35:57 »
Quote
If we discuss in terms of historic accuracy, the ratio is correct in norse, romans and tech (assuming tech is a generic(?) medieval faction). I think females were generally not involved in mining and war. Since megaglest has no food gathering and families, there's no roles for females in these factions.

Reading your reply was educational for me, thank you. :)

I don't think we need to discuss it in terms of historical accuracy, because there's very little about the factions that are historically accurate. :) Pyramids couln't produce slaves, there were no obelisks that produced killer birds and snakes, and no priests that produced mummies and Anubis warriors.

And as far as reality, and Norse.. there was only 1 Thor. He has Loki's half-brother and son of Odin! That's just reality, my friend! lol

But seriously, good points you made, and historical accuracy should be brought into the discussion. I don't think it needs to be a major factor though. :)

Quote
Another problem is megaglest can't have multiple models for the same unit, so you can't have a male and female model for the same unit.

I understand what you're saying here. What may be interesting is if you could click to produce a slave, and randomly get a male or female unit. While you can't have a female and male model for the same unit, you can have two separate models with identical skills. But I understand that couldn't be accomplished with the current MG code. And really, I don't think random generation is all that important.

Quote
I would be up for looking at fixing this, although it would require quite an effort.

It's something I would help with, but first I'd need an idea of how the project maintainers feel about it, and a rough idea of how and when it would be integrated into the MG data.


167
Closed feature requests / [CLOSED]More female units, please
« on: 10 January 2018, 17:50:52 »
Is it just my imagination, or is there are a vastly disproportionate number of female to male units in this game?

168
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

1. The dead Ibis doesn't look quite right to me.



2 . The Sphinx's "fire from the sky" is cool, but seems out of place, and can be a little confusing if you're not used to it.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.

Everyone who's played the mod seems to really enjoy the new graphics and it receives a lot of compliments, Archmage

169
Feature requests / Re: Add more players for a LAN party
« on: 10 January 2018, 17:33:18 »
Hi guys,

In a few weeks, I'm gonna organize a LAN party with some friends on MegaGlest. But I've a problem : the limit of 8 players.
How can I (if it's possible) add more players to a party, 10 players would be perfect  :| ! If it's not possible that really sad  :(
Can I also add a player in spectator mode (8 players and 1 spectator) because I would like to relay it on a video projector.

(Sorry for my bad english but I'm french  :O)

Thanks

No problem with your English :)

MegaGlest doesn't have the feature to support 8 players + 1 spectator. An observer always uses 1 slot on a map. So for instance a 3 v 3 game + one spectator, you would need a 7 or 8 player map.

There's a feature request open for this; I'm going to merge the posts.

170
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 26 December 2017, 11:04:28 »
I think the _A1 download is slightly out of date.

Here's is a 7z I made from Archmage's GitHub repo. It contains 7 factions links to the original factions, plus his Egypt remaster

file size: 51979969
megapack_egypt_remaster_A2.7z

171
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 26 December 2017, 01:54:40 »
We tested this several months ago, with titi. Did he ever get back to you with his feedback?

174
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 22 December 2017, 08:03:45 »
Oh cool! I love that it's so tall!

Let me know when you're ready to test.

175
MegaGlest / Re: Proposed changes to Magic
« on: 22 December 2017, 03:08:13 »
It was quite a battle!


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