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Topics - wciow

Pages: 1 [2]
26
Maps, tilesets and scenarios / Scenario - the three towers
« on: 23 August 2009, 12:09:14 »
I made a new Scenario using the timer method that Silnarm suggested.

Its meant to be played with my dwarf faction but can be easily adjusted to work with tech by changing a few lines of the XML.

You need to add the faction 'clock' to your magitech tech tree and the map 'valley' in your maps folder.

So far this faction is not tested with GAE if anyone can get it working let me know  ;)

http://www.mediafire.com/?sharekey=1cea432412fe7bd9312dbd5f2bdc5062e04e75f6e8ebb871

27
Maps, tilesets and scenarios / New Map - Valley
« on: 23 August 2009, 12:01:29 »
Here's a new map which I made.

Its actually a version of the map from my three towers scenario which has been adjusted for multiplayer.

http://www.mediafire.com/?sharekey=1cea432412fe7bd9312dbd5f2bdc5062e04e75f6e8ebb871

28
Maps, tilesets and scenarios / Lua function needed
« on: 9 August 2009, 09:04:30 »
Can anyone write a Lua function which checks a specified cell to see if there is a unit on it and returns the units faction?

Just one catch . . .

You can't use any unit id to specify a unit.

If anyone knows how to do this please tell me.

29
General discussion / Loading Textures
« on: 16 July 2009, 20:34:36 »
A quick noob question for any coders  ;D

Due to the current G3D format I have several models which use the same texture in different folders.

When the engine loads these does it load a seperate copy of each texture or just one?
 

30
Maps, tilesets and scenarios / Tilesets Downloads
« on: 28 February 2009, 22:12:44 »
( UPDATE: all these tilesets and more are available in the glest wiki now:  https://docs.megaglest.org/Mods#Tilesets )

This is an overview of all the current available tilesets.
New tilesets will be added to the list when they are created.
Thanks to everybody who made a tileset  ;)

New Winter Forest
A snowy version of evergreen


( see big picture )
Download:
http://titusgames.de/winter_beta2.7z
made by Titi

Jungle
A Jungle


( see big picture )
Download:
( its in the megapack at http://titusgames.de )
Made by Titi

Evergreen
Forest with a mix of evergreen trees


( see big picture )
Download:
Code: [Select]
http://titusgames.de/evergreen.zipMade by Titi

Autumn
Forest with Autumnn type trees


( see big picture )
Download:
http://titusgames.de/autumn_beta.zip
Made by Titi

Desert
A sandy desert with palms and cacti


( see big picture )
Download:
http://titusgames.de/desert2.zip
Made by Idanwin and Titi

Tropical
A desert island type tileset.


( see big picture )
Download:
http://www.mediafire.com/?1gbdomvmdiy
Made by Wciow

Imladris
An Elven tileset


( see big picture )
Download:
http://www.mediafire.com/?zq1yzmeykz4
Made by Gameboy

Scrub Land
A desert/wasteland style tileset


( see big picture )
Download:
http://www.savefile.com/files/2041659
Made by MadElf

update by titi:
For those people having problems to handle 7zip (.7z files), here is the free and open source original:
http://www.7-zip.org/
Hint for linux users: I'm shure its available in every linux distribution ! ( the package is called p7zip in all debian based things )

31
Bug report / Crash on start {linux}
« on: 12 November 2008, 12:39:17 »
I recently reinstalled my Ubuntu system since the old one got corrupted.
I reinstalled Glest from the apt package manager.

Terminal gives this error on starting and the game exits.

ln: creating symbolic link `./configuration.xml': File exists
ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
void Shared::Platform::Window::setStyle(Shared::Platform::WindowStyle) not implemented.
ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
open /dev/[sound/]dsp: No such file or directory
OpenAL Vendor: Exception: Couldn't open audio device.

Anyone know what I need to do to fix this?

32
General discussion / FPM concept art
« on: 1 November 2008, 12:16:55 »
I am hoping who to find someone can do some concept art for FPM. I'm not good at designing units.

I can't offer you fame, money or power :'( but you will get credited and get to see your idea in 3d as good as I can make it.

units I'm planning to start soon are:

druid - Pretty much anything but a bearded guy in a white robe. The more 'natury' the better.

sprite - This can be pretty much anything as long as its not the same ball of light in the WC series (!)

ranger This is a warrior/caster type unit  who can summon animal pets.

Basically the better the concept art the better the models will be.

33
Bug report / Crash on starting music stream
« on: 11 October 2008, 20:17:22 »
I'm making a new faction but Glest crashes when I set the line
<music value="true" path="music/music_tech.ogg"/>
to
<music value="false"/>

Glest sticks whilst saying 'starting music stream' and has to be manually shut down.
It leaves the following message in crash.txt:

Crash
Version: v3.2-beta1
Description: Access violation (Writing address 0x1c)
Address: 0043F76D

34
Mods / Dwarf faction
« on: 1 August 2008, 19:02:22 »


This is the thread for my new dwarf faction.

This new faction is intended to be compatible with standard Glest and the magitech tech tree.

The faction will include 8 new units and 5 new buildings. Hopefully it will be balanced well with the magic/tech factions. The dwarves will focus on melee combat.

The ultimate goal of the project is to produce a new faction which is as close to the original Glest in style and quality as I can make it.

'Gimli' is released, download it here:
http://www.mediafire.com/?sharekey=1cea432412fe7bd9312dbd5f2bdc5062e04e75f6e8ebb871

35
Mods / Animation tutorial
« on: 30 July 2008, 12:04:58 »
Over the last few weeks I've been trying to improve my animation skills. I have made a small picture tutorial to help people rig models in Blender for use in their Glest mods.

You can download it here.
http://www.mediafire.com/?c1nemjdwtss


I also made an animated unit to use in the tutorial:



You can download it here.
http://www.mediafire.com/?0ox53myn33c

Any feedback is appriciated  ;)

36
General discussion / Glestimals
« on: 26 April 2008, 09:26:26 »
Glestimals is a set of animals intended for use with the new 'whatsits' code in Daniels GAE. However they are free for anyone in the Glest community to use in their own projects as well. The Glestimals are currently in version 0.1 and are static meshes. The final goal is to have 10 or so animated animals ready for the GAE.



If you want to take a closer look at the Glestimals they can be downloaded here:
http://www.mediafire.com/?i9niuxj4mmz

EDIT (by daniel.santos 2009-09-18): This thread is in reference to ideas discussed in the old GAE 0.3 planning thread.

37
Maps, tilesets and scenarios / Tropical Tileset
« on: 18 April 2008, 14:45:12 »
Tropical tileset version 0.8













Tropical tileset is now at version 0.8

Changes for this version include:

New better looking tiles (thanks ttsmj!)

LOTS of new models for more variety.

Two types of trees, palms for beach and forest, mangroves for swampy areas.

Improved 2d grass and optional full 3d grass.

3 new maps specially for the tropical tileset:

Tropical island:

A small and simple two player map on a beautiful tropical island.

Tropical Jungle:

A simple jungle map for two players.

Crossed Circle:

A more advanced map for 2-4 playes (good for 2v2 team games)

You can download it here:

Code: [Select]
[url=http://www.mediafire.com/?1gbdomvmdiy]http://www.mediafire.com/?1gbdomvmdiy[/url]
Please give some feedback about what you would like to see in the final version  ;)

38
Mods / Problem with Blender export 0.15
« on: 30 January 2008, 18:36:29 »
I have been trying to export animations using the 0.15 export script.

The exporter has a problem when trying to export the indices information.

the command line gives :
element indices : validity error: element indices does not follow the DTD, expecting (ix)+, got () <indices/>

I tried manually adding the index information from a straight export of the base mesh but it looks corrupted in G3D veiwer and only some of the mesh is visible.

Also exporting simple animations (locking location keyframes) works fine, but using absolute shape keys produces this error.

Basically each frame has normal vertex and normal coordinates for each frame but no indices are recorded (indices="0")

Also what exactly are the indices??  :confused:

Any help would be appricated

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