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Messages - wciow

Pages: 1 2 3 4 5 [6] 7 8 9 10 ... 39
126
Tools / Re: Balancing tool
« on: 26 August 2011, 13:46:52 »
This is the calculation for damage:

((attack strength + random) - armor) * damage multiplier

Assuming the tank has no variation in its attack strength the calculation is:

(300 - 10) * 0.8 = 232

So it will take the Tank 5 shots to destroy the Jeep

A skill speed of 100 will complete 1 skill cycle per second (40 frames). As the Tanks attack speed is 90 it will take 1.15 seconds(46 frames) to complete 1 skill cycle. So it will take [big]5.75[/big] seconds for the Tank to destroy the Jeep assuming normal game speed and no other interference.


127
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 26 August 2011, 01:32:44 »
Only played a few games vs AI but I think the game is very well balanced, the pacing of harvesting/expansion is great.

I like the two tier mechanic with very cheap and easy to kill infantry and more expensive vehicles.

The turret thing for competitive play is difficult, if your enemy is turtling behind turrets build aircraft or MRLS.


128
General discussion / Re: A couple of questions
« on: 25 August 2011, 22:19:01 »
Windowed mode is available in the .ini file under "DisplayWindowed=true/false".

I don't think the specular shader is enabled atm, but a dev will have to confirm my suspicion  :look:

129
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 22 August 2011, 18:17:06 »
Congrats on releasing this awesome mod  :D

Now I'm just waiting for someone to make a Linux version  :zzz:

130
Mods / Re: What-If Cold War Mod
« on: 20 August 2011, 12:16:34 »
Finished models for the Centurion and Ferret for the British faction.



Sadly I am having trouble texturing. I recently made the full switch to Linux but there is no Paint.net equivalent. Gimp is horrible and overly complicated. Pinta is a clone of Paint.net but missing 50% of the features and is very buggy, including a transparency bug which makes it near unusable  :(

131
General discussion / Re: Re: documentation of glest forks
« on: 20 August 2011, 11:54:32 »
Omega, please stop this. The merge of forks is NOT going to happen. There was a time when it would have been possible and beneficial. Now it would be difficult and detrimental. I like the way both forks are going, they are becoming projects in their own right rather than forks.


132
Mods / Re: Glest Community Development Monthly - Issue 44
« on: 16 August 2011, 17:36:10 »
Gosh, its been REALLY quite around here lately  :look: alot of the old Glest hands (myself included) haven't been posting regularly  :(

I hope its just summer keeping everyone outside in the sunshine  8)

Thanks for keeping us up to date Hailstone  :thumbup:

133
Mods / Re: Cold war pack: should it include jet fighters?
« on: 15 August 2011, 03:00:09 »
I voted yes  :swordman:

134
Mods / Re: What-If Cold War Mod
« on: 9 August 2011, 21:55:50 »
I just wanted to say that I've started making the centurion/chieftain/conqueror for the British faction.

135
MegaGlest / Re: Help?
« on: 9 August 2011, 21:53:21 »
Thats the resource modifier, it tells you how much resource the cpu gets per hit!

136
General discussion / Re: Problems attempting Ubuntu compile.
« on: 5 August 2011, 21:36:56 »
Thanks guys, I've managed to build from git now  :)

Camera is very jerky in-game. Debug reports update and render is running at 40fps but the camera moves at like 3fps. Units and shadows move smoothly just the camera is slow and laggy.

137
General discussion / Problems attempting Ubuntu compile.
« on: 5 August 2011, 17:36:43 »
I'm attempting to compile on Ubuntu (11.04) by following the compile guide but the Cmake script complains that I don't have the Vorbis or Zlib dependencies installed.

Synaptic package manager says the I do have these libs installed but Cmake doesn't see them :confused: Can anyone point me to a download which is the "right" version of these dependencies?

Terminal says:
(click to show/hide)

138
Closed bug reports / Re: [Bug] Crash on Ubuntu Linux
« on: 3 August 2011, 15:00:17 »
OK, I downloaded the installer and its working flawlessly  :D I am pleasantly surprised by the speed gain on linux, loading times are much faster than windows (but that may just be a less fragmented HD) and no graphics bugs from the nvidia drivers  :thumbup:

I have to congratulate the MG team on making the whole install process painless for Linux noobs and putting everything into one folder to make modding much easier :)

139
Closed bug reports / [not a Bug] Crash on Ubuntu Linux
« on: 2 August 2011, 00:15:24 »
Game starts and runs fine but when I press "play now" in the game screen I get the following error message and the game freezes:

(click to show/hide)

Linux version is Ubuntu 11.04 (Natty) 64bit

140
Mods / Re: Alliance faction - help
« on: 24 July 2011, 08:19:36 »
Single models released by me are always public domain. I don't use photo textures so the work is all mine. Mods are more complicated because they usually contain parts of other peoples work e.g. sounds.

 Please go ahead and re-texture the model. I think it will help make the faction cohesive if they have the same look of textures.

141
Mods / Re: Fantasy Pack
« on: 21 July 2011, 21:41:25 »
What engine will this be for? GAE or MegaGlest?

Both, I will only be using VG tags  ;D

142
Mods / Fantasy Pack
« on: 21 July 2011, 16:15:50 »


This is the official thread for my fantasy pack. Its like the mega pack but includes fantasy factions.

So far the factions that will be included are:
Dwarves
Undead
Grey Elves
Goblins

Possibly I will include Gameboys Elf faction and Madmantis Woodsmen in the pack, but I need to ask their permission first.

143
Mods / Re: Alliance faction - help
« on: 21 July 2011, 16:01:43 »
Heres a packed .blend for the spidertank  :P  8) :P

http://www.mediafire.com/?nhow73893u9h9dh

144
Off topic / Re: Hardware advice.
« on: 14 July 2011, 11:31:02 »
The best operating systems don't cost anything. 8)

I have dabbled plenty in linux and had some dual installs. I would switch completely in an instant if only linux was supported by commercial games. Its really only the games issue that keeps me from switching  :(

I would certainly recommend Windows 7 though, Vista was a horrible bloated disaster. Windows 7, whilst appearing to keep all the useless M$ bloatware at least runs reasonably and is intuitive to use.

145
Mods / Re: Military Tech Tree
« on: 10 July 2011, 07:30:32 »
I tried the earthquake code a week or so ago but it didn't work so i think it must be commented out like Hailstone said.  I remember it working way back, but i suppose there is a good reason why its been removed for now  :look:

146
Mods / Re: Alliance faction - help
« on: 9 July 2011, 09:55:38 »
Would this unit be acceptable for the Alliance faction?



I made this a few months back for the now defunct GIS project so it will need a bit of re-skinning into yellow/blue camo colours.

147
Mods / Re: Model requests
« on: 7 July 2011, 12:35:33 »
Lizardman...


148
MegaGlest / Re: A few new things
« on: 6 July 2011, 06:38:06 »
Really nice stuff Softcoder  :thumbup:

I'll test the snapshot and report ny problems...

149
Mods / Re: Model requests
« on: 29 June 2011, 22:32:33 »
Here is the .blend (with packed texture) for animation  ;)

http://www.mediafire.com/?lzzznhlzgep1z5u

Next up lizardmen, yay!

p.s please post some concept art of lizardmen

150
Mods / Re: MuwuM's Lizman Faction: v. 005-prealpha (playable)
« on: 29 June 2011, 22:27:48 »
Any news on this faction?  :look:

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