Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - wciow

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 39
176
Off topic / Re: Off Topic - Main
« on: 11 May 2011, 12:39:04 »
They probably haven't been strip-searched every time they go to the airport for the past ten years. :P

Last time I went to America (Vegas), the first thing I was asked when I got off the plane was "when were you last in court?", obviously this is to catch out (very dumb) criminals but it wasn't exactly the nicest welcome  :(

Everyone was lined up into three lines: American Citizens, white "western" looking people, everybody else. I'm not trying to be racist, but thats what I saw  :o

Also there were security guards wandering around tooled up with semi-automatics, pistols and body armor as if WW3 was about to break out. In a British airport you might see the occasional policeman with a weapon but its pretty rare. In American even the lowliest security guard had a pistol, kinda scary if your from a county without guns.

177
Mods / Re: Martian Mod (WIP)
« on: 10 May 2011, 10:03:01 »
Nice looking aliens   :o

I like the little dude in the ship  :thumbup:

178
General discussion / Re: GAE 0.4 GIT Tests
« on: 9 May 2011, 02:10:36 »
Heres a comparison of normal maps at different ranges. Bear in mind that the i created a lazy texture to normal map type map, custom normal maps from high poly models will be much better.

(click to show/hide)

It seems that normals maps are subtly visible at medium ranges (about the default range), but very noticeable when up close to units.

179
Tools / Re: G3dHack - alpha5
« on: 8 May 2011, 11:12:14 »
Alpha 5 works for me as well  :thumbup: This is like G3DViewer 2.0.  :O


180
Tools / Re: G3dHack - alpha3
« on: 7 May 2011, 18:10:00 »
Does not work for me !

(click to show/hide)

181
Feature requests / Re: Hud background.
« on: 6 May 2011, 09:42:44 »
Yes. It would take a bit of work and some skills with 2d art but it is possible to reproduce that picture with GAE.

182
Off topic / Re: Glest Recipes
« on: 2 May 2011, 20:45:49 »
I really like spicy food  :P

Here is my own chili recipe:

ULTIMATE CHILLI

INGREDIENTS:
400g Mince or cubed beef
3-4 rashers chopped bacon
1 medium onion
2-4 chopped birds eye chillis (more chillis = more heat)
3 tablespoons mild paprika
3 teaspoons of salt
2 cloves garlic chopped
500g Passata
4 tablespoons dry beef gravy mix
2 tins kidney beans in liquor
1 chopped and deseeded red pepper
2 table spoons of english or dijon mustard (english for a strong clear taste, dijon for a fuller taste)
2-4 tablespoons of honey (more honey for a sweeter chilli)
2 teaspoons of oregano
2 teaspoons of basil

RECIPE:
1. Put oil into pan. Add beef, bacon, onion, chillis, paprika and salt. Fry until all meat is browned.

2. Add garlic and fry for a further 1 minute.

3. Add the passata followed by all other ingredients and stir well.

4. Simmer on a medium heat for 1 hour, or until the chilli has reduced to a thick consistency.

p.s, finished my last batch two days ago. Will upload a picture when I make some more.

183
Off topic / Can we have politics?
« on: 2 May 2011, 20:31:42 »
Dude, discussion of politics has never brought anything good to the community. :|

I agree  :swordman: I would love to see some intelligent political and/or philosophical debate in this part of the forum but it just doesn't seem possible without devolving into personal flamewars and factless opinions which border on racism/sexism/homophobia.

I don't think this has much to do with the Glest community, more it is the nature of the internet. Check out, youtube or other sites that allow comments. Regardless of the original topic within a few posts it will degenerate into childish name-calling over the slightest difference of opinion  :'(

Basically any topics which start by dividing people into two camps will get very ugly very quickly.

184
Maps, tilesets and scenarios / Re: Maps overview
« on: 2 May 2011, 12:43:32 »
With the GAE addons folder you can overide any file at run time. You would need to make some new models and name them the same as the existing statue models. This wil currently be an always-on overide, but it won't delete/change the original tileset and can be easily removed.

185
Tools / Re: GlestTools (on github)
« on: 2 May 2011, 12:38:24 »
Numpy seems to have a problem:

(click to show/hide)

186
Mods / Re: Project Red: official announcement
« on: 30 April 2011, 22:01:58 »
Well most of the magic faction can teleport (or be teleported) across water, but what if the enemy has ships in the water that are bombarding your base from range? You need a unit which can go get them in the water.

I think that there should be a Kraken unit for Magic, not sure wether it should be summoned directly by a summoner/archmage or whether it could be like the behemoth ritual. An initiate could build a kraken statue or similar in the shallows which could be turned into a kraken.

187
General discussion / Re: 0.4 beta1
« on: 30 April 2011, 18:51:43 »
The new widget code is up and functioning, I've been playing with it today! Basically the menu and in-game widgets are now totally customizable from a single txt file!  :thumbup: :thumbup: :thumbup:



p.s what is the proper syntax to make an image as a border?
I tried a quick cut and paste but the entire screen filled with the border texture and it was unplayable  :(


188
I have to say I think underground units seem a fair bit of effort for not much return  :-\

<offtopic>
As for project Red, I was planning on putting the dwarves and undead into a fantasy pack with a new grey elves faction which has been laying half finished for a couple of months (while I concentrate on planning the huge TC mod i will make for G4). Feel free to add them to project Red but they will also be releasing as a fantasy pack sometime this year  ;)
</offtopic>

189
Tools / Re: Blender --Help Center--
« on: 25 April 2011, 21:41:12 »
I'm not sure that grayscale bump maps work in GAE  :look:

Using coloured bump maps looks like this:


The bump maps are actually pretty bad since the automatic normal map generator is very poor compared to properly generated normal maps  :( It only works acceptably for solid areas of colour.

190
General discussion / Re: Looking For Testers ...
« on: 22 April 2011, 17:20:13 »
Bare in mind it only works for the Tech faction currently

This is what confused me earlier, magic just sits around with the new AI  :confused:

I've since tested all the new AI's.

Mega is very passive and easy to defeat since it will not attack under any circumstances but expands stupidly fast and builds LOTS of farms.

Ultra is very agressive and also builds a very large base.

One thing that I noticed was that neither AI built any defence towers. Maybe I didn't play long enough with either AI but they seem to build alot of everything else. Also does the mega/ultra AI have a resource multiplier? It would be cool to test the agressive ultra AI without a resource multiplier. At the moment it is pretty unbeatable without using "gamey" tactics.

I also support the integration of this more agressive AI into GAE/G4, makes for a harder more realistic game  :thumbup:

191
General discussion / Re: What does particle 'luminance' do?
« on: 20 April 2011, 21:18:41 »
Thanks for the info Silnarm, this will surely be useful in future  :thumbup:

192
This will hopefully be fixed in the planned (although somewhat belated?) merge project for Glest 4 since GAE is already using drop downs, and yes they are nicer to use  :)

193
Feature requests / Re: Some U/I requests.
« on: 19 April 2011, 18:57:29 »
Certainly agree with the second suggestion. Currently unit levels are stats/name only with no way to visually distinguish promoted units. I think it would be best to place a billboard/particle on the unit to show its current level (if promoted).

194
General discussion / Re: Looking For Testers ...
« on: 19 April 2011, 18:47:19 »
I'm not really sure what I'm supposed to be testing here  :confused:

I downloaded and tried a game but the AI was even more useless than usual, on the "CPU" setting they just sat around building a small base but no offensive units  :(

I also noticed a GAE lighting bug similar to those that have been posted in the GAE section but this is probably due to the revision you based your work on as I don't normally get this.

Also I noticed that only one (the first?) listed object of each tileset object set was loaded and these were all aligned exactly the same instead of randomly  :-\

195
Mods / Re: Constellus [WIP]
« on: 17 April 2011, 10:30:32 »
Personally I find the whole team modding thing to big waste of time. I was on a couple of mod teams before I started working with Glest. The beauty of Glest is that it allows a single person to make a TC game by themselves (especially if you know how to model before you start  ;) )

<rant>
In my experience mod teams spend more time discussing/arguing about what they are going to make than actually making it! Also people often end up redoing work because someone else doesn't like it, then somebody disappears and takes their work with them, then somebody changes somthing crucial and the whole thing starts again. Mod teams lack the authority structure of a real game studio and so instead of being told what to do by the boss everyone gets to have their say which results in chaos. If a mod "leader" tries to take command and tell people what to do eventually you get "artistic differences" and people start walking.
</rant>

The bottom line is if you want to make a mod for Glest you need to be prepared to do it yourself start to finish. If somebody comes along and wants to chip in a bit of help or advice then fine, but you shouldn't plan to rely on anyone else for your mod.

P.S Constellus team, I would love for you to prove me wrong so lets see what you can do  :)

P.P.S This is getting a bit off topic  :|

196
Mods / Re: Imperial Faction (***Full Release*****)
« on: 15 April 2011, 22:29:11 »
Thanks for putting in the effort to give the community another new faction  :thumbup:

I'm gonna make some island maps for air/naval combat with these factions  :)

197
Mods / Re: Sci-fi / post- modern pack pact?
« on: 9 April 2011, 12:05:09 »
This is a good idea  :thumbup: There are already too many mods which are based on just the magitech tree for compatiblity.
Making a new tech tree base for sci-fi is a nice idea, having its own damage/armor multipliers and futuristic resources.

Would love to help but I'm currently wrestling with 3 projects (including a TC!) in my limited modding time!

198
Off topic / Re: Your first computer
« on: 8 April 2011, 18:37:38 »
The other thread about operating systems made me nostalgic

my first computer was a Sinclair zx81 which I had to share with my brother who hogged it.

My first computer was the ZX Spectrum too (kinda showing my age here :) )

All games had to be loaded from tapes which took anywhere from a couple of minutes up to about 30!! Meanwhile the screen would flash colours and make a static-y noise (oh the nostalgia).

Therer were some great little games for it; Spy hunter, Jet Set Willy, Pedro's Panic, Booty, Knight Lore, Saboteur, SabreWulf to name a few  ;D


199
Solution to major flaw number 1: add a sky.

This is not actually difficult to add code-wise. I experimented with making skyboxes as a tileset object. The problem was that the skybox would only be rendered when you were near the object (in the centre of the map). A simple code hack could fix this by adding a switch to define a tileset model as always rendered. This wouldn't add much GPU load since a skybox is just 12 polygons and a texture  :thumbup:


200
Maps, tilesets and scenarios / Re: Stranded Scenario!
« on: 6 April 2011, 10:15:46 »
I really enjoyed playing this scenario, more like this please  :thumbup:

p.s how do i chop down the evil tree?

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 39
anything