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Messages - wciow

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201
MegaGlest / Re: Which mods in ingame downloads section?
« on: 4 April 2011, 23:49:10 »
It depends whether you want a true mod or an expansion to the original magitech. MG adds lots of new features on the code side, but the game play experience remains very similar to original magitech, basically an expanded version with more factions/maps/tilesets.

There have been some interesting mini mods made for GAE/MG with lots of potential for a very different gameplay experience, but most of these have been little more than tech demos to showcase a paticular feature. The new stranded scenario is a good example here, it is a good advert for Lua scenarios but could be expanded to be much more.

The big problem for mods that differ more than a little from the magitech style is that the AI becomes totally useless. The AI was specifically hard coded to play magitech, so unless the plans for exposing the AI to lua scripts happens soon anything new or different becomes more or less unplayable in singleplayer. One good example is Mr War's imperial mod. He is the first modder to really use the GAE water units,awesome for multiplayer but of course the AI will never work out how to transport units across water.

In conclusion if Softcoder/Titi want to restrict MG to adding only stable/finished magitech-esque content then that is their decision. Modding of the experimental kind will contine on this board as always. I know the MG guys have been working hard to build multiplayer community and the more people who play MG the more who will eventually filter through to modding here.  

203
Mods / Re: Imperial Faction (Beta Released)
« on: 3 April 2011, 10:01:08 »
Once again great artwork Mr War  :thumbup:

Also yours is the first tech tree to really use the water unit capabilities of GAE. Hopefully there will be some epic naval battles  :D

204
Off topic / Re: Report games here!
« on: 28 March 2011, 13:21:57 »
Nice game, although it wasnt as hard as stated (i completed it on my first try !)

The 8 bit music on the third level is awesome   :O

205
Mods / Re: I want to run an idea past you...
« on: 26 March 2011, 10:53:02 »
Heres my thoughts on your ideas.

1. Models can be much higher poly count than original Glest. Individual models can have several thousand polies. What you need to work out is  how many units/objects are likely to be rendered at any one time and the overhead from unit particles/shaders. Trail and error is usually the way to go here.
As for a cover system, you can either create a new field (i.e land, air, water, cover) which would need to be specified in the map format or simply use a tileset object as cover and hard code it to give certain units a bonus. Also if you can code destroyable tileset objects that would be awesome  :thumbup:

2. Adding individual names and unit stats to units (RPG style) is gonna be alot of code, if your new to coding in general you might wanna start on some of the easier stuff. Ranks are already in the engine (known as levels) and you can have as many customizeable ranks as you want. Currently units advance through levels with number of kills, but it wouldn't be hard to add some other triggers for levels.

3. This idea seems perfectly doable, just a simple XML file with the squad make-up in it.

206
General discussion / Re: Snapshot release for testing 0.4
« on: 26 March 2011, 10:28:00 »

The other reason could be config directory or data directory isn't set right for you (although it should be using your home directory for config and same directory as exe for data).


The data dir was set incorrectly. The 0.3.2 set up has the executables in the "bin" folder and the data in the "share" folder. Moving the contents of the bin directory into share\glestae (as in the classic glest structure) solved the problem.

On a side note, are you planning to move back to the classic VG/MG "all-in-one" structure or stick with the seperate folders? Personally I like the seperate user folder for settings and mods but dislike the seperate bin/data setup in the install folder.

207
General discussion / Re: Snapshot release for testing 0.4
« on: 25 March 2011, 11:37:28 »
Couldn't get this to work  :(

I copied the binary and pdb over and all of the dlls. The game starts but instantly crashes without an error message.

Heres the crash.txt:

(click to show/hide)

I've saved a copy of the pdb if you need it  :thumbup:

208
Tools / Re: Glest XML Editor! [UPDATE!]
« on: 21 March 2011, 15:18:51 »
Well its not exactly pretty and has some layout bugs on my windows machine but it does the job and will certainly help with the creation of unit XMLs  :)

209
Feature requests / Re: How to improve the way of making tilesets
« on: 20 March 2011, 11:11:17 »
I'm not entirely sure I understand it, but if it improves graphics without causing incompatibilities, I'm game. :)

I don't know the code but I assume that instead of rendering a different tile in each 64x64 square the engine will simply use the coordinate data of each square to know which part of the larger texture to render in each square. Adjacent squares from different textures will still be blended as normal. Seems like a great idea, Thanks Tucho  :thumbup:

210
General discussion / Re: Glestimals
« on: 20 March 2011, 10:52:16 »
@hands - Thats up to the modders. I originally wanted Glestimals to wander round the map and maybe be killed as well, really just some nice eye candy to make maps more interesting (like AOE). Its seems that when(if?) they get implemented they will behave more like neutral units with a full set of unit tags.

If this is the case then Glestimals will just be a sort of basic set, with modders free to create their own types of neutral 'creeps' to suit their own mod packs.

Glestimals are almost totally complete. The only things that need doing are the animations for the wolf and a walk cycle for the deer. If no-one else steps up I will complete these myself but my animation skills are not great, there are several members here that are better animators  :look:

211
That mist looks great  :o

Any chance you could post an xml spoiler for us?

212
Feature requests / Re: MD5 Model Format (or variant)
« on: 10 March 2011, 22:02:05 »
Everyone comfortable with maxbones starting at 2?

I assume "maxbones" means the maximum amount of bones that can be influencing a vertex, or to put it into Blender terms the maximum amount of vertex groups to which the vertex is assigned. 2 Seems fine since I rarely use more than two bones on a vertex anyway.

I'm excited by the prospect of being able to assign particles, lights and objects to a specific bone (maybe even some ragdoll down the line).

An example would be a dawn of war style matched animations where units can be picked up by other units (attached to a bone) and thrown around  :)

213
The Aether resource (used for upgrades) won't show up and I don't know why.

Resources will not show up unless at least one unit (not upgrade) uses it.  :)

214
Mods / Re: Imperial Faction (alpha testing mod released)
« on: 7 March 2011, 22:09:39 »
Overwhelmed with how time consuming this game is to mod.

Doing eveything yourself can be very time consuming! My first mod (Dwarves) which was of comparable size to the tech faction took me roughly a year of modding time to complete :o I've since learnt from some mistakes I made and could now churn out a new faction in about 6 months. Of course if modding was my full-time day job I could do it in 6 weeks  :O

Most people jump straight in to the deep end by trying to make a TC mod or techtree with multiple factions. My advice is to start small with a tileset or small faction mod before going further. The additions from GAE/MG are adding new features for modders to learn almost by the week, whilst not many games can claim such a feat it also means constantly keeping up-to-date.

I hope you can continue on with this mod since you are obviously a talented artist and have enthusiasm for the project  :thumbup:


215
Mods / Re: Blender and the main menu model
« on: 7 March 2011, 21:50:02 »
hi anonymousjim,

the main menu doesn't support animated models. You have the change startingframe and endframe to the same number, then it should works ;-)


This is not technically true as models in the "credits" menu are animated. For reasons unknown the main menu model cannot be animated. However putting an animated model in the menu (or a tileset) will not cause a crash, it will simply only display the first frame of the animation.

My guess is that you have not changed the camera settings in menu.xml and are therefore not looking at your model.

216
Mods / Re: MuwuM's Lizman Faction (pre-alpha Download)
« on: 27 February 2011, 22:56:57 »
I downloaded and played your pre-alpha.

Heres a few thoughts:

I like the overall theme, all the units go nicely together.
The Lizman's texture is good but the other textures lack detail and look rather plain.
The Lizman model has way too many polygons. Its currently 6700 and should be somewhere like 700-1000, certainly less than 1500.
The rider is too big for the small beast he is riding.
The animations (especially the move animations) need to be redone.

I don't want to be too critical as I know how much work goes into making a faction especially if you haven't made one before. I love the idea of a lizardman faction and this is a really good start but the above points need to be adressed to make it even better.

I hope you continue with this mod and give the community a great new faction!  :)

217
Mods / Re: Aztecs
« on: 25 February 2011, 14:24:38 »
So when is this mod going to be released?

218
MegaGlest / Re: patch: gather points/moving to corpses
« on: 25 February 2011, 14:15:13 »
I don't mind if they walk over or not, it will suit different mods to have different settings which is why my only request is that this patch is switchable using an ini setting.

This is pretty much my feeling on all patches to Glest, I don't care what it is as long as you can turn it on and off. Once something has been thouroughly tested by the community the main Glest devs can then decide whether it should be on permanently.

219
General discussion / Re: Decision Making AI
« on: 25 February 2011, 14:07:45 »
I wish to ask if there is a way to make 2 AIs compete against each other, and I watching them as a spectator?

I don't know much about the source code as I'm not a programmer. However to watch 2 AIs fight grab yourself a copy of MegaGlest and set up 4 player map with 2 AIs and yourself in a third slot as an observer (Conflict is a good map to use).

220
Feature requests / Re: Preset mipmaps?
« on: 25 February 2011, 09:44:52 »
I don't think we need to worry that much. I have 1024MB of Graphics RAM, which should comfortably fit all the texture requirements of Glest without the need to swap any data from normal RAM. The only thing I am unsure of is how much space is needed for the terrain textures?

221
Mods / Re: ORCS for MG
« on: 25 February 2011, 01:02:56 »
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it  :|




222
General discussion / Re: What this game needs to become a success
« on: 23 February 2011, 13:26:28 »
This is a good idea to encourage players and build the community  :thumbup:...

...BUT, since Glest is an open source game it is very easy for players to cheat. There are no centralized servers or army of GMs and anyone can look at and hack the source code. Even with observers there is no way to know for sure that a player is not cheating in some way.

Under the current set up players play for fun and don't worry about cheating since we are a small community and most regular players know each other. Adding rankings will divide the community as accusations of cheating will surely follow with no way to prove or disprove them.

Lets just keep Glest as a fun hobby, there are plenty of other competitive games out there for people who want to get serious!


223
MegaGlest / Re: What should really be ported from GAE to MG?
« on: 18 February 2011, 11:53:09 »
Two things that should be considered:

Cloaking

Toggleable attack states

224
Feature requests / Re: Unit sizes
« on: 17 February 2011, 08:27:44 »
 This could be made possible by the "symbiotic pets" ticket  :look:

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