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Messages - wciow

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26
Mods / Re: Goblin faction
« on: 17 February 2015, 02:11:18 »
Thanks for the feedback and ideas guys  :thumbup:

I slipped out a release at the top of the thread. Its not really playable as it only has a couple of fighting units, but it should give an idea of the factions overall flavour. I'm saving the wackier goblin units for the next releases  :scientist:

27
Mods / Goblin faction
« on: 9 February 2015, 17:04:14 »
This is the official thread of the Goblins faction for Megaglest.

The current release is- Asglarek
                                    Bozkan
                                   
Code: [Select]
[url=http://www.tinyupload.org/ac287woko2m] Cimiz[/url]
Comments and feedback are of course welcome below  :swordman:

28
Mods / Re: Low Tech (feudal)
« on: 16 January 2015, 19:49:35 »
I liked this idea so I've started working on it. The feudal faction is a mixture of units from tech, prax and crusaders. This mainly an xml changing faction to bring the units together and tweak the stats a bit. I will be remaking the icons for the whole faction to keep them coherent. There may be a small amount of retexturing and modeling as well.

This is a small mod to ease myself back into Glest modding before i take on a whole new faction.

29
Good stuff Hagekura, nice to see this faction is still being developed  :thumbup:

30
Just a quick report to say I tried this and it didn't work. I'm currently using an up-to-date Ubuntu 14.10.

I downloaded 3.10.0-beta1 and got the missing lib error.

The links are created and the link to libTASN is good but the link to librtmp is created as a broken link somehow. I played around a bit with the file permissions but couldn't get it working.

I see this thread is a few weeks old so maybe there is a new fix?

Edit]  Using the start_megaglest script solves the link problems so the game will start. I had to change the data path in glest-dev.ini to get the data working though as the one provided points two levels above the actual data folder.

31
Nice work Arch, looks great with the new ground textures  :thumbup:

32
General discussion / Re: Status of Pets code?
« on: 20 August 2013, 12:06:46 »
Oh, I assumed that the pets code made the pets auto follow the master. Probably working correctly then.

Is there any way this is possible? I know about the guard mode but I want it to happen automatically without having to click.

33
General discussion / Status of Pets code?
« on: 19 August 2013, 21:49:59 »
So in my recent re-exploration of GAE I have tried to make a unit which creates pets.

AFAIK the only tag needed to create pets in the master units XML file is <pet value="true" max="2"/> in the produce skill (i also tried in the command as well).

It doesn't seem to be working  :(

34
Simple logic bug in gui.

To recreate the bug:
Start a game (settings dont matter), press escape>options>debug>check the debug box (it will show a green tick)
Now exit the options menu back to the game and get rid of the debug box by clicking the close icon in the corner.
Now go back into the options>debug menu and notice that the debug box still has a green tick. Click it and the debug box will reappear but the tick will change to  a cross and the switch has been reversed.

Sorry if this seems pedantic. Not exactly a game breaking bug, just something I noticed  :D

Edit by Omega: Made title more descriptive

35
General discussion / Re: Problem Compiling 0.3.93 on Linux
« on: 16 August 2013, 11:50:02 »
Thanks Yggdrasil, cloning from git works fine.  :thumbup:

moral of the story, don't try building a two year old download on an up-to-date system  :O

36
General discussion / Problem Compiling 0.3.93 on Linux
« on: 15 August 2013, 18:31:31 »
Since Silnarm has returned to GAE recently I decided to re-download and install GAE to my current system.

I have installed all the necessary deps including Physfs. My system tells me I have version physfs 2.0.2 which should be sufficient. However I have reason to doubt this since GAE installed fine the last time I built from source on Ubuntu some 18 months ago and I have since switched to Linux Mint on my current machine.

I have attempted to rebuild and install physfs 2.0.2 myself to make sure, but ran into even more archaic and difficult errors with that.

Here is the error log.
(click to show/hide)

Not sure if there is a simple way I could fix this?

p.s Just checked the linux packages on the chance they might work but they are not longer hosted (not surprising after 2 years i spose!)

37
Yes Lua AI would get rid of some problems. Look at MG, while Softcoder has made the AI a little more customizable to the user via XML it still has major problems with anything slightly different from original Glest designs.

So will this entail having an AI script continuously running in the background?

38
This is excellent news!  :D

Haven't been active on these forums for the last year or so but I'll have to get back to modding now.  :swordman:

39
Mods / Re: Undead faction [UPDATED!] WIP
« on: 21 June 2013, 02:40:05 »
Yes I'm still here, just not posting as often as I used to. I'll dig out my old copy and get someone to host it somewhere more permanent. I might also make a few additions with new mg features (attack boosts, multi animations, etc)  ;)

I'm still working on my storm ravens faction (for about a year) but I don't get as much time to mod as I used to  :'(

40
Tools / Re: 3D Map Editor
« on: 27 January 2013, 15:34:11 »
Good news, I hope we get a look at the Mandate Engine soon  :swordman:

41
Mods / Re: MegaGlest Refit -- Official Topic (Updated 31/12/2012)
« on: 15 January 2013, 23:30:40 »
I've modeled the Obelisk and am currently texturing it. I will also do the Garden models once the obelisk is finished.

42
General discussion / Re: Storing Skill Types By Faction
« on: 13 January 2013, 23:48:31 »
Anything that cuts down on XML is good, as long as the the new system is capable of doing everything (or more) that the old system was then I support it. Of course this will end any notion of 'porting' mods between VG/MG and Mandate but I guess that was already the case due to changes you have already made.

I've read thru the list of changes in the Mandate threads and as a modder it would be nice to know how these things are implemented in XML.

43
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 13:21:57 »
I agree with Molaos about AI. Megaglest is mainly aimed at multiplayer, we shouldn't worry too much about single player. Unless an experienced AI coder takes an interest we might as well give up on AI being anything more than a distraction.

Regarding the siege unit, I'm leaning towards the sand golem, but I'd rather see something totally original.

44
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 00:23:20 »
Blender 2.6+ please. Just ask if you have issues we'll help. <off-topic/>

I'm itching to get started modeling for this project but...

Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?

45
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 23 December 2012, 09:38:56 »
Arch has taken one of my old crappy models and turned it into that awesome man model you've all seen. He has also made an armory model, along with some fairly cool weapons.
Mightymic has started work on a castle model. It could use a little bit more  love, but it is a solid start, and I'm digging the design.
Someone named lucas(Sorry I don't know who you are!) has been busy changing names and .xmls. Which is awesome. We should really start prototyping gameplay and hopefully get some models ingame.
And yeah, I've been up working on my house model, which I've had some issues with.... But it's getting there. And I've started a new icon background, which is a fair way off but I'm excited!

Its great to see another community project come together  :)

Over Christmas I will try to make a design document and some concepts/textures for the buildings so that the art style is tied together across all contributors. Also i would like to take on the modeling of the garden/obelisk/well models for the nomad faction...

46
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 20 December 2012, 21:09:36 »
Someone needs to write a design document for the Olmas faction. Then I can start working...

47
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 6 December 2012, 19:29:21 »
Animations work for me and the rock texture looks ok.

The tree animations need to be about 1/3 of the current speed but otherwise a very nice tileset  :thumbup:

48
General discussion / Re: Looking for 3D molleders [Paid work]
« on: 16 November 2012, 11:52:16 »
That's below minimum wage for a 1-2 hour model and with a texture as well I'd imagine its even lower. 3-4 hours minimum..
e i
I've been making Glest models for nearly 5 years now. 3-4 Hours is a serious underestimate, even for low poly models with no normal mapping. To get a model from concept sketch to in-game ready (no animations) would take 8+ hours depending on the complexity. That said most of my time is spent in texturing so a professional game artist might knock out a texture in significantly less time.

The Blender community is the place to go looking for modellers for Glest. Blender is the only modelling program with a working import/export script. Most Blender users are hobbyist and would happily make you some models.

Good luck with this project, It would be really nice to see an MG mod with an indie studio level  of quality.


49
After the current release of Megaglest is finished, maybe start porting some of GAE's features that you'd want into Megaglest, if this is doable?

This is the way forward IMO. Unfortunately because there is no coding standard between the projects this will be difficult.

GAE has some really nice features that should be in MG.

Personally I'm awaiting Molaos' Mandate engine as the next logical extension of GAE.

50
Off topic / Re: Operating system
« on: 6 November 2012, 12:08:26 »
I'm a proud Ubuntu user.

I naturally grew up with various windows systems, starting with win95 on a whopping 75MHz Pentium  :O Spent a few years dabbling in linux and dual booting and finally made a full switch.

I'm not anti-windows but Linux just suits me better. I like the fact the I own the OS and can rebuild it from the kernel up as i see fit. I also don't miss the virus plague that comes with Windows.

Gaming is possible in linux but only if you are prepared to wait 6-18 months to play a game. New releases rarely work but older games mostly run flawlessly. Also very popular games such as WoW have more dedicated support and have their own Wine patches and releases to support them. If you are new to linux try PlayonLinux which simplifies things and also check the Wine apps database to see how people have solved or worked around issues.

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