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Messages - wciow

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901
Mods /
« on: 25 March 2008, 16:48:17 »
If you want to make a mod with a more epic scale I would suggest zooming the camera out. This is something which has just become available in Daniel's GAE engine (stickied on the board). Glest can handle quite alot of units on screen so making it look epic shouldn't be too much problem ;)

As for animations, this is a much requested feature for Glest but right now no-one has implemented it. Currently models are limited to one animation per skill/command.

902
General discussion /
« on: 24 March 2008, 22:21:54 »
Quote from: "Archmage"
Thanks! Why was there a wall model in the .blend then?


The model for the wall is included because all models that are in progress are included as part of the FPM. This allows anyone to take a look and change/improve the models if they want to help out. ATM the wall isn't textured so Daniel has linked a pig model as a placeholder. It is possible to export and compile the .blend file if you want to see it in game.

903
Multiplayer /
« on: 22 March 2008, 00:49:10 »
Well I just started up Xfire (first time in ages) and downloaded the update. Glest is not detected or on the available games list  :confused:  Maybe it will take a few more days to be supported?

904
General discussion /
« on: 21 March 2008, 19:05:27 »
0.1.9 Is working great on my machine. The camera is a bit smoother than 0.1.8 as well.

My system specs are: Vista 32 bit / Core2Duo 1.8Ghz

905
General discussion /
« on: 21 March 2008, 18:32:32 »
Glest is very much Vista compatible. I use Vista and play glest on it  ;)

906
Mods /
« on: 19 March 2008, 21:26:07 »
Quote from: "weedkiller"
the "glow" is just to a high default diffuse-color setting. (0.8/0.8,/0.8 instead 0,52../0,52../0,52..)


 :o I never realised that the default for glest models was 0.52. I've been purposely setting all my models to 1.0!!  Thats why all the models I put in-game look like they had some uranium for breakfast.

I've got some work to do... *starts Blender*

907
General discussion /
« on: 18 March 2008, 13:39:46 »
If you are on windows you should try Screen2exe its good  ;)

http://www.download.com/Screen2Exe/3000 ... 73120.html

908
General discussion /
« on: 18 March 2008, 13:33:04 »
I'm not 100% sure on this but a rough guide would be:

2.0Ghz processor or better

512mb RAM  (1 gig for vista)

Glest is quite easy on graphics cards and is nicely scalable by setting the configuration options. It can run on crappy onboard laptop graphics chips so if you have a dedicated graphics board that wasn't made in the dark ages then you should be fine.

909
Announcements /
« on: 16 March 2008, 17:53:21 »
Card: ATI Radeon X1650
Game Version: 3.1.2
Driver Version: 8.4
OS: Vista 32
Status: Good

910
Mods / Re: Space Mod
« on: 16 March 2008, 17:44:06 »
Quote from: "myles"

I shall not be making a lot of units, maybe only 5-7. Instead I plan to change the gameplay of Glest.


What sort of gameplay changes are you planning?

I would like to see some more tactical gameplay with units that have multiple abilities. Also how are you planning to implement resources in space?

Graphically you should definetly include some cool explosions for the ships ;)

911
General discussion /
« on: 16 March 2008, 16:56:10 »
Nice ideas Duke.

I like the idea of air and storm elementals. Maybe they should be summoned by the druid via an upgrade in the entwined tower? The alchemy upgrade would be more suitable for the path of reason side I think (they could produce some kind of chemical weapons?).

The clay golem can just be a smaller weaker version of the current golem which requires an upgrade to make it into a stone golem.

I'm not quite sure what the Sapling unit is going to do? I would prefer if you had to build an entwined tower and then a grove similar to the necro tower -> graveyard in the path of corruption.

Your comments about the models are noted and I will change them so that they are sized a bit better.

Daniel, I have been thinking along the same lines for the extra nature unit. I would like to see something like a forest archer/ranger unit which can ambush from the trees.

Doing something to make ghost armour more useful is a good idea. ATM it is probably the most underused unit in the magic side!

I haven't posted anything for a few days but I am still working in the background. I am trying to build in some extra quality into the models while Daniel is busy improving the engine. The next two models will be the priestess for path of enlightenment and druid for path of nature.

912
General discussion /
« on: 15 March 2008, 03:43:01 »
I just tested out the 0.1.7, the new camera controls are excellent!  :)

Worked perfectly on my windows machine (there was no jerky movement).

I think the draw distance needs to be extended because with the new camera angles its possible to see things popping into the screen!

913
General discussion /
« on: 12 March 2008, 18:59:24 »
Very nice Zaggy  :D

The animation is nice but it needs to be split up so that each individual action (death,idle,attack) is a separate animation.  

For the buttons its pretty easy to make unit icons (just scale down a screenshot and paste it onto the background). The difficult part is making new command and building icons which fit in with the original Glest style. Feel free to make whichever buttons you want first.

914
General discussion /
« on: 9 March 2008, 22:19:00 »
Quote from: "orion"
I will now write a VERY LONG REPLY.


That wasn't a long post really, most of Daniels are longer!

EDIT: I just tried the new 0.1.2 version. I copied the steps that Orion took to add a glestadv.ini file. I now get another error:

'Unknown sound factory: OpenAL'

EDIT: I fixed it now :)

915
General discussion /
« on: 8 March 2008, 18:14:18 »
Yes it works, unfortunately I just  added all my models into the 'four_path_magitech' folder instead of putting them into their own folder. Maybe you could help me by making a 'repos/four-path-magitech/models' folder and moving all the new stuff into it.

916
General discussion /
« on: 8 March 2008, 15:25:21 »
Sorry its been a while since I posted but I've had a busy couple of days!

@Orion - please do not think you have offended me :( If you want the original .blend files in the repository then I will provide them for you.

On licensing, I really don't mind how my work is licensed. Of course it should be free to everyone to change my work for the better. I don't mind about the commercial side of things because if any of my models made it into a commercial game then I would LMFAO!

@ Zaggy - Yes please help me out! your elephant animation was really good :wink:

917
General discussion /
« on: 5 March 2008, 14:59:56 »
#5  This is hopefully going to be implemented in the FPM mod.

#9 You can already do this on any tileset by editing the day/night values in the xml file.

#10 This is a cool idea and would certainly add a tactical element. Possibly you could have units that auto-morph at night i,e werewolves.

Transmutation - This is already possible using xml. Just specify an upgrade where you pay a certain amount of resource (100g) and the result is a negative resource (-100w).

918
General discussion /
« on: 4 March 2008, 23:57:25 »
Thanks Vahron the abbey looks much more 'Glesty' now! The stained glass windows are cool as well. Would it be OK for you to take a look at the necro tower texture as well?  It also needs to be reworked.

Daniel, I've just played a game with the latest build (DL'ed from the SVN) and spotted a couple of interesting things.

When you build golems they just sit there in the 'building' state and don't move or attack :?

The auto-repair function for workers is really useful :shock:

if you have alot of undead units in one place they start doing a funny 'dance' after a battle because they necro's try to heal the minions so they move around then the minions follow them so the necro's move and so on  :O

919
General discussion / -
« on: 4 March 2008, 16:24:56 »
I haven't posted any models in a while since I've been busy clearing up the animation backlog from the ones I already did!

Here is the Treant model, I decided to just go with a pretty generic looking treat. As usual the texture could use some more work but the basic mesh is completed.



@Daniel - I will redo the abbey for you so that it is bigger. Also I'm going to add a proper floor (paving) to the courtyard bit. The textures for both the abbey and necromancers tower are going to get a big overhaul because they look way to cartoonish and bright compared to the other buildings and don't fit well with the glest style atm.

As for flying units I hadn't really thought about them. I think we should possibly leave flying units as an extension which can be done post v1.0

Also is the AI using the new units at all? when the cpu is magic it doesn't seem to build any corruption units? However I have seen the cpu building an abbey and monks so that seems ok.

@ Vahron - Your model is good! the only thing that needs tweaking is the blocky feet but thats only a minor crit. The only thing to decide is how it fits into the scheme of the mod.

@Orion - how is the website doing?

920
Multiplayer /
« on: 4 March 2008, 00:22:27 »
Nice work AF your lobby works fine on my system :)

The only problem is that their is no-one playing Glest atm, just lots of people playing spring *shudders*  

Personally I'd rather there was a seperate server for Glest users so we didn't get all mixed up with the spring people!

921
General discussion /
« on: 4 March 2008, 00:00:36 »
I agree that textures are at least as important as the mesh in making a model look good. I'm already planning to use double the texture size of the original Glest models on mine. However as you say, FPS games (like quake) have more than just a basic texture on their models. Since Glest does not support things such as normal or specular mapping more detail must be put into the mesh to make up for this.

922
General discussion /
« on: 3 March 2008, 23:44:40 »
I definetly agree that glest should get a briefing screen where you could have a simple shot of a mission and a description or voice-over. This is another relatively simple feature which will add alot to glest. Unfortunately I don't have the magic 'coding fingers' to make this happen. Good luck to Hardyvoje though!

923
Maps, tilesets and scenarios /
« on: 1 March 2008, 16:25:59 »
In the tileset you can set the parameters for each group of objects (trees,bushes,stones) to be walkable or not. If you set them all to non-walkable then units cannot move over any tile which has an object placed on it.

924
Mods /
« on: 1 March 2008, 16:16:53 »
When I first saw this topic I thought that the best way to implement capturable points would be a tweak to the resources.

* Resources can already be placed precisely on a map, buildings and units can't.

* Resources are not owned by any team or player.

* Resources already give points to players.

* Resources can have any model associated with them.

To make capturable points you would just have to implement some code where a certain unit is able to make a point owned by a team.

This would best be defined at the tech tree level since resources are a part of the tech tree. Thus by simply selecting the tech tree in-game you can have capturable resources.

I don't know anything about how the engine works on a C level so maybe the way that Daniel has already talked about is easier, but from a layman's point of view this seems like a workable idea.

925
General discussion /
« on: 1 March 2008, 15:55:21 »
I like the idea of a female druid. I still haven't decided what it will look like but I'm leaning towards the 'furs and skins' type rather than another robed unit. A female druid would suit this unit well.

The abbey should definitely be able to store gold like the necro tower!

On the extra resources point, I don't think extra resources are really needed as they will just complicate things. I am interested to know whether resources are hardcoded i,e you can only have 5 different resources, or whether this is just a limitation of the mapper?

On unit names:- White knight and paladin are fine (paladin is somewhat cliched in the fantasy genre but its still probably the most suitable!)

Personally I think monks should stay the same. They provide piety points and they also have a near insta-heal ability. I don't think they need to have an attack since they are monks. Possibly they could have some kind of beneficial buff for nearby units?

The treant idea is great  ;) Treants should be able to camouflage themselves. Basically the treant should have a 'tree form' ability which basically morphs them into a standard Glest tree which can't move or attack. This allows players to set up ambushes and spy on the enemy. Unfortunately two things need to be done to make this work. Firstly there has to be some way that the enemies will not recognize the tree and attack it (also it shouldn't show on the minimap). Secondly the big problem is making the tree match the chosen tileset. Having a palm tree in the middle of an icy waste is gonna give it away!

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