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Messages - wciow

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926
General discussion /
« on: 29 February 2008, 13:09:09 »
@ Orion - Good work with the website, I look forward to seeing it when its finished!

I don't really see why we need to make four path as a separate tech tree. It will be exactly the same as a faction :s FPM cannot be independent of the original Glest since it uses most of the original Glest content. Its a mod rather than a stand-alone game. When the FPM mod is finished it will be possible to release a stripped down version of the Glest-advanced-engine that can be a basis for new stand-alone games.

I like the idea of having multiple levels for units, however we need to find a way of stopping units from dying so quickly (before they can level). I'm not really a fan of adding RPG style heroes a la WC3, but maybe we could implement this in a new and interesting way!


@ encoish - Yes the path of corruption is very overpowered because there is no balance yet as the other paths are not really fleshed out.

@Daniel - I've been testing out the new version and have some feedback :lol:

As for my modelling I was hoping that I could get some ideas for the path of nature units from the community. Basically I need some ideas for how the Treant and Druid should look. If anyone has any ideas then please post them. I don't care if they are masterpieces worthy of a gallery, crudely scrawled MSpaint pictures, written descriptions or even 'net links. All ideas are helpful ;)

p.s - I have the animations for path of corruption about 90% complete now. I will send you the new animations so that we can see the units walking rather than gliding around the level!

927
Multiplayer /
« on: 27 February 2008, 21:45:14 »
I agree with this. There shold definetly be global notification when someone drops out of a game and chat should have an escape key when you press enter by accident.

Also Players really need to see each others pings!!  This would solve a whole multitude of problems by allowing players to see whether a connection is feasible BEFORE starting the game.

928
General discussion /
« on: 27 February 2008, 21:41:04 »
I think Daniel is building in multiple ranks on at least some of the new units. Please feel free to make suggestions though :)

929
Mods /
« on: 27 February 2008, 21:39:26 »
Hi Vahron, its nice to see you're still intrested in the project.

I would be happy for you to have a go at texturing some of the models for the project. This would free up more time for me to work on modeling and animating.

Texturing is definetly the weakest part of my 3D skills and judging by what you have posted you could do alot better!

I'll try to get all my current textures posted so you can take a look at them :-[

Btw discussion of the mod has now moved to the 'official' four path magitech thread.

930
Mods / Re: Packaging question
« on: 25 February 2008, 14:55:17 »
Quote from: "tux-gamer"
.
i have put in the binary to the glest-data-3.1.0, but i don't see any change.


The original Glest files don't make use of most of the extra 'Glesty' features! in order to see the features in action you'll need to wait for the FPM mod to be released!

931
General discussion /
« on: 25 February 2008, 13:39:18 »
Excellent, it's nice to have a proper thread for the FPM mod!

I need to get the newer version from the SVN (I think I'm still working on rev 16).

Don't worry, I have the models ready but I just need to send them to you!

Its cool that you implemented the code for different subfaction ;)

I agree that you should put the 'body type' code aside for now. It sounds kinda complicated to have two different armour types! Also I think that turning the zombie giant into a normal zombie is ok, but it should stay as a powerful unit!

In response to what you said in the last 'idea for new units' post; I totally agree that the path of enlightenment needs to have a symbol for its units! I deliberatly did not put anything onto the monk texture. I also agree that   we should stay away from the traditional christian sybols (i,e crucifix). The way I see it is that the path of enlightenment is religious but is a Glest specific religion and not a real world one.

932
General discussion /
« on: 25 February 2008, 00:12:39 »
Higher detail models would not really produce any problems for Glest. The models I am currently making have an upper limit of about 1000 polygons but you could probably double that on a modern system.

The main decision is about compatibility with old hardware. Obviously the higher you push system requirements then fewer people will be able to play the game. I personally think that in order to really show off the glest engine and attract more people you have to push it's capabilities as far as you can. In theory you could make a game which scales all the way from say an old 1.0Ghz machine to a modern quad-core; however this requires lots of effort on the part of the developers. The glest community is quite small (compared to a commerical developer) and so doesn't have the manpower to create such a scalable project. Basically the only way that games can evolve is to leave some people behind (technologically). The way forward for Glest is more demanding mods which make it look awesome!

As for creating higher detail models this is not a problem and will only take a bit more time to produce. With Glest models there is no reason to create a high polygon version. Glest does not support normal mapping so it wouldn't have any benefit.

933
General discussion /
« on: 22 February 2008, 23:41:48 »
I don't know for sure but I'm guessing that using so many animated models at the same time will slow the game down to a slideshow. I'm gonna test it out and see what happens  :)


Edit: It doesn't work!  Using an animated model simply results in the models being static at the first frame when in-game!  I don't know how easy/hard it would be to change this in the C++ code.

934
Mods /
« on: 22 February 2008, 20:29:16 »
Look at this thread:

http://www.glest.org/glest_board/viewtopic.php?t=3229

It should solve your problem  ;)

935
General discussion /
« on: 22 February 2008, 00:17:09 »
I downloaded the package and it works now. I tried a quick game but I'll need to do a bit more testing before I can give any worthy feedback. All I can say so far is that you have done an amazing amount of work. I'll try to get an updated media pack out to you by the end of the week with more models for testing.

936
General discussion /
« on: 21 February 2008, 21:51:27 »
This doesn't work for me  :?

937
Mods /
« on: 21 February 2008, 21:21:08 »
This seems kinda complex for someone who has never compiled anything before!!

938
Mods / -
« on: 21 February 2008, 21:07:57 »
Here is the new monk model:



I have been busy making a new tropical style tileset recently so I haven't been doing much for the FPM mod but I should have some more stuff done soon :)

As always, crits and comments welcome!

Edit: I have changed the face to a new one. It looks a bit feminine but is less cartoony than the old one.

939
Multiplayer /
« on: 21 February 2008, 19:00:47 »
To open a router port look here:

http://portforward.com/

In Glest click on 'new game' and look in the bottom left corner of the screen. You will see something like this...

Address  192.168.1.xxx : 61357

the last bit after the colon is the port that you need to open.

940
Multiplayer /
« on: 18 February 2008, 19:14:15 »
Hamachi creates a VPN between computers on the net so that they can see each other similar to a LAN.

I don't  see any reason why this is preferable to the current Direct Connection method! It is essentially the same thing (people still have to broadcast their IP's) but just has the added complexity of using Hamachi.

941
Mods /
« on: 18 February 2008, 00:14:55 »
Wow, thats a really good model! You obviously have some good texturing skills!

Any contributions to the mod would be welcome :D

Also, models must be converted to triangles in blender before they can be exported.

942
Mods /
« on: 17 February 2008, 21:41:06 »
Excellent model Zaggy! the animation is really good too (pro quality!).

I would love to give this model a skin for you!

943
Mods /
« on: 16 February 2008, 18:17:49 »
@Brain damaged: Yes that looks good I'll redo the skin :)

[/img]

944
Multiplayer /
« on: 16 February 2008, 16:46:08 »
Quote from: "hailstone"
Since Daniel is doing a 'community' sort of Glest I'd be happy to work with him to incorporate what I've already done if that's what people want.


Well I think the project that Daniel and I are working on right now is almost certain to fork from the the original Glest. This is because Martinho and the other 'official' Glest devs don't have the time to officially check/support/update everyone elses code mods (which is understandable).

I think Daniel already mentioned somewhere that he incorporated your screen switch code into the patch so I'm sure any help would be appreciated and I'm sure he'll clarify this when he gets back from holidays.

945
Mods /
« on: 14 February 2008, 17:41:14 »
Daniel, I think your assessment of the daemon is right. It is essentially a scouting unit which can also be used as a quick and cheap meat-shield.

My personal view of the skeleton unit is that they are a kind of personal meat-shield for necro's/lich's. They have to stay close to the necro so they are not effective for scouting. Basically the necro/skeleton comco can be seen as one large unit with the necro as its 'head'.

I think the biggest problem for the necro/lich is archers (as you said). Players will just be able to target all their archers on the necro and ignore the minions.

Also, you said that the treant will 'replace' the behemoth? does this mean that the behemoth will effectively be subsituted for either a treant or a zombie giant depending on what rout you take?

946
Mods /
« on: 14 February 2008, 17:27:39 »
This looks really interesting. I like the cartoony style, its an original idea and different from other mods for glest.

Your artwork is fantastic  ;) I especially like the alien with it's head exploding and the alien battlesuit.

Keep up the good work I look forward to playing it in the future!

947
Mods / -
« on: 12 February 2008, 21:28:08 »
Seems like your coding is coming along nicely Daniel :(
The new mutiplayer beta also breaks my Glest right now so I'm stuck on 3.0.0.

Thanks for the tip on transparency Duke!

Here are some pics the new Lich (I included a second pic taken from g3d viewer to show the transparency on the unit) :





I have started animating the first unit (Zombie giant) but the results are far from impressive at the moment. It will take a while before I have anything worth showing.

948
Announcements /
« on: 12 February 2008, 00:10:07 »
I have the same problem I've downloaded the new patch (beta12) several times and replaced the glest.ini but it gives the FogOfWar error.

I'm sure the syntax is right and I have checked it several times but it still gives the error :(

949
Mods /
« on: 10 February 2008, 15:56:48 »
Quote from: "erandur"

Just got to find my way in Blender now, as 3ds max 9 can't export to g3d. And those models I already had are.. well.. worthless. :) 10.000+ polygons for one cow, heheh.


Your old models are not totally worthless you can just export form max as .obj files then import into blender then export as g3d. As for the poly count that might be a problem but you can always use the the old models to base new ones on and they will also com in handy for bump mapping, since you can texture the higher poly models and then bake the lighting and self-shadowing in to a single texture with blender.

This is a good place to start:
http://wiki.blender.org/index.php/Manual/Render_Bake

950
Mods /
« on: 10 February 2008, 15:43:45 »
Thanks for the comments! Having looked at all those pictures of lich's I have to agree that mine simply isn't 'lichy' enough. I'm probably going to scrap it and start over with something more skeletal and evil looking.

Looking at the tattered robes on the lichs reminds me of one of the problems in Glest. On game models it is usually easy to add more detail (such as the robes) by using the alpha channel to make a portion of a flat plane invisible. However in glest the alpha channel is used for team colour so this isn't possible.

As for the polycount issue I having been thinking about testing the glest engine to see just how much it can handle on a modern mid-range-ish system. For now I am keeping the polycounts similar to the original glest models but in future I may increase them into the 1k+ range.

Also I think the behemoth should be renamed as zombie giant but thats just an idea :)

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