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.


Topics - Ishmaru

Pages: 1 2 [3] 4
51
MegaGlest / Customizing AI
« on: 5 November 2011, 04:39:44 »
So i read That 3.5.3 has a new feature that allows for customization of AI. How does this work?
EDIT:found thread https://forum.megaglest.org/index.php?topic=7498.0

Also Could their be more explanation about making custom intros?

Thanks in advance!

52
<relative value="true" />
<fixed value="true" />

Commands seem to be ignored when used on static particles.  Has been broken since static particles first introduced and still so in 3.5.3 beta 1

These commands work with standard "spiral" trajectory particles

windows 7 64 bit 8 gigs ram + nvidia card

53
I noticed this bug in the alpha release 3.5.3 and forgot to report it but noticed it still present in mrwar standalone coldwar mod. The issue is that ep regens twice the rate listed in unit xml. Ex: if a unit has an epregen of 1 the unit will actually generate 2 ep per tick.

Windows 7, 8 gigs ram, nvidia card

54
General discussion / MDC full of spam
« on: 28 August 2011, 18:01:36 »
Noticed that Mod Download Center has new entries, none of them being actual mods. Are we keeping the MDC or just leave it for the Wiki?

55
Mods / Preferable textures for fast gameplay
« on: 20 August 2011, 03:37:38 »
Would converting all my .tga textures to .jpg or .png increase in-game performance in any way?

56
Hi as I did some testing with 3.5.3 alpha I noticed that units regen ep twice as fast as they should. Meaning if ep regeneration is 1 the unit gains 2 ep per tick if regen is set to 2 it gains 4 per tick. This may have been repaired in svn but reporting just in cacard

This may not be useful info but in case:
Runing windows 7 with I 7 core, 8 gigs ram, and nvidia geforce card.

57
Closed bug reports / [fixed] bug with hold position in 3.5.2
« on: 23 June 2011, 13:16:41 »
I don't know if this was always the behavior or not but I recently tried (in my mod) to have some long range units defend a location, by using hold position, to find them moving to the enemy's location when they were destroyed. I don't believe this should be the behavior of a unit told to hold position...


58
MegaGlest / Auto heal/repair
« on: 18 June 2011, 04:15:10 »
I remember a time where you could select a unit ,egyptian priest for example, click heal then click the ground. This would make the priest automaticaly walk up to and heal surrounding damaged units (the ones he could). However i'm playing 3.5.2 and this no longer happens.... Unit just stands still.

Thank you.

Edit by Omega: Removed bug from title, since it's not a bug.

59
Feature requests / Discussion about Resource Modifiers
« on: 17 June 2011, 02:08:42 »
Hi just wanted to go over some various ideas/opinions surrounding resource multipliers.

Why are resource multipliers considered and advanced option?
I don't understand why this is a hidden option especially considering all Ai options rely on multipliers (somewhat i know mega is also more aggressive but its base multiplier is still 3x). Customization is key to making matches more interesting, plus fine tuning settings around player skill.  Also might make game more approachable toward new players since they can make it easier or harder by a little bit instead of jumping to next level cpu. Why not just show multiplier from start?
If no difference between Ai how bout just cpu and cpu mega with multipliers in custom game?


60
Closed bug reports / [fixed] incomplete buildings bug in 3.5.2
« on: 14 June 2011, 05:47:36 »
after watching as an observer to test AI of my mods Annex and Chasm i noticed that Ai tends to start building a structure then walks away to harvest resources or begin building a new structure, leaving it unfinished, sometime to never return to finishing it for several minutes. Since this affects both of my mods i dont believe this is mod related.

61
Mods / Forceing Ai to build more production buildings
« on: 12 June 2011, 04:58:52 »
I was wondering if there was some sort of work around to kinda force an AI player to build more than one of a production facility (ex barracks/ factory etc). The ai builds like normal except it only builds one of these structures and produces its entire army from this one stricture. I tried increasing starting funds, and reducing price of structure, yet still computer only builds one. Any ideas of how to trick ai to building more?

62
Feature requests / Hud background.
« on: 1 May 2011, 04:49:39 »
 Before you guys release 3.51 i was wondering if you can add some sort of in game gui background graphic. Similar to conzar's version.
 https://forum.megaglest.org/index.php?topic=6384.0
(click to show/hide)
You dont have to do the custom arrangements i just want to be able to put a png or tga image behind the hud would that be too problematic to implement just that part?

63
One small question, I tried to put a Standalone game built on the 3.5.0 beta 2 engine on someone else computer and i would not run on hers when i simply copy and paste main directory. The exact same version works just fine on the computer of origin. I believe this issue stems from not having the application data folders installed.   In previous versions i could copy and paste the directory just fine. How would someone create and release a standalone version using 3.5.0?

64
Bug reports / Bug Units always do dammage even with attack of 0
« on: 13 April 2011, 01:52:54 »
Hey another bug i found is that even with an attack of 0 units will always do at least 1 damage per cycle.

65
Feature requests / Tileset object effects air unit height.
« on: 19 March 2011, 23:35:57 »
Since unit height already effects the height overground of air units why not have tileset do the same things. This will allow for tileset makers to have more larger trees and mountains. Hope something like this can be done. Thanks!!

66
MegaGlest / How to change Glest icon in Windows.
« on: 7 March 2011, 00:09:26 »
Hi. For my standalone release of Annex I would like to know how to change the Glest icon. I replaced the glest.ico, but the all the executable have their old icons. How do I replace them?
Thanks!

67
MegaGlest / Disable water sounds
« on: 7 March 2011, 00:02:21 »
Does anyone know how to disable water sounds. When there are a lot of units battling while walking in the water battle sounds such as explosions, shooting etc gets cut off and sounds strange.  I don't now if its Glest or my graphics card but there is a limit to the number of sounds that can play simultaneously, no idea what that number is but once reaching the maximum any sounds that are suppose to play don't. This is a real problem especially when you have 30+ ground units playing the water splash sound, especially since the music of game kinda drowns out the actual sound itself. Is there a way to disable this problem or work around it?

Thanks! ^^

68
Feature requests / [done] Lack of food alert
« on: 27 February 2011, 20:29:45 »
I'm proposing to add some sort of notification system to warn a player that his he is not producing as much consumables as he requires. Essentially i want some sort of notice preferably text stating when his food production goes negative.      Currently the only notifications are the death sounds of units taking "starve" damage. Well personally i don't notice this during combat as i hare plenty of units dying in massive battles so i over look this. And even so this is already to late. As i may have lost units before I noticed. Would this be a problem??

69
Annex: Conquer the World / RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 4 February 2011, 07:20:00 »

Release 3 is out now!

No Longer in Beta!
Annex: Conquer the World is a full game based on the  MegaGlest engine, that brings VERY fast paced combat with a diverse arsenal. Play as one of two Factions: The East Ocean Alliance, or the Shadow Organization, as they struggle for dominance in the war torn Southern Wastelands, rich in a priceless red mineral. The focus of the game is Multiplayer and Single Player skirmishes. Currently, no plans are in place for campaigns or story mode, however this may change one base game is complete. Annex currently has ability to customize restrictions on tech tree such as limiting tiers and starting units.

Contents of Annex:

(click to show/hide)

Media:
https://www.youtube.com/watch?v=i4BuAVkELK4

Code: [Select]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_anime_screen-logo.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen_3.jpg[/img]

Get your copy here:
No need for Annex Beta 2 or Megaglest to run!
Thanks to Tomreyn for build help!

To play simply unzip anywhere and run annex.exe (for windows) or annex_release-3.app (for OSX).

For Windows
download:
http://annex.megaglest.org/releases/annex_release_3_win.zip
simply unzip "annex_release_3_win.zip" anywhere and run annex.exe in main folder

For Mac OsX
download:
http://annex.megaglest.org/releases/annex_release_3_osx.app.zip
unpack "annex_release_3_osx.app.zip" and run annex_release_3.app

For linux 64 bit:
download:
http://annex.megaglest.org/releases/annex_release_3_linux_64.tar.xz
extract annex_release_3a_linux_64.tar.xz to your home directory
run: ./annex  -or-  chmod +x ./annex ./annex.bin
 ./annex


For linux 32 bit:
download:
http://annex.megaglest.org/releases/annex_release_3_linux_32.tar.xz
extract annex_release_3a_linux_32.tar.xz to your home directory
run: ./annex  -or-  chmod +x ./annex ./annex.bin
 ./annex


Contact:
INDIE DB http://www.indiedb.com/games/annex-conquer-the-world
IRC CHANNEL: on Freednode #annex
FACEBOOK: http://www.facebook.com/AnnexConquer

Known Bugs:
(click to show/hide)

70
Mods / Editing the credits for standalone mod
« on: 30 January 2011, 03:22:26 »
Hi i was just wondering if There might be a way to edit the credits (for a standalone release mod) to add a section so i can include myself as the creator of a mod that i am making, as well as credit creator of the music in the mod as well. Of course I will still give proper credit to all the people who are already in the credits as they are involved with original Glest. I mean no harm or offense by anything and would make sure everyone who should have credits would have them.  Would editing this be solely done by editing source code only or is there an easier method?

Thanks in advance!

71
Mods / Can Self Illumination be done in G3D?
« on: 30 January 2011, 01:18:18 »
Would anyone know if there is a way to create Self Illumination( Its a 3DS Max term, don't know if there is a different name in Blender) in a G3D file, either through 3DS max or blender?? What i want to do is to create a g3g object that is always have 100% brightness, no matter what the lighting is, or a g3d object that is not rendered with any shadows or shading. Hope i'm making some sense. :P

 Thank you in advance!

72
Feature requests / Useing Faction Icons
« on: 30 January 2011, 00:55:16 »
Ill be honest i haven't been able to try the beta for the new MegaGlest, I don't remember seeing this listed as a change but i could be wrong...  :look:

Have the faction preview removed in a recent revision or did i disable it somehow? I do not have one. I remember there being a lag issue. Either way Here is a small thing we can add/change to the Custom Game screen.

Instead of using the faction specific loading screen during the Custom Game menu how about a separate smaller image perhaps 64x64 that would represent the faction as its symbol. It would be faster to load and would actually look better than a rescaled loading screen. Since a loading screen would be bigger there is plenty room for lots of details and actions, which could be lost into a blurry mess when re sized into that small box. Plus this way, you can have one "icon" per player (or cpu) which would look better instead of a single image on upper left. Many RTS in particular, multi-faction  ones use a symbol next to the name, sometimes just a symbol instead of name.

Just an idea  :P

73
Bug reports / reduced damage due to slow moving projectiles bug
« on: 29 January 2011, 23:25:49 »
Hi another little glitch i found:

If a ranged unit fires a projectile then a move command is given before the projectile reaches its target the amount of damage would be less than if the unit was left in its attack cycle. This reduce damage effect is not due to variable damage, i've experimented with units with out variable damage just base damage.
This is problematic with: Slow moving projectiles, long range attack (15+ squares), and projectiles that are fired toward the end of the animation cycle. For my case it interferes with a unit that's designed for hit and run attack.

I'm using MegaGlest but i think projectiles are calculated the same on Glest and GAE.

Thanks again!

74
MegaGlest / How to use Max Unit Count param
« on: 11 November 2010, 20:33:32 »
I know that a Max Unit Count parameter was added recently but i cant seem to figure out or how to implement. Ive looked on the wikia as well. May I ask how and where do i put it in the xml?

75
Feature requests / Disable selection limit option
« on: 10 November 2010, 19:38:59 »
As you guys know, glest has a 16 unit selection limit, which is fine for normal magictech games. However it would be nice to have some sort of option to remove this limit for modding purposes. Here are a few reasons why:

-The Selection limit ( including the 4x4 section of unit icons that is displayed) serves no real purpose other than to just limit the selection as the 4x4 "window" is not interactive (cannot select individual units, see stats, ..etc).

-For devlopement, it would be nice to have an option to not have the limit instead of having to plan the mod around the limit.

-Removing the limit could create an environment where there could be large scale battles, commanding larger armies simultaneously.

-It gets difficult to control 4 or more control groups simultaneously in one single battle, and due to that gives the computer an unfair advantage.

I'm not asking to remove the limit completely, as I know that it is a part of Glest that many would not want to change, but I am sure that there are a few mods that could really benefit from not being limited. Some ideas for implementing this are:

- a switch in the configure.exe/options screen which will toggle between free selections or the 16 limit.

- an option in the techtree xml, such as <free_select_mode="true"/> (or something like that)

Of course removing this limit would also include removing the 4x4 icon section area.

Some concerns you may have:

-No selection limits = turtleing= massing large number of units = lag
      * while this is true to some extent the modder themselves would try to limit those actions in order to make a presentable mod. If someone wants to make a mod with hundreds of units on screen simultaneously than it would be their fault when no one is able to play their game. Its still possible to create that many units even with the selection limits just more difficult to control. So selection limits are not a good of a counter to this tactic.

I would be happy to discuss any concerns, ideas, alternatives to this topic.

Pages: 1 2 [3] 4