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Messages - Ishmaru

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1001
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 7 February 2011, 01:28:07 »
This mod is amazing. Are you a pro?

The Japanese mod and this one really raise the bar - no disrespect to other's great mods, but now we know what we should be aiming for, what we should be measured against

The tile set looks amazing too btw, and the tanks exploding... I could watch that bid all night

Thanks for complement! Not sure what you mean by "pro" I don't work in gaming industry...yet, I hope to someday. I'm experienced I have done 3D animation and games in the for many years now.  

edit: sorry mr war i misread the last part...

Thanks for putting me up there. I really do hope it lives up to everyone's expectations.

it may look good, but the real test is if it plays good. i wont be truly impressed unless its gameplay matches its looks.

-maybe it will maybe it wont. I'm trying things that will alter what Glest players are use to with game play. Ive made quite a few changes that either you guys will like or hate and when I do release a beta (or alpha no difference to me) I hope that the community will play it and give me feed back to make it as good as it looks, if its not.

PS thanks Ultifd for update! Once again Surprised you found it it doesn't show up in searches for me...

Thanks

1002
Mods / Re: Editing the credits for standalone mod
« on: 7 February 2011, 00:56:48 »
We will try to make it possible to remove those icons. The reason why we once put them in the hard way, were people selling MG on ebay :-D.
We wanted to tell the people that they bought a free game.

OMG Really??? :o No wonder Softcoder got suspicious! :P I was thinking of leaving them, but maybe being able to move them to lower left or right instead of in center. I kinda don't want to remove them now  :scared:...  Maybe add a way to credit a standalone mod in the about section, and those involved???

Thanks Titi for offering though!

1003
Feature requests / Re: Useing Faction Icons
« on: 5 February 2011, 21:13:09 »
Other people have come up with this idea when the faction preview was discussed and introduced, and most seemed to like the idea of an icon instead of the resized loading screens. Personally I'd surely prefer it, still.

However, this discussion is plain hypothetical unless someone crafts such icons which properly represent/symbolize a given faction.

Just because certain mods don't use it doesn't mean that the option cant be there... It can just be there for tech-trees that would make use of icons.

1004
the glitch is that if a unit has an attack range greater than that of its vision it will still fire at units that come into attack range, weather or not he can see them.
Well I want you to be able to attack farther than you can see just not automatically. Not sure if I should call this a request or bug...
either way it might be a problem for you Conzar.

1005
I think the way cliffs should work is the following:
* Land based units below a cliff should not have vision of on top of the cliff
* Land based units on top of the cliff, should have normal vision
* Projectile units on top of the cliff can attack units on the bottom of cliff
* Units on bottom of cliff cannot attack units on top of cliff unless they get vision from another source
* Flying units' vision will not be effected
* If a unit is ontop of the cliff or a flying unit has vision, then units of the same team below the cliff can attack up the cliff
-I have been wanting something like this to be implemented for years!

-which reminds me of a bug i forgot to report, (I will report it now) but its reverent to what you want to do, the glitch is that if a unit has an attack range greater than that of its vision it will still fire at units that come into attack range, weather or not he can see them.

1006
Bug reports / Re: reduced damage due to slow moving projectiles bug
« on: 5 February 2011, 20:51:20 »
The only way i know to work around (non-source editing) is to make sure that the projectile reaches its destination BEFORE his (the attacker) attack animation ends. As long as projectile is still active, or hasn't been fired yet and his attack animation has not ended, he can not follow an order. so he will remain in attack mode, therefore preventing this.

Its an issue with the hero character in Annex, who has an ability to call down a nuke strike at a target. I wanted her to spawn the projectile far away from herself (to simulate a missile being fired off screen) toward the end of her long attack animation cycle (to give the defending player a chance to prevent the launch by killing her). After launch but before nuke impact the player would be able to move her away from the blast zone, however due to this glitch if she does move the nuke will do far less damage than if she stayed and continued to target. :(

1007
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 5 February 2011, 06:06:11 »
Wow A HUGE Thank you to nearly the entire Glest Community for the wonderful praise! I hope that Annex will live up to your expectations! :D

A lot of work is already finished, but there is still much work to be done!

Whats done:

-Alliance units + buildings are all modeled and  textured, while  99% are animated and in-game.

-New menu screen!

-Music + Sound effects

What needs to be done:

-Empire units (only a single tank is completed)

-Maps (due to certain things, such as tileset, resource placement, as well as grid restrictions, Annex will have its own custom stages, Other stages may not work well with Annex, or work with custom Annex tileset.

-Tileset, being made as a sort of a all purpose tileset. can make Forest, wasteland, urban, and desert stages! In one tileset! About 75% complete.

-unit voice overs! Need good quality RTS voices for both male and female characters.

-balance work....

I'm planning on releasing a beta of Annex, very soon, however I need to do some more work on game first. In particular I need to do maps...

As for older mod Chasm its not announced for a reason, of the two Annex is superior in Gameplay, diversity, strategy, animation, and particles. Chasm Actually has pretty-er units but are higher poly thus more taxing on the system. I was not planning to release chasm as of now, but maybe some day ill fix her up...maybe.

Can I ask why you didn't release the other mod? The two seem really similar. Maybe you could do a cross-over  ;)
- Chasm is not as good as Annex so I went with the better mod!   If they seem similar they should as I built Annex as a sort of Sequel to Chasm story wise, but not really noticeable. I also don't want them competing with each other for popularity, so I plan to only release Annex.

PLEASE PLEASE PLEASE make several backups!!!
.
- Yes I have latest version on flash, hard drive, and CD
Are there two factions?
And are they both done yet?
-Yes There will be 2 factions, only one is almost complete. There will be a sort of sub faction which will act as mercenary units that either side can recruit, they still need to be done!

Defiantly inspired in some way by many popular RTS such as C&C Tiberian Dawn, Red Alert3, Generals, Emperor: Battle for Dune, Starcraft, to name a few.
What's the download link?
-sorry none yet try to be patient!
Why don't you just embed the video on Youtube though?
- going to soon!
Awesome work man :D
We want a playable version!!!
Keep up the good work
-Thanks!! Mean a lot coming from the original Glest artist!
What is the R grunt?
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think you should rename the scout to "Probe Scout" or something like that.
Will you release it with special made maps?
Ment for MP or SP?
R grunt is for Rocket Grunt
Specular is part of the diffuse map, however its not to bothersome at night. (at least to me)
All maps will be special made maps as normal glest maps will have some comparability issues with Annex and Its tileset. They work just issue of enough space for the large bases and problems as i reassigned tile set objects to different things in annex.
Can play Both MP AND SP! AI WORKS WELL! actually too well i never defeated a cpu mega.... There may not be scenarios as i do not have time / experience to do them however you are all welcome to make your own ill be interested to try them out!
Is there a reason y scout is not enough? That's its sole purpose... Also The names written on icons may not be the whole name, ex destroyer is actually called Tank Destroyer.
Thanks Again To everyone! I Look forward to releasing a beta for Annex soon!

1008
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)

1009
Bug reports / Re: reduced damage due to slow moving projectiles bug
« on: 3 February 2011, 16:32:34 »
Don't you meant if the unit the arrow is intended for gets less damage because the arrow missed?

The target never moves (so he is directly hit, no misses) its the attacker who is moving before the projectile reaches its target. Thus somehow reducing damage.

1010
Mods / Re: Editing the credits for standalone mod
« on: 2 February 2011, 04:28:39 »
Sorry for being suspicious, I need to learn to assume the best. :)

Its ok I should have explained my reasoning better.  :) Btw:
None the less this has all been discussed

- May I ask where just for reference reasons?

Thanks

1011
Mods / Re: Can Self Illumination be done in G3D?
« on: 2 February 2011, 04:15:13 »
toon shading before it got restricted to units.
-Cool! Guess its not necessary to have the tile set be in cell shading.

 Looking forward to the upcoming release!

1012
Maps, tilesets and scenarios / Re: How to mark multiplayer maps?
« on: 2 February 2011, 04:02:54 »
Yea guess it does make more sense to have it in the scenario folder. I'm all for map description, just where would it show up in custom game setup? Its pretty congested as is...

1013
Maps, tilesets and scenarios / Re: How to mark multiplayer maps?
« on: 1 February 2011, 07:41:41 »
Since MegaGlest Already have a map filter to filter by number of players couldn't you add a field for "multi-player" or "special" for maps that either wouldn't work AI or not fully utilized by AI, or even special maps made specifically for Scenarios. As for how one could define a special map not sure perhaps a checkbox when saving?

1014
Mods / Re: Can Self Illumination be done in G3D?
« on: 1 February 2011, 07:28:22 »
GAE 0.4 will support normal (aka 'bump') maps, specular maps, probably glow maps (which is what you were originally asking for here), and 'custom' maps (for which you would need to write a custom shader, which will only be available for certain situations, atm only on cloaked units, and is obviously for the more advanced user).

Sounds like great stuff ahead! Looking forward to it! Though i'm no where near able to code my own shader. If i could i would try to make cell-shading using this. Is it even possible?

1015
Mods / Re: Editing the credits for standalone mod
« on: 1 February 2011, 07:22:27 »
Basically removing the two logos at the bottom of MG makes me suspicious. Why would you want to remove references to "free" and "open source" unless you have plans  to make users think your mod is a pay version.
Thanks

- Just to set things straight, I have no intention of making any sort of profit. The logos simply interfered with the look and feel of the custom menu which I was designing, and I just wanted to know if we were allowed to remove them, as the logos were not used in vanilla Glest, and earlier version of GAE and MegaGlest. You have my apologies if my question made you feel uncomfortable. I just wanted to know what am I allowed to edit or not.

Thanks

must abide by the lengthy GPL3 license agreements and retain all copyright notices etc..
I intend to.

1016
Mods / Re: Imperial Faction (WIP)
« on: 31 January 2011, 06:34:47 »
That steam engine looks awesome! Though it reminds me of an old train more than a boat. :O Interested in what the Sky Galley and War Rockets look like!

1017
Mods / Re: Can Self Illumination be done in G3D?
« on: 31 January 2011, 06:26:28 »
Code: [Select]
http://img253.imageshack.us/img253/3562/screen3gw8.jpg
-There is no muzzle flashes here but there is blood fx. This id defiantly not particle based. I remember this mod came about long before MG even existed, maybe GAE was just starting, so no custom unit particles. Blood fx made in the mesh.

Well, I absolutely know that you can create muzzle flashes, and I believe someone used it for blood splatter too.
- Muzzle smoke yes, muzzle flash no. The muzzle flash must made in mesh.


Ah,sorry to tell,but the muzzleflash I have added to my gunners was not be able by perticle effects.
I just simply added mesh with flame texture to the unit model.
I hope it could be done by perticle though.

Yes I have made muzzle flashes in the same way. However as you see with them in Glest the fire looks dull and dark, and would even be darker at night cause its rendered with shading. If there was a way to make the mesh have self illumination the fire effect would be much greater at it would remain at maximum brightness in all directions at all times. Thats why i wanted to know if it could be exported into g3d.

As you said, I don't think it will actually have an effect in Glest, though.
Yea Don't think the export works that way. Would be nice if things self illumination, specular, and reflection maps all exported over into Glest. I'm sure its wishful thinking on my part. :P

Thanks to everyone though!

1018
Mods / Re: Editing the credits for standalone mod
« on: 31 January 2011, 04:59:13 »
Thanks Omega,

Yea I wouldn't remove the credits, just wanted to add to it.

as then you would have to recode that part with every new release of GAE in order to keep GAE up-to-date.
-Good point I didn't think of that...  :-[ wouldn't want to fight through code with every release.

Perhaps I will credit by writing names on main model, since i'm using a custom main menu. I can perhaps be creative with it!

You did say GAE does that mean MG would be different? Which reminds me are we NOT allowed to touch the two logos on the bottom of MG menu?

1019
Mods / Re: Can Self Illumination be done in G3D?
« on: 30 January 2011, 04:18:19 »
Thank you Omega And Ultlfd. The issue though is not to make the object look like its emitting light but negating the effect of being shaded by the light. I have a few uses of this, but the main issue is in the model i'm making for the main menu. The lighting in the main menu puts shadows (technically shading since there r no shadows in menu) on areas that reduces the overall quality of the model its self. When i was working on the image in 3DS MAX i had self illumination on max so there was no shading at all, and the image looks so much better. I mean its not horrendous as is, but it would defiantly improve the quality. I also wanted this to create poly based "particles" in the mesh, for things that cannot be done by Glest particles. things such as muzzle flashes, blood splatter, rocket fire, etc. Currently, i'm using a glitch i found on 3ds max to force that kinda effect, but it only works on rectangle splines extruded at 0% (so they are flat), and it doesn't have same effect on all graphic cards. Ive only tried on two computers at the moment so for all i know My graphics card may be the only one that it works on...

 
Although, if you google "blender self Illumination" you'll find many links...  :-\
http://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender#Self_Illumination
http://wiki.blender.org/index.php/Doc:Tutorials/Textures/Using_Textures#Luminositymap
-Ill try these though i doubt it'll export over to g3d, but it might.

Thanks again!

1020
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!

1021
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!

1022
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

1023
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!

1024
MegaGlest / Re: Implementing Features for Glest In Space
« on: 29 December 2010, 20:56:10 »

Here are the changes that I already have implemented (to suite GIS)
* Mini Map Relocation (moved the mini map from top left to bottom left)


There should be an option to place Mini Map and all other in game UI where ever the mod needs.  Personally I want to move it to the upper left, and get rid of the unit icons. But that's just me.  :P

Mega Glest already has the ability to edit menu GUI.

GAE defiantly have more actions abilitys that you may use but, Mega Glest has all the added particle effects that I'm sure you would find useful for space craft.

Either way I may be interested in this new glest fork!

1025
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?

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anything