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Messages - Ishmaru

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1026
Feature requests / Re: Disable selection limit option
« on: 11 November 2010, 17:39:39 »
Never mind i figured it out. Thanks!!

1027
Feature requests / Re: Disable selection limit option
« on: 11 November 2010, 17:34:41 »
wikia says this but there is no actual setting in the ini... maybe it was removed?

1028
Feature requests / Re: Disable selection limit option
« on: 11 November 2010, 04:35:51 »
Thanks! I did read this post. What I am asking for is a bit different since I want to add an option to remove that bit of interface. The closest to what i am asking for would be "- 3. when having more than 16 units selected display their icon only once for all the units of a same kind. in the icon display the amount of that units you have selected." its a bit different but it works for what I am looking for.

1029
General discussion / Re: Graphical comparison to todays RTSes
« on: 11 November 2010, 04:28:28 »
A skybox would also make Glest look awesome....
Agreed! The black background really does not work. Or at least a sphere with a sky texture on it would be a large improvement.

Indeed, without better lighting, normal maps wouldn't make much (if any) difference.
True plus units would be so small that the normal map bump effect would not be noticeable. What would be more noticeable would be bloom effects on metallic objects, windows, water and ice. Normal maps work better for more closer to camera action such as FPS. Many Commercial RTS (Comand and Conquer 3, Red alert 3, Age of Empires 3) use bloom effects.

BTW you may already know this but, a tip for creating better lighting in tileset XMLs is to NOT use white light (EX:<sun-light red="1" green="1" blue="1" /> )It looks to plain and boring, which is why the glest screen shot above looks bad . To make lighting a bit better: Make the lighting off white and add a slight fog (ex: density ="0.02" unless you really want dense fog) to accent the lighting. The color of the light should be would vary depending on the mood you want to bring, but typical Day time should be warmer so at a little bit more red while night would be more blue. Cold would have more blue, hot would have more orange/yellow. The fog color should be similar to the color of the daylight. I would play around with the textures of the scenery to accent the light more. (ex: deserts add a bit more yellow/orange) With a bit of effort you can create an environment that is much better lit than with the standard white glest lighting. A good example is the darkforest which has lighting that is a bit more green which creates a eerie swamp effect. Hope this helps!

1030
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.

1031
The multiplier option should be for all ai types. Maybe I would want a non-aggressive cpu easy with a resource bonus (produces less units but better quality ones). Maybe 1.5 multiplier would be too difficult for cpu mega but easier with a cpu easy.

If there is no difference between cpu and cpu ultra except the multiplier, then if you do implement this that there is no need for cpu ultra and should be removed.  If you are worried about compatibility with scenarios than maybe just remove it as an option from the custom game screen, so it would be accessible through lua scripts only.

Hope I made sense...

1032
MegaGlest / Re: Suggested GUI changes for 3.4.0
« on: 27 October 2010, 12:28:46 »
I too have seen the shadow mapping issue on four computers up to this point. They all are running windows systems with either Ati or Nvidia cards. (3 Nvida 1 Ati)

I found this post a long time ago but it may be helpful for fixing this problem:

https://forum.megaglest.org/index.php?PHPSESSID=4c0393cf0e8a5f7d91dd4909cf443d3e&topic=3820.0

1033
MegaGlest / Re: MegaGlest 3.3.7 release
« on: 11 October 2010, 00:29:19 »
Custom UI is great just wish you could move the logo as well...
The custom game section has more lag than usual. But that screen was always a bit lagy on my old machine. Maybe has to do with the refresh rate of the faction and map preview?

1034
Closed feature requests / Re: particles for tileset models
« on: 9 October 2010, 18:43:40 »
True... Perhaps Tileset particles should have their own on off switch in the menu as they will be a huge tax on the system especially for very object dense maps.

I still like the idea of tileset particles though!

1035
Bug report / Re: Problem with "discount_rate" math
« on: 9 October 2010, 18:22:20 »
Thanks!

1036
MegaGlest / Re: MegaGlest 3.3.7 release
« on: 9 October 2010, 17:41:34 »
I'm interested in this ability to customize UI. Is there any documentation that explains how you can go about it?

1037
Bug report / Re: Problem with "discount_rate" math
« on: 4 October 2010, 03:24:48 »
Would this be too difficult to fix?

1038
Bug report / Problem with "discount_rate" math
« on: 29 September 2010, 19:58:40 »
Ive noticed that when morphing to a unit with a discount rate that the discount rate is not applied for an initial cost. Instead after the unit is morphed the discount rate is then refunded to the player.

EX:

UNIT_A can morph into UNIT_B
discount rate = 50%
Unit_B = 100 gold

instead of costing the player 50 gold for the morph instead it cost 100 gold to start the morph, when morph is completed 50 gold is given back to the player.

This is problematic when you have for example 300 gold and 6 UNIT_A's instead of being able to morph all 6 at once, you would have to morph 3 at a time.

You can test this while morphing swordsman to guards.

This problem has been with Glest for a while and is also present in Megaglest as well. Not sure about GAE.

I hope that I explained this properly. Thanks for listening... err reading I mean!

1039
Mods / Re: Cloak or disable attack on a structure/unit
« on: 30 April 2009, 01:02:18 »
yep, is true, I remember I had the same problem, units with cell map= 0 cant receive damage, after that I made a anti-tank dog unit, a really fast unit that is self destroyed with his own attack. Sorry for the previous wrong reply

Its ok. Its funny that I came up with a similar solution. Thanks for the input.

1040
Mods / Re: Cloak or disable attack on a structure/unit
« on: 28 April 2009, 19:44:05 »
make a unit that have a cellmap with value 0, put 1 in attack range and put an splash attack value that kill your own unit, by this way the enemys won't see the the mine, the mine damage the enemys when they walk on the mine (or on 1 cell of distance) and the mine is shelf destructed with his own attack.

I actually did just that but the mines do not take damage from the splash.
I gave them 1 hp and the base attack does 100. but they do not die them selves. When i put the cell map to 1 then it works but can be targeted by enemies.

1041
Mods / Re: Cloak or disable attack on a structure/unit
« on: 28 April 2009, 16:32:12 »
you are right, I made a mine in this way for my stopped mod "alien invasion". That works (but, as you say, you can interact with those units after they be created)

How exactly did you make that mine? I tried many methods but none of them work properly.

1042
General discussion / Gui suggestions
« on: 13 March 2009, 12:39:23 »
Hi i've been playing/ modding Glest since version 2.00 and I always wanted to see more development into the in game interface, but there has yet to have been any real changes since then. Here are some suggestions that you may want to implement into GAE. It would help graphically improve Glest, and give it a more finalized look.

Personally I Don't like the Glest ring health counter, its hard to read exactly how much health a unit has. I think that a more traditional health bar, on either the side or the top would be more effective at displaying hp for units. The same could be said about the blue EP counter as well. You could use a tga as a border to the health bar that matches the faction's theme.

Another thing is that most RTS have a border around the main interface points (radar, resources, and unit selection box) Currently Glest just have those things just placed on the screen. I think a tga that be placed on the screen would be the simplest way to incorporate this.

An example of what I mean:

http://static.computergames.ro/cg/assassin/images3/ra3/ra3-097.jpg

This is just my opinion though but I really thinK this would help Glest. Thanks for reading.

1043
Mods / Re: Faction Grades!
« on: 9 March 2009, 15:25:50 »
Personally, I consider Titi's megapack one mod as a whole since Norsemen and Indians could be played together in the same game, made by the same person. I would give it an A due to the sheer quantity of stuff he brings to Glest.  Not to mention the tilesets. Evergreen is awesome. The grading system doesn't take quantity of units,factions, or tilesets so its unfair.

1044
Mods / Re: A Question to all Graphic Artists / Moders
« on: 6 March 2009, 13:20:29 »
Thats the reason why I decided to give a clear copyright (GPL matching to the glest code ) to my models, also GPL is really not a very good choice for models/art because the license was made for source code.

Then do you know of other types of licensing that could be applied?

I want credits if someone uses something of my work. ( I don't care for the license )
If he wants to use it without credits, he must contact and ask me first.

Why would you let someone use your work without them giving credit to you? (if you don't mind me asking)

1045
Mods / Re: A Question to all Graphic Artists / Moders
« on: 6 March 2009, 13:12:45 »
1      How fearful are you of people stealing your work and passing it on as their own?
Not too bothered really. It's very unlikely that anyone would steal my appallingly textured models and try to claim that they made them. It's even less likely that they could make any kind of profit from them.

You shouldn't bash yourself your models / textures are better than you give yourself credit for. I really like your tropical tileset.

For protecting yourself I meant via licensing. I know there's no stopping anyone from stealing.

1046
Mods / Re: Non Fleeing unit
« on: 4 March 2009, 22:12:30 »
Well the thing is that I need it to be able to move.  Its actually, a hot air baloon used for recon only. Thanks for the input.

1047
Mods / Re: A Question to all Graphic Artists / Moders
« on: 4 March 2009, 17:41:38 »
Thanks for commenting on this subject. The general concensious is that most people are ok as long as they ask permission first, and some feel like you dont need permission as long as they dont try to claim it as their own.

Now if you dont mind me asking
 1      How fearful are you of people stealing your work and passing it on as their own?
 2      What would you do if you saw some one doing this to your work?
 3      Is there any way to protect yourself?

1048
Mods / Re: Non Fleeing unit
« on: 4 March 2009, 17:16:31 »
The computer will never use Hold Position and the your own units wouldn't either unless you manually click the button, so I don't see how this would help.
Well it helps either way. The computer never builds the observation unit to begin with ( I guess becouse it has no useful skills like harvesting,building,or attacking), and I dont mind specifically tell the unit to stand ground, because they may be sometimes where u may want it to flee. If I ever get time to ill try the "hold position" command,whithout an attack. If it works I can also use this to have a "hold your fire" comand too.

1049
General discussion / Re: Attack Revealer
« on: 4 March 2009, 17:07:19 »
Rather than revealing, wouldn't the unit run in the direction to find the attacker? Then once the attacker is in sight, it would be able to attack as normal?

I like that idea its realistic and seems to be easy to code ( dont know for sure because im not a programmer )

1050
Mods / Re: Hey need some assistance
« on: 3 March 2009, 22:56:12 »
It depends on how you made the mesh, but at least for me once I animated the unit I group everything (mesh, bones, and IK at once) and can rotate the group freely, just never ungroup it while in its new rotation because it will distort everything. I generally do this because I always make my models in the wrong direction. It doesn't always work because for some unknown reason sometimes max wont let u group iks to other things. Try that.

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