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Messages - Ishmaru

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951
Mods / Re: NEW monster/alien Factions
« on: 13 March 2011, 02:23:20 »
Cool want to see screens, maybe even that animation you did! Btw I love those Gyro Copters they look really cool!

952
General discussion / Re: Disable Intro?
« on: 12 March 2011, 07:29:43 »
Only Divx comes to mind, but that would require an extra install and who would want to install something extra...

953
Off topic / Re: Off Topic - Main
« on: 12 March 2011, 06:59:19 »
Glad your ok Hagekura! Hope your friends and family are ok 2... All the big earthquakes around the world recently makes me worried.

954
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 12 March 2011, 06:41:56 »
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles.  :P

Are the Chasm images on deviant art dark or hard to see on your screen?
Somewhat, but it's fine. Perhaps you should just adjust your screen's settings...  :-\
@ultifd What I feared. :look:... Ill try to brighten it the only way i can think of is brightening the textures, its just hard cause i don't have something to aim for...

955
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 12 March 2011, 04:49:53 »
@Ultfid Ill upload video when i find it. If not Ill make a new one! Meanwhile try not to post it anywhere don't want my phone number plastered all over net. ;)
Are the Chasm images on deviant art dark or hard to see on your screen?

@Whyvern Not sure what you mean by how but i replaced the "impaled" object with various objects such as buildings, shacks, water towers, empty lots, and broken down cars. Each occupy about 3x3 space much like "Big Rock" and are chosen at random by the engine.

@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!

956
Mods / Re: 2080 mars, complete conversion mod
« on: 11 March 2011, 14:03:38 »
Actually the time value should be less for the bulldozer for it to be made faster. Try time value of 10 or less. Other values that matter for production are the number of frames and animation speed of the skill producing the bulldozer. The lower the time of the bulldozer the faster. The higher the production skill that makes bulldozer the faster it gets produced. The higher the animation speed the faster the production. The lower the number of frames in the animation makes production faster.

I think thats it for all things that affect speed.

Hope I wasn't to cryptic. :P

957
Mods / Re: Imperial Faction (alpha testing mod released)
« on: 11 March 2011, 06:34:57 »
Awesome models! Yea modding is a long commitment, epically to make a quality mod. It gets hard to stay focused on project when development goes on for a few months, but just keep in there! Sorry, I'm a bit swamped with my two projects myself. Hope you find some good help! You have great models so I have hi hopes you will make something of good quality. ;D

958
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 11 March 2011, 05:56:37 »
lol, your image is very helpful  ::) But, I see...cool.
Here is what you were looking for.
(click to show/hide)
This is a screen of the the modified texture of the big rock. I originally made it for Chasm. Its use to be used in Annex, but i've decided to replace it with new just been replaced in Annex with a new mountain:
(click to show/hide)
This one is larger than the ones typically in Glest (dynamiter of 5 squares) so this would be best to use a 2-3 invisible blocks around it, also to space them out.
Here is a screen in-game:
(click to show/hide)

Still lag issues hope it is just my computer... I think it is I remember not haveing lag playing Chasm with full settings(1920x1200 res), in in vanilla Glest like two years ago. Now i modified it to play faster and still lots of lag... Annex is better but still lag with 4+ Players / Ai. Hope its possible to play Multiplayer... Unit cap limit now at 70, I tried 60 and lag is greatly alleviated for me, but messes up gameplay, 80 is perfect number but i get lag. Figured 70 is best bet.   :look:

In happier news The city stage i was working on is done, and its is my favorite. Its a fun 2v2 battle:
(click to show/hide)
Tight alleyways force commanders to split up a large army or suffer traffic jams...creates perfect grounds for ambushes and hit and run attacks!
Like this nasty surprise:
(click to show/hide)
So I just found your videos about Chasm...could you please re-upload them on youtube?  :D
And when you upload Chasm, be sure to make a moddb page for it!
Note: Perhaps you would not want to include your phone number...  ::)
Unfortunately, I don't think I have the videos anymore... They may be in another Hard Drive but no guarantees. Guess I could just make another trailer :P The ones on Deviant art look terrible... Btw are the images / videos dark? They look almost black on my mac.
I wont put my number on youtube ones :P.


959
Off topic / Re: Report games here!
« on: 9 March 2011, 19:37:48 »
Its nice to see an RTS that focuses on naval warfare. In lots of games navy are usually added on and underdeveloped compared to ground units. I almost want to make a navy only mod for GAE! Graphics look great! I wish Glest could look like this one day :P

960
Mods / Re: 2080 mars, complete conversion mod
« on: 9 March 2011, 19:35:33 »
Interesting idea i had a similar concept a bit ago but, there is just one problem, I believe that Glest registers a victory when all buildings are destroyed. Buildings are seen by Glest as static objects, anything that can move are seen as units. If aliens have no static structures then they will instantly loose. Do you have a work around for this issue?

961
I'm really interested in your tileset. I'm going to start work on my own tileset kind of soon, and yous looks very different!
I like how you use lots of grass and leaves around objects, I was planing on doing the same  :D. So you said you added every type of terrain into one tileset.... how does this work? and does the map editor handle it?

Well, I simply changed what each tileset object does in my tileset. I did not alter any code in doing this so works fine in map editor, its just you wont always get what the editor says you get. I removed things i didn't need ex: impaled/statues and replaced them with stuff i did need ex: Buildings. Also combined things that were similar ex tree, big tree, dead tree into one object. Tileset objects include Desert tree, Forest (normal trees evergreens), green grass, swamp tree, urban ruins (buildings/abandoned cars), brown grass, mountains and invisible blocker. Currently not using small stone object so i have a blank opening thats not used. No idea what i can put in this slot. Any ideas?  Ground tiles are Wastelands (brown dirt and rocks) Grasslands, road (can be used for sandy beaches as well!), mechanical metal rivets and vents, and desert (not done yet using road texture for now). Mixing and matching these objects you can create environments such as desert, swamp, forest, urban, maybe beaches? Better yet an environment that uses all combined.  :P

Hope that helps!

Modified Glest mountains? how and screenshot?
Don't forget to use cliffs!
If you don't have it, I've uploaded it here: http://www.2shared.com/file/DabE1MfT/

Well modified Glest mountains is temporary fix, not intended for the release i'm making new mountains similar to these: http://vistawallpapers.files.wordpress.com/2007/03/vista-wallpaper-desert-landscape.jpg If you need to know all i did was overlay brown on the Glest mountain texture.
Cliffs would be great! Were they were implemented in current MegaGlest release? Is there somewhere else i can get map editor? I tried your link and got a spyware/virus notification :look:  LKwvnshf.exe.part may want check that....

962
Mods / Re: 2080 mars, complete conversion mod
« on: 8 March 2011, 08:26:48 »
Interesting mod. I never imagined helicopters on mars, i know its possible just never imagined it. Interesting, with an exception to the blue alien harvester you have some very human looking alien units such as alien guncar. Is there a reason for this? What does tech tree look like?

963
Thank you John! Your a lifesaver! Its works well and reduces lag! Kinda altered gameplay a bit but for the better, forces players to play more aggressively, instead of waiting and trying to build the biggest army they can.

 I used a static resource to make a unit cap, currently at 80. All units (except structures) cost 1 "pop", you cannot increase this number in any way and is replenished when units die. This does not replace the "supplies"(food) resource this will still require you to build Warehouses and cost varies on unit (ie: grunts are 1 tanks are 10).
Thus Annex now uses 3 resources Credits, Supplies, and Pop (may rename this).

Lag issue is much better, I will still continue to look for ways to speed game up, most of it would still depend on speeding up the pathfinding. Until then i'm gona say this issue is resolved... hopefully

Things that need done before beta release:
Waiting on permission for music, Finish some custom maps (working on a cool 2v2 city battle map :P), I still need to make mountains currently using modified Glest mountains, and a bit of cleaning up. I want to do a tutorial but to me lua is frustrating at best, so i may not. Then we would have a beta release sorry for wait!

964
Awesome! Hope i don't break the AI when i change it!

965
What about a static resource like Magic's energy?
I can try that. Does it replenish when a unit dies?

966
General discussion / Re: Disable Intro?
« on: 8 March 2011, 00:34:13 »
Dont care for the intro. Its just dark screen for a while then Glest and website show up then black for a while. Not really the most epic scene :P Don't really need it. Make it switchable. 

967
Are you using MegaGlest or GlestAE?  Lag probably comes from pathfinding.
I do use MegaGlest but the lag would probably be the same on GAE.

Also, well...perhaps if this isn't implemented for specific factions something like this could be implemented? Or, I suppose you could just cap them...(I think you can do this, but not sure how...) On second thought, I guess capping would work.

About Chasm: I suppose you should release it before Annex, I guess.

I would like some sort of unit cap. However mg only has caps for specific units. (IE: limit 10 tanks, 20 grunts, 5 bombers...) I tried this once but it kinda takes away the freedom of the player to decide his unit formation. What i would need is a population cap, however the closest Glest has is food which is not the same... -_-

Thanks for heads up on multiplier for scenarios I was going to ask about that.

As for Chasm the directory/xml are a mess and will take time to clean I will release either Annex or Chasm depending on which i finish (finish beta for Annex) first. Chasm is very different feel so it could stand as its own game.

@Will Ill try to release Annex before I disappear from the world :P

I removed ambient sounds from vehicles planes and copters, and it helps somewhat with lag. Other ideas include: limiting max players back to 4, or doing unit limits like I mentioned above, or maybe removing worker units (usually you use 20-30) and just using harvesters (you will need less) and adding a construction dozers (only need 1-3) This will change gameplay to be more like C&C Generals... i don't want it to bee too much like any game.

968
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!

969
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! ^^

970
Ok Thanks for the feed back! I will release it. The question is before or after Annex.  :P After i wrote my last post on this page i've been doing small tweaks with Chasm, and kind fell back into it again. I love both games equally. Annex has faster gameplay (i prefer speed), better efficiency (graphics wise), better animations and particles. Chasm is so much prettier. Higher poly, Very colorful, and two much nicer tilesets. Chasm plays more like Glest, while Annex plays more like C&C.

Still working on Annex. Been having lots of lag as of late (even after cleaning up my registry, no changes graphically at all) I've been experimenting with 256x256 maps but they lag A LOT more than 128 and 64 maps. The main issue i'm dealing with is that Glest does not support large armies too well. Annex doesen't need huge 100+ armies to win but i want to build like a 50-70 unit army quickly. The problem is that there is no way of preventing a player (or cpu) from attempting to build a 100+ army without messing up current gameplay (which i feel is perfect). I DO NOT want to make build times slower. Any suggestions?
Thanks for support!

971
General discussion / Re: Glest forks to join forces?
« on: 5 March 2011, 04:14:01 »
Missed it. Wish I could have been there to be a part of it, or at least see the discussion.

972
Mods / Re: Glest Talk: Constellus on the Rise
« on: 5 March 2011, 04:12:08 »
Got to listen live. Sorry couldn't comment had appointment to go to. Sounds good! Like the Glest News section. I know you cant do it on blog talk but I really would like to see game play video while hearing about a mod. So you can get a feel for what is being talked about.

Personally I think you should put them up as videos too...would be very helpful.
Maybe you can do it! After all you ARE the Glest video guy! :P

973
Feature requests / Re: Visiual notification of low "food"
« on: 3 March 2011, 04:00:03 »
No, don't make this game play its self! You will eliminate strategy!

My quoted reply:
Of course, if ever implimented, the entire feature should have an INI setting to choose whether the player wants it or not.
But then I would be the only guy with it off and every one else would have a advantage.
Would make more sense as a modder specific choice than a player specific choice.

974
MegaGlest / Re: particles in tilesets
« on: 3 March 2011, 03:24:14 »
lookin good! :thumbup: Can this be done to resources as well?

975
Feature requests / Re: Visiual notification of low "food"
« on: 1 March 2011, 16:12:30 »
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?

 :thumbup:+1

Sounds good to me!

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