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Messages - Ishmaru

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976
Feature requests / Re: Visiual notification of low "food"
« on: 1 March 2011, 06:54:48 »
Im thinking more for when the production of consumables are negative. Meaning you are losing resources. I don't think you would need any added timer code. No faction should be starting with negative consumables, and even if they did it would still be a helpful reminder to get some going. If the player wants to ignore it (strategy, other reason)  then they can. I was thinking of either a console notification, similar to the not enough resources messages, that would appear in timed intervals (maybe every resource cycle)  as long as the production is in the negatives. or perhaps a notification that would stay on untill the number turns positive. Or even something simple, when production turns negative the number changes color to red. so it would be more noticeable. An audio notification wouldn't be enough
That way we can see what resource it is if there is multiple low resources.
agreed.

977
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??

978
Mods / Re: Military Tech Tree -- Waiting for GAE 0.4
« on: 27 February 2011, 20:14:47 »
I mean you'd have to have two tunnel exits placed and each would have to be built above ground so unless your enemy is really dumb, theres no way you could rush in, place an exit and keep it from getting destroyed.
   

Sounds like GLA Tunnel networks form C&C Generals. :P

As for trenches an idea would be to have infantry combat units morph into a trench defense structure. or a stationary version of itself like one surrounded by sandbags. similar to C&C 3 or Red Alert 2.

979
General discussion / Re: ♪♫ Glest Music ♫♪
« on: 27 February 2011, 19:18:26 »
Like the song but it reminds me of ninja anime, opposite of what he wanted to do. I personally think japan would work better with a calmer more traditional sounding track. He cant use this song but something similar to this: https://www.youtube.com/watch?v=90eXcqIj9K8

Maybe some faction could use this track: http://www.jamendo.com/en/track/565426
Sounds like awesome menu music! or during the initial few minutes while you are building ur base. Don't think I can have an epic battle with it though...

If i cant vote for my mods then my favorite is the music for Norsemen i cant explain why.. Its catchy...

I like the song from Military mod but it feels too calm/sad so it doesn't work for battles for me.
Tech music is ok. Fits the faction well but I just cant get into it.

I'm a metal fan so I love my Annex Music! Though i loved the soundtrack I used in Chasm more :P. To me music is so important. To me a terrible game can be fun if it has great music, and a great game would hurt with bad music.


980
MegaGlest / Re: unit selection count changed to 36
« on: 27 February 2011, 05:51:56 »
Do we really need to stack them? i don't like the stack graphically due to the repeat of 4 rows of pixels at the edge of the icon. Wouldn't it be ok  to just use one icon with the number counter?

titi for you initial idea Would there be any way to sharpen the image as it shrinks? so smaller version wouldn't be so blurred? Or perhaps you could have custom icons for small medium large?

981
Mods / Re: Glest Mod Ideas
« on: 27 February 2011, 03:21:51 »
so....... many........ units...... Not a bad thing there might be some balance issues, but hard to say without playing game. based on description the brits have no disadvantages.... Dreadnaughts = own all  ::)

982
Mods / Re: Imperial Faction (alpha testing mod released)
« on: 27 February 2011, 03:06:51 »
Love Both your naval units. They seem very unique! Are naval battles available for custom games as well?

983
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 27 February 2011, 03:01:06 »
Thanks ill try those when when I get home!

Don't have my computer near me (im in another state for about another week), but based on stats I found online about my laptop it would be around this.. dell XPS M1710 with a core 2 duo (my label does say dual core 2, is there a difference?) 4 gigs of ram (using XP so technically 3.5 gigs) and Nvidia 7950 GTX. Have not reinstalled windows ever.  Would disk defrag make game play faster?? wouldn't it just make faster loading times??  As for models Infantry have around 400 polys with a 128x128 texture, vehicles around 800 polys with 256x256 textures. Buildings vary from 800 - 1200 polys and 512x512 textures each. Trees have around 120 polys  and 256x256 texture. So I believe i made annex models as efficient as possible... Particles too with an exception to the nuke all particles are made to have particle generation of 5 or less. most around 0.5. So should be fairly efficient..

Im good with cpu building more than me. Cpu never uses its units to their full potential anyway. =P

PS Chasm was a mod i started making more than 3 years ago, i developed it for 2 years. I never released chasm or even really announced it. It kind got discovered when I announced Annex. Would everyone want to play Chasm? I've been debating it ever since...

984
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 26 February 2011, 15:59:15 »
Thanks for support again guys!

 I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?

985
Mods / Re: Glest Mod Ideas
« on: 26 February 2011, 15:25:35 »
Here's a graphical version of my suggested tech tree


Seems like an interesting mod! ;D

So the tree is based on a tier system? that is why there are 2-3 units in almost every category? Also i noticed there is no AT infantry, so infantry would be useless against tanks? I know AT weapons were not as popular as bazookas were not invented till ww2, but there were still AT rifles i believe. What about howitzers? Those were big especially popular due to trench warfare. How would trench warfare even come into game play? or would you leave it out?

sorry to ask so many questions  :P

986
MegaGlest / Re: unit selection count changed to 36
« on: 26 February 2011, 06:01:26 »
Some mods as well as magitech would be better with just 16 units but, I believe tons of mods would benefit greatly from being able to select large (infinite) amount of units Annex being one of them...  Game play far too fast and frenzied in Annex to have a limited selection... I guess 32 select limit is ok and could work out, but not the same. I use the glestuser.ini to make limit 99 and game play works just fine. Just not visually, as the unit icons spill over into the section with commands.

Anyways only issue I have with titi changes is that the icons are harder to see when shrunk... Other than that it wouldn't hurt to have the option. :P

987
MegaGlest / Re: unit selection count changed to 36
« on: 25 February 2011, 01:30:25 »
Interesting. So the images just shrink to accommodate the number of units?  That might make it difficult to see. I like John.d.h idea. With his idea we could make it more possible to have unlimited unit select count if we choose to. BTW what happened to UI being developed by Conzar is it not going to be implemented in MegaGlest? I set max select count to 99 for annex :P no idea how it would look with this change.

988
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 22 February 2011, 13:47:05 »
Amazing. Just amazing.

And the mod of the year goes to... *drumroll*... Ok, take the drum roll out. There is no suspense, no contest, nothing. If the mod is half as good as the video shows it to be, you win, hands down. Pre-congratulations. :D

Thanks! I will make sure that its at least half as good :P

Great. :thumbup:
especially I love the Robots!(probably the "walker" unit?), they are uber cool! :thumbup:
I can't wait for play the demo!

Thanks walkers are my favorite ground unit!

I'm on vacation and all i have is my mac so I cant work on Annex for the next week and a half. It sucks cause I have so much down time now.... -_-

989
Sounds interesting. I would like to try it when I get home (i'm away for a week and half...)

990
Mods / Re: Japanese Faction mod [WIP] v0.81a released.
« on: 21 February 2011, 17:03:49 »
Wow I thought Japan mod was to be used with magitech. I love the idea of Japan German and Persian as one tech tree. It reminds me of a RTS Tzar: The Burden of the Crown, which I feel was heavily underrated. http://en.wikipedia.org/wiki/Tzar:_The_Burden_of_the_Crown It had three faction Asian European and Arabian. I woulden't think its strange that you made a faction that was radically different from Japan! Go for it!

991
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 19 February 2011, 07:35:33 »
Looks awesome. Will be even more awesome with GAE's features too!
Defiantly, Hope the merge goes well!

:o That was amazing!  I know it's been said before, but this has got to be the best artwork Glest has ever seen.  If I didn't already know better, I would have thought I was watching the trailer for a professional game.
Thanks! Glad you feel that way! BTW does the video look a bit dark?? Just wondering.

I love how all your videos end with a missile! :D
Nothing is better than ending with a huge explosion!

992
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 19 February 2011, 06:46:09 »
Uploaded game play footage. If anyone interested!    
https://www.youtube.com/watch?v=Sf7QXNHORjs

993
General discussion / Re: Glest forks to join forces?
« on: 19 February 2011, 06:38:18 »
Lets say, now no one supports MG and no one supports GAE. Now we're all one big, happy community that supports Glest 4 :D or whatever it will be. :thumbup:
True that!  ;D  :thumbup:

994
General discussion / Re: Glest forks to join forces?
« on: 19 February 2011, 03:56:36 »
Wow thought this would never happen.... I'm defiantly glad it is being worked on ;D Good luck guys!

995
MegaGlest / Re: What should really be ported from GAE to MG?
« on: 15 February 2011, 14:07:20 »
For me, I really want to see all the new shaders from GAE imported like normal mapping (or is it bump mapping?)
Although I am not so shure if things like bumb maps will be really visible so much!

- That depends on what you are using them for, using bump for individual chain links on a footman armor: probably won't bee seen, using bump to make a engraved skull on a footman shield: more visible, using bump to create a stone wall texture complete with engraved statues, columns, and large cracks to indicate an aging structure: very visible and defiantly visually impressive.

- Its getting harder for Glest to compete with other commercial RTS due to our lack of graphical shaders.

- patrolling sound like a good feature,  I would like Autorepair its almost necessary for my mod... it should be toggle able for those who do want it :P

996
Mods / Re: Editing the credits for standalone mod
« on: 7 February 2011, 15:19:54 »
The logo actually says "Free Software" you can't tell them any better than that.


I was thinking of shrinking them to about this size to make them less obtrusive yet there to remind people that this is gpl and free. (weather or not they understand it is a different story.

Ah, the fact I didn't know that off the top of my head proves how much attention I pay to those logos... Oh, wait, they aren't there (yes, that's right, I blanked the textures because they simply got too obtrusive, standing out on the menu screen, ruining my rainy day view). :P

I did that too... But if we can do that then whats stopping people like the sellers from blanking out the images anyway?

I'd say that the main logo when you start the game ought to say something like:

"This game is a labour of love, developed for free by volunteers!  You don't have to pay money to get your free copy of this game, so introduce as many of your friends as you like!  http://www.megaglest.org"
I don't know about that ::) That might be a little much!

997
Feature requests / Re: Useing Faction Icons
« on: 7 February 2011, 15:06:39 »
I was thinking something along the lines of this:


don't know why its so dark...

Perhaps we can move the bottom row with the map preview down and space out the player listing to make room for square icons. As of now the images would have to be rectangles to fit.

998
Thanks again for the blog! :) Interested in what people think of what I said!

999
Mods / Re: Editing the credits for standalone mod
« on: 7 February 2011, 02:15:42 »
Well it's there whenever MG does get on ebay...for now it hasn't happen yet, but it probably will.
Just like Glest.

Cant believe that.... well then again i should expect that.... There enough scams out there in the world to make anyone go mad...   :confused:

1000
Maps, tilesets and scenarios / Re: How to mark multiplayer maps?
« on: 7 February 2011, 01:39:58 »
Options:

I'm going to remove the drop-list and replace it with a 'change map' button, which will open a new window/dialog-box in which to select the map.

Seems the most logical solution. Hope its implemented on both engines!

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