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Messages - Trappin

Pages: 1 ... 3 4 5 6 [7] 8 9 10 11 ... 17
151
Mods / Re: GLADE Team Project: Dark Magic
« on: 15 June 2010, 18:05:04 »
Maybe Shayco2 can help with new or improved model voices and background sounds?

152
MegaGlest / Re: Desktop icons for Megaglest needed!
« on: 14 June 2010, 19:48:08 »
Something like this? Or do you want abstract images with particle bursts and flares?

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/MG_icon.jpg[/img]

153
Forum discussion / Re: kukacs acoount?
« on: 14 June 2010, 14:14:53 »
Kukac has been a mod on this board for many years and has always been firm but fair. If someone with administrative authority deleted his account then they should be stripped of their moderator status and temporarily banned from posting on this board for at least 60 days.

154
General discussion / Re: Future Prospects: One Glest.
« on: 13 June 2010, 23:23:09 »
One stable client build and a patcher for bug fixes and new game content.

Currently I have Glest2.0  GAE3.2.2b? Glest3.2.2 and MG3.2.3? on my hard drive.

 I stop caring about new builds and new content when mod developers run open-ended projects.


155
MegaGlest / Re: Desktop icons for Megaglest needed!
« on: 13 June 2010, 16:21:34 »
What are the exact specifications? size must be 16x16? color preferences? Do we need fonts or are symbols acceptable?

Colored folder icons look decent until we can find better replacement types.

Code: [Select]
http://openiconlibrary.sourceforge.net/gallery2/?./Icons/places/oxygen-style
examples include: various licenses

Code: [Select]
[img]http://openiconlibrary.sourceforge.net/gallery2/Icons/places/oxygen-style/folder-orange.png[/img]

[img]http://openiconlibrary.sourceforge.net/gallery2/Icons/places/oxygen-style/folder-violet.png[/img]

[img]http://openiconlibrary.sourceforge.net/gallery2/Icons/places/oxygen-style/folder-green.png[/img]

[img]http://openiconlibrary.sourceforge.net/gallery2/Icons/places/oxygen-style/folder-cyan.png[/img]

Code: [Select]
http://opengameart.org/content/skill-magic-spell-icons
License(s): CC0 creative commons zero

Code: [Select]
[img]http://opengameart.org/sites/default/files/previews/all_4.jpg[/img]
http://opengameart.org/content/magic-buttons

License(s): CC-BY 3.0

Code: [Select]
[img]http://opengameart.org/sites/default/files/previews/Magic%20Buttons.jpg[/img]
http://opengameart.org/content/osare-weapon-icons

License(s): CC0 creative commons zero

Code: [Select]
[img]http://opengameart.org/sites/default/files/previews/OSARE_relvad.png[/img]
http://en.wikipedia.org/wiki/User:Master_of_Puppets/Icons

http://opengameart.org/content/helmet-dagger-icons

156
Look at wikia gaming media help: templates


157
Go to wiki gaming sandbox and create a template. Design artwork and color themes for the mainbox and a tiling texture for the sidebars. Screenshot and link the image and paste the wiki code here for peer review.

The template design must be done first - this determines where and how information is presented on the main page AND some sub-pages.

Thanks.

and

Re: GLEST WALLPAPER CREATED BY ME!~~
« February 19, 2010, 03:16:58 PM »

https://forum.megaglest.org/index.php?topic=5059.msg39296#msg39296
Why not design some art and integrate it into some of the wiki pages? The wiki needs more eye candy!


158
Why?

1) we don't have artists willing to contribute to the wiki.
2) we don't have coders with the experience to setup wiki templates.
3) we don't have users willing to commit time and effort to a community project and see the project through to completion (example mod: dark magic)

I arrived at this conclusion after 1200 edits and six months of wiki work.

159
Maps, tilesets and scenarios / Re: Glest: Meadow Tileset
« on: 11 June 2010, 14:41:49 »
All of my original work is free to use and modify, no credit is required and all permissions are hereby granted from present day to the end of time (as we understand eternity) CC0 Creative Commons Zero . The only caveat being derivative work(s) such as this tileset and a few maps. Derivatives are released under Creative Commons cc-by-sa v3.

put it in the next MG release, ok?

Yes.


160
Do I have milk? that makes no sense  :-*


161
Don't get me wrong here - its fun to tell other people what to do !

162
Ah, so you won't actually do anything on the wiki ? No editing?

163
Oh? maybe "fish or cut bait" fits better? Mhmm.

Whatcha editing today? I figured there would be a flurry of activity now that the last hurdles have been cleared. Have you decided on new artwork for the main page? that header image kinda sucks :/

Yeah...  :-X ...

#  Unit XML
9 days ago by Unregistered contributor
# edit InstallGlest
11 days ago by Unregistered contributor
# edit Glest Advanced Engine
14 days ago by Zaggy1024
# edit Main Page
15 days ago by Charitwo
# edit Map editing
16 days ago by Thokul

164
This is where the rubber meets the road!

165
Maps, tilesets and scenarios / Re: Improved New Tileset: Spring
« on: 11 June 2010, 02:00:17 »
we could link or do something else...  ::)

What should we be doing? Link to what?


166
Maps, tilesets and scenarios / Re: Improved New Tileset: Spring
« on: 10 June 2010, 08:49:20 »
Confused? How so?

167
Maps, tilesets and scenarios / Re: Glest: Meadow Tileset
« on: 10 June 2010, 06:01:53 »
Beta is complete and adding links and info to the wikia.

http://glestmaps.wikia.com/wiki/Glest_Tilesets

168
Maps, tilesets and scenarios / Re: Improved New Tileset: Spring
« on: 10 June 2010, 05:55:50 »
Is this the final build? Are we done tuning and poking? heh.

Wikia needs to be updated.

https://docs.megaglest.org/Tilesets


169
Mods / Re: GLADE Team Project: Dark Magic
« on: 10 June 2010, 05:41:07 »
Very nice, titi.

When do you expect to release this as a MG faction?

Dark Magic is Creative Commons cc-by-sa v3 / GNU General Public License?

170
Maps, tilesets and scenarios / Re: Tileset Contest!
« on: 5 June 2010, 20:09:35 »
generally accepted as the best tilesets:
* Autumn
* Desert
* Evergreen
* Imladris
* Jungle
* Mediterranean
* New Winter
* Scrub Land
* Spring
* Swamp
* Tropical
* Volcanic

Less popular tilesets but still pretty good:
* Hell   
* Pine Woods
* Moon
* Freak Forest
* Meadow

Old and mostly trash:
* Luften
* Shontuz
* Wandergart
* Paint
* Nebeline

shontuz and luften can be found at glest/softpedia and wandergart at eurion and paint may be on an Italian site but I think the link is dead.

171
Glest 3.2 for Mac OS X and packed for ordinary users. That is, you don’t need any other libraries or data.

If you are new to Glest, at first download the Glest32App.dmg and try running GlestConf. It will check the version of OpenGL and judge whether Glest will work or not on your Mac.

Before downloading files, You should meet the following conditions to install Glest.

    * CPU: Intel or PowerPC (G4 or above)
    * OS: Mac OS X 10.4 or later
    * Disk space: about 120MB

download
http://ciderhouse.opal.ne.jp/wp/english/glest

172
Oh, and to answer titi:

The resources were placed for 4v4 MP COOP style game-play but when people play the map with 1v7 AI factions the units stack on the harvest nodes and grind the CPU usage to 100%. The start area resources were placed in diagonal lines between the faction start buildings - the AI hates this and will sometimes try to harvest from nodes which are trapped behind another resource or object that it doesn't want to use.

We really need to define map types, add new map extensions (CBM?) and decide how Glest presents these maps at the new game selection menu page.

COOP/MP/Single?

COOP and MP maps are distinctly different animals.

COOP maps would be designed in ways which break the AI pathfinder but the flip side of that coin is - we can design very complicated, feature rich maps, for 100% player controlled games.

173
Okay, changed the start area resource locations. Grab the new map from the OP link.

I was the first person to use 7z on this board  - and people complained. I used .zip and people still complained. and now?.rar is a problem. /lol/?

The bitching never ends.

174
MegaGlest / Re: Which tilesets in megaglest ?
« on: 26 May 2010, 12:51:14 »
You've updated surface texture custom 5 for all of the older tilesets? If so, you might as well include everything.


175
Maps, tilesets and scenarios / Re: MegaMap - Burnt Earth
« on: 25 May 2010, 17:29:52 »
Slightly modified the map today - new download link on the OP.

This is an 8 player version of a 4 player map named.. ->burnt earth.

The problems with 8 player maps highlight the basic problems already present in 4 player Glest - namely AI pathfinding and resource stacking (CPU grinding to a halt).

The AI will get stuck in almost any circumstance - just run fifty simulations on a simple map and the AI will get log-jammed at a chokepoint or resource node. So, at what point do we accept the fact that the AI is stupid and WILL get stuck? Do we keep defining complex maps down to their most basic common denominator - basically a square map with 4 start points and no objects (can't get stuck now Mr. Stupid AI !)

Trying to compensate for a stupid AI while making maps interesting is the tricky part.

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