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Messages - Trappin

Pages: 1 [2] 3 4 5 6 ... 17
26
Maps, tilesets and scenarios / Re: Map editor development
« on: 1 December 2010, 19:06:20 »
The editor should not allow manual file type selection for maps with more than 4 starting locations. I guess people could still edit the file name using the windows right click/rename function - but why?  Why is it no one seems concerned with maps crashing the glest client? compatibility is a core issue here.

If a gamer came to this site from lets say.. hmm.. CNET.. with a fresh install of Glest 3.2.2 and s/he downloads various factions, tilesets and maps and the first thing that happens after modding vanilla Glest are client crashes - and for no apparent reason - what do you think their reaction would be?



/uninstall glest


27
MegaGlest / Re: Looking for web designer
« on: 1 December 2010, 18:34:51 »
Is this how the MG team announces a split from Glest? Will the MG team maintain the current development branch here and at the new site? What will the new website offer that cannot be supported here? What about the wiki?

28
Tools / Re: Tree modeling tool
« on: 30 November 2010, 02:58:33 »
Quote from: tree(d)
Best of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.

This reads as models produced by tree[d] for use in Glest are CC BY SA or even CC0 Zero as longs as: not used in packs/generators.

I will email http://frecle.net/forum/viewtopic.php?t=1426 the dev and ask him for a simple license structure for open source projects.
The developer of tree[d] has approved CC-BY-SA licensing for models generated by this program for Glest tilesets.

Burningwell, Ryzom, opengameart and openfootage.net offer gigs of wood textures and leaves.

http://www.imageafter.com/
http://www.morguefile.com/
http://textures.z7server.com/

29
Tools / Re: Tree modeling tool
« on: 28 November 2010, 19:32:48 »
The program seems to do the modeling and the user just sets parameters but I really don't know for sure. tree(d) has preloaded leaves, branch, color palette and trunk textures and users can add more of each type.

Someone with modeling experience should play with this tool and see whats possible.

30
Tools / Re: Special Modding Infos ( from this forum )
« on: 28 November 2010, 19:18:35 »
Some links here are old and stale, others should be merged to tools or modding guides and we need a free open source asset -FOSA- directory.

There seems to be lots of guides on this website but no coherent structure built into them. The links need to be organized into logical progressions and placed in one forum post.

31
Maps, tilesets and scenarios / Re: Map editor development
« on: 28 November 2010, 02:01:47 »
But Kris just made a new eight player map and it saved as .gbm.

Quote
This is my new map Swampland Islands
This map is made for 8 players and has plenty of gold around the map.
This map was made for beginners for 3 simple reasons 1. Easy to navigate 2. Lots of resources and 3. your starting spot is almost completely closed off from everyone else giving you time to set up your base yet it is easy for you to exit.

There are a total of 23 islands big and small. I have tested the map on all 8 players and all of them are easy to use.

Here is the download link.  http://www.mediafire.com/file/m2v65pn46z6d3e6/Samp%20Islands.gbm

Have fun and leave comments.

32
Tools / Re: Tools FAQ
« on: 28 November 2010, 01:34:12 »
Code: [Select]
http://www.frecle.net/index.php?show=treed.about
tree[d]

tree[d] is an easy to use tree generator!

An accessible user interface allows you to create nearly any type of tree within minutes. Use the included media to try out the many options, to create realtime trees for your games or visualizations. Once you have created your perfect tree, make an infinite number of variations by clicking a single button. And export the tree as a 3D model or as a billboard texture.

Export 3D models to .x, .obj or .b3d

Best of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.


The license is open for Glest modeling.

33
Tools / Re: Tree modeling tool
« on: 28 November 2010, 01:20:04 »
Less than 15 minutes to model this.


34
Tools / tree[d] - tree modeling tool
« on: 28 November 2010, 00:45:21 »
Is it possible to use this rendering tool for Glest tree modeling? import/export to glest?

Edit: the app download is hosted at https://archive.org/details/treed

The developer of tree[d] has approved CC-BY-SA licensing for models generated by this program for Glest tilesets.

35
Mods / Re: Japanese Faction mod [WIP] New version is coming!
« on: 27 November 2010, 20:06:03 »
I like the new weathered texture. I'm not much of a tester so its difficult to comment on unit balancing.

Here, look at some of these FOSS textures:
Ryzom Asset Repository

Code: [Select]
http://media.ryzom.com/?query=image&asset=12fc4dea53b3cc2f5c4a84f6bfb83112

http://media.ryzom.com/?query=tryker&start=100&asset=180b46393da9d785628020ff3d9869a9

http://media.ryzom.com/?query=image&asset=a77ffa08979ec86c3d6b00ad17ad5b70

http://media.ryzom.com/?query=image&asset=444ab3744df091c71ae360f8669b878b

http://media.ryzom.com/?query=image&asset=447f41528c4ba95b95bbd84f7d84b122

http://media.ryzom.com/?query=image&asset=5a1824b508cddda6c980886ac1c18241

http://media.ryzom.com/?query=tryker&start=140
All free and open source CC-BY-SA

More:

http://www.openfootage.net/?cat=12

Licensing varies.


36
Mods / Re: [idea] New Race: A third race of Bugs
« on: 27 November 2010, 19:49:43 »
The Ryzom Asset Repository has fully textured human AND bug type models - you'll need to sift thru 2 gigs of textures to find the proper .filetype but.. eh.

Free and open CC-SA-BY license.

FOSS http://media.ryzom.com/

Heh, look here:

http://media.ryzom.com/?query=image&asset=949e0ff492965f86329d737401b00db1

http://media.ryzom.com/?query=image&asset=bc34656be033dea1212b84c485c36c62

http://media.ryzom.com/?query=image&asset=9bf488304f8047508565a1e3efc90147

37
General discussion / Re: Best game Open Source: Vote for Glest
« on: 27 November 2010, 19:22:20 »
Vote confirmed! Glest is currently ranked 11th out of 22 entries.

Its the same old FOSS games too - nothing new. :-[

38
Maps, tilesets and scenarios / Re: New Map: Swamp Islands
« on: 24 November 2010, 08:51:21 »
I think you've got that backwards...

This is what happens when an .gbm multiplayer file extension map is placed into the vanilla Glest map folder.



Please don't disseminate incorrect information, people come here for help and guidance. Reread the editor thread for further clarification.


39
Maps, tilesets and scenarios / Re: Map editor development
« on: 24 November 2010, 01:14:56 »
The next editor version needs to force the .mgm file extension type when selecting player start locations higher than 4 positions.

40
Maps, tilesets and scenarios / Re: New Map: Swamp Islands
« on: 24 November 2010, 01:07:51 »
The map file type needs to be changed to .mgm or it will crash vanilla Glest.

41
Mods / Orthographic .blend file and animation .png
« on: 24 November 2010, 00:51:00 »
Is it possible to use orthographic animations in Glest/GAE/MEGA factions - specifically for building upgrades/morphs or in place of unit particles?  

Example http://opengameart.org/content/leaf-spell-animation.

PS: Can it be used with tileset objects?

42
Off topic / Re: whats your favourite movie of all time?
« on: 22 November 2010, 16:28:25 »
Partial list of favorites:
Favorite actors: Micheal Caine/ Robert Duval

Epic:
Lawrence of Arabia
Dr Zhivago
Braveheart
Lonesome Dove (made for TV mini series)
LOTR

Sci Fi:
Planet of the Apes
Blade Runner
Dark City
THX 1138
Contact

Space Opera:
Star Wars a New Hope
Empire Strikes Back

Westerns:
Open Range
Unforgiven
Shane
12 O'clock High
Sergio Leone westerns

Comedy:
Ghost Busters
Groundhog Day
Blazing Saddles
Young Frankenstein

Action/Drama/Suspense:
Rear Window
Twelve Angry Men
Emperor of the North Pole
Seven Samurai
Indiana Jones
Once Upon a Time in America
Snatch
Fight Club
Bullitt
Zodiac (fincher)
The Thing 1982
To Kill a Mockingbird
One Flew Over the Cuckoo's Nest
Amadeus

Fantasy:
Pan's Labyrinth
Wizard of Oz
Mirrormask
The City of Lost Children

Obscure/forgotten films:
Electra Glide in Blue
Android

43
Mods / Re: Japanese Faction mod [WIP]
« on: 20 November 2010, 13:51:14 »
Thanks john.

Hagekura I have a suggestion, add dirty/mossy/weedy texture elements to building foundations. Most modelers forget to do this.

Here is an example:

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/TOS_Distressing1.jpg[/img]

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

Look at the world we live in, everything is chipped or dirty and rusted and in a state of decay. Furniture dealers even try to make new objects look old, here in the US this technique is known as distressing or shabby sheik.

Example of new furniture made to look old:



A friend of mine is a master potter and his style incorporates Japanese pinch bowl styling - made to look old.




44
Off topic / Re: Whats your nationality?
« on: 18 November 2010, 18:22:50 »
Wolves, coyote and mountain lion will kill for sport and all will attack humans if the conditions are right. I've shot quite a few coyote, it doesn't make me feel good, its just a necessity when they threaten livestock. I spotted a Mountain Lion one time near my grandpa's apple orchard, it was a female with very small cubs - she was roaring and growling and in a very agitated state.

Here is a photo I took of wild horses not too far from my house.


And these are Pronghorn Antelope

(click to show/hide)

more
(click to show/hide)


45
Off topic / Re: Whats your nationality?
« on: 18 November 2010, 17:01:22 »
American with Danish, Swiss/German, Irish and English blood. Typical American mixed breed mutt. Both of my grandfathers were born in late 1890, one side were cattle ranchers and the other apple/cherry orchard ranchers. One grandfather told me how the children all slept in one big bed and in the winter the snow would blow in between the wooden slats and they would awaken to snow siting atop their down feather bed coverings. Pretty crazy how hard life was back then when compared to how it is now.

I have my great grandfathers bed and sleep in it every night, its an old rope bed but I added a rail so a modern mattress can be set above the ropes. The bed I have is larger and more ornate than the one shown in the picture below.



Ever wonder where "sleep tight, don't let the bedbugs bite" originated? The ropes would get loose on these beds and would need to be tightened once in a while.

46
General discussion / Re: hello warriors of glest!
« on: 18 November 2010, 16:02:51 »
They all spawn at the starting location.

47
General discussion / Re: hello warriors of glest!
« on: 18 November 2010, 15:54:31 »
Here is how to set cheats:

Download this simple and easy to use XML tool: http://www.softpedia.com/get/Programming/File-Editors/XML-Editor.shtml

Extract the tool package so its ready to use.

Open the techs file in the glest client directory.



Open the Magic faction folder and locate the .XML document.

Open the XML document using the XMLEditor.



Simply increase values so you can begin the game with more assets - maybe more workers or a few more battlemage or even all of the buildings.

Code: [Select]
<?xml version="1.0" standalone="no"?>

<faction>
        <starting-resources>
<resource name="gold" amount="500"/>  
<resource name="wood" amount="400"/>
<resource name="stone" amount="400"/>
</starting-resources>
<starting-units>
<unit name="mage_tower" amount="1"/>
<unit name="energy_source" amount="1"/>
<unit name="initiate" amount="3"/>  
<unit name="battlemage" amount="1"/>
<unit name="summoner" amount="1"/>
<unit name="daemon" amount="1"/>
                <unit name="archmage" amount="0"/>
                <unit name="dragon" amount="0"/>
                <unit name="tower_of_souls" amount="0"/>
                <unit name="behemoth" amount="0"/>
                <unit name="wicker_behemoth" amount="0"/>
                <unit name="drake_rider" amount="0"/>
                <unit name="golem" amount="1"/>
                <unit name="library" amount="0"/>
                <unit name="archmage_tower" amount="0"/>
                <unit name="summoner_guild" amount="0"/>
</starting-units>
<music value="true" path="music/music_magic.ogg"/>
</faction>

If your having trouble with the AI rushing* then select a larger map and ally a computer faction to help defend your starting base location.

Glossary of RTS gaming terminology and jargon which has been slightly modified for Glest. Ripped from the TA Spring forums

* Rushing: creating cheap units and quickly sending them to enemy bases - they never stop sending small squads.

* Lords: will have lots of little bases with their own defenses. towers and units to defend it. Their factories wil be built in appropriate places (sometimes in pairs or threes), with medium defenses.

* Zergers: [swarmer] they build ridiculous numbers of cheap units and send them in squads of ten to twenty or so / covers the enemy with heaps and heaps of cheap ground units. Works best on a small map.

* Pigeon: a player that will make a big number of medium cost units and supplement the force with a few higher cost units.

* Zen Master: player that will use mobile defensive units to guard their base, and will take any ground you give them. They will not, however, use these units to attack you with. They will bombard you, nuke you, send other units, and do anything in their power to break you in an area before moving in these units.

* Chieftain: these players will make lots of big armies with nice diversity and compositions. This sounds like a good tactic- but they won't ATTACK you with them until they have like five. And then they will leave themselves with one. And then the stockpiling begins again...

* Turtle: spending almost all resources on defensive units and buildings instead of offensive units.

* Swarmer: Covers the enemy with heaps and heaps of cheap ground units. Works best on a small map.

* Eagle: Uses air units to their greatest potential: gets anywhere, can take out anything with enough units, knows what's going on where, and stops everyone else from doing so.


48
Mods / Re: Undead faction (wip)
« on: 18 November 2010, 14:50:11 »
project status?

49
Maps, tilesets and scenarios / Re: Tileset Karningul
« on: 16 November 2010, 14:43:33 »
Is G3D working now? Looking forward to your new leaf textures!

50
Maps, tilesets and scenarios / Re: Tileset Karningul
« on: 13 November 2010, 14:05:48 »
wait, what exactly isn't working?

XML and associated files are all lower case = Linux is fine.
Works on WinXP SP3
Works on MegaGlest 3.3.7.2
Works on Glest 3.2.2
Works on GAE V.0.2.12

You folks are welcome to modify anything in this tileset and then post the modded file for inclusion within the next build, my work is always CC0 <zero> public domain. Doesn't mean I wont be grouchy about it, but there ain't no such thing as a free lunch, no?

Quote
I wish I could use it with the Elves faction

This is Karningul with the elf faction loaded in MegaGlest 3.3.7.2
Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/megaglest_elves.jpg[/img]

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