Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - titi_son

Pages: 1 2 3 [4] 5 6 7 8 ... 12
76
MegaGlest / Re: Organizing the cup - please comment
« on: 23 March 2014, 15:39:44 »
I personally strongly recommend that the organizers do the setup.
Me Too!

77
Maps, tilesets and scenarios / Map: Around The Lake
« on: 23 March 2014, 11:34:45 »
I made a 3v3 map some month ago and never released it here on the forum:

Around The Lake
http://titi.megaglest.org/maps/around_the_lake.mgm




78
MegaGlest / Re: Organizing the cup - please comment
« on: 23 March 2014, 10:29:25 »
About the organizers:
I think there are only minimal advantages over the other players. So i dont think its bad for the other players.
The only advantages that i recognize is that the organizers could choose weak players to play against. This can be avoided by letting another organizer plan the battle for the him.

One thing to think about:
Dadadu66 added 2 players who are not registered at the forum. What about them? do we let them play? Because they can obviously not post that they won.

79
MegaGlest / Re: Just an idea : A megaglest cup
« on: 18 March 2014, 00:10:57 »
????? October ??? :O :O :O :O
March yes ?

80
MegaGlest / Re: A first cup to begin this idea ^^ (enrrollment)
« on: 15 March 2014, 22:14:01 »
me too :)

81
MegaGlest / Re: Just an idea : A megaglest cup
« on: 8 March 2014, 18:32:33 »
Like it :)
Who would join the battle :P ?

82
Mods / Re: Techtree Barillion
« on: 5 March 2014, 19:42:53 »
Just a short update to show that this project is not dead:

From left to right:
-MG-Gunner-Scorpion or something like this
-(Louse)Farm (work in progress... will get another ground texture; maybe something like a nest)
-Louse ( this will be the "cow" )
(click to show/hide)

EDIT: Any ideas for  Icons? We are not sure how they could look like.
Maybe this as background?:

background by brightretro
CC-BY 3.0

83
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 18 February 2014, 19:43:45 »
Do we have sliders?
Because we could use them for the camera move speed for example.

The new UI looks really great.  :D

84
MegaGlest / Re: New Camera Shake Feature
« on: 14 February 2014, 18:47:30 »
I tried to implement it but its harder than i tought.This will take a while...

85
MegaGlest / Re: New Camera Shake Feature
« on: 4 February 2014, 20:28:34 »
New lua commands to let the camera shake:

Let the Camera Shake (camera-distance-affected=false)
shakeCamera(int Intensity, int Duration)

Let the camera shake but camera-distance-affected=true (you need to give a unitID for that ofcourse)
shakeCameraOnUnit(int Intensity, int Duration, int UnitId)

86
MegaGlest / Re: New Camera Shake Feature
« on: 3 February 2014, 15:51:43 »
i added it to wiki already, but only for stop skill because i dont have time now to add it to all skills. ( and i think the system that you have to add it to all skills is bad)
and yes the intensity thing is how much the camera shakes (how far its going left,right,up and down)

the camera-distance-affected is maybe better explained in wiki:
Quote from: glest wiki
If camera-distance-affected is true the shake intensity is affected by the distance between the unit and the camera position
bigger distance between the unit and the camera -> smaller intensity

EDIT:
i found this while browsing the glest wiki:
https://docs.megaglest.org/GAE/Earthquake
is that a similar effect? and i thought i had a cool new idea :(

87
Mods / Re: Revival of BattleGlest?
« on: 2 February 2014, 12:26:19 »
The Problem is that you cant do a black border with megaglest.

And i would still help you :) and i hope that you can make it run faster than before because the old version lagged here.

(what about this monster without the backpack or whatever that is)


88
MegaGlest / New Camera Shake Feature
« on: 2 February 2014, 01:15:37 »
You can let the camera shake now :)

This feature is meant for tanks shooting big rockets, heavy running elephants or exploding buildings.Like this :D
Or if you want  to see it in an RTS here (when the tower dies)
Here is the syntax:
Code: [Select]
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="375"/>
<anim-speed value="240"/>
<animation path="models/warrior_walk.g3d"/>
<sound enabled="false"/>
<shake enabled="true" intensity="10" duration="40" start-time="0.5">
<self enabled="true" visible="true" in-camera-view="true" camera-distance-affected="true"/>
<team enabled="true" visible="true" in-camera-view="true" camera-distance-affected="true"/>
<enemy enabled="true" visible="false" in-camera-view="false" camera-distance-affected="true"/>
</shake>
</skill>
intensity=intensity
duration=duration in update frames (40 per second)
start-time=start time. works like in <sound>

self=options for the player
self=options for your allies (excluding you)
enemy=options for the opponent

visible=If visible is true the camera only shakes if the unit is visible (not hidden in fog-of-war). ( this is nearly useless for team and self but i am not sure what happens if you kill a not completed building or a unit with sight 0 )
in-camera-view=if true the camera only shakes if the unit is in the actual camera view (watch the video if you dont understand)
camera-distance-affected=the distance between the unit and the camera position is taken in consideration (watch the video if you dont understand)

Video showing the feature:
https://www.youtube.com/watch?v=lt7Sci3wYjs

Should this be added to the glest wiki already or should i wait until this is included in a stable release?
(here it is shown for the stop skill, but works for all skills: https://docs.megaglest.org/XML/Skills#Stop)

89
MegaGlest / Re: 3.9.1 Installation for Ubuntu.
« on: 26 January 2014, 22:00:32 »
I have Ubuntu Firefox Modifications enabled....

90
MegaGlest / Re: 3.9.1 Installation for Ubuntu.
« on: 26 January 2014, 21:41:31 »
I dont know why but i have the same problem now....

The programm you have to use is located here:
Code: [Select]
/usr/bin/apturl
but the package is only version 3.6.0.3

EDIT:
And @tomreyn: no its not the software center which is started. Its apturl.

91
Mods / Re: Need a little help
« on: 23 December 2013, 20:38:00 »
There are 2 reasons which can lead to this:

1. In blender you maybe have activated non-selectable (accidentally) see: https://docs.megaglest.org/G3D_support#Model_preparation

2. The Unit size is 0. see: https://docs.megaglest.org/XML/Unit#Documentation

If this doesn't help it would be very useful if you post the unit xml here i think

92
Fishing (no way to do that)
Oh you could make fishing... Just place an invisible resource at the edge of the water... and you harvest this resource using fishing :)
And if you fish too much at the same place there are no fishes anymore :D

93
Mods / Re: Techtree Barillion
« on: 8 December 2013, 14:56:14 »
Ingame  ;D
(click to show/hide)

94
I know that you are able to lower move speed like this
Code: [Select]
<move-speed value="-66" value-percent-multiplier="true"/>
And i think this works for the sight too...
but that is just a way to avoid the bug

95
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 29 November 2013, 15:20:04 »
So 3.9.0 is out now ... what about the new annex release.  :)

96
MegaGlest / Re: >>> MegaGlest 3.9.0 release! <<<
« on: 19 November 2013, 20:32:58 »
I made a trailer showing off the better textures off the romans and the 3 new tilesets.

https://www.youtube.com/watch?v=qZwOwMnieFE

EDIT: Youtube destroyed the video... will try to fix it later

97
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.
Also yes the first text is to long and stuff I'll fix it for the next version.
I think that does only work in hints?

@PT bees killed your base? Maybe I should make the bees not able to spawn until you have built a advanced defence tower.
Yes 2 times!!! You have no chance against 20 bees.

And " unplesent" is not a word "unpleasant" is the correct word meaning.
causing discomfort, unhappiness, or revulsion; disagreeable.
Yes i know but you wrote it wrong.

98
Maps, tilesets and scenarios / Re: Map - High Country
« on: 13 November 2013, 12:25:28 »
The gold at the sides is surrounded by trees  :o ?
So you first have to cut a way trough them?
I dont think the cpu can do this.

99
Maps, tilesets and scenarios / Re: Map - Four Corners
« on: 13 November 2013, 12:22:33 »
Great Map!
I like that there is so much space. Thats really great for big battles. I played 1v1v1v1 with cpu (ultra)'s.
Some things you could improve:
-Left and right the water is great,but top and down the water should be smaller (its too long so some of the units run to the edge of the map) because the pathfinder has some problems there
-The gold in the middle is not a very good sorry, because as far as i know it confuses the cpu
-The map looks a bit boring. The dead trees and bigtrees between the normal trees is a good idea but you could add some bushes and statues :)

100
Lol i lost it :D
I really can't do anything anymore.
The bees are nasty  :o
They destroyed all wooden chests, only my shelter survived.
I can't collect enough wood to build anything :D

EDIT:Little Mistakes:
- I think there is a typo in the story at the start. i don't know the word "unplesent" and google don't know either :)
- "Hopefully rescue will find us out here." Who is us? You are alone!

EDIT2: I looked at the "code" a bit and i saw that you have a variable for every animal... why not arrays?
And why is there a new message for each animal? You could have used displayFormattedLangText() for this -> easier for translation :)

Pages: 1 2 3 [4] 5 6 7 8 ... 12
anything