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Topics - Omega

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151
General discussion / Future Prospects: One Glest.
« on: 9 June 2010, 22:31:12 »
Does anyone have any hopes like me that we can combine the three versions of glest some day? I think it is indeed possible, since vanilla glest has no advantages over either of the other two, thus allowing it to be easily replaced. GAE recently reverted to 3.2.2's multiplayer (for the time being) which was the main reason Titi mentioned to have split off his own project. Neither GAE nor MG have a lot of developers, and I believe that both would benefit better if they shared those developers between one project.

Megaglest's main bonuses over GAE are the 8 player support, soon-to-be master server support, particle effects, and improved map formats. GAE's main bonuses are Emanations, Effects, Auto-return, Auto-repair, game saving, and improved Lau. Now imagine both of these projects together! We know that both are going to, without doubt, eventually copy ideas from the other (ie: GAE is going to impliment Titi's particle effects, and eventually have support for more players, which will require his map format).

Does anyone agree with me that such projects would benefit from a merge? Especially if we can convince Martino to also put a download link for that version of Glest on the main page.

  :)

152
The Glest Wiki is the number one source of Glest information, being the compilation of dozens of pages about Glest. From modding to factions, from maps to guides on modeling, the Wiki is the largest source of Glest information, and best of all, anyone can edit it. Notice a typo? Missing information? Want to expand the page, or even add pages for your mod? Everyone can do that, and creating an account is optional (though recommended).

https://docs.megaglest.org

It is recommended that you see the wiki Policies and Guidelines, as well as the Help pages for editing help.

The Wiki is the highest search engine ranked Glest fansite, and the number one result for searching Glest mods, so modders can be sure that they want their mod on the wiki for maximum publicity!

Here's a few helpful pages [for learning to edit the wiki]:
https://docs.megaglest.org/Glest:Policies
https://docs.megaglest.org/Glest:Style_guide
https://www.mediawiki.org/wiki/Help:Contents
https://www.mediawiki.org/wiki/Help:Getting_started

As well, because this is the same software as Wikipedia (Mediawiki), most formatting for it works here as well, and Wikipedia has some very good guides and policies, many of which are used on our wiki, but not directly mentioned.

What a page must have:
  • At least one internal link. If a page does not have an internal link, Mediawiki does not consider it a page (and thus, it will not appear when searching, nor on the page counter in the sidebar). Internal links are easy, as Glest, Tileset, Faction, Mod, Map, and many more very popular keywords have pages, and if there is no way to add an internal link of at least some kind, you are doing it wrong.
  • It must be linked from another page, anywhere. Pages can be imagined as a web, starting with the main page, which links to most of the popular pages, which in turn will link to all the individual pages. If a page does not have anything linking to it, it is considered an Orphaned page, which also annoys Mediawiki. Factions/Techtrees can have pages linked from Mods/List, while maps have Maps/List, and tilesets have Tilesets/List. Even scenarios have a page at Scenarios/List.
  • An introductory paragraph. This is something many older pages lack (and I add it as I find pages that lack it). This is the first paragraph in the article and is NEVER preceded by any type of header. This paragraph (or paragraphs) should summarize what the article is about, or the point of the page. Please do not start pages with a header. Even if the page would seem obvious by the title what its about, always start with an introductory paragraph. It doesn't have to be long. It can be one sentence, but it's gotta be there.

What a page should have:
These are not necessary when creating a page, especially if the page is a stub or there is insufficient data to expand the page, but you should try to get these anyway.

  • If the page is a faction, map, tileset, techtree, or unit, it should have the associated infobox at the very top of the page. This summarizes the page, and, like most templates, you will have to use code display to insert them, so you can't use the WYSIWYG editor (I strongly recommend that if you are experienced enough, to set the code version as the default by disabling the WYSIWYG editor in your preferences). They are all named accordingly, so the infobox for factions is found at Template:Faction. Likewise, maps is Template:Map, etc. The instructions for using these templates can be found on the associated page, along with examples. Even more examples can be found by looking at pages that are using the template (every template is used in at least one page). Please avoid making new templates for any of these categories (for example, I noticed GIS made a unit template, which, ironically, has not been used on any pages). Sure your unit might have more features, but those can be discussed in the actual article. The infoboxes are meant to summarize the faction/unit/whatever in a standard (meaning the same across all like pages) way.
  • Avoid using external links in the body of the article unless necessary. Try and group the external links at the bottom of the article, under a new level 2 header "External Links". Whenever possible, link to an internal page. So if you mention GAE in your article, do not link to the sourceforge page of the GAE project, but link to the actual GAE page.
  • Relatedly, try and have a "See Also" section at the bottom of the article (above external links) that links to associated pages (even if loosely). This gives the reader more pages to read when they finish reading one page, and is an easy place to add internal links (for the minimum one internal link rule previously mentioned). Even if the link was mentioned multiple times in the article already, post it again, because people tend to read other pages after they finish reading the current one, rather than while in the middle of it.
  • The Glest Wiki is known as the "Glest Wiki". Wikia is just the host, who modifies the MediaWiki (note the absence of the trailing "a") software on which the Glest Wiki runs on. The MediaWiki software is the same software used to run Wikipedia, and thus the origins of the word Wiki (I could go into a long dialogue on what Wiki means, but just to sum it up, it means "fast"). This might sound a bit of a nitpick, but no more so than those folks at Lua.



The posts here are sorted by chronicle order, from the time which the wiki was poorly formatted to the current present version, so may not reflect the current state of the wiki. Be sure to check the dates before replying to posts. The most recent news will always be at the back. Feel free to make page requests, ask questions, or announce major changes/concepts.

153
Off topic / Revitalization: Quote Contest
« on: 28 April 2010, 16:51:46 »
Remember modman's quote contests in his signatures? Time to revitalize that. The rules are simple, guess who made the quote and you get to do the next one. :D

I'll start:

"A lot of people are afraid of heights. Not me, I'm afraid of widths."

154
Off topic / Should Off Topic Posts Count?
« on: 12 March 2010, 02:49:13 »
Here's the big question: Should posts made on the off topic board count towards your post count?

On one hand, it's still a post, even if off topic, on the other hand, it's easily abused, since everything is off topic and anyone can say 'posting to increase my post count' and it's still off topic (therefore, fitting in the board description).

What do you guys think?

155
Off topic / Religous Debates
« on: 11 March 2010, 03:07:30 »
With an offtopic board, all religious debates should be separate from the old thread. Feel free to post here, simply keep it approriant and don't flame the posters, flame the poster's IDEAS.

I'll start it off:
For those who don't believe in creationism:
This is an alternate theory I've heard before (not necessarily what I believe in, but an alternate theory nonetheless). How long is a day to god? Obviously not necessarily the same as it is to us (he *is* immortal after all). Science's 'big bang' could easily have been caused by god. The creation of life could be very gradual (a long day), thus fitting in the theory of evolution. The 'day' stated by genesis (also worthy to note right now that Genesis was created over possibly hundreds of years by multiple authors), is most likely simply a method of breaking the creation into manageable parts. Science isn't totally accurate, but it certainly fits loosely into such a theory (for those hard to believe) as long as you cut that crap about things evolving...

156
Forum discussion / Glest Board Changes
« on: 9 March 2010, 03:53:55 »


Update 2012-9-28: This thread is mostly in reverse. The majority of posts are now outdated, and the thread should be treated as a means of reporting issues, ideas, or comments about the Glest Board and the way it is run. Generally only the last few pages of comments here will be up to date.



All right, as Admin, I will do most major changes on a popularity system, so please vote for the things you'd like to see. You can vote multiple times, and things will be implimented based on popularity. If you DON'T want to see something happen, please post so and give a reason (and possibly an example?) why.

1. Off Topic Board: Simply stated, a board where you can post anything. Is good because sometimes people just want to post about something not related to glest while talking to their friends on the Glest Board. Also keeps the Off Topic posts off the 'real' boards. Downsides could be spam, but bots don't make a difference, as they can't recognize one board from another, not to mention I think Arch will do a pretty good job here...

2. MegaGlest Board: As its name implies, a board for MegaGlest, which is a Glest/GAE hybrid, so doesn't really fit into either topic. Doesn't have a lot of topics on yet, but that can grow, and another board may help keep things neat.

3. Contributions Board: A board for user submitted contributions that aren't a mod, map, tileset, or scenario. Example include videos and wallpaper. May help get more contributions. Downside is small number of posts about that.

4. Board Theme: Older users may remember the Glest Board's original theme (I sure do) and probably would like to see something better than the current default one. I had a really nice one I saw before, but will have to find it again to show you guys, though I can assure you it fits glest well (not like the old theme, but pretty good still). Of course, you guys are welcome to search the SMF mods site for thousands of themes, and show the ones you think would fit the glest board. I would also apply a Glest logo at the top instead of the text.

5. Reorganized Ranks: Most of the ranks end at archmage with only about 100 posts. Many old time users have well over that, so I'd like to reorganize the ranks to have say, 10 different ranks more evenly spaced out for the posters, as well as some master and grandmaster ranks for the heavy posters. Downsides include that people may lose ranks because of that.

6. Karma System: Or a token system, etc; where the users can be given positive or negative karma, which can more accurately tell of a person than the post count. Could be abused though or turn off a good person for a tiny mistake. On the other hand, modders can be more accurately rated for their work. On the other other hand, modders who unleash an unfinished testing beta could unfairly lose karma for what was meant to be an unfinished beta. This would require great thinking to decide wether to impliment.

7. Feature Wanted Board: A separate board to hold features wanted for users who want to request new GAE/MegaGlest features. Downside is that the appropriate boards for that may be a better place, abet, having two locations (wonder if its possible to mirror a topic?).

8. Blender Board: A board dedicated to blender, which could stop other boards from being flooded with questions, as well as allow tutorials, etc to be posted.



My opinions on the ideas:
1. YES - Stop other boards from flooding with off topic posts, and to add some more fun to the board.
2. YES - MegaGlest has great potential, and may grow into something as big as GAE eventually. It replaces vanilla glest anyway.
3. YES - Keeps off slightly OT posts in other boards while keeping the contributions easy to find.
4. YES - I miss the old theme...
5. YES - The board ranks are obsolete.
6. NO - I'm too unfamiliar with such a system, and it's too easy for great people to recieve uncalled for negative karma, especially if they make enemies.
7. NO - The megaGlest and GAE boards might be a better place. Perhaps it's possible to link or mirror to one topic in the other board?!?
8. YES - A great help to get more people modeling, and you know what that means (better mods!).

157
General discussion / Visual Studio 2010
« on: 27 December 2009, 19:11:08 »
Have any of you tried Visual Studio 2010 yet? Will glest/gae work on it? As far as I know, every new version is compatible with previous ones, but has anyone physically tried it yet? Will resources such as libraries, etc work? I'm going to try VS 2010 beta 2, having downloaded it. Especially since I was having trouble with my last version ('08).

158
General discussion / Four Path Magitech - REVITALIZED!
« on: 4 October 2009, 22:31:13 »
Alright everybody! Introductions for new people: I am Omega, and I am taking over the never completed FPM. Look at the stickied topic of FPM for more details. I will have to remodel most units, and I am going freestyle for the paths of reason and nature, since they were never yet considered well anyway. So, here's my unit list and descriptions. Note that I made it OFFLINE and am just copying and pasting it in. I will not change much that has been done, but some new units are being added to completed paths, the two new paths will be done from (mostly) scratch. Read on:

TECH:

Path of Enlightment:
-Abbey
-Crusader
-House of Service
-Monk
-Paladin
-Priestest
-Shrine
-Cathedral

Path of Reason:
-Trebuchet
-Battle Tank
-Royal Guard
-Scholar
-Crossbow Soldier
-Ranger
-War Master
-Military Academy
-University

MAGIC:

Path of Corruption:
-Crypt
-Graveyard
-Lich
-Skeleton
-Zombie
-Necromancer
-Necromancer's Tower
-Ghoul

Path of Nature:
-Ancient Armor
-Druid
-Grove
-Treant
-Mystic
-Nature Spirit
-Wood Guard
-Keep
-Ruins
-Sorcer



DESCRIPTIONS:

Path of Enlightment:
Abby: The abby is already modelled, and its purpose has not changed. It is a large building for production and upgrading purposes.

Crusader: A unit similar to the guard but with different armor, a roman style helmet, and a two handed broadsword.

House of Service: A building, description not yet decided (ideas?), which is for production and upgrading purposes.

Monk: A healing unit with the ability to heal rapidly as well as has a healing regeneration emanation.

Paladin: A stronger version of the crusader, with different style armor, a large bucket-style helmet, and a thin longsword. Lots of white in the armor.

Priestest: A female in a white cloak and hood with the ability to cast magic. She can do minor healing, has an EP regen boost emanation (prayer), and can cast either holy bolt, lightning, and earthquake (varying EP: 75, 700, 1500).

Shrine: A small building which looks like a plateu with a stand and column in white marble. Produces shrines to produce the priestest (1 shrine = 1 priestess).

Cathedral: A building for upgrades. Looks like, well, a cathedral. High arched roof, stained glass windows, and a bell tower.

Path of Reason:
Trebuchet: A standard trebuchet, google image search it to see what it looks like, since they all look similar. Very powerful against stone and wood, and has a decent range. Morphed from the technician, similar to the catipult, but stronger.

Battle Tank: A wooden ramming 'vehicle' with iron spikes at the front and a cannon on the top. Can do either melee or ranged attacks (melee is stronger, and the 1st attack, but ranged can hit air and has a range).

Royal Guard: A swordman-like unit with a royal-like cloak (team color) and light armor. With a long, slim, golden sword. High attack power, medium defense. Plenty of HP, expensive unit.

Scholar: Produced by university. Thin man in a tweed coat! Constructs the Battle Tank, can perform an upgrade, and can be morphed to ranger.

Crossbow Soldier: A soldier armed with a crossbow. Fast projectiles, decent range, plenty of power, but slow firing speed. Wearing chain mail.

Ranger: Morphed from an archer, based on the archer with swordman model that someone made a while back. More power, different texture, and a secondary melee attack (higher power), faster firing rate.

War Master: Superb 1x1 size melee fighter. Danged expensive and slow to produce. Looks like a buffed up swordman with heavy chest armor, but no helmet, leggings, or armlets. Wields a wicked, wavy-style sword. High attack, decent speed, good armor, medium health. All-round powerful unit.

Military Academy: The building that produces the bulk of the new armed units. No current description (ideas?).

University: A building for upgrades and production. No current description (ideas?).

Path of Corruption:
Crypt: Already completed, a building for production and upgrades.

Graveyard: Already completed, a building for production and upgrades.

Lich: A skeletal wizard of dark power. One of the strongest, but also most vulnerable, units in the game. Has very powerful magic. Should be remodelled and reanimated.

Skeleton: A skeletal warrior summoned by the lich. It's a pet of the lich, so dies as the owner dies, attacks the owners attack, etc; Should be remodelled and reanimated.

Zombie: An undead warrior summoned by the lich. More powerful than the skeleton, but slower and more costy to produce. Model is fine, but needs to be reanimated (unless it should appear 'stiff', you decide).

Necromancer: A dark wizard who summons the undead. To be remodeled. Possible idea: unit covered in black cloak and hood, eyes are hidden, but beard and wrinkled skin of his lower face can be seen. Carries a twisted wooden staff, gandalf the grey style!

Necromancer's Tower: Completed already. No need for any changes. For production and upgrades.

Ghoul: A twisted dark melee unit produced by the crypt. It is mediumly strong, has good HP, somewhat slow, but has a better than average attack speed.

Path of Nature:
Ancient Armor: A ghost armor with different armor. Pale silver and an ancient roman style armor with some rusting. A bit of moss and signs of age on it. Stronger and faster than the ghost armor. Ghost armor is for coruption, ancient armor is for nature.

Druid: A mage in a light green, flowing cloak, who can cast a green aura spell. Medium strength, but cheap to produce and can heal.

Grove: A building for production and upgrades. Already complete.

Treant: A very powerful melee unit based similar to the ent of gameboy's elf faction (wonder if we can just use that? It looks exactly the same, and it seems like such a waste of time to model a unit that looks exactly the same as his ent anyway.)

Mystic: A powerful mage with a slightly stronger attack than the archmage, but no splash. Decent HP and EP, with high EP regen and an emanation that boosts HP and EP regen by 2 each. A mage in rainbow colored robes with a hood.

Nature Spirit: A magical spirit without true form which attacks with a nature based magic attack. Fairly powerful, and summoned by the Mystic. Form is undefined, but most likely a swirling mass of green aura and twigs and leaves. No actual form, and very low health, but special armor type make anything except energy attacks do  very little damage (10%). High regen values.

Wood Guard: An elf-like swordman, tall, nimble, and thin, with a long, razor sharp, thin blade. Very fast and fairly powerful, but no defense at all, since they only wear natural clothes. Has a secondary attack for air only (magic!).

Keep: A building for production. A tower with a room at the base covered in trailing vines.

Ruins: A crumbled ruin for upgrades. Just the remains of a building, and easy enough to model. Covered in thick, growing vines.

Sorcer: A female mage that can cast a few different spells comparable to the Priestess. Can cast focus energy (100), roots (500), and gaia's wraith (1500). Focus energy is a blast of pure energy, roots is sort of like a mirrored lightning spell, with green shoots spiraling out of the ground into the sky, and gaia's wraith is simply another earthquake (seems fair that both magic and tech get an earthquake).

159
General discussion / GAE Installer Released!
« on: 30 September 2009, 18:48:24 »
Long post short, heres the GAE installer. It's for windows, but should work on any other OS with an emulator. It fully installs GAE and if you wish, FPM.

Will upload installer files once I get the chance (must convert to relative links, keep forgetting!).

http://www.filefront.com/14631185/Glest%20Advanced%20Engine%200.2.12a%20Setup.exe

160
General discussion / Splash Sprites
« on: 22 September 2009, 01:17:55 »
I had an idea. I noticed how god aweful our splashes are for customization. Why can't we have sprites? I don't really know how most games work, but this does seem like the best option, and I have used them before in some testing, such as with the Iriltch (sp) 3D engine. They would work FANTASTIC to put it simply. It could display a series of images, such as in order, from frame 1, to frame x, and would 'tilt' towards the camera so that we always see the image. Not sure how other engines do it, but I can imagine that it would be great for splashes.

Sprites are simply still images, usually done in large numbers, such as 20 sprites (can also be called frames). They work like an animated GIF, displaying each image after the other to appear to make a moving image. It would be great for explosions.

Here's an example:


Of course, we would have to split into individual images, most likely, and alpha would be needed for a background. PNG would be the best format.

What do you think?

161
General discussion / Notepad++ Lua Extension
« on: 8 September 2009, 01:45:00 »
Just the other day, I was thinking, and decided to customize my version of Notepad++ a bit, making it better for glest's lua. Syntax highlighting recognizes ALL of glest's lua functions, allowing for easy detection of simple mistakes, such as misspelling. It also boasts an auto-suggest (CTRL+Space) for all lua functions. While small changes, they are noticable, and the file is easy to load. For windows, just run the program. The first page just has you select your NPP directory, where the default is fine for windows, though other OS's may have to change. It takes less than a second to do, and does not affect your working NPP.

It is multi-platform, and should work with everything NPP supports. However, the program to execute this is a win32 app, so an emulator is needed. I actually made a Linux version, but it's the same filesize, so didn't upload. Sorry. If enough request it, I'll take the time.

http://www.easy-share.com/1907671983/Glest NPP Lua.exe

162
General discussion / Small, but VITAL, Lua Suggestions
« on: 7 September 2009, 17:47:44 »
I'm going to cut to the chase. Here's some Lua suggestions I've been hoping for for military. They are not particularily complex, nor are super powerful, but useful none-the-less.

1. Way to get the typed text (needs hotkeys disabled while typing), as well as team/all. From when we press enter and type, normally meant for multiplayer.

2. Way to display text in the console. Errors are displayed in the console, but what about Lua messages?

3. Way to instantly give an upgrade to a faction. Now THIS is vital. Not sure why it's been overlooked.

4. Way to check if faction has an upgrade. Goes hand in hand with the last one.

5. Way to force unit location (no 2 space around sides). For precise placement. Should be done with an extra optional value in the createUnit(), such as createUnit('name', 0, startLocation(0), true).

6. Return true for button pressed on showMessage(), so to exectute AFTER all messages viewed, so we can get when the person has finished looking at the message. For example: myvariable = showMessage('xxx','xxx'), and my variable is false until the message 'ok' box is pressed.

7. Hold Position command. Simple nuf. Just perhaps holdPosition('unit').

163
General discussion / Save Game
« on: 25 August 2009, 05:04:11 »
Doesn't save game normally work? Didn't it work in 0.2.11? Because apparently it isn't working for me now, in v0.2.12...

It makes the map, tileset, and tech paths wrong. For example, it puts the map as X, when it should be maps/X.gbm. The techtree should be techs/X, and the tileset should be tilesets/X. However, even then it crashes (but displays the load game screen right, at least).

What is wrong?!?

Why?

164
General discussion / Finishing what we've started...
« on: 25 August 2009, 04:58:45 »
I've been looking back a lot, especially on the wiki.

Lots has been started, but not finished. Just look at the wiki page for the GAE features. Some great things that are implimented into the XML, but are not yet implimented. As well, the effects and emanations seem very unstable, and crashed military so bad sometimes that I had to completely remove most of them. I can't figure out why, but some parts just give an access error or something.

As well, many features that were planned for FPM are still waiting, or even halfway done.

Forgive my arrogance, as I understand the hard, pestering work of coding, having delved into the source several times myself, but I think we should finish the OLD before we get on with the NEW.

As I will be reviving and taking over the FPM developement soon, I hope that by the time I finish (maybe a few months?) that at least some of the features needed for FPM will be implimented, as well as the work started by Daniel described in the wiki Reference page will be done.

As well, the AI will most likely not be able to handle the subfactions yet. They should treat subfactions just like any normal upgrade (or whatever). As well, the flags should be finished, and added to every command, not just effects. They will greatly boost AI. Of course, I understand AI is probably the second hardest thing to code (GUI looks pretty nasty to me, just looking at that source), but if hailstone can tackle the GUI, surely simply adding the ability to use a subfaction could be done within, say, a month.

Of course, I place much in the hands of coders. May god (or whatever deities you may worship, or none, if none) be with you.

165
General discussion / Glest Community Awards
« on: 19 August 2009, 19:56:23 »
Alright, so the meaning of this is to award people in the glest community for their involvement. It will be done monthly, and a user must have a minimum of 200 posts to be legible.

As well, they must have been online within the last month to be legible for voting.

So, here's the list of people with at least 200 posts:
Omega *
Modman *
Martino
Titi *
Hailstone *
Daniel.Santos *
@kukac@ *
John.d.h *
Archmage101 *
Gameboy *
Wciow *
Enveloop
ZaggyDad
Tucho
Mictes *
Speedator
Firedeathbot
Orion
Josepzin
Silnarm *
Eliminator *
Verarticus *
Madelf *
Weedkiller
Idawin *
Strikershot21

The asterix (*) means that they have been active within the last month.

NEXT VOTING: First week of October for the September awards.

PAST WINNERS:

August 09 - Silnarm

166
General discussion / Guarenteed Blender Tutorials
« on: 14 August 2009, 06:29:43 »
I released some guarenteed tutorials for learning blender. They were especially made so that people who wanted to model would be able to learn. They cover modeling, texturing, animating, and exporting. I replaced the old pages with this.

Get it at glest.110mb.com/blender_tutorial.php.

Modeling
glest.110mb.com/blender_tutorial1.php

Texturing
glest.110mb.com/blender_tutorial2.php

Animating
glest.110mb.com/blender_tutorial3.php

Exporting
glest.110mb.com/blender_tutorial4.php

Enjoy and comments?

EDIT//
All links fixed, working nicely. Please report any errors you may find, and comment.

167
General discussion / Military GAE Help
« on: 14 August 2009, 06:12:22 »
As you could see from the military thread, I am making a GAE custom version.

I have a few questions:
-There was a release of code before on hiding the mouse icon thing that appears in windowed. Can someone help me find that code part?
-Where is the code for the difficulties? I found the code for the ending menu screen, and gave the case the difficulties for easy and expert, as well as I found the code for putting those difficulties into the new game screen, but can't find where to put them exactly
-Is there anyway to make the labels (in the options and about menu states) work like a link. I've tried a few things, but nothing doing.

I managed to modify the about screen and startup screen, added in some options on the options screen, and removed the Huh%s??? around language strings that are not defined in the language file. That's great for debugging, but a player should never have to see Huh.

168
General discussion / Glest Guide Questionaire Results
« on: 1 August 2009, 12:43:27 »
After a long time period to gather results, the final results are in for the glest guide's questionaire. It had a higher participation than I expected, since it is fairly long, and I didn't expect too many to take a moment of their time to give it a shot. Eitherway, I got 24 people legit results, and a few I had to toss because they appeared like bots. Some of the results are VERY surprising. For example, more people said they like RPG than RTS, despite being a site about an RTS! People under 13 are more likely to believe that video games make people violent (in my opinion, their parent's brainwashed them. Poor guys...). Eitherway, go check it out at:

glest.110mb.com/questionaire/results.php

I found the perfect way to do the new quizes in the future, which will be fully automated, and will use a bar that changes with the choices (like the one seen in the results). It will be ONE multiple-choice questions for simplicity.

Enjoy! :o

169
Off topic / Biggest Friggin' Emergency Ever - CRITICAL
« on: 12 July 2009, 05:33:39 »
I am right now very much pissed off. It looks like I am totally screwed. When I installed openSUSE from a disc burned from the ISO, it appears I have lost every other file!!! Vista is gone, Kubuntu is gone. I don't understand. I don't get to choose OS's when I start up, and everything is a big disaster. I have lost apparently every file, and my disk space now apparently has roughly 20GB used up, instead of 110GB that should be. I shouldn't be posting this here, but I got no where else to turn. Military, the glest guide, everything I worked for, thousands of songs, videos, and more. The software, videos, and music has to be worth at least a few thousand dollars, and now it's completely gone! What can I do?!? Am I screwed?

Not only does this OS suck, but I can't get Vista back. I at the very least need my vista back, as I can't even CONNECT TO THE INTERNET on my laptop, and am just so underly confused. I don't have any installation disc, since my vista was pre-installed on my laptop. I have lost thousands of hours of work, and just recently got a new video from iTunes (which I have lost as well). I am confused. Why didn't this work like Kubuntu? Why did it F***ing delete everything?!? WHY ME??? Isn't it supposed to have dual-boot or something?

AM I SCREWED? Help! (so sorry about military, and my last back up was in febuary, which is still useless since I no longer have vista to load my back up).

170
Seeing a large number of people going wild on the board, as well as  large number of topics that have been posted numerous times, I decided to make this topic.

How to use the boards properly:
  • Do not make titles in foreign languages. English is dominant here, as almost everyone can speak it. If you can speak it at least fairly well (well enough to read this) then please post in english.
  • Do not use all CAPS.
  • Do not post offensive or racist information.
  • There is an offtopic forum in the general discussion that allows you to talk about anything. Do NOT make new topics about anything other than Glest.
  • All off-topic posts should have a title like this: "OT - <title>".
  • If something goes wrong, post the EXACT error messages, or better yet, post a picture. Pictures should be done using some sort of screen capture software. Windows comes preinstalled with the 'snipping tool'. If you need one, google it.
  • Post all messages in the proper board. If it does not have to do with mods, don't put it there! When in doubt, use the general discussion board. However, be sure NOT to post error messages there, as we have a separate board for that.
  • Avoid requesting that your post be stickied unless you feel it is important enough to merit so. Such as if you make a mod, you don't NEED it to be stickied.
  • Do not request moderator priveleges. That is for Martino to decide, and is currently a closed group.
  • Don't attack other users. Feel free to attack opinions, ideas, or thoughts, but not the person!
  • Don't abuse private messaging, as that can lead to banning, or even the disabling of private messaging.
  • Be sure all posts are in the correct boards. Don't talk about a map you made on the general discussion boards, or talk about a crash in the Mods board.
  • If you have no coding experience and suggest something might be 'easy' to impliment, expect a LOT of backlash. Things aren't as easy as they seem. Go take a look at the source if you don't believe me!
  • Avoid posting more than one thread on similar or the same topics. The others will be either merged or just flatly deleted if they become annoying, because this is SPAM.
  • DO NOT POST IN TOPICS MORE THAN A YEAR OLD! People around here don't usually react kindly to people resurrecting topics that are too old to make a difference. If you want to talk about that subject, consider posting a new thread rather than resurrecting an old topic.
  • Avoid highjacking others topics. Don't take someone's topic about their mod and start comparing it to your mod. This is offtopic and diverts the original topic into something entirely (or even only slightly) different. Instead, post your own thread.
  • Post your topic names as descriptive as possible, and at least a few words. DO NOT MAKE A TOPIC CALLED 'HELP'!!!
  • Don't use very small, bad colored, or otherwise hard to read text in your posts. If in doubt, preview!
  • Don't continiously bump your post (post a meaningless reply to put it at the top of the list). If you must bump, then bump ONCE. If nobody is replying, then there is no reason anyone will after continous bumping!
  • Don't overuse slang (earn some 'dough'), acronyms (WYSIWYG), or 'internet talk' (G2G) on the boards. While okay in moderation, used too much they make a post unreadable. Also, avoid uncommon acronyms or web talk, because nobody likes it more than to have no clue what your saying!
  • Keep everything legal. Of course, this does bring to question: 'legal by what country?'. The glest boards are hosted on a US server, so we'll just go by US law. Easiest.
  • If you really want to flame someone, don't do it here. Go do it on some forums that allows it (believe it or not, some forums have a board dedicated JUST for that).
  • As interesting as you may think it is, we really don't need to see your porn.

FAQ:
How do I learn XMLs/modeling/animation/texturing/modding/lua/scenarios/map making/etc?
Go to glest.110mb.com to learn more about modding and more.

How to disable Fog of War?
Open the glest.ini and set fogofwar to 0.

Where's the Glest Directory?
In windows, it is usually c:/program files/glest_* (* is version number). UPDATE NEEDED FOR LINUX!

Where can I find a list of mods to download?
glest.110mb.com/mdc.php has a very good list.

How do I edit my signature on the Glest Board?
Look at the top for the link that says Profile. On your profile page, you'll find a page to input a signature. Signatures can use BBCode, but have a character limit.

How do I change my picture (avatar) on the Glest board?
In the profile page, (see above question) there's a page for your avatar. Note that you need to give the glest board a link to your image, which should be uploaded to a hosting site like imageshack.us because the Glest boards do not support uploading.

How can I share my mod?
Compress the entire folder using 7zip (7zip.org) and upload it to Mediafire or Filefront. Please make sure your mod is actually fairly good, so to avoid waisting player's time, and its best if you have at least some new models in it!

How to play multiplayer?
To host, just start a new game with an empty network slot open (or more) and give the other players your IP address. To join, the host must have given you their IP, and you will enter that in the join game screen. Note that multiplayer isn't completely stable, and players HAVE been kicked out for no reason during lags!

I can't find anyone to play with!
That's not a question! Try to use icechat (see the multiplayer forums for more info on that) or some other IRC client to look for players. However, there is very few these days. Hopefully there will be more in the future...

What's GAE?
Glest Advanced Engine, better known as GAE is a boosted up Glest, with extra features. It has its own board here, and you should check it out there!

I don't want to learn XML, can I still make a scenario?
You can try Omega's Scenario Creator at glest.110mb.com/scenario_creator.

What about mods?
There is something currently under construction. Check it out at glest.110mb.com/mod_maker.  Note it's under developement.

I made some code to improve the game, what do I do?
Check out the GAE board and contact the GAE team (Hailstone seems like the best bet) and they can decide if they can use the code in GAE, and how to impliment it if so. Remember they have the right to decline, and the GAE team is totally separate from the glest team. Glest itself will not be updated, so don't bother submitting code there.

My game runs so choppy...
Update you graphics drivers(if not already up to date), and if that doesn't work, then try disabling 3D textures. If it still lags, then try lowering the shadow resolution or disabling shadows all together as well as making sure the filter is bilinear.

The game doesn't work/crashes/works funny...
There is a number of errors that have been seen. To many to list here. THere is a separate board for that (bug report) found here.

My screenshots aren't saved properly on windows vista!
This is because screens (and everything else) will end up being saved to vista's appdata. It is recommended you allow glest to have the proper security rights so that it won't need to use the appdata (which is a way to store information about programs when security settings don't allow that). Right click the glest directory, choose properties. Go to the security tab. Click the edit button. Choose all the user accounts that will play Glest (may need to add them by name with the 'add' button) and give them 'full control' (tick the box below). Note that setting the security to the large number of files in glest may take a few minutes.

For Help on Using the Board:
https://forum.megaglest.org/index.php?action=help

This can be updated in the future for more questions. Please post additional questions below.

171
Mods / Liscence Restrictions - Advice?
« on: 23 June 2009, 21:04:43 »
I could use some advice. I'm not much for understanding liscences. Could one use a model from a free open source game like Nexiuz and UFOAI (alien invasion). The second game I listed has some great models that could be used for military units, and could speed things up. The liscences seem pretty unrestricted, but I don't know legal well, and I'm not sure if the liscences I read cover the source code and models, or just the source. Could anyone tell me simply wether or not its possible to use these files?

(BTW, if you're wondering where the models are on UFOAI, just look for the pk3's and extract them. 7-zip will do nicely [doesn't say anything about the ability to unzip pk3, but it still can]).

Fast replies are appreciated!

172
General discussion / Online Mod Maker -- Now Underway!
« on: 18 June 2009, 03:54:30 »
A new concept of mine: an online mod maker. It creates all the XMLs for a tech tree, exactly how you want them, powered by PHP. The entire chockload of information is found here: http://glest.110mb.com/mod_maker. Be sure to check it out and tell me what you think. It is currently a work in progress, and is still in the planning stage. Bear in mind that glest.110mb.com is a NO IE site!

It would be helpful to get some people to give me a hand, particularily in planning, so be sure to check out the 'join' page. I will need beta testers for when I release it, concept planners for assisting in the planning stage, and coders are optional, but will (hopefully) speed up the coding. The only problem with multiple coders is that I will have to put all the code together, and not everyone codes the same way...

Anyway, check it out. And once again, here's the link:
http://glest.110mb.com/mod_maker

EDIT// Perhaps this thread should be moved to the Mods Board. It seems more at home there. ;)

173
It is now up, done, and ready... It's the all new (*drum roll*) Omega Scenario Creator. Using a simple online wizard found at http://glest.110mb.com/scenario_creator, ANYONE can make a scenario with NO skill in less than two minutes! It was planned to have 'custom resource' option, which allowed you to override the default resources to allow your own, but I was having some trouble with my code, which SHOULD work, but for some unknown reason, skips the block of code completely, so that feature is still to come. If anyone wants to take a look, tell me and I'll send you the script (PHP). I simply commented that part out for now.

Either way, the scenario creator is up and running, and I have tested it myself a few times. It's sure to speed up scenario creation for both people who have never even seen an XML before to people who have been working with them for years!

http://glest.110mb.com/scenario_creator

174
General discussion / AI
« on: 25 May 2009, 15:54:04 »
As we know, the AI should be improved, such as to have them giving an actual challenge. Did you know that when testing halo, they started with very weak AI which could be killed easily, and only 8% of testers found the AI smart. Using the same testers, they made the AI very hard to beat (lots of HP) and then 40% found the AI smart.

I was reading this awesome book on AI that everyone should read. The chapter on FSM is quite interesting.

DOWNLOAD:
http://knowfree.net/2008/01/06/programming-game-ai-by-example-2.kf

175
General discussion / Sweet way to make textures that I found!
« on: 21 May 2009, 21:05:21 »
http://www.spiralgraphics.biz

I found this site, and I amazed by the examples, as well as what I saw in the gallery page. The only problem is the simplest version costs $150, while the high end version is $800. However, it does have trials for all the versions! It is for making tileable textures, and looking at the gallery page (http://www.spiralgraphics.biz/gallery.htm), I think this may be great for modelling! It has even a game example (Arcan). I just downloaded it at school, and haven'y actually tried it yet, so maybe this is too soon, but I can't help but think that this could be great. I may even consider buying the lower end version if I like it... Hmm.

One handy thing that everyone can benifit from at least is the royalty free examples, which are in GTX format, but a free viewer download can let them be converted.

Probably a very huge asset for game design and 3D modelling.


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