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Messages - John.d.h

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101
Mods / Re: How do you make a object with muliply textures?
« on: 5 July 2012, 15:11:46 »
It's definitely doable.  You just have to have separate objects in Blender, and assign each one a texture, then select them all and export them as one big g3d file.

102
MegaGlest / Re: Story behind techtrees (native)
« on: 4 July 2012, 03:02:23 »
Yes, there is a story explaining the relationship between the two factions.  You can read about it here: https://docs.megaglest.org/Glest_Background

103
MegaGlest / Re: I want everything, for free, now!!!
« on: 30 June 2012, 18:49:00 »
I guess I'd better get started on that post-scarcity utopia idea of mine, eh?

104
Off topic / Re: Off Topic - Main
« on: 10 June 2012, 02:21:12 »
My new laptop is not a gaming rig by any strech but I think it's safe to say that I won't be going back to integrated graphics anytime soon.

105
Feature requests / Re: add some features of GAE.
« on: 10 June 2012, 02:16:35 »
I guess that is why it looks so easy. ;D

As far as MG goes, I think they basically said that they don't want water units (among other things) at this time because the AI wouldn't know how to use them. I could be misunderstanding their intentions, but that is what I got out of it.

106
Feature requests / Re: add some features of GAE.
« on: 10 June 2012, 01:42:55 »
I don't understand why you guys think adding water units would be hard.
The impression I got from when Silnarm first got them working, was that it was one of the harder things he'd done for the engine.  I think he had to basically overhaul the "fields" system.

107
Mods / Re: CotTS, The Unaligned Mandate: One Thousand Suns
« on: 8 June 2012, 22:37:44 »
Wow... that economy sounds complicated. :o

By the way, do you mean orichalcum, or is that deliberate?

108
Tools / Re: creating higher poly versions of factions
« on: 8 June 2012, 20:28:56 »
I'm working on the Megapack and this is a killer... :P
I have been working on a higher poly tech faction mod. (not to replace the current version but just for players who are interested in trying out higher quality graphics ;) ). I was also planing on moving onto creating a higher poly magic afterwards. If you would like me to stop me creating these mods respond and I will begin work on an entirely new faction. A preview of my first model can be seen at http://megaglest.pzt.me/9t2s
By all means continue.  That's what open source is all about. :)

109
Mods / Re: Nubian Civilization (Historically Based)
« on: 2 June 2012, 21:30:21 »
This looks cool and it looks like you really did your homework, so to speak. As far as making a whole game worth of factions, you may do well to check out 0 AD.

110
I generally like this idea, but keep in mind that adding (AI) is easily faked (unless parantheses are forbidden in player names including by editing glestuser.ini).
It could be in a different color or size.

111
MegaGlest / Re: armor/attack related behaviour and more ideas
« on: 31 May 2012, 18:36:51 »
A Problem we already have in general with the whole armor/attacktype thing is the UI.
Its not intuitivly visible for a human player which enemies will be good target for a choosen weapon. Maybe someone has an idea how to Display this?
Maybe some kind of target highlighting after choosing the weapon which shows how much a unit will be affected and all this not in an graphically overloaded way!
I actually kinda like that it is not immediately apparent what kind of attacks should go against what kind of armor.  The player can easily see what kinds of attacks their units have, and what kinds of armor, and it's up to them to figure out what tactics work best.  A lot of it comes from common sense (don't shoot arrows at a stone building, duh) and some of it comes from trial-and-error (would impact break right through a wooden wall, or bounce off?).  Rather than having a huge info-dump right up front that explains everything, the player can just dive right in.  This makes the game easy to pick up.  However, they have room to learn which attacks are useful in what situation, so that gives some room for practice and mastery.

112
Tools / Re: uv-mapping
« on: 31 May 2012, 17:08:23 »
You can also fiddle with procedural textures in Blender to get a basic "flat" texture, then color on the details in your image editor.  For example, you could apply a nice cloth material to a character's clothed parts, bake it onto the image, then color on some patterns, buttons, buckles, and decorations.  This way might be easier if you are someone like me who has some skill with 3D art but almost none with 2D, as it allows you to generate textures procedurally by editing metrics, rather than relying on poor drawing skills.

113
Mods / Re: Just A Note About Game Types
« on: 28 May 2012, 02:09:45 »
So you're modifying the previous load/unload system, or spinning a whole new one?  And yeah, I've always thought that would be a good way to make a unit more modular, like take a helicopter and load it with either a machine gun or a sensor pod for example.

114
General discussion / Re: Experience and Powering Up
« on: 24 May 2012, 23:31:36 »
I feel like the D&D-style leveling system is less flexible than a "spend it as you get it" experience system, has been done to death, and creates weird situations where defeating a big boss monster puts you at 1,995xp but then killing his kobold butler puts you at 2,002xp, causing you to level up.  However, having explicit levels does make it easier to keep track of progress, easier to gauge a unit's strength at a glance, and gives more of a sense of accomplishment when hitting a new level.  Also, it can be easier to base game mechanics on a character's power if there is an actual number assigned to it.  For these reasons, I think it is better suited if you plan on having multiple hero units, or just hero units mixed in with a regular army.

If you have only have a few characters total, a non-leveling system may be better because it makes more sense and can allow finer-grain control over a character's progress.  This would be if you were to have perhaps one leader unit for your army (in the style of Warlords Battlecry 3, as you mentioned), or you were making a flat-out RPG conversion where micromanagement would not be such a problem.  If you've got a hundred units on the map and ten of them are heroes, you probably don't want to have to keep track of such things.

115
Tools / Re: Heightmap Exporter/Import (for gbm / mgm)
« on: 22 May 2012, 19:49:25 »
Cool!

116
General discussion / Re: Thread For Layered Upgrades in GAME
« on: 20 May 2012, 01:10:52 »
I can make changes to what is displayed if people have a preference they want more than the above noted displayed text.
With tool tips, they can display whatever they want, so I wouldn't worry about packing on more details.

117
Maps, tilesets and scenarios / Re: Heroes
« on: 18 May 2012, 19:31:06 »
Cool. I've gotta say, a lot of this work you're doing is like you've read my mind, as you're filling multiple long-standing feature requests of mine.

118
MegaGlest / Re: Translatable techtrees
« on: 18 May 2012, 15:26:46 »
But still very doable as you know. You did the Spanish Magitech translation, after all.
Indeed, and all my text for Solunar is bilingual as well, so it's very doable.  I'm just not sure how willing translators would be to do their current work and pile on a bunch of tech trees as well.  I'm not so concerned about Magitech/Megapack as I am about all of the user-made content.  Google Translate might be "good enough" for most purposes, though, at least until/unless a real translator comes along and likes the mod enough.  I still think tool tips are a great solution, but they are not without their own considerations.

119
Maps, tilesets and scenarios / Re: Heroes
« on: 18 May 2012, 15:17:57 »
So basically it should be possible to have layered upgrades, like you research Iron Weapons for 200 gold and it gives you +20 attack-strength, then it gets replaced with Adamantium Weapons for 500 gold and +25 attack-strength, and each with their own icon?  If so, that is exactly what I need.

121
MegaGlest / Re: Translatable techtrees
« on: 18 May 2012, 00:29:38 »
AD also utilized translations to display tooltips on commands, something that MegaGlest could later expand to, and the translations would aid in such a feature.
I think GAE-style tool tips would mitigate this issue tremendously.  With them, you could keep the unit name in a common language for reference, then explain what it is in the tool tip.  For example, if playing in Spanish, you could have a unit called a Knight with a tip that reads "un caballero noble con armadura pesada", which would make it clear that the unit is a noble horseman with heavy armor.  Of course, this requires a lot more translation.

122
Maps, tilesets and scenarios / Re: Heroes
« on: 17 May 2012, 03:48:37 »
I think I would prefer the "experience as a resource" option, as it fits well with how the game is already played with upgrades and such, and it offers more strategy to it.  E.g. Do I spend 100 exp right now to increase my archery skill, or do I wait until I have 300 to increase my HP?

123
I looked through the language files, and I'm not sure where you're seeing the erroneous data.  :confused: Then again, you're using a somewhat old version and I'm building from the git repo, so maybe it was already fixed a while ago.

124
Bah. Capturable units is being a pain. Apparently the way that Glest stores faction ids is really dumb. I may end up having to have the unit die if captured and then recreate a new unit in its place with a new faction id.
You'd have to be careful that the "dead" unit's status transfers over to the new one, i.e. HP, EP, kill count if applicable, rotation.  Also worth considering is how the capture counts as far as kills goes.  Should it count as a kill for the capturing side and the capturing unit?  Should it count as a death for the side that lost it?  I think that certainly seems reasonable for it to, but it's something to consider.

Still, this is a long-standing ticket, so it will/would be nice to see it come to fruition. :)

Also, I'm glad you made the features in a portable way, as it would be nice to see some of GAE's features moved over to MG, and/or the other way around.  In fact, as far as cross-platform multiplayer and all that network code goes, it might be easier to use MG as a base. :-X  Regardless of how you do it, I'm glad to see some new life being breathed into the engine.

125
Look at the author on that page, and then the credits of Glest.  Tucho Fernández Calo was the artist who made the original Glest content, including Magic, Tech, and the Forest, Winter, and Dark Forest tilesets.  Apparently he expanded upon it a little bit and put the extra assets for sale.

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