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Messages - John.d.h

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126
Brilliant.  Annex is really a credit to the MegaGlest engine and what it can do.

One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once.  For reference, listen from 0:30 to 0:42 of that video.  Maybe that could stand to be reduced a bit.

127
Off topic / Re: The best about Ubuntu 12.04 is ...
« on: 27 April 2012, 22:34:00 »
Yeah, I've been using Mint for a while because of how much I dislike Unity.  Interestingly enough, I think Gnome 3 actually has a lot of potential, but as yet it seems somewhat half-baked.  With a little bit of polish and more customization, I'd update to Mint 12 in a heartbeat.

128
General discussion / Re: Upgrade Submenus
« on: 22 April 2012, 02:41:29 »
Always happy to help. :O

This is why those "is this currently possible?" threads are useful -- to see if maybe somebody already has a way of doing it.  Sometimes it's straightforward like this one, and sometimes it's an ugly workaround like half the stuff I had to do to get Project Green working.

129
General discussion / Re: Upgrade Submenus
« on: 22 April 2012, 00:06:49 »
Is this what you're trying to do?

https://forum.megaglest.org/index.php?topic=7833.0

130
General discussion / Re: Magic Resistance
« on: 21 April 2012, 18:22:43 »
You may be better off tweaking the armor system. Anything else is going to be an ugly work-around of some sort.

131
General discussion / Re: Magic Resistance
« on: 21 April 2012, 18:08:06 »
You can use effect tags. For example, maybe this spell has effect x against humans but effect y against plants and undead.

132
General discussion / Re: Magic Resistance
« on: 21 April 2012, 17:53:48 »
You'll need to be much more specific about what you want. Lots of different ways to interpret magic resistance.

133
General discussion / Re: Is that true?
« on: 19 April 2012, 03:27:37 »
I think that implementing transports and, more importantly, water travel, make little sense unless you can also make the AI and pathfinder understand how to use them properly. As long as this is not the case adding these features has rather limited use in my opinion.
Agreed.  Perhaps I should have specified "implements in a useful and stable way".

134
General discussion / Re: Is that true?
« on: 18 April 2012, 20:21:30 »
MG is definitely progressing much faster since it seems to be much more actively developed lately, but GAE still has a lot of exclusive features like attack effects, transports, water travel, and others, and also has a great new interface. Once MG implements all of those things, I would call it "caught up", and GAE would be basically obsolete. Hopefully that would more a matter of adapting GAE code to work with MG rather than reinventing the wheel, so to speak. I've been a fan of GAE for years, but I would gladly switch if that happened.

135
Off topic / Re: Ludum Dare
« on: 18 April 2012, 05:06:57 »
Maybe if I didn't work weekends. :-\  I look forward to seeing what you guys come up with, though. :)

136
MegaGlest / Re: About Large Maps, 256x256,512x512...
« on: 11 April 2012, 02:25:20 »
I think large maps would mostly work for vehicle-based combat (especially jets and such) where you can cover vast distances quickly, or special scenarios.

137
MegaGlest / Re: New Images of GLEST-IN-SPACE!
« on: 8 April 2012, 00:26:41 »
If the joke is that you don't have any progress to show, then isn't the joke on you more than us?  :P

138
Mods / Re: Undersea MG
« on: 6 April 2012, 03:11:18 »
You mod a lot faster than I do ::)
He mods ridiculously fast.  I have no idea how he does it.

Hey Mr. War, what's your secret? :P

139
Mods / Re: Cube Warfare
« on: 5 April 2012, 17:59:08 »
If Double Sided is checked in on the mesh, it will be team, unchecked transparent.
Incorrect.  That's for the 2.49 version, not the >2.5.

Quote
Single sided or double sided can be toggled object data tab in the properties window, by ticking or unticking the double sided box. This defaults to double sided, which means the faces from both sides of the model, compared to just the side the face's normal points.
The usage of teamcolour or transparency is toggled in the materials tab of the properties window. Under the options header, if "face textures alpha" is ticked, alpha in the texture will become transparency. If unticked, as is the default, alpha will be replaced with teamcolor.
https://docs.megaglest.org/G3D_support

Double/single-sidedness is now independent of team color, as it should be, and as it already was with the 3DS exporter.

140
Mods / Re: Undersea MG
« on: 5 April 2012, 15:40:28 »
Here's an underwater concept I mapped out a long time ago, but never got around to making (except maybe one or two models): https://forum.megaglest.org/index.php?topic=5092.msg40210#msg40210

I envisioned the "sea folk" to be something along the lines of Sahuagin or Locathah.

141
Mods / Re: Lego Mod!
« on: 31 March 2012, 03:23:36 »
Yes.

142
Feature requests / Re: Sharing animations between units
« on: 31 March 2012, 01:18:01 »
I was hoping someone from the glest/gae/megaglest teams could help evaluate the task...
Nobody's seen an original Glest team member in eons, and the GAE guys have been pretty busy elsewhere.  Your best bet may be to pick some MegaGlest brains on IRC.

143
Feature requests / Re: Sharing animations between units
« on: 29 March 2012, 14:49:39 »
Would it be easier to adopt a skeletal format like md5?

144
Tools / Re: Export Script 2.61
« on: 24 March 2012, 00:44:43 »
Do you have any objects selected when you export?  If you have something selected, it exports just that selection, but if you have nothing selected at all, it exports everything.  Is that what you're running into, or a separate issue?

145
Maps, tilesets and scenarios / Re: Under Water
« on: 24 March 2012, 00:42:54 »
Cool!  I toyed with the idea of making something like this a long time ago, but it got lost in a sea (no pun intended) of other ideas, so it's nice to see it come to life.  I know I was really hard on a lot of your earlier work, but you've been generating some great content lately.

146
Hey, how can you add a previously made model to an existing model
If you mean what I think you mean, in Blender:
Code: [Select]
[URL=http://www.use.com/73eacc6ec0096f865ddd][IMG]http://media.use.com/images/s_1/73eacc6ec0096f865ddd.jpg[/img][/URL]

147
Feature requests / Re: Limit Tilesets per Pack
« on: 23 March 2012, 16:50:41 »
It seems like a better way would be something a bit higher-level, like separating the content into different blocks/suites, so that they can cordon off the tilesets, maps, scenarios, and whatever other content only fits with that tech tree.  This way you could have, say, Megapack, Annex, and Glest In Space each with their own tilesets, maps, scenarios, etc., and they wouldn't overlap.

148
Feature requests / Re: Back of Stone Fragments
« on: 21 March 2012, 04:07:59 »
I think the easiest way would be to revert to the old animation that includes the fragments, then make the fragment mesh(es) non-selectable, which is trivial to do and is what GAE's modified Magitech already has.  If you just copy over that version to the Megapack, you'll be good to go.

149
MegaGlest / Re: Saved Games are coming
« on: 18 March 2012, 01:15:31 »
currently we try to save the whole game state. My son came up with another idea which maybe is no as bad as one might think first!
He said, why donÄt we save all commands given to units up to the moment where you want to play.....

Then you "replay" the whole game again ( without displaying ) until you reach the save point. The trick is that youget a VERY exact copy of the game state. This would even allow a reconnect to already running games! The only problem is, I don't know how many commands are executed in a game ....
What do you think about this idea?
From a non-programming perspective, that sounds like the best way to "get it right", since you're including everything as a whole instead of trying to remember every little thing individually.

150
Mods / Re: Republic VS Police State
« on: 16 March 2012, 14:50:12 »
I like the water cannon.  Maybe the particles could be more white/gray, though?

http://newsimg.bbc.co.uk/media/images/44426000/jpg/_44426493_teargas2_416_ap.jpg

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anything