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Messages - John.d.h

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151
Mods / Re: Free Assets Pool
« on: 16 March 2012, 13:48:23 »
Whoa, calm down everybody. Nobody is trying to step on anyone's toes or bully anyone into doing something they don't want. It was an honest misunderstanding. We appreciate your work, Hagekura, and we are a community that believes in sharing freely, but only if voluntary. If you want to have a little more control over how your content is shared, used, and distributed, you are well within your rights. I apologize for any confusion.

152
Mods / Re: Free Assets Pool
« on: 16 March 2012, 02:00:38 »
Have I ever told you that I accept you to do uploading them in OGA?
I did say "if", but didn't you say they were CC-By-SA?  Either way, it would be good to know how they should be credited.

153
Mods / Re: Free Assets Pool
« on: 15 March 2012, 14:21:52 »
Use for whatever you want, please credit me but it's no big deal if you don't.
If anybody uses this, or if I end up uploading your stuff to OGA, how would you like to be credited?  Your name, your handle, something else?

@Hagekura, same question.

154
Bug reports / Re: Textures problem
« on: 14 March 2012, 02:34:22 »
Perhaps we could introduce the concept of a "hidden" techtree, by adding <hide value="true" /> to the techtree XML, displayable by adding developerMode=true to the INI. Perhaps we're overthinking this, but regular players unknowingly believing that Shibboleth is a unique GAE techtree (which it is) meant to be played (which it isn't), they could be let down considerably and end up thinking the game is "rubbish".
That would actually be pretty useful for "special" tech trees only meant for specific scenarios.  I think toggling them along with debug mode would be simpler, though.

155
Feature requests / Re: Priest - automatic healing
« on: 12 March 2012, 00:03:20 »
Like parameter in the skill like <allow-auto value="true/false"/> ?

156
Mods / Re: Free Assets Pool
« on: 9 March 2012, 08:09:14 »
It would probably be good to upload these additionally to another site, for longevity's and usefulness' sake.  If we go with OGA, I can do it for those who don't want to, since I'm already on there a lot.

Also, for people who want credit, it would be nice to specify how you want to be credited.  With the CC licenses, for example, you can specify if you want to use your name, your handle, etc., and can optionally include a link.

157
General discussion / Re: 0.4 beta 3
« on: 7 March 2012, 04:10:51 »
hey, are the devs still there? i havent really noticed any updates to GAE.....
Weren't you learning to program a while ago? ;D

158
Mods / Re: Solunar
« on: 3 March 2012, 04:03:35 »
The gameplay and XML is basically done for this faction, pending more play-testing.  In fact, the alpha left out a few units that already "work" (Fay, Hag, Savage) but just don't have any art.  The only units that aren't working are the Basilisk, which I think I'm dropping entirely, and the heroes, which I think I might postpone until after Sun is released (and knowing me, that could be decades :O).

159
Mods / Re: Solunar
« on: 3 March 2012, 03:36:07 »
Awesome critiques, guys!  So what's I've gathered so far is that the models need more definition (clothing or muscles, where applicable), the textures likely need to be redone altogether (I figure it's easier to redo them than fix them at this point), the speed of the death animations needs to be modified, the walking animations look jerky and weird, and there needs to be something to fill the silence in the background.   Did I miss anything?

I think what I might do is make a few different but interchangeable base models (the Kern should be fairly slim, while the Savage should be burly), with a few modifications here and there.  I think the Gallowglass definitely needs his own model so he looks as armored as his XML says he is, and I'm actually thinking of completely scrapping the Therian's current model for something more "low fantasy" (like a dude wearing bear skins, rather than an actual werebear).  As for the textures, I can hopefully make some high-detail (multi-res) versions of those base models, so the textures will practically make themselves at that point.  Anyway, thanks for all the advice!  I will definitely be taking it into consideration. :)

I'm kinda split between two different development philosophies -- "done is better than perfect" (i.e. finish making everything first, then go back and perfect it later), and "it's easier to fix it while you're still working on it" (i.e. fix it as you go along, or else be overwhelmed by having to fix everything at the end).  I'm trying to find a good balance between the two. :-\

160
Feature requests / Re: Effect Particles
« on: 2 March 2012, 20:27:30 »
There is (or was) some documentation for particles on GAE's effect page on the wiki, but I'm pretty sure it's not implemented yet.

161
Tools / Re: Export Plugin Critical Problem
« on: 2 March 2012, 06:28:46 »
I actually don't know how to change the texture in 2.61, it's completely different...
Things mostly just look different or aren't where you expect, but the actual functionality is pretty similar.


... err, I guess you got it while I was posting this. lol

162
Tools / Re: Export Plugin Critical Problem
« on: 2 March 2012, 05:48:37 »
By the way, it WAS saved in Blender 2.61(and worked on some) after being worked on in blender 2.46. Would that be a problem?
Many of the models in the current Solunar release were originally made in 2.49 and recently modified and re-exported in 2.6, so I'm inclined to think that wouldn't have much bearing on it.

Do you have the most current export script from a few weeks ago?  Does the model work with a different texture?  Does that texture work with a different model?  What happens when you export it as another format (e.g. *.obj)?  Are you able to export any of the mesh objects individually with success?

163
Mods / Re: Solunar
« on: 28 February 2012, 18:23:30 »
Looks good, but the Kern guy in moon looks like he has a sore arm!
Haha yeah, I think maybe some of the units should relax a little more.  Maybe I'll use the "arm pulled back, ready to throw" pose for charging, and give him a more casual pose for standing around and walking, like what I did with the Squire's sword arm.

164
I don't know about building, since that might have some unintended inter-faction consequences, but I'd definitely like to see it for repairs.

165
Why would there be good guys and bad guys?  World War 2 was pretty easy to judge because the leaders on all sides were practically cartoons, but in most wars, the "bad guys" are whoever has the flag that doesn't look like yours.  I could say a lot more and take this thread in a direction far away from Glest, and probably say some inflammatory things about some of the boondoggles the militaries of the world are currently in, but instead I'll leave you with a quote and recuse before I start something bad. :O

Quote
A man's called a traitor - or liberator
A rich man's a thief - or philanthropist
Is one a crusader - or ruthless invader?
It's all in which label
Is able to persist
There are precious few at ease
With moral ambiguities
So we act as though they don't exist
-- "Wonderful", from the musical Wicked

tl;dr: Nobody.

166
MegaGlest / Re: MegaPack balancing
« on: 20 February 2012, 18:58:32 »
Sorry if I started something else, but I just mean that if he uuu thinks that the Ballista is too weak, there's a chance that maybe he's just not using it very well, or may have found a very effective counter.  He may also be right.  It's just something that would need a little research, consideration, and/or justification before making it more or less powerful.  PS, splitting this from the original topic.

167
Mods / Re: Solunar
« on: 20 February 2012, 18:06:46 »
@Hagekura: Thanks a lot; that's exactly the kind of thing I was looking for! :)  I fixed the posture of the units as per your feedback, but I still need to add some team color to the Dire Wolf.  Realistically, I probably need to redo the texture anyway.  Ditto for the faces.

@Eliminator: Sounds good.

168
MegaGlest / Re: MegaPack balancing
« on: 19 February 2012, 17:16:59 »
Balance is always hard to do.  If a unit seems too weak, it's possible that you're just not using it to its full potential, and if a unit seems too powerful, it could be that you don't know how to counter it very well.  I've played games where the community was split between whether a particular unit was way overpowered, or nearly useless (bats in Wesnoth, the witch in Atlantica Online).  The Behemoth, for example, can be really strong in some situations, or it can fall in a matter of seconds if the enemy makes effective use of concentrated fire with piercing attacks (Archers, Horsemen, Battle Machine arrows).

169
Mods / Re: Solunar
« on: 19 February 2012, 05:14:11 »
Rating the content doesn't do me any good, at least.  I need more specific critique if I'm to improve anything -- i.e. what specifically needs to be fixed, and what about it could be better.

If you're wanting it to be rated for the benefit of potential players, let me save you the trouble.  If you're looking to play a faction that is still very much in development, that has not been balanced at all, that is missing several important units, that currently has no sound or music, but for which you want to provide useful feedback (and therefore help make the result better), then play this mod.  If you're looking for something to play for the sake of play, wait until it's done.

170
I feel like this is probably already planned, but I want to put this out there anyway.  Basically, I'd like to remove this big list of units:
Code: [Select]
<command>
<type value="load"/>
<name value="load"/>
<image path="../dun/images/moon_load.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<load-skill value="load_skill"/>
<units-carried>
<unit value="serf"/>
<unit value="kern"/>
<unit value="savage"/>
<unit value="squire"/>
<unit value="gallowglass"/>
<unit value="fay"/>
<unit value="hag"/>
<unit value="shaman"/>
</units-carried>
<load-capacity value="12"/>
<allow-projectiles value="true">
<horizontal-offset value="0"/>
<vertical-offset value="3.75"/>
</allow-projectiles>
</command>

... and replace it with something much cleaner and easier to maintain.  I'm looking for something like this:
Code: [Select]
<command>
<type value="load"/>
<name value="load"/>
<image path="../dun/images/moon_load.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<load-skill value="load_skill"/>
<units-carried>
<tag value="humanoid"/>
</units-carried>
<load-capacity value="12"/>
<allow-projectiles value="true">
<horizontal-offset value="0"/>
<vertical-offset value="3.75"/>
</allow-projectiles>
</command>

And of course that would also be necessary to do this in order to allow inter-faction garrisoning, so that an allied faction's humanoid-tagged units could hide in my building.

171
Mods / Re: Solunar
« on: 18 February 2012, 20:41:40 »
what gae features did you use in this tech?
Unit loading (the Broch can hold up to 12 units), emanations (Squire and Lifespring), effects (emanations as well as a few upcoming units), water travel (upcoming unit), hidden resources (currently useless, will be used for heroes), cast-spell skill (Therian, upcoming units), tags (in upcoming release).  Just about everything, it seems. :O

Well, place holder music then ? :-\
We'll see.

Quote
Well I mean, the details in the textures are so small, they look like solid colours from a distance. Thats kinda what I mean by Big details  :scared:.... Hard to explain.
Okay, I think I know what you mean.  I'll see what I can do with those.  I might just have to increase the contrast and scale them up a bit or something.

172
General discussion / Re: Music Playlist
« on: 18 February 2012, 19:03:20 »
While this isn't a fatal error, the game still doesn't seem to like my XML now:
Code: [Select]
Glest Advanced Engine: Error log file. 18-Feb-2012_10-38-44

XML Error in techs/solunar/solunar.xml:
Node "tech-tree" doesn't have 1 children named  "music-play-list"

Tree: tech-tree (description attack-types (attack-type attack-type attack-type attack-type attack-type attack-type )  armor-types (armor-type armor-type armor-type armor-type armor-type armor-type )  damage-multipliers (damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier damage-multiplier )  )
XML Error in techs/solunar/factions/moon/units/broch/broch.xml:
Node "parameters" doesn't have 1 children named  "music-play-list"

Tree: parameters (size height max-hp max-ep armor armor-type sight time multi-selection cellmap levels fields (field )  properties light unit-requirements (unit )  upgrade-requirements (upgrade )  resource-requirements (resource resource resource )  resources-stored image image-cancel meeting-point selection-sounds command-sounds tags (tag )  )
XML Error in techs/solunar/factions/moon/units/cairn/cairn.xml:
Node "parameters" doesn't have 1 children named  "music-play-list"
and so on for each unit, as well as:
Code: [Select]
XML Error in techs/solunar/factions/moon/moon.xml:
Node "faction" doesn't have 1 children named  "music-play-list"

Tree: faction (starting-resources (resource resource resource resource )  starting-units (unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit unit )  music )

It seems like it should ignore that, since it never existed before.

173
Mods / Re: Solunar
« on: 17 February 2012, 18:59:17 »
Why not at least add in some music? http://incompetech.com/m/c/royalty-free/index.html?genre=Soundtrack Take two minutes :P Five if you're picky ;).
Since I'm doing everything myself, music is going to be the biggest sticking point.  Sounds and music might be the only thing I'll have to compromise on.  I can probably get a decent microphone to record some sounds, and synthesize some metal sounds, but I'm currently looking into how much it would cost to commission a piece for the background music (then at least it's original and I would own the full rights).

Quote
About textures things like wood on the columns could use a more realistic texture.  Add in some more big details to things instead of lots of tiny little ones.
You can't get much more realistic than a photograph! :O I'll see what I can do about those, though.  Maybe they need to look a little more dingy and "outdoorsy"?

174
Mods / Re: Solunar
« on: 17 February 2012, 04:27:11 »
I downloaded and played a quick game with the Solunar techtree. Moon is a nice faction overall but textures could be a little less bland.
Thanks for pointing that out.  I know they are an area that is lacking, but I'm not quite sure what they need. :-\  Since you're the texture expert, do you pointing out some specific examples that should be improved, and providing some tips on how to go about that?

Quote
Why is the broch so big?
Because it's a big, impregnable fortress (and I'm also somewhat proud of it, so I like to show it off :)).  This is somewhat analogous to the castle/fortress from some of the "Age of..." games.  It holds units, is very hard to destroy (which is why this faction needs more siege units), and represents the pinnacle of their structural engineering.  With that in mind, does it seem excessively big?

I think that you should just update us whenever you have finished a couple more units  :thumbup:
I agree, small balance changes (especially if there is lot of them coming) are perhaps too small things to update. I think that it is best if you update after every big change (just like adding few units, major fixes and so on).
Sounds like a plan!

175
General discussion / Re: Defeat when game begins - Defeat conditions?
« on: 17 February 2012, 00:29:38 »
Does the main base have a be-built skill?  This is the same issue I ran into with Project Green.  Adding a be-built skill solved it.  The victory conditions (unless they're different in MG) are based on whether the faction has any units with a be-built skill left.

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