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Messages - John.d.h

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176
Mods / Re: Solunar
« on: 16 February 2012, 03:37:11 »
Thanks for the feedback, everybody!  Keep it coming. :)  I've been bringing my laptop to work and doing a little modding between phone time (I work in a call center), so I've made more content just in the past month or so than I did in the whole year prior, so expect to see more updates soon.

A question, though: how often would y'all like to see new releases?  That is, how much new content would warrant downloading and playing it again?  Whenever there is a whole new unit; or for less dramatic things like balance changes, icons, upgrades, etc.; or maybe on a regular schedule (e.g. weekly, bi-weekly)?

I played a game, lost almost straight away haha. From what I can tell so far the gameplay looks a lot different from other glest mods, which is great!
Sweet.  I've got a few more ideas for making it even more different, but they come down to whether or not I can effectively balance them.

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My main issue with the game though is the lack of sounds, I mean atlest add some music. Sound is half the experience for me.
Other than that and a few textures which could be improved, everything looks great. Can't wait to see more man.
Yeah, sounds are definitely going to be hard, since I'm going for the whole do-everything-myself approach, so those will probably be the very last thing to get added.  I know about the Therian's texture, but what others would you like to see improved?

So it's a succession mod of the your former Sun and Moon project? Congrats for the revival!
The buildings looks fantastic. also The soldier units are very appealing to me. I'll definitely check it out!
Hopefully it will run without any fault in my PC. :angel:
Did you get a chance to try it yet?

177
Mods / Re: Solunar
« on: 11 February 2012, 13:26:09 »
Looks fabtastic, great quality of work man. Looking forward to playing it.

Is it magitech compatible?
No, it goes in its own tech tree, which should eventually have more than one faction.

178
Mods / Re: Solunar
« on: 11 February 2012, 07:30:08 »
Thanks for the catch.  It plays fine for me, so I'm not sure what's happening there. :confused: I guess whatever version you have may be more picky than the git version I have.  As a band-aid solution, I changed that image to a PNG and changed the reference in those particle files.  The other missing images are known issues, but shouldn't cause a crash (they should just show up as polka dots).  Just in case, I put a placeholder there now.

Either way, let me know if this works: http://www.mediafire.com/?b5z9o2rlnltakv0

EDIT: I unziped it and it worked.... I thought GAE was meant to support 7zips? :S
Weird. :-\  I tested it exactly how it was before I uploaded it, still compressed and everything.

179
Mods / Solunar
« on: 11 February 2012, 06:25:39 »
Moon faction:

Hailing from the highlands of Rinarn, the Moon people are seen as unsophisticated barbarians by outsiders.  Their penchant for taking severed hands of their enemies as trophies has earned them a reputation for savagery, but they are so much more than mere brutes.  The artisans and craftsmen of the Rinarn lack many of the mechanisms of other nations, but they have mastered the working of iron weapons and armor.  Their soldiers fight with strength and aggression and their shamans and hags use mystic runes for protection and to bind monsters into their service.  Normally separated into squabbling tribes and villages, the people of Rinarn are a force to be reckoned with when united.  While the moon god Vaydrin is revered above all others, the tribes also pay respects to the spirits of their ancestors, animals, natural forces, and even the land itself.


(click for full size)


More images: http://www.moddb.com/mods/sun-and-moon/images
Moon faction units: https://docs.google.com/Doc?docid=0ARUAF5tBNeWaZGhoYmpmbnFfMTYyd2hoem5kMw

Solunar is built as a GAE mod.  It makes use of GAE-specific features like effects and emanations, so I don't expect it to work with MegaGlest.  It occupies its own tech tree.  It is packaged as an addon, so just put it in your /addons folder and launch GAE, then choose Solunar as the tech tree.  Enjoy and leave copious feedback.  I truly appreciate all constructive critique, as it helps me improve.

Here is a link to the old thread, which is locked for posterity, as almost everything in it is irrelevant: https://forum.megaglest.org/index.php?topic=3811.0



This is currently an alpha.  Not all units are finished, and so far it's only a single faction.  More will come later.  However, what is included should be good, so let me know what's wrong and what you think I should do about it.

To do:
  • Savage
  • Fay
  • Marshal
  • Hag
  • Fomori
  • sounds, music, balancing, some icons

180
That Flame Tank looks pro-quality.  Seriously, you're awesome at this.

181
Bug reports / [Fixed] 606c86 progress bar error
« on: 10 February 2012, 04:04:40 »
I noticed this a while ago but thought I was just imagining it, but now I've got proof.  The visual state of the progress bars on the UI does not accurately represent the actual progress of the action portrayed:

182
Mods / Re: Suggestion: StarCraft mod and tileset
« on: 8 February 2012, 19:36:50 »
https://en.wikipedia.org/wiki/Cease_and_desist

So, off the top of my head, there are a few features I can think of already that would need to be implemented for this: force fields, convert enemies to your own side (optionally as a different unit), a more fluid morph system (i.e. switching modes of a unit), and "unload at a distance"/"shared transport" for tunnels.

Edit: I just downloaded and played the Starcraft demo.  I found the following things that GAE/MG can't really do at this point: interior maps, interactive tileset objects (doors), scanner sweep, spider mines, creep, extensible buildings, multi-stage build models (or are they?), alternate damage effects (i.e. zerg buildings bleed instead of going up in flames), refineries, and turrets.

183
Mods / Re: Suggestion: StarCraft mod and tileset
« on: 8 February 2012, 04:58:03 »
I am quite serious in putting work into GAE. I recently worked on 3 tickets related to music playlists https://forum.megaglest.org/index.php?topic=7859.msg79221#msg79221.
Sweet. :thumbup:

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hopefully silnarm or hailstone will be able to apply the patch I sent them for review (didn't get any answer from them on that issue).
I wonder where they went, anyway. :look:

When it all comes down to it, the one and (almost) thing that actually matters when it comes to any mod getting made, is who is going to put in the effort.

184
https://forum.megaglest.org/index.php?topic=5783.0
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Give clear reasons why you think your idea should be implemented.
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Clearly state how your idea will work in practice.

185
Mods / Re: Suggestion: StarCraft mod and tileset
« on: 6 February 2012, 21:32:20 »
Come to think of it, I guess it could be a useful exercise for finding any "missing" features in the engine.  If a game from 1998 can do X, Y, and Z, then GAE should be able to do most of the alphabet. :O  It seems like a disproportionate amount of work for the payoff, but whatever gets your jollies.

I am a big fan of SC and I wanted to do exactly that. Then I wanted to improve on it.
But true, there is a lot of stuff that's missing in GAE, good thing i'm a programmer :)

Doing a SC conversion mod would serve at least two purposes:
- Do stuff to the "SC game" that doesn't exist and always wanted to have.
- By doing the conversion, it forces the development of features that can benefit ALL users of GAE.
Are you speaking hypothetically, or are you actually intending to put some work into the engine?  Just wondering because GAE has been rather quiet lately, and it would be nice to see it moving along again.  I think multiplayer would be the biggest sticky wicket when it comes to doing a Starcraft clone, as (last I checked) multiplayer on GAE is fairly limited, whereas MG has great multiplayer.  MG, on the other hand, lacks a lot of the cool features that it would need, which are present in GAE.  If someone could port a lot of GAE's features over to MG such that the multiplayer would still be stable and cross-platform, then that would be wonderful and would make a lot of people very happy.

186
Mods / Re: Suggestion: StarCraft mod and tileset
« on: 5 February 2012, 18:45:24 »
I'm pretty sure that anybody who would be interested in playing a Starcraft mod, already plays Starcraft, so what would be the advantage?

187
Forum discussion / Re: Glest Board Changes
« on: 5 February 2012, 02:05:09 »
I'm just a bit curious what the two different colors mean:

[Embedded image - Ultifd]

188
Tools / Re: exporter/Blender 2.5 series
« on: 5 February 2012, 01:47:08 »
I changed the script to respect your selection. If nothing is selected it's still exporting all meshes.
Perfect. :)

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I don't really know what you mean with scaling and how i should fix it. Could you please provide a blend file which illustrates this problem?
If you scale or move something in object mode, the export script acts as if the change weren't made... or at least that's what I was experiencing with one of my blend files.  When I tried it on a new scene, scaling a moving a cube in object mode, it stayed moved and scaled properly in the g3d.  Upon further testing, it seems that the exporter does take the object-mode transformations into account, but they have a tendency to turn out wrong.  Basically, this makes it so you have to apply all your object data before exporting, which isn't a big problem but isn't exactly ideal either.  This also makes it so you can't reliably use object transformations for animation -- i.e. if you want to make a wheel rotate, it needs an armature.

In the first screen shot, you see the gallowglass as he normally is.  In the second, his weapon is moved down.  In the third, the two versions when exported.  Instead of being moved down by about a foot, it is moved forward by a few inches.


(click for full size)

The blend file with both g3ds for comparison: http://www.mediafire.com/?rlxedj2xh9i3c43

189
Closed bug reports / Re: Command costing EP does not work.
« on: 2 February 2012, 20:25:04 »
The cost is charged per skill cycle. Try reducing the EP cost to one and see what happens.

190
Off topic / Re: Outside temperature
« on: 2 February 2012, 16:57:45 »
I don't know the exact temperature but it was comfortable cycling weather yesterday on my day off. :)

191
Tools / Re: Tool IDEA [3D Map editor shematics]
« on: 1 February 2012, 17:36:55 »
Perhaps even use different tilesets in the same map!.
That would not work since the user chooses the tileset, not the map.
Well we are talking about a new format.

192
Tools / Re: exporter/Blender 2.5 series
« on: 29 January 2012, 22:44:00 »
I've finally started playing around with the newer Blender versions, so this script has been very good to have.  I've noticed two shortcomings so far, though: it doesn't seem to respect object scaling, and it exports all meshes instead of just what you select, so (AFAIK) there's no way to have a particular mesh present in one animation but not another without using separate files (like how the worker switches between an axe and a hammer).

By the way, where's the option that toggles transparency vs. team color?  This new UI is still over my head. :confused: (Edit: found it.)

193
Mods / Re: Enemies and Allies (Updated!)
« on: 29 January 2012, 04:30:44 »
Could an admin change this topic to a poll so I could put up a vote?
What options do you want on it?


194
Feature requests / Re: Disguise skill
« on: 28 January 2012, 00:39:20 »
I'm not sure what is to be gained by this as opposed to the regular stealth skill. Obviously I'm not a coder but this seems like substantial work for a trivial pay off. Obviously they're different, but their purpose is close enough that I don't think it's worth a new feature.

195
Feature requests / Re: Disguise skill
« on: 27 January 2012, 16:16:57 »
This seems like a very specialized skill. I'm not sure how much use people would get out of it. :-\

196
MegaGlest / Re: Widows users readme.txt format
« on: 27 January 2012, 00:15:47 »
Yeah, it's in unix format. It would work on both systems if converted to /r/n line endings (carriage return and line feed), as (to my knowledge) all Linux OS's handle it gracefully. Microsoft's notepad is crap (they should replace it with Notepad++ in Windows 8), and can't handle really anything. Not too big of a deal, though.
But why can't MS Paint open Glest's texture files?!  ;D

197
Feature requests / Re: health bar
« on: 26 January 2012, 16:26:22 »
I think the main reason for wanting health bars so far is "because it's what I'm used to seeing in Age of Command&ConquerCraft", which is really a poor reason to do anything.  If the rings become hard to see when they fade, maybe instead of shifting from opaque to transparent, they could change colors instead?

198
Hmm... I thought it was a case of click the Attack icon or press the A key, then LEFT-click to attack a unit. And I thought RIGHT-click was only to move my own units. (Mind you, I never read the manuals for anything).
Right click is a shortcut for "do whatever the most common thing to do is". This could be at move, attack, repair, et cetera. It depends on what you are clicking on.

199
General discussion / Re: Cannot find .INI file in Linux
« on: 23 January 2012, 15:34:09 »
It is hidden in your home folder. Navigate to your home directory and enable hidden files. It should be in .glestadv.

200
Feature requests / Re: Save/load game
« on: 22 January 2012, 02:08:21 »
Getting those factions to work on Gae should be pretty hard to do. If you aren't playing online, about the only thing missing would be the particles.

Did you mean shouldn't be hard to do? I'm not sure where to begin with modifying things, as although I have a good amount of coding experience I don't know Glest at all yet. At present I don't even know why it does a CTD, but I'll try looking at particle stuff and removing it to see if I can't crash it even worse... ;)
Oops. Yeah that is what I meant. :)

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