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Messages - John.d.h

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201
Feature requests / Re: Save/load game
« on: 21 January 2012, 17:35:49 »
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.

202
MegaGlest / Re: EP regen interfering with morph command?
« on: 8 January 2012, 16:44:13 »
The ep requirement is applied per skill cycle, not for the entire morph. Not sure if that is what is causing your problem or not, though.

203
MegaGlest / Re: How hardware requirements could be reduced further
« on: 3 January 2012, 21:47:19 »
I agree with Bloodwurm on this one -- the point of having a game be cross-platform is that it can be accessible to the greatest number of players, and increasing requirements would be the opposite of good. If I were unable to run MG because of hardware requirements, I would likely never play again because it might be another five years before I get a decent upgrade (and no offense, but I'm not buying a new computer just to play it).

204
Bug reports / Re: Screen shot weirdness 7ea69b
« on: 1 January 2012, 00:45:05 »
I've got it set to 1275 by 750 (i.e. my screen dimensions, minus the window border and task bar).  Yeah, I know it's not a conventional ratio.

205
Bug reports / Screen shot weirdness 7ea69b
« on: 31 December 2011, 23:44:34 »
When taken from my operating system's own screenshooter, everything looks fine, but when pressing 'e' within game, this is what I get:


206
Bug reports / [Fixed] Clickable resource inconsistency on 7ea69b
« on: 31 December 2011, 23:43:58 »
When you have a unit selected, then click on a resource, the resource count shows up as expected:
Code: [Select]
[URL=http://imageshack.us/photo/my-images/201/screenshotna.jpg/][IMG]http://img201.imageshack.us/img201/4497/screenshotna.th.jpg[/img][/URL]
However, when nothing is selected, then you click on a resource, nothing shows up:
Code: [Select]
[URL=http://imageshack.us/photo/my-images/851/screenshot1bt.jpg/][IMG]http://img851.imageshack.us/img851/5725/screenshot1bt.th.jpg[/img][/URL]
To reproduce, click on the ground so you have nothing selected.  Then select a resource.  Note that the resource is selected, but you get no information about it.  Now select a unit, then select the resource again.  Now you see information about it.

207
Tools / Re: Learning by Example
« on: 28 December 2011, 20:08:31 »
The spider isn't currently in use by any faction.  It was made for this, which hasn't really been implemented yet.  When exporting, you have to select which starting and ending frames to export to each file, so each animation is stored as its own g3d file.  Everything is done as far as that spider goes, so it is indeed ready to export.

208
Tools / Re: Learning by Example
« on: 28 December 2011, 19:40:00 »
Importing a model doesn't preserve the animations, so that's not exactly ideal.  Here's one Wciow and I made for GAE a while back:
http://opengameart.org/content/low-poly-spider-glest
Modeled, animated, and textured.

209
Being able to unload at a distance would be awesome too, as far as portals go.

210
Feature requests / Re: Attack location
« on: 20 December 2011, 04:09:29 »
You're right; there it's indeed a ticket on source forge for this already. I'd grab the link, but Android's browser leaves something to be desired when it comes to multitasking.

211
This seems like a must for campaigns.

212
Mods / Re: Project Red: official announcement
« on: 17 December 2011, 17:27:16 »
Quote
Really? My pic on the Aglarond thread shows up a lot less orange-ish! And brighter too... So maybe you meant "Mine (John) is on right, yours (Jda) is on the left"? :-\
Anyhow, that was revision 1. Revision 2 was probably nicer at a closer look but didn't really show up that well ingame, at the normal zooming you play it.
Nope, the darker one was definitely my version.

Quote
Picking up on the Dragon Slayer anims now, then Outrider anims, then maybe the construction/destruction models or on texturing/animating the skyship - and decide if I release it as an engineer morph (like the bombard currently, or do a building to produce both).
There's also teamcolor to be added to some buildings and, if I recall it correctly, the worker and miner units...?
And... there are the icons.
And putting in original sounds (though you started on that already) and reviewing the music.
And... keep working on balance and gameplay. And... a couple surprises here and there.  ;D
Honestly, I'll be happy if I get the first paragraph done before RL gets me back out of modding.  :O
Heh... I know the feeling.  I tend to commit to doing a ton of work on a project, then getting distracted and leaving for a few months at a time.   Regarding sounds, I had someone over at opengameart.org volunteer to do some voices, but I haven't heard from him in a while.  Maybe I should give him a shout.

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I've seen a bit of the turtle in this thread and sounds and looks good. Was undecided in that regard (I always had the intention of moving the Dwarves into GAE once I got the basic (vanilla Glest) faction sorted out, but hadn't figured out what to do in terms of water units).
The water units I currently have planned are the Turtle, Dragon Ship (a fast attack ship with a circular saw), Thunder Ship (big cannons for bombardment), and a Utility Barge (kind of like a floating Stronghold).

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Regarding the cannoneer... I see him as kind of a musketeer... Impact instead of Piercing?... Well, yeah, I guess, could be.
I feel like the impact damage multipliers are closer to how a bullet works, tearing straight through armor and such.

213
Mods / Re: Project Red: official announcement
« on: 17 December 2011, 05:50:13 »
Anyways, if I do get access to the audio files and I like them, can I add them to the next Aglarond release ? (this also depends on Wciow response on how the Aglarond version fits his plans for the Dwarves but assuming he's alright with it too...)
Sure.  You can take from me if I can take from you. ;D

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EDIT: Got to the GIT binaries. They sound perfect!  :thumbup:
I'm adding them to my WIP copy of Dwarves Aglarond project. (Project Red will be CC-SA, right?). Will also copy your XML in (the meeting point addition is good too  :thumbup: ).
Who (else besides yourself) and how should I credit the sounds? And under what license? (between published and unpublished material, I have already CC-SA, Public Domain and original author's consent to publish as CC-SA materials ...).
The sounds are from http://www.freesound.org/people/reinsamba/sounds/57794/ and http://www.freesound.org/people/confusion_music/sounds/103410/ .  Both are CC-By, from their respective owners.  I also have up-to-date information in credits.txt.

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Not sure about other stuff you merged in (what was the original release you were working on BTW ? ) but did you merge my new teamcolor work on the Guardian and Outrider ?
I don't remember which release I started with, so I could have missed some of your improvements.  I did include your Outrider texture change.  The Guardian was a bit too striking for me, so I made a kind of compromise.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/535/guardiancomparison.png/][IMG]http://img535.imageshack.us/img535/7969/guardiancomparison.png[/img][/URL]Mine is on the left, yours on the right.

I definitely look forward to any of your future improvements. :)

The only new unit I've made for the Dwarves is the "Turtle", which is an amphibious (i.e. land and water) transport vehicle, but I plan to add more ships eventually.  I also got some new attack sounds for the Cannoneer and Defense Tower, and made some XML tweaks (e.g. Cannoneer does impact damage).

214
Just a little something I noticed when playing around with Project Red's Tech faction -- my version of the Castle can store units, so I sent a bunch of my Workers inside for safe keeping.  When they came out, some were still carrying their bags of gold.  You'd think they would have dropped those off when they were inside, right?

This was on revision 28d071.

215
Mods / Re: Project Red: official announcement
« on: 17 December 2011, 01:47:20 »

216
General discussion / Re: Changes from 0.2.13 to 0.3.2
« on: 17 December 2011, 01:42:53 »
These should help with your confusion:
https://docs.megaglest.org/GAE/Effects
https://docs.megaglest.org/GAE/Emanations
https://docs.megaglest.org/GAE/Transports

I'm still not sure about the state of walls right now, though.  And yes, random particle path works now.

217
Mods / Re: Project Red: official announcement
« on: 16 December 2011, 08:01:42 »
I merged jda's changes to the Dwarf faction, so Project Red now has goats (and minor tweaks). :)

218
Mods / Re: Dwarves Aglarond 0.1.2 released !
« on: 16 December 2011, 04:53:53 »
Sweet.  Downloading now. :thumbup:

219
Off topic / Re: Congress wants to censor the internet
« on: 15 December 2011, 15:30:26 »
(click to show/hide)

220
General discussion / Re: Glestimals
« on: 13 December 2011, 19:42:09 »
http://sourceforge.net/apps/trac/glestae/ticket/139

@Wciow, by that do you mean that they're done?  Last I checked, there were just a few odds and ends to finish up.

222
General discussion / Normal map specifications
« on: 12 December 2011, 00:31:17 »
What kind of normal maps does GAE use?  Tangent space?  Object space?  If object space, then is there any specific orientation that it recognizes?  I'm really hoping it's tangent space so that there can be overlap in the UV map.

224
The title may be a little cryptic, so allow me to explain.  I've got a building that can store units in the same way as a transport.  When I have one unit constructing it, I right click to order other units to repair it (and yes, they do have a repair skill for that building).  Instead of the units walking over to repair it, I just get an error for an invalid order.  Presumably, the load is prioritizing over the repair.  They can auto-repair it, and can be ordered explicitly to repair it.  It's just the right click that isn't working.

225
Bug reports / Re: Failed to build, 7e8c2
« on: 10 December 2011, 19:17:12 »
I had a different problem and pushed a fix for it. Looks like you just got some weird symbols in font.h. Did you make local changes? What does 'git status' say?
I don't remember making any changes, but git status seems to think otherwise.  Weird.  Anyway, git checkout -f fixed it. :thumbup:  Thanks.

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