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Messages - John.d.h

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76
Mods / Re: Art Credits
« on: 21 December 2012, 23:28:12 »
Err... if you're asking for legal purposes, I'm not qualified to answer that.  I believe that when licensing something as CC-By, the author can specify a name/handle and optionally a url that needs to be put there, but most of the time they don't actually specify one so it ends up falling to the discretion of the person reusing it.  When reusing a CC-By asset, I think it's pretty standard practice to list the author's name/handle and where you got it or what project it's from.  Of course, that is harder for some projects than others.  For example, Dark Magic was a collaboration between a lot of us.  I think in those cases it's standard to credit the development team.  For instance, if you used assets from 0 A.D., you would probably just credit Wildfire Games.

77
Mods / Re: Art Credits
« on: 21 December 2012, 06:08:13 »
You don't have a particular opinion on where to credit, in the model folder or in the techtree one?
I usually put a grand credits list in the tech tree folder, as I think it's just the most convenient way to do it.  If you've got a better way, by all means go ahead.

Quote
Would a credit for "moon related" content do? There is only one giant faction so it wouldn't be easy to group all the Moon models as made by one person aside from something like that.

I guess I could credit you as the creator of the models from the Lunari Motherhouse or something, and "various Druid related models".
Do whatever is convenient for yourself.  You won't break my heart.  As for me, here's an excerpt from the credits of a now-comatose project:
Quote
Magic:
The Glest team - original authors, original art and assets
John.d.h - Project Red art and assets
Psychedelic Hands - Project Red art and assets
Ogrebane (http://opengameart.org/users/ogrebane) - sounds
Legoluft (http://legoluft.de) - http://opengameart.org/content/atmospheric-interaction
Luke.RUSTLTD - http://www.opengameart.org/content/4-summoning-circles
Zoythrus - particles
The MegaGlest team - particles
Archmage - Renewer animations

78
Mods / Re: Art Credits
« on: 21 December 2012, 05:29:24 »
I'm the author of Moon.  You can credit me as John Harvey or John.d.h, whichever fits your format better.  Thanks.

79
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 20 December 2012, 01:51:27 »
One thing that you might want to sort out early is the technology level / time period you're working with.  It doesn't seem ideal to mix mamluks from the 900s with Bronze Age technology like the khopesh.  I do really like the idea of buying troops at the slave market, though.  I'd probably merge the cataphract and mamluk unit, since most of what I'm seeing about mamluks puts them as elite heavy cavalry, and maybe add another type of mercenary/slave elite soldier that you could hire/purchase at the market.  Maybe a mamluk cataphract and mamluk marksman?

In my opinion, it probably works better to not have the entire faction based on nomads, as that precludes a lot of advanced technology and development.  You can't really mine iron if you never stay put, and there's only so much you can trade for with milk and meat.  In a lot of places, the nomadic herders maintain strong ties with the settled peoples, so having nomadic units fighting as irregulars alongside more regimented troops makes sense.  Nomads are great at moving quickly (it's really their defining trait), but can't be weighed down by armor or heavy weapons, and they have to be hardy to survive so long out in the desert, so they make perfect sense as light camelry.  I'd put a camel rider as an anti-cavalry unit because their stench is supposed to alarm horses.  I know about MG's attack boost, but is there a way to reverse it and have an aura that weakens enemies?  Their speed and lack of armor would also make them ideal as archers because they wouldn't survive long in melee.  Speed, long range, and an anti-horse aura would make them a good knight killer (if they had crossbows or guns, they'd be perfect at it).

80
Not sure if anyone caught this already, but shouldn't it be spelled "Alliance Renegades"?

81
Mods / Re: MegaGlest Refit - Norse
« on: 19 December 2012, 03:41:16 »
What about my name change suggestion? Norse specifically means from Norway. That's not gonna work, and that's 1 reason it didn't fit in MG at all.
According to my cursory research (i.e. looking up the term "Norse" on dictionary.com and Wikipedia), "Norse" refers to the people and cultures of Scandinavia in general, especially before they converted to Christianity.

82
The goal of free or indie games has to be to provide some value which cannot be found in major commercial games because they cannot compete on story, art, or performance, and certainly not on multiplayer. Battle.net rules all.
This.  If you've already got a copy of Warcraft 3 (and most people who would be interested in playing Glest probably already do), why play Glest unless you're just an avid supporter of FOSS?  Better art, better story (in that it has one), more varied gameplay, more balancing, huge multiplayer community, etc.  We indie enthusiasts can't out-produce professional full-time developers, but we're free to take risks and explore whatever crazy innovation suits our fancy.  There is no reason I can see for trying to fit the mold of a standard Age Of Xcraft game unless that's just what you really enjoy doing.

83
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 23:17:24 »
I hope you've been studying your Faction Calculus.

84
Off topic / Re: Operating system
« on: 24 October 2012, 04:11:06 »
At my previous job for AT&T, I had to use Windows XP and it made me want to put my fist through the computer just about every day, and it was even worse that nearly all of the applications I needed for my job were run through the browser, which was a horribly outdated Internet Explorer.  Now in my current line of service, the Department of Homeland Security issued me a laptop running Windows 7 and a less-outdated version of IE.  I still hate it, but a little bit less.  In addition to that, I run Linux Xubuntu on my personal laptop (at the moment), Android Jelly Bean on my personal phone, and Blackberry OS 7.0 on my government phone.  I love a lot of things about Linux, but I think the main thing that makes me vastly prefer its user experience over Windows' is that it just works without the extra clutter.  Once I install it, I'm free to customize it to my liking, but (unlike Windows) I don't have to in order to make everything work smoothly and efficiently.  Plus, it's nice to not have to set up anti-virus software and uninstall all the bloatware that comes with a typical factory installation of Windows.

85
Mods / Re: Storm Raven Faction Mod
« on: 3 September 2012, 18:36:08 »
Oh Wciow, you tease.

86
For bringing a model from one blender scene to another, you want file > append.

87
MegaGlest / Re: Are there attack speed limits?
« on: 24 July 2012, 22:38:45 »
For one thing you cannot attack more than 40 times a second, which fyi is an attack speed of 4000. That is the speed at which GAE and presumably MG updates.

Up until 4000 attack speed the increased attack speed produces increase attacks and DPS as expected.

If you want to simulate a higher attack speed I would just raise the damage. Same result as increased attack speed.
This quote answers the OP and thus the thread's purpose is fulfilled.  Thread locked before it becomes a gripe session.  In the words of my mother, "Fight nice, kids."

88
General discussion / Re: Pathfinding. And Other Stuff
« on: 22 July 2012, 21:51:04 »
I have no idea if that would work or cause the engine to explode or something like that, but it certainly is permissible, as long as you abide by the GPL (which you have to do when using the Glest engine anyway).  I don't really have any experience with using GPL-derived stuff, but I think the standard practice would be the put the attribution somewhere in the credits or licensing documentation.  For example "Some portions (c) Wildfire Games, released under GPL v 2.0+".

89
General discussion / Re: Pathfinding. And Other Stuff
« on: 22 July 2012, 19:17:55 »
I do wanna talk to them about some things like maybe being allowed to use some of their code so I don't have to do it myself.
It's GPL, just like Glest.

90
General discussion / Re: Pathfinding. And Other Stuff
« on: 21 July 2012, 23:09:27 »
Yeah I actually read through their forums to see how they were doing it since it seemed like the premier open source RTS since Glest isn't really developed anymore. I am going to do something similar, though I would like to try and do some things better.

How much do you know about what they did? I was thinking of just restarting from their code base because they spent a lot more work on it and it seems more powerful. They have superior modeling, they have a wall system in place, and a lot of other stuff. Although I like to deal with the abstract math of graphics and pathfinding and such I really only like the programming of game logic.
Just from talking to some of the devs about modding capabilities on IRC, it sounds like 0 A.D.'s engine is indeed much more powerful, and a ton of things can be done through javascript without having to actually touch the engine.  I've even been toying with the idea of porting my borderline-vaporware Solunar mod from GAE to Pyrogenesis because of that and the more active development, which is what got me talking to the devs in the first place.

They don't have walkable walls, but their wall system does work pretty well in the SVN version (barring one or two little things that I'm sure they're in the process of working out), and even has working gates (finally!).  You can't have units on top of the walls, but you can garrison them inside the tower junctions, which is something at least.  As far as pathfinding goes, my understanding is that Glest is on a Cartesian (x,y,z) grid while Pyrogenesis uses polar coordinates, which is why their buildings can be rotated arbitrarily.  In Glest/GAE, wouldn't walls only be able to be bent at right angles?

On top of that, their AI is much more configurable and different AIs can be assigned to different sides in a match, whereas Glest/GAE's seems to be pretty intrinsic to the engine.

91
General discussion / Re: Pathfinding. And Other Stuff
« on: 21 July 2012, 19:52:00 »
As far as swapping different weapons and such, the way 0 A.D. does this is to make each unit a collection of collada models, and uses bones as attachment points.  So for example, here's the XML file for the basic Iberian swordsman:
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="1" name="Base">
      <animations>
        <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="105"/>
        <animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="90"/>
        <animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="95"/>
        <animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="melee" speed="150"/>
        <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
        <animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/>
        <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="20"/>
        <animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="30"/>
        <animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="30"/>
        <animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
        <animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>
        <animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
        <animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
        <animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
        <animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
        <animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
        <animation file="infantry/general/forage.psa" name="gather_fruit" speed="110"/>
        <animation file="infantry/general/forage.psa" name="gather_meat" speed="110"/>
        <animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>
        <animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>
        <animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>
        <animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="220"/>
        <animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/>
        <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
        <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/>
        <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/>
        <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
        <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
        <animation file="biped/inf_salute_c.psa" name="Promotion" speed="288"/>
      </animations>
      <mesh>skeletal/m_tunic_short.dae</mesh>
      <props>
        <prop actor="props/units/heads/head_iber_basic.xml" attachpoint="head"/>
        <prop actor="props/units/shields/iberian_buckler_basic.xml" attachpoint="shield"/>
        <prop actor="props/units/weapons/falcata.xml" attachpoint="r_hand"/>
      </props>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="tunic-gold">
      <texture>skeletal/iber_isw_b_1.dds</texture>
    </variant>
    <variant frequency="1" name="tunic-brown">
      <texture>skeletal/iber_isw_b_2.dds</texture>
    </variant>
    <variant frequency="2" name="tunic-beige">
      <texture>skeletal/iber_isw_b_3.dds</texture>
    </variant>
  </group>
  <group>
    <variant frequency="1" name="Idle"/>
    <variant name="Melee">
      <props>
        <prop actor="props/units/weapons/falcata.xml" attachpoint="r_hand"/>
      </props>
    </variant>
    <variant name="gather_tree">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_grain">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_fruit">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop attachpoint="l_hand"/>
        <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_meat">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop attachpoint="l_hand"/>
        <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_rock">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_ore">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="gather_ruins">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="r_hand"/>
        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="Build">
      <props>
        <prop attachpoint="shield"/>
        <prop attachpoint="l_hand"/>
        <prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
        <prop attachpoint="helmet"/>
      </props>
    </variant>
    <variant name="carry_food">
      <props>
        <prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/>
        <prop attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
        <prop attachpoint="shield"/>
      </props>
    </variant>
    <variant name="carry_meat">
      <props>
        <prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
        <prop attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
        <prop attachpoint="shield"/>
      </props>
    </variant>
    <variant name="carry_wood">
      <props>
        <prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/>
        <prop actor="" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
        <prop attachpoint="shield"/>
      </props>
    </variant>
    <variant name="carry_stone">
      <props>
        <prop actor="props/units/shuttle_stone.xml" attachpoint="r_hand"/>
        <prop actor="" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
        <prop attachpoint="shield"/>
      </props>
    </variant>
    <variant name="carry_metal">
      <props>
        <prop actor="props/units/shuttle_metal.xml" attachpoint="r_hand"/>
        <prop actor="" attachpoint="l_hand"/>
        <prop attachpoint="helmet"/>
        <prop attachpoint="shield"/>
      </props>
    </variant>
  </group>
  <material>player_trans.xml</material>
</actor>

You can see it specifies a mesh for the torso, the head, the sword, the shield, etc., and then several animations, all saved as collada files.  Additionally, when using a uniform armature, the animations can be applied to multiple units, so an Iberian spearman and a Persian one might use the same animations.

Now, regarding pathfinding, that's something I know nothing about, so here's a thread link: https://forum.megaglest.org/index.php?topic=4618

92
MegaGlest / Re: Damage formula
« on: 18 July 2012, 19:40:50 »
But they can be still at disadvantage, because they need to compare with armor more often, like in simplied form, 200 damage vs 50 armor over 2 seconds will 150 damage in 2 seconds, while 2 attacks of 100 damage vs 50 armor will do 50 damage each second, of a total 100 in 2 seconds. Although that can be balanced with more efficient damage distribution.
Yes, so for example if a machine gun fires 30 bullets at 100 damage each, then it's going to do less damage against armor than a weapon that fires one shot of 3000 damage.

93
Off topic / Re: Intel's i5
« on: 18 July 2012, 19:36:56 »
Right.  It really depends on the individual, so buy whatever you would actually use.  You may need 1TB, but most people don't.  If you do need that much, by all means go for it.

94
Off topic / Re: Intel's i5
« on: 18 July 2012, 08:54:01 »
Well, on the plus side, since we're talking about a custom build in the first place, you can also swap/upgrade parts later as they reach obsolescence or as your demands change.  4GB of RAM not enough anymore?  Upgrade to 8GB.  The same goes for storage space, as most people don't need nearly as much as they have.  Unless you need absurd amounts of storage space for media projects or a library of high-definition movies, I can't imagine needing more than 250GB in this day and age.  For example, even set up for dual-booting, I'm only using about 75GB out of my 300.  I could make a conscious effort to clutter up my drive with as much crap as I could, and still wouldn't come close to filling it.  Also, the single best performance enhancement you can put on your computer may just be a solid state drive.  They don't usually hold a whole lot, but you have to consider whether or not you really need that much anyway, and there's normally nothing stopping you from installing your OS on the SSD and your data on an HDD for the best of both worlds.

95
Feature requests / Re: enable descriptions about unit
« on: 17 July 2012, 03:19:52 »
These already exist in English and Spanish for both Magic and Tech.  This might save you some time.

Tech: http://glest.org/en/techtree-magic.php
Magic: http://glest.org/en/techtree-tech.php

96
MegaGlest / Re: Developer Wishlist - UI discussion
« on: 12 July 2012, 03:31:00 »
I strongly prefer having the unit list in a column on the side.  Screens are wider than they are tall, so it makes more sense to put stuff on the sides instead of compressing the playable space into a thin strip at the middle of the screen.

97
MegaGlest / Re: Story behind techtrees (native)
« on: 10 July 2012, 22:19:51 »
There was also a previous attempt to create a more fleshed-out one.  See here for reference: https://forum.megaglest.org/index.php?topic=309.0

98
Feature requests / Re: Animations of Upgraded/Advanced Units
« on: 10 July 2012, 21:36:02 »
This system works pretty well for 0AD, but their units are more modular anyway, and I'm not sure that most Glest developers and modders want to put in the work to create three variations for almost every unit.

99
Mods / Re: Nubian Civilization (Historically Based)
« on: 9 July 2012, 18:34:47 »
It's a good start, certainly.  If I were you, I'd spend a little time getting the head into a more head-like shape, and I'm not sure if this is just my imagination or what, but the torso looks concave.  Personally, I would recommend against going off of the Glest Guide for rigging and animation as it uses some pretty poor practices (at least last time I looked, which was a long time ago), and go with something more like this, where the rig will be more flexible and a lot easier to make it walk.  On that tutorial, since you already have the mesh and since some things don't really apply to Glest, I would start at rigging and go all the way to animating a walk cycle.  By the end you'll know all you need to know.

Alternatively, there are some freely available human models you could use, like this one, which is in the public domain, or these or these, which require some additional considerations but are already rigged and ready to animate.

100
MegaGlest / Re: Story behind techtrees (native)
« on: 9 July 2012, 03:15:18 »
I don't have answers for any of the other questions, but Glest's name comes from "OpenGL" and "estrategia" ("strategy" in Spanish).

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