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Topics - Coldfusionstorm

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76
Tools / Tool IDEA [3D Map editor shematics]
« on: 22 January 2011, 06:29:27 »
Problem:its hard to see what you are doing with the current editor, and its hard to use.

Solution:create a new variant of glest_game for map editor purposes, interested, then look below.

GUI removed: All current interface commands are to be disabled or exchanged for something useble
GUI added:Add a overlay that have no function in the game but to select what tool you want to use,(object placer,hill lower,hill raiser,resource object, ect,ect).

FILESYSTEM: Removed:nothing
FILESYSTEM:Add, save changes in current open map to file.

Possible problem: the system depends on units being present.
possible solution:make a invisible unit that cannot change state. this would require a "world editor" faction.

Possible problem:the adding of a extra menu might be hard, and or too much work
Possible solution:If a extra "world editor" faction were added, and used for problem one, then this unit could perhaps use a special method of calling the tool functions, instead of calling ability and unit commands this unit would "simply" call the functions needed for map manipulation.

more information on the fake-unit/world editor faction idea.
Adds a special faction to the game perhaps only selectable in a world edit menu entry(in the main menu, this just a customized custom game entry).
then when the game detects the "world editor" faction is selected.(we are inside the world editor menu now). all options are turned off, and fog of war is set to full view(meaning you can see map)
The game then loads a "template map", a pre-created empty map. (this is just a empty map we place in a folder somewhere).
you press start and the game loads the "world editor" faction and said units.

this unit is only here to work around that the game needs a building to not end the "game".

Dependent on solution.

Solution one: a added menu.
Solution two:the unit calls map editor functions directly indstead of abilty and commands.

Solution one description: The added menu would then contain a menu where you chose what tool you want to tuse.
Solution two description: The unit would then have ability/commands whatever to hook up into the editor functions.

thats all folks, hopefully the coders can use this if not too bad :).



77
MegaGlest / Danish for MG 3.7.2
« on: 18 November 2010, 05:10:37 »

78
Mods / [REQUEST] Faction Music.
« on: 30 June 2010, 15:00:47 »
AS the Title says, i need music for my factions.

You will be mentioned as sound artist,(by name if you want),along with the other devs.
i will review your work, and if i like it take it in, and if i dislike talk about what i like, i need
3 faction themes, but only 2 as of now, hopefully we can work some nice themes out.

First factions is a Human faction,think cowboy,in a dark hostile universe. Space Cowboys so to speak, courage, ect.

Second Faction is a Beast faction, genetically mutated creatures each individual tailored to the hive needs.or the horde,or swarm if you want. lots of units, fast paced faction, slimey, dangerous, any human or non human being should not fear these.

Hopefully somebody is up to the challenge the standard glest music is driveing me NUTS!.

79
So, I was thinking about the morph problem.
The current problem in a nutshell is that you have a SINGLE unique ID, you recognize units on.

The solution is to introduce a ID and a NAME(or just a extra name feature since we already have one identifier).

So that you have a  :NAME_ID
And a game internal :UNIQUE_ID

Now when you want to morph, you just have 2 units with a Different unique ID. but with the same:Name Display ID.

Now with this option it also opens up more options for different skills and ability's etc, etc.

The Proposal: "Simply" add another XML option to a unique ID. it would not be required and would thus keep backwards compatibility.

(I can provide a XML example if there is interest in this method of ID's).

Cliffs.

This is my understanding of cliffs atm.
The current way of making cliffs is to change a value in a terrain cell with a certain value ( - negative for down and + positive for up).
In addition all cell's are smoothed out.

I also noticed last I used the editor there were 2 different height/hill modifiers, these would do nice so as to modify one to do cliffs, and the other to hills and the like.

My proposal to a solution:
Make the rise for each level higher so that collision/ground mapping get a higher rise. and turn smoothing off for cells or make the smoothing cell based so that you can still use smoothing some places.

Hopefully these suggestions are usefull to glest so that we can have archers on cliffs,tanks and/or bases build on top of protected platues whatever suits the mod/game :).

EDIT:

Upon wondering about the heigh stuff i came across some (possible) obstacles.
Unit view distance.

How would this be calculated?, Obivously we dont want ground units to be able to have view on top of a steep cliff.

So I was thinking about planes.

Attackable plane (which plane the unit is able to be attacked on)
Attack plane (which plane the unit is able to attack at)
Location plane (which plane the unit exists on). This plane "could" be a little more configurable, basically my idea was to have this act like some sort of current dimension. the location plane would also have to be some sort of height map.

All these planes are/should be able to be configured so it would be able to have several planes inter the location plane is obviously the most advanced plane, were the others basically could have a couple of options for have links to different planes.

Fx a unit could have:

<attackable plane"air">
<attack_plane"air","ground">
<location_plane"ground"Magic",>

now the location_plane here would add the normal height_map, which would add the ground height map, so that the engine would know how the unit is handle and the unit is allowed "view on one level of "ground" were as "air" would have several's level of view because of it's height. this is if you think of ground level as values from -5 below water to 0 ground and 5 as mountains that would also give something about 4-7 levels to build fun different landscapes.

NOTE: i was actually thinking of a tag system were a unit simply are given the properties it is tagged with. so a unit would look like this

sound crash
sound fly
sound lift off
sound attack hit (wood? or dependent on armor type?)
sound attack initiated
stat-food supply 2
stat-race Barfny
stat-ep 1
stat-armor 1
stat-health 100

Hopefully you get the point of the tag system, the obvious problem is that very advanced units would be really complex. but that almost make out it self.

Also, PLEASE comment if you like this or not or have any suggestions.

80
Mods / G.I.S [OFFICIAL MOD THREAD]
« on: 5 April 2010, 22:58:09 »
IMPORTANT NOTE:
This mod is standalone.Outdated link http://www.moddb.com/mods/glest-in-space

[OFFICAL GLEST_IN_SPACE_THREAD]

<News ="07-02-2011">
Im allmost not sick anymore, however im behind in school work atm, im still working on planning the mod out to be THE best Space game.
</News>

<News ="24-01-2011">
Finally some concept progress on the morphlings, which have been quite a PITA since other factions are dependent on this one, if people would like i can show screenshots in the following week
</news>

<News ="03-01-2011">
Okay, so the mod is undertaking a serious overhaul along with some serious overhaul of working processes
this should archive faster development and better gameplay, the downside is that most of the work so far is mostly useless, so in many ways its a new start, around the 15th. Also Conzar have joined the team as lead developer for us, and he have already posted a GIS-Patch on the forum. and i will be looking forward to seeing alot more of his work, i will also be posting more here because somebody(you know who you are) said that i should share more of the development of the mod on the forums, so here i am. Shareing... again ;D.
</News>

QA:Updated 10-01-2011
Q:This looks like starcraft
A:it looks like but it is not.

Q:It looks an awfully alot like starcraft
A:The goal of the game is not to either be ART or unit like starcraft. We are aware that the old WIP releases contains unit and structures that resembles Starcraft alot, this is because the universe the mod is inspired from is the starcraft universe.
the GIS universe and the Starcraft Universe caries resemblances but are NOT the same.

Q:Is the gameplay like starcraft, fx fast paced with different tactics, multi building selection, ect.
A:Yes, Multibuilding selection is going to be in the game at some point, and there are going to be several approaches to same "problems".

Q:UEF is that the faction that is in supreme commander?
A:No, This is a different faction in a different universe.

Q:Is there supply depots?
A:yes and no, previous releases had a supply depot,but it were removed because it doesn't make sense to keep supplies on the ground when you have a fleet in orbit, the supply dock makes it's entrance instead.

Q:is there siege tanks?
A:yes there is siege tanks for the enjoyment of breaking stuff :D.



<old-news>

Lady'ies and gentlement im happy to announce to you GlestINSPACE Version 2.2

Thats correct, as of this very moment it is authorised.

link for awsome sousage gauss-rifle-rts-large-army-slash-hacking-fun.:
http://www.moddb.com/mods/glest-in-space/downloads

Also you requested some images:
http://www.moddb.com/mods/glest-in-space/images

Description
A game for you to fly around with buildings, Build Large army'ies of Deadly lashers, the enemy have a alot of lashers?
Wall your self in, and just defend, and expand with your main base ;D, that sneaky rifemorean trying to sneak,
out of his base with a command center?, shoot it down, with the muscle beasts of the morphlings, the terrifying
venoms.(wich btw have nothing to do with venom).

</OLD STUFF -- ONLY FOR HISTORICAL REFERENCE -- IGNORE TEXT BELOW >

Changelest aka Readme(only a part of complete changelist)
This is GlestINSpace Mod BETA 0.2.2 (Name TBD)
Made by Frederick Angelo(AkA Coldfusionstorm)
Last Edit 03-Juli-10

Credits
Elias Dokkedal(AkA SuperKaj) - 3d Moddeling - 2d art - animations - concept artist - Mod Developer - Map maker.
Frederick Angelo(AkA Coldfusionstorm) - XML Editing - 3d Moddeling - concept Artist - animation - Mod leader.
Tiger (aka ??) - music artist.
The glest team - engine development.

Mod change from 0.1.7 to 0.2.2
Mod made self sustained
Most units textured, music added.
Custom menu added.

<OLD STUFF -- ONLY FOR HISTORICAL REFERENCE -- IGNORE TEXT ABOVE/ >


81
Mods / Building/Morphing.
« on: 23 March 2010, 22:28:42 »
As the title suggest, i need some help about the build command.

Now its some time ive been down into the XML's.

But i would like to when i building a building that the unit is morphing into the building, im not totally sure how i am suposed to do this.the unit need to morph to a building, but i still want to use the build menu, perhaps by doing some command hacks?.

82
General discussion / Gameplay improvement.
« on: 19 March 2010, 00:59:12 »
1. REAL Hotkeys
Hot keys are unconditonal nessesary it makes the gameplay feels more fluid, i personally
Feel terrible hamperd when playing glest..i need to do EVERY thing with the mouse, i could in pratical just shovel my keyboard away, wich is werid since its what i use the most. so please make me able to use my second hand.

Implementation. Make Short-cut key defined in XML for single unit, this overides Global Hot keys defined elswhere.

2. Multiply Building selection, a good exampe is sc2

if you select more than one building the first of one type, let's say barracks. and you want to build 4 knights and you have 4 buildings then you will need to click build 4 times

That will mean interface will be aware of how many unit a building is producing,(if 3 buildings are building one unit and the last one none, when you click the build who arnt building will start building/produceing).
this counts only for buildings

3.Interface
Interface needs to lay down, (or do we at least have a way of modding the interface).
Basically, we would like to be able to change the layout of the UI.
im getting so frutrated by the side bay, as it feel far away from the gameplay in the middle.

so in short
1.Hot-keys
2.Multiply Building selection with "intelligent build order".
3.Moddable UI

Agien, HOt keys are REALLY important if nobody find that it is likeable to do, PM and lets find out if we can arange something about $ or Beta Keys or something, i for once NEEED hot keys, and i cant be arsed to mod for a game that dont have this capility no matter how much i love the concept.

83
Mods / Mod Features.(NEW MOD) Glest IN SPACE!
« on: 11 September 2009, 07:23:31 »
Welcome to the thread for my mod (the name is Glest IN SPACE!)
"RELEASE EDIT"
im Proud to Announce that Glest IN SPACE! is released!

releases to public.

0.2.0  Newest Release! (just waiting for Upload to pick up so i can upload it).

0.1.9

0.1.8

"RELEASE EDIT END"
ATM, i cant give too much detail other than if you liked starcraft you will properly also like this mod, im aiming for a dark universe with cool units atm, alot of work have allready been done, and im allmost past the learning phase and about to enter the produktion phase.(wich means spitting out alot of models).

Its currently in Alpha,(means untextured,unbalaned and gameplay altering changes sometimes)
also i might need features only in GAE but thata also to TBD.

As some of you know ive worked on this quite some time now.

Progress are comming along nice, albiet a bit slow since im still learning now and then, and its pretty much a one man show, i DO have a good friend of mine to help, but he's also been busy the last time.

it features 3 factions.

Rifemorean(Name TBD)(human faction)
Morphlings(Name TBD)(alien like faction)
(Chesepeople)Name Defently TBD)(alien like psionic race)

its the traditional races, the way over our head Cheesepeople, The parasitic Morphlings,

The music style is gonna follow that of starcraft.

now, when you see the screenshots(no up yet), you WILL notice simmilaryties with starcraft, and i would like to explain why, i played alot of starcraft in my young days and loved it, but more importantly it shaped MY idia of aliens,Humans, and more aliens,and i just so happens that i like fast paced gameplay blended with big tanks battleships and telekenesis, and so forth.

UPDATE: Sorry for the delay, im currently not able to get any screenshots, to get anything out of this i will need to clean my development folder, i have atm houndres of files, some of differen version. :(, so for now, i will need to scale all buildings to be the right size.

UPDATE:im running a little late. i AM aiming for some screenshots this week!, hopefully il get some tommorow.

UPDATE: Deveoplment, is slowed down, ive come to reialize that i used alot of energi in the lore of this.
basically, im in need of a of a story to define the closer style of units and buildings, BUT whenever i sit to type, i simply dont have the heart to throw some poor (imaginary people that is), innocent people to war.. :(
SO, if anybody have a dark, universe to tell a story with, i imainge it like a parrel universe "IN STYLE" to starcraft.
all i want is to model and do XML's and keeping, il be ultimately be deciding where the story goes, but there could be serveral campaigns. :D,so in short im too soft to be killing people in a story, so if somebody has a horryfing story to tell about in space, give it a shot, pm me, or give an example. a good reason for why the 3 of these races are going to fight. thats about it.

84
Mods / Glest wont load model because of wrong texture.TGA
« on: 7 September 2009, 15:42:07 »
title says it all.

when i load the Model into glest it just crashes on error, Cant open g3d file. if i try useing the g3D wiever then it
objects with a: Exeption cought loading file 3d file:filepath: only uncompressed BW and RGB targa images are supported.

85
General discussion / Engineering a lobby.
« on: 24 August 2009, 11:34:04 »
yeah :D, so i will have a couple of thought here about the lobby.

currently we dont have a lobby?, why is this so?

and i would like to clarify what i mean by lobby.

1. a network listening part of the game wich enables you to see local clients on the network.

it is NOT.

2. a part of the game that shows what faction you are and what you will be playing in the game you are currently connected to.

in my mind this would be easy to implement.

now when you are to start a game in glest(a network game that is). you open a single slot, now this is pretty nice but has a bad bi-effect, that you close and open sockets relatively fast. if you change those settings.( i might have a solution for that tho)

so i was thinking mainly you have a "enable LAN" button. wich when enabled broadcasts on your network and thats pretty much that for hosting.

oh, and it will NEED a option to specify what network card the lobby listens on. i cant stand games wich dont do that, it makes it ass hard to use VPN connections like Hamachi. (wich is a great tool for playing over internet).

also, i would like to state a thing this lobby does NOT have the ability to see internet games it could have but im not sure that would be a smart thing. for long distance things you will still need a IP.

hmm, now that i think of it, the current method isnt THAT bad, a lobby dosnt really help on peoples patience.

for joining all you would have to is have a simple GUI and a network code wich listen for these broadcast packets.

PS. im a no programmer (yet/perhaps gonna be? for fun), im gonna do this myself if i learn c++, BUT i wanted to share my thoughts about this as well if any programmer was sitting and thinking damm how the hell do i do this.

This post will get updated with my progress on my lobby as im progressing in c++, this will be one of my first tasks.

so why dont we have a lobby yet(IF it is so easy) and does my idia work?. (i know its terrible simpifyed in the sense but i also do think that is should be so,broadcasting seems very simple to me) and all we need is a packet with a glest host IP in it). and then just use the normal glest join method

im also aware that daniel.santos is writeing new netcode is it tied to that? that you think we will need to rewrite the lobby?.

86
General discussion / OpenGL and shaddows.
« on: 22 August 2009, 20:54:11 »
yeah, im a big fan of open stuff, and dicied to try openGL out on WoW, a long time ago, then later i got into glest, now, in glest, whenever i set the shaddows to Shaddow-mapping, it crashes on atual gameplay entering, (fx, entering 3d view). also in world of warcraft shaddows go to the lowest settings posible?, whats up with this, does openGL not support shaddows?.

EDIT: it complains that it need the GL_ARB_saddow_abient

something real close to that line :D

87
Mods / Problem with exporting model.
« on: 15 August 2009, 10:13:39 »
well, the problem is that i have a model, wich i want to export, now it did export good ONE time, before i scaled and changed animation on it.

so i made my model. foragot to set animation right exported it into glest.
and i aslo ctrl-T'ed it.

Dindt work(obivouly).

now i scaled it and set animation start and end to one. and postion to one.

it is a "high" poly model with 1884 Faces. the error it throws at me is this.

Vadility error:iElement indices does not forllow DTD

Imageshack link for pic.
http://img16.imageshack.us/img16/4748/errormvf.jpg


88
Mods / XML <speed value="xxx"/> dosnt affect unit attack speed.
« on: 14 August 2009, 01:45:43 »
Title say's it all,

ive tryed changeing theese, but nothing happes, that damn converted archer just keep shooting slow
i got a model of a marine i want to shoot gatling style. could anyone inform me of the correct values/xml syntaxs'es for this?
 
<speed value="9999"/>
<anim-speed value="50"/>
<attack-start-time value="0.0"/>

in advance thanks.

89
Mods / Animating in Blender, Model wont move.
« on: 12 August 2009, 13:09:12 »
yeah above says it pretty much, well.

ive made armatures, ive parented the mesh (my model) to the armature. ive then tried to make a animation by move some if the armature, then press i then move one frame move the next one, and then ive Ctrl-T'ed for triangels,Selected Object (cube/mesh/model) then i exported with the script directly to .g3d

But the model dont move. and i cant raelly see it move in blender either, ive read a lot in the From Noob to Pro Guide. and from http://glest.110mb.com/animation.php

and i had the model to move, but now i cant get it too.

So any help is apreciated.

PS. the model shows up fine in Glest.

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