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Messages - Coldfusionstorm

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101
Im asking for health bars like these in these videos.

Units health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=3552
Building health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=2549
Alsoa  :thumbup: +1 til titis 1.1

That's really all there is to it, And a way to define it in the code via a single value if the modder choses to do a fullscale mod.


102
MegaGlest / Angle and Vectors of standard camera.
« on: 7 July 2014, 13:02:20 »
What is the vectors (angle & position) of the standard camera

LIke this?
http://www.pasteall.org/pic/73591


103
Tools / Re: wanted: g3d models with normals map for testing
« on: 1 July 2014, 18:13:40 »
Indeed, Very quit, Im also very interested how normal maps are comming along, i have a model id really like to showcase it's going to be gorgeous but it uses normal maps. :)

104
Tools / Re: 3D Map Editor
« on: 23 June 2014, 13:16:53 »
Greate news, Glad to hear about the 3d map editor!, Gonna be great!.

Is there any word if it will be compatible with the megaglest file format?. and the normal glest, Different file formats and such?. or GAE?.

Much gratitude if it can create/modify Megaglest maps.
(japanese bow).

105
MegaGlest / Re: Top 100 MegaGlest Players
« on: 11 June 2014, 08:47:45 »
This needs a register option. Perhaps tie it into the forums and record games as logged in as ranked games. Or perhaps make special games wich count as ranked games perhaps a quick play mode wich set's up 1v1 games in ranked games when you are logged in. Or perhaps just a 1v1 mode that connects 2 clients randomly?.

106
MegaGlest / Re: New headless servers "MG-Team"
« on: 11 June 2014, 08:45:16 »
Awesome guys, This looks awesome, and very nice times on the pings. it's good to have these headless servers!, Routing is the evil of gaming today :D  :P

107
Well, Since you already had implemented this i was simply asking if there was any secondary effect or you had noticed something about it. Asking for you experience with the implementation is all.

108
Hm I think some of you did not get the EP idea as it is now. EP is not meant to be a ressource! EP is something that is unit specific and consumed over time. "time" is one command cycle in megaglest. Just take it as a constantly ticking clock. Its used for food consumption too for example. Up to know there was no real need to show this time to the player. Maybe we should think about it, but that has nothing to do with this problem.

As far as I got Maolas idea, I think thats no solution for MegagGlest, as it breaks current behaviour ( for golem for example ).

Titi, Molas simply stated how he did it, you don't need to remove the way the EP cost works as it is now simply modify molas idea to fit.

Instead of removing ep just add the added functionality as Molaos described, As you said yourself titi you have not found a way to do it yourself so what about trying out Molaos idea?. It sounds as a well tought design and as far as i know molas have had that down for some while so the basic idea of it whould work?.

am i wrong?

This is a excellent opportunity to take advantage of having several forks in the glest community.

109
The way I did it was to remove the ep-cost thing and just add a skill cost class. This class can do items, resources, or any stats pretty much. On the start of an attack it uses up the resource-stat costs given in skill-cost. It iterates through the resource pool vector, in case you want to assign energy, mana, heat, willpower and/or any other number of costs. It also separately eats through health, the shields vector, resources carried by a unit, and items possessed by a unit. Anyone making a moba for instance needs to be able to use multiple resource cost types, for instance LOL has mana, energy, rage, etc.

Was there any side effects or negative behavior with doing it this way?.
Sounds like a good way to do this. and it would fix this age old issue. and makes things easier :)

110

In general EP is not meant as a resource , so don't use it that way.

Then what is it meant as?.

Also what about implementing a "skill full cycle". Wich determines what a full skill cycle is and then you can determine cost on this?.

fx i know that for my skill to fully complete it takes a skill cycle of 500. and on that it subtratcs fx50 ep from the unit. so something like this
also with this behavior it should subtract the EP when the unit starts the ability since it's a requirement.

<skill-cycle-complete value="500" value-cost="50">

111
Are you positive you are using the correct icon there a icons that look like player icons but arnt.

And last release should work that's what im using.

112
MegaGlest / Re: Particles.
« on: 27 May 2014, 11:09:07 »
Calling Annex a mod at this point is kinda stretching it don't you think?.

Just call it Annex. It's a game on the MG engine.

Ohhh, And this MIGHT just be what i was looking for. I have 4 other tabs with Wiki Links open on particles, But this one i havent seen or ive overlooked it :/. THANKS.

What kind of particles can you attach to this?, Splash systems, Another Projectile perhaps?, or unit system?

113
MegaGlest / Particles.
« on: 27 May 2014, 00:11:24 »
Is there a way to attach a particle system to a projectile wholesale?, fx i have a particle effect i want to attach to a projectile model.

Also what are the current limitations of the particle system?.

114
The game logic dictates this is how the function plays out.

you might have other plan or uses for the funtion, But that would be a feature request.

The _logic_ of the funtion is pure.

the use of it, not so much.

115
Ah yes eve, The Endless timesink for people with spacedreams, Ive been there. :).

But still relevant, this issue is still annoying and counter intuitive!.

116

Not sure whats presice or good about it honestly, Currently the system has major flaws:

-Misleading information if it says cost to produce is 10 ep then it unfair for it to cost more than what is told

-Player has to know ahead of time just how much ep is really needed meaning newbie players will take the ep cost at face value

-Waiting for unit to be produced only to have it canceled due to running out of ep, wasting all that units ep, and your time waiting

-Broken Ai: AI will constantly attempt and fail to produce/morph unit

-Skill may not even be possible, For example unit may have 100 ep and cost is 10 ep to produce, but if it takes more than 10 cycles then it would never be built.

While I do agree that more options are better, I just see the current system as broken and unusable. Really I cant think of one mod that uses ep for unit creation/morphing, I'm sure its mainly for this reason. However, if you really need this to stay then I suggest implementation of tags to support the old system (ep cost per cycle) but I really feel that it shouldn't be the default.  Would that be fair?

1.Yes it is misleading and the way the cost is showed should be changed so that it fits.
2.This is basically the same as 1. And yes it's a problem and should be fixed.
3. Another good point, Also needs to be fixed. Making a skill able to wait for EP would be cool so that you could have paused units in production.
4.I don't bother with AI anymore, it's just useless for mods, im sorry but yeah they are.
5. Not sure what you mean with this, Yes if a unit does not have enought EP for a build skill it will not work. (Duh). :)

But i agree it should be fixed.

And Molaos, Could we see screenshots of mandate?, it's kinda annoying to hear about it alot but never see screenshots. Not to mention the LONG overdue 3d editor you mentioned months ago /years?  ;)

117
Making it possible to use procentate values would solve this problem. i think.

in any case it's a feature request you are looking at.

118
im not sure i agree, The feature works as intended, Perhaps add er percenate to boost, that would leave a unit alive, but as it is now it seems like it's working as intended, wait around for titi or softcoder to answear they are the coders so they will know, but as it stands i think this is working as intended.

119
so what you are saying

have a unit with 600 Hp and then boos it with 10 hp

if you give it 601 damage. And then remove the boost the unit dies without taking damage?.

120
Exelent models and Textures!, Going to be great to see in a game.

121
Reserved for future updates

122
Reserved for future updates

123
Reserved

124
So, As some of you know ive been inhere a long time, and im kinda sick of working without having anybodyb to talk about all these ideas and toughts i goes trough so im starting this Thread to share my toughts on the process of making a RTS game from a design perspective mixed with blender stiff and icons
Hopefully it will be interesting to some.

(ALL IMAGES AND THINGS I UPLOAD HERE WILL BE COPYRIGHTED THINGS. DO NOT COPY WITHOUT PERMISSON).

Now i guess for the first post il show something off.



This is my current nuke icon, Im quite proud of it, Since i have no special education out in graphic creation at all.

Here is another Icon for a silo for melt down crystals.



The second icon is actually a picture of the ingame model with a black background, as you can see this have some unfortunate teamcolour bleeding at the egdes (the middle is red on purpose since it is molten.).

More to come with updates on game theory and toughts on balance on units and more.

Now i kinda wanted to show something ingame. So heres a screenshot shortly after starting a game, This shows the basic layout of your base when starting. and resources.

Do note that all units have only basic textures for the moment, im still looking for a way to do uv-mappings effective and time cost-effective.



I fiddled with particles it and im pretty happy with the result
25-05-2014
http://makegif.com/gA7S

125
So what?,as long as he can do XML and project management.

I see what you are getting at John.d.h But really for getting any GOOD and great stuff done we need to realise that mods are going to consist of more people and teamwork, and really why do the guy who starts the project needs to know how to model?.

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