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Messages - Coldfusionstorm

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776
General discussion / Re: Gameplay improvement.
« on: 19 March 2010, 01:17:45 »
That is lovely! im gonna take a look at that straight away, the other parts still stand thier relevanve tho :), dont forget that.

EDIT
btw. Where is those hotkeys could i get a link for material?.

777
General discussion / Re: Glest on Steam
« on: 19 March 2010, 01:04:11 »
i really hope that steam never comes to steam, that would break my heart, since it does carry it usefullness, i just dont like steam.

Since DRM isnt a problem for us. it still wouldnt be THAT bad.

but still its steam.

778
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.

779
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 5 December 2009, 16:57:49 »
Some stuff, is textured, but i have less than a hour a week to work on the mod. :(

780
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 27 November 2009, 20:48:27 »
Sorry for the long reply, but life's been busy :(. Anyways, im interested in the creep thing?, Emanations?,the creep defines buildable/not buildable for one of the races.

781
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 7 October 2009, 12:49:48 »
okay, il try, you know for great justice and all, but does anyone have a feel for the creep?, any idias how to implement it?`, ive been thinking about it but nothing really pops to my mind like it would work, and il keep it in the main post then anyways :D

782
Mods / Re: Eldar test building
« on: 26 September 2009, 20:38:35 »
well, if you cant export then your in truble, then you would need to do it manual....or find a way to export it to blender. or find a coder (highly unlikely) to write a plugin to the glest 3d format (.g3d) from your program.

783
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 26 September 2009, 16:17:04 »
MODDB Updated with a new upload/release. V.0.1.9

784
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 22 September 2009, 08:28:38 »
MODDB updated!. Serveral times. No Update just yet :D. but im feeling its getting closer :D.

785
Mods / Re: Mod Features.(NEW MOD) Glest IN SPACE!
« on: 19 September 2009, 18:20:59 »
Working on some new features and a new Headquarters for NIkir :D. Stay tuned. !

786
Mods / Re: How do you model good low poly 3d models in blender?
« on: 17 September 2009, 07:47:17 »
the texture section needs a important step, Change the view to UV map.
:D.

787
Mods / Re: Giant Weapons Cache! Not spam, Requests Taken!
« on: 17 September 2009, 07:38:42 »
oh, okay :D, no problem :D

788
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 16 September 2009, 21:22:49 »
sure, throw them in there, il properly read them tomorrow :D.

789
Mods / Re: Giant Weapons Cache! Not spam, Requests Taken!
« on: 16 September 2009, 20:39:08 »
Here comes my wish list then.

1.Flame Effect(particle? not quite sure(flame trowher like effect).
2.Small Gatling/Machinegun/Pulserifle effect.(agien particle i do not know).

thats all for now. i might ask for more if you want to make more :D.

right now i just need to finish my own sh** and get that mod Beta ready!.

790
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 16 September 2009, 20:35:25 »
:O, this is really great, as i was reading trough it i could allready begin building the story,

:D, i will have some small changes tho :D,

the "breeding place will be a place of genetic engineering, Due to the material being very powerfull when liquidfyed. and thus can be used in all sorts of body's(and for the ones equipment), YAY!.

Uhh.

and il incorporate some cross factions (in the campagin anyways :D(i hope) :D. think. THANKS Hectate!, thanks alot!. you will go into credits for that one fore sure!.)

791
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 16 September 2009, 09:35:22 »
i have LOADS of ambition!, i want this mod to be really great, but i need to get this story going. :D. but i cant create a story with evil myself, it strides agiest my beliefs.

i cannot create war... :(.
i will allways sought agienst the peacefull happy ending from disney movie. did i mention that i love those films?,(well, the cool ones anyway,(wall-E,Inspector Gadget(alto the intro was the coolest thing), ect. :D.

Also, il be uploading Alpha on moddb later today. fixing some stuff. and THEN il begin screenshotting also :D.

792
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 15 September 2009, 06:59:27 »
Updated main topic and cleaned first post to be more...clean.

Nah, i dont think, is only one similarty, and Jhon.D thanks for your suggestion im going to try that :D

793
General discussion / Re: Engineering a lobby.
« on: 12 September 2009, 15:23:31 »
Okay, perhaps i should clarify that, "in my mind(in my non-coder mind that is), it would be easy. now i say MY mind because it isnt sure it easy. it wasnt a statement that network codeing was easy. at all, :D.

and on to the other, i agree on pretty much everything you said, perhaps apart from the .alt flame thing :D

And just to make sure we're on the same wave-lenght.

I do NOT think that Network codeing is easy,and i think that you do a awsome job with the netcode.

all i said was IN MY HEAD!. then substract my c++ knowglede and that pretty much sums up my codeing abilitys. :D.

anyways, im off agien, modding away :D

794
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 11 September 2009, 09:20:36 »
well, screens would be up later today(evening i hope). but as i explained its very much WIP, so id like to at least texture it a little. im currently textureing a Nuke warhead, so far i have texture in a object for the map editor and the crystals you are harvesting.

the problem is that im still working on it all at the same time.

so whenever i build a new model i also need to get it to fit into the concept, sometimes it gives it self others not.(also i need to sit down this week and work out the tech trees and some concepting).

but i guess i could release the alpha versions.....perhaps.....

i could texture the factory when i come home, and then push the battle cruiser a little i guess.

but a screenshot. yeah, il upload one in a halv an hour aprox, but its in blender, and its a little mishapen, i kinda hope the smooth will get that, or otherwise i will need to redo the missile...:(

oh, damn, well, im free now, so il eat and then go home and take some screenshots for you guys :D, the missile looks like it needs a complete redo :/.

795
General discussion / Re: Network branch merge
« on: 11 September 2009, 08:40:49 »
:O, wait, does this mean....

_lowers his voice_

new netcode soon?

_candles are lit in my eyes_! ;D

796
Mods / Re: Mod Features.(NEW MOD) name TBD.
« on: 11 September 2009, 07:24:13 »
Added rest here since the above post when it began to go long was going crazy.

It also features a new tileset for the mod!

Also i would like to ask any coders if thier would have interest in codeing 2 features.

first one is Blight/creep as you know it from warcraft/starcraft.
its a buildlayer wich can have additional features atached to it. fc healing on unit when on owners blight/creep allowing special ability's to be used.

second is a addon feature. similar to what thier have in starcraft, being able to attach/deattach building from eachother, seprable with fx, a morph.
this works that i can have a upgrade for a building and then it give my a building selector sich i can place next to the building,(preferly in a place predetermined so that it also looks nice).

this is not super important atm, but if a coder was thinking that he would like to try something like that nows the chance :D.

797
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.

798
Mods / Re: How do you model good low poly 3d models in blender?
« on: 11 September 2009, 07:07:14 »
well. tbh, it isnt too hard,it all depends on what you want to do, square building fx are alot easiyer to do then advanced creatures, my best advice would be for you to practice and real/wiew tut's, the glest guide, covers most of the aspect of moddling to glest, but practice is your best friend here really.. :D

799
Mods / Re: Glest wont load model because of wrong texture.TGA
« on: 7 September 2009, 17:20:30 »
xD, thanks and your all completely right. :D, i tried it just after makeing the post :D, and YAY it worked :D, thanks.

PS. it should be written into the glest guide, i think this step was missing.
:D

EDIT: for minor gramma correction.

800
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.

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