Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Coldfusionstorm

Pages: 1 ... 29 30 31 32 [33] 34 35
801
Multiplayer / Re: Glest Ladder Challenge
« on: 7 September 2009, 15:25:43 »
It should count as a game cancelled imo, since it isnt WICOW's fault when his computers misbehave :D. and im on IRC anyways.

802
General discussion / Re: Glest Guide -- v3
« on: 1 September 2009, 10:54:32 »
i dindt call you names, i said that perhaps you was. i dindt say for sure you where, but its a really bad signal you are sending there, we need to be userfriendly, and ive might gone abit over the top. but you are scareinhg users away with that homepage. thats for sure.

EDIT:wow, i really need to take time to type my posts.....,those are some horrrible spelling error's :D

803
Multiplayer / Re: Glest Ladder Registering
« on: 1 September 2009, 10:49:08 »
Hey yo you new guys ;D, if you want to challange someone do so in the challenge Topic, for just playing games, join the IRC :D wait for someone to come on, the best thing is just to stay in the channel and idle, and do something elles :D

804
Mods / Re: The GAM. 0.3 Available now.
« on: 31 August 2009, 06:56:41 »
when you have worked hard and effectively, its natural to take a little break silnarm :D

805
Mods / Re: Moddb Project
« on: 28 August 2009, 18:42:58 »
i agree, and dont forget, that even thorugh glest is a great game, it does lack what people are used to, overdimensioned graphics. im not saying glest have bad graphis, but people are used to lights, shaddows, and all that stuff, and most mods are still TBA :D, as allready said, give it a little more time ;D.

my mod are going on to ModDB, along with instuctions for glest :D,(but thats when its released and looks good). :D

806
Mods / Re: Mod - Star Trek - The Borgwar
« on: 28 August 2009, 18:13:01 »
Well, just wanted to give a quick hint, if you let your models float somewhat above the ground it would give you just that touch that really makes you beliave that it really IS in space, as it is now i kinda still can see the ship glide on ground :D, apart from that Great work! :D

807
General discussion / Re: Glest Guide -- v3
« on: 26 August 2009, 13:27:43 »
its about sending a signal that we as a communty do NOT support false infomation, or virus. and i seriously think that you are misguideing people with that.

and imo 90% of all virus can be avoided by common sense. .ei, hey cool this site just randomly offered my a .exe file lets click on it!, or just turn on your anti virus when you surf "adult" sites. :D

(that the common user then is too stupid to get this is just bad mojo.)

808
General discussion / Re: Engineering a lobby.
« on: 26 August 2009, 13:17:16 »
The biggest obstacle to a lobby (and other features) is having the right GUI components. Also if you are going to make a lobby you should have at least a basic understanding of networking.

oh i do, if your talking about packets, TCP/IP UDP and so on, i did take a hmm, we'el call it a course in these things :D, im really allround in computers.

UPDATE: well, consider this halted atm, i simply dont have enough time as it is atm, modding,textureing,concepting,work,food, ect, is all filling up my time, i simply dont have the time to learn c++ also...(the fact that it looks like a daunting task atm dosnt help much either)id rather use my time on the mod where i can see what i do right now :D

REEDIT: corrected ugly grammar.

809
General discussion / Re: Engineering a lobby.
« on: 24 August 2009, 14:34:11 »
i dont get itimidated so easily, :D, math never really been my strong side, logic, im pretty good at that.

besides i deny that something can be extremly hard.

and btw, i never said it would come overnight.

wich also is why posted here, since my post above.

yes i did XMl's, i have a mod, (but its closed-alpha), mainly because it still sucks compared to full fleged mods, i have some pretty good stuff going on :D.

take years?, well, then im going to either break a record or fail extremly :D.

but im not really busy just yet im only 20.

now im off to IRC, and my c++ tuts examples and so forth, and silarm, i woulndt atually reqiure all that my hope is that i can hook my small code into glest.

i have NO intention of understanding the netcode, only the lobby part. wich is joining.

what i want to code is the ability to see "glest-broadcast packets" and then fecht the ip adress from that packet, and then just use glests method of joining with the fechted IP.

that sounds easy in my ears. but we'el see il come running crying for sure when i discover that it itsnt that easy  ;)

810
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?.

811
General discussion / Re: Glest Guide -- v3
« on: 24 August 2009, 10:50:51 »
OMEGA!. what the hell is that bullcrap about IE that you have on your homepage, are you crazy? or just dump and ignorant, that "ANTI" ie crusade you are going on is send new users running away....

if anyone wonders what i talk about visit his homepage with IE and push dianoctics....

new non-technical users will run screaming away, this is NOT approiate....

and i find it horrible that glest links to such rubbish. you have loads of good articles on your homepage but THAT is just giveing glest a bad reputation......

812
Multiplayer / Re: Glest Ladder Challenge
« on: 24 August 2009, 10:26:43 »
i would like to announce that my and wciow's game is yet to start, i dindt cacht him on IRC tho. just a update.

813
General discussion / Re: Glest Community Awards
« on: 23 August 2009, 20:50:57 »
i think this is a little akward, i think alot of people are doing alot of stuff here, and here im refering mainly to the coders, (that i know of) Daniel.santos,Silnarm,Hailstone, Daniel is working on netcode, wich is awsome imo, i havent seen much of silarns work, ive defently seen his GAM beta wich also is awsome, but a little out of my reach since i like doing it oldschool :D, (manually), it makes me feel im better in touch with what im doing. Hailstone ive not seen much of but it my uhm...how to say this, i cant explain this, but i know hailstone is there "creeping" in the forums and being helpfull and in touch with the community. i think these 3 would be the candidates for me, but in relation to the community there is alot more people, for me what glest needs most right now is the network code, for multiplatform.

so Conclusion, i will vote blank, because i cant vote for more than one, and this would be unfair in a sense. also because Glest Community Awards is such a wide thing, im not really sure what im voteing for. anyways, i vote for ALL of glest wich works together on this magnificent projeckt learning, and expanding glest :D. GJ guys

814
Graphics Card: nVidia GeForce 8800GTX
Processor: Intel 2.40
OS: Windows XP
Glest Version: 3.2.2
Monitor Size: 22"
all working BUT shaddow mapping due to the GL_ARB_shaddow_abbient?(ive also made a post on the forum.) where PolitikerNEU showed me this)

https://forum.megaglest.org/index.php?topic=4545.0

Giev me Shaddow mapping :D :P
.

815
General discussion / Re: OpenGL and shaddows.
« on: 23 August 2009, 17:23:34 »
Bumpp for gret justice,

816
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

817
General discussion / Re: Four Path Magitech
« on: 21 August 2009, 21:32:38 »
btw, Daniel?, did you have a growskill implemented?, since i want a building that morphs into a other building destroying the builder in the process, aka the Builder BECOMES the building. so when i place a building the worker goes to the spot, and then begins morphing useing the be_built skill command/skill cant remember is this possible?

818
Multiplayer / Re: Glest Ladder Challenge
« on: 20 August 2009, 15:02:37 »
this weekend would be good for me, il be on IRC,(as usual) :D, just cacht me there :D

819
General discussion / Re: GLGooey Integration
« on: 20 August 2009, 14:41:27 »
Thanks, that looks much better now :D, thanks hailstone.

820
General discussion / Re: GLGooey Integration
« on: 19 August 2009, 09:07:34 »
Hailstone, ive seen that link method a couple of times from you now, and it alway seems to bug out into a random website, my opera even warned me it was a hazadrous homepage.

at the minimum i cant see the picture, and i would so very much like to see that pic :D

821
Mods / Re: Problem with exporting model.
« on: 18 August 2009, 16:19:11 »
Thank you gameboy, and i will, i will keep them as low as posible, (for my quality standards ofc). and about the rts that exaclt what im going to try, i still want my models to look good tho :D, and optimizing models is alos a prio.

822
Mods / Re: Problem with exporting model.
« on: 18 August 2009, 15:51:42 »
i have no report of lag from my testers "yet", if/when it comes. now i have yet to see a simple good reason to why i shoudnt use it, the only thing i see here is people being afraid of subsurf... ive asked serveral times for facts. yet, no one comes with it.

subsurf works. end of story, it increases polys, yes, but the look comes out just the way i want it.

nuff said.

if you can prove it, il be happy to listen, untill then, il wait untill my testers and devs complain.

823
Mods / Re: Problem with exporting model.
« on: 18 August 2009, 13:36:45 »
sigh, well, thans for clearing that out, but still.

i want a argument with facts on it before i stop useing subsurf.

not just

its bad!.

it works for what i want it too, a organic faction.

its bad is NOT a arument.

824
Mods / Re: Problem with exporting model.
« on: 18 August 2009, 10:00:12 »
I like your post omgea, it was fun, on a serious note, id like to claficate something.

first off, @ mark, yes im agureing that 2k polys are okay.

now. we can all agree that the lesser polys the more units there can be onscree right?.

for a low end graphics card a higher poly count is badder thats logic.
for a higher end grapich card we can assume that a higher poly count would do less.

in a game moddeler mind it makes sense to do polys AS LOW AS POSSIBLE we can also all agree to that.
however, you need to find a balance between the model and the textures.

i agree that 2k is rather much in compariosn to the normal glest models, but those arnt so good imo either, thier are solid works. but i dont like em. when i release my mod you can try it and if it lags blame for useing too much polys, but i will be aiming the same way blizzard do, as wide a aduince as posible.

also bear in mind that this is ONE building that have that poly count so far. and ONE unit. also ive read a pos somewhere saying that 1,5 K is fine. so i dont see the big problem here.

other that you need to see that subsurf ALSO can have good uses in glest when used with cation.

i say this out from my experince so far.

so tell me, what is YOU experince that makes you think that subsurf and high poly counts is SO bad?

EDIT:on a reread of you rather long post, i saw that glest smotes models, i thought it only was smoothing animations. bu thanks il notice that.


825
I'm in favor of units having different sight values at night and day.  That would give a big advantage to a lot of non-human units, I think, since a lot of animals can see better at night than humans can, but we humans have great daytime vision.  I kinda like the idea of other things being adjustable based on night/day cycles, but I think that would be secondary to the vision thing.

This should be able to be set custom in the.

in fact, this would be the same thing a value for day and night, fx you should be able to define in all sub skills.

<unit>

<parameter>
</parameter>

<skills>
<name="w/e">
<attack_type="Vampire_hack_slash">
        <night="1"> (means useable only at night this sub category should be able to be put into all skills /commands? im not too strong in the XML's yet)
</attack>

</skills>

<commands>
</command>

</unit>


Pages: 1 ... 29 30 31 32 [33] 34 35