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Topics - -Archmage-

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1
https://godotengine.org/

Check this out. It's free, it's open-source, has a Linux editor and multi-platform build support as well. :P

2
I have a main projectile, and then a child projectile, and the child particle doesn't line up with the parent, and by how much it doesn't line up seems to depend on direction.
I've tried switching the 'relative' tags every which way on the parent and child to no effect.

I've only been able to get child particles working properly with splashes because there is no initial offset required.


3
Problem.

What's interesting is that it seems to work properly with values over 45, and under 135. Unfortunately, I need an angle less than 45.

4
MegaGlest / A Possible Resource to Improve Graphics
« on: 18 February 2017, 15:17:54 »
I'm not sure if you guys are aware, but there are a couple post-processing injectors around that many people use to improve the graphics of all kinds of games.
Reshade I believe is the most popular, it has an OpenGL injector, it's now open-source, and the source is licensed very liberally(afaik).
Reshade seems to work with MegaGlest, except MG's GUI disappears(no menu), so the game isn't playable. Only downside is that the platform is only designed for Windows, but the inner-workings and OpenGL guts should work across platforms? (Hopefully)

That being said, I don't know much about graphics programming, but I thought there might be some useful code in Reshade and it's various shaders that you guys could look at. Alternatively, maybe it's possible to make it so that MG's GUI doesn't disappear with Reshade? (No idea how hard that might be...)

Reshade Website
Reshade Source
Reshade Source License

Running this injector I was able to successfully add and see the following effects on the main menu model:
  • MXAO - Advanced Ambient Occlusion
  • SMAA - Very Efficient Anti-Aliasing
  • Various Sharpening Effects
  • Reflective Bump Mapping - Not sure what this is, but it essentially adds reflections and specularity...(Could be useful on the water)
  • Bloom - This would be gorgeous on particles and meshes set to "glow".
  • HDR - Mimics High Dynamic Range Rendering
  • Ambient Lighting - Appears to add Volumetric-ish light effects.
  • And tons of other effects...

I hope this is useful.  :D

5
Feature requests / Animated Particles and Other Particle Options
« on: 22 October 2016, 00:32:35 »
Suggested Features:
  • Animated Particles Using Spritesheets
  • Random Starting Rotation (needed for animated particles to look good)
  • Soft Particles: Not sure how hard this would be in MG's engine, but simple soft particles just modify opacity based on scene depth. This effect is relatively cheap, and hides ugly geometry intersections.
  • Child Particles: Nothing too fancy, just a reference in the particle xml that would call another particle xml to run at the same time. This would be a better way to handle multiple particle effects than stacking them for each unit. This also could be used to handle projectile children, a feature we'd all like. (For fire arrows!  ;D)

For animated particles, I have quite a few spritesheets that I made using Blender. I have usable art assets now, already being used in Unity engine. I would be willing to give you guys a couple fire and smoke sprite sheets.

Here's what I've got going in Unity - Fire - Smoke - Explosion Sim as Fire

I may think of some more features, but for now, those are the main ones I've been thinking about.

6
Bug reports / Is shadow mapping supposed to look this horrible?
« on: 17 July 2016, 07:52:55 »
Windows 10
Latest AMD Drivers

Since I've been working with MG again, I thought the shadows looked really screwed up. However, I didn't realize how badly until I switched from shadow mapping to shadow projection.

With shadow mapping on, units are darkened as if there's a shadow on all of them. There's also extremely annoying shadow flickering everywhere. On top of this, the old "negative shadows" problem is still around.

Some screenshots with shadow mapping:
http://imgur.com/a/OD1jc

Some screenshots with projection mapping:
http://imgur.com/a/2kWkq

7
In light of MegaGlest heading to a larger audience(Steam), I thought I'd dig up some of my old work on the MegaGlest-Refit project from years back, and basically finish the refit.
Originally the refit worked on gameplay and faction structure as well as graphics, but I decided to take a less controversial and more additive path for this project. Therefore, there will be zero gameplay changes in this mod, though I do have a few suggestions for the developers(which I would be willing to help with). All XML changes are graphical in nature, to add particles, fix animation speeds, or re-synchronize sound effects.

Change-log: Done    Work-In-Progress    Not Started

Anubis Warrior: 3 Animations Redone
Desert Camp: Model/Texture Enhanced, Completely Re-animated, New Construction Model
Farm: Model Enhanced, Partial Re-Texture, Reanimation, New Construction Model
Ibis: 3 Animations Redone, Texture Enhancement
Mummy: 3 Animations Redone (left the classic death anim alone), Texture Enhancement
Obelisk: Model Redone, Simulated Fracturing Destruction Animation, Particles Added to Replace Mesh Effects
Priest: A few new animations.
Pyramid: Texture Enhancement, Mesh Optimization + Shading Update, New Construction Model
Scarab: Complete Remake
Slave: Complete Reanimation
Snake: Model Redone, Animation
Spearman: Complete Reanimation
SpearThrower: Complete Reanimation

Sphinx: Complete Remake
Temple: Model Enhancement, Texture Enhancement, New Construction Model



Downloads

Development:
GitHub Mod
GitHub Source Files

Andy's Dec 26th 2017 Repack(Certified Latest Version):
Andy's Repack - dropbox.com

0.98 Final:
Download - 26MB - 1-6-17 - Google Drive
Download Mirror - megaglest.org

0.98 Final - Source Files:
Download - 261MB - 1-6-17 - Google Drive
Download Mirror - megaglest.org

0.7 Beta:
Download - 32MB - 7/21/16 - Google Drive



Gameplay Suggestions for Devs:

Air Pyramid: Remove this unit. It makes 0 sense historically and the Sphinx already hits air units.
Chariot: An iconic unit that is missing from this faction. Would use the popular Egyptian bow. A fast late-game ranged unit.
Neith Bowman: The bow is a very common Egyptian weapon that isn't in this faction at all. Neith is the goddess of war and hunting, so I figure it's an appropriate name. An elite archer unit.
Medjay: Elite Soldiers during the 18th dynasty, basically Pharaoh's Guards in a sense. Would play well as a late-game, expensive infantry unit.



Pictures!

Gallery of Changes (January 2017)

8
What I propose
A simple damage multiplier in the settings where you set up a match, that affects all units, without requiring manual XML modification. This is similar to a hardcore mode in many other games, BUT offers much more control to the player, allowing for many more gameplay possibilities.

Why I'm bringing it up
I've found one of my biggest complaints about MegaGlest is that the combat feels relatively sluggish and uneventful. In my Magitech-Refit mod 7 years ago, I upped damage significantly because I found the combat was more 'hardcore', with battles becoming more dramatic, and with less units standing there continuously hacking away to little avail.

How it can work for everyone
Firstly, the default would always be 1.0, So unless anyone specifically changed this setting, the original experience would be completely unaffected. This feature would allow people who enjoy a different pace and a relatively more realistic combat feel to enjoy the game more. Many of you who like the game the way it is may think I'm just playing the game wrong. But MegaGlest is all about the player having a good time, and there are lots of other potential players that would surely enjoy having this option available to them.

9
MegaGlest / Very Slow Download of 3.11 - Beta2?
« on: 28 December 2014, 22:32:09 »
I've been getting a speed of around 100KB/s.
Is something wrong with the server?
Speedtest.net shows my internet is fine.

10
Off topic / Cryengine is announcing Linux support!
« on: 16 March 2014, 21:16:38 »
Source

I'm currently developing with Cryengine using the Cryblend exporter. I'm almost considering developing a little sample version of glest running on Cryengine. They only 1 thing that the Glest engine has over Cryengine, is that it's open source. Although in Cryengine this doesn't really matter because C++ plugins, Lua scripts and even in-editor flowgraphing can manipulate the engine to an unbelievable degree. I made a ledge climb entity, a hud, money system, and more all just with flowgraphing(which is the least powerful method by far).

Benefits of Cryengine?
-Everything is real-time.
-Support for the most advanced DX11 features(realistic shadows, tessellation, displacement mapping, and more).
-Extreme optimization. I placed down 3200 rocks that I made and I still had over 60fps on my laptop. That was about 700,000 polygons, with normal mapping, DX11 shadowing, and real-time GI.
-Advanced physics: Ragdoll, rigidbody(particles can even use this), rope(rope bridge, leaf of vegetation, rope hanging from character), cloth(placed as an entity or attached to a character), wind, rain, mass particle physics from basic collision to full rigid-body.
-Editor: All maps could be made and tested instantly.
-Vegetation system: There would be no cell limit to stop you from creating truly dense and realistic forests, that look and perform much better. Not to mention that physics could be added to the bushes and grass to make them react to wind and physical entities.
-Lighting: All lights in Cryengine are dynamic and destructible, it can be point, ambient, spot, area and more along with fully custom lens flares for each and every light.
-Sky: Cryengine can do a photo-realistic sky. Plain and simple.
-Characters: Could be done the same as glest using a .cga instead of a g3d. OR they could be done with full IK systems(means feet actually interact realistically with the ground) and exported as .skins and .chrs with fully custom body parts and texture changes on the fly.
-PBR: Many times beyond what Glest has, this feature is coming to the FreeSDK with Linux support(or before it). Physically Based Rendering uses real physical values to create much more realistic looking material and light interaction.
-Water: On the lowest setting the water can be flat with basic sky reflections and flat refractive ripples generated upon physical interaction(from ANYTHING). On the highest setting you get either paralax 3D waves or DX11 tessellated waves with automatic foam creation, water caustics(can be caused by water interaction ripples too), tessellated water ripples, reflections, refraction, subsurface scattering. Water volumes are also available to compliment the ocean with most of the same abilities and settings. And again to compliment those there is a river tool.
-AI: Cryengine has amazing AI, with a lot of options and great pathfinding abilities.

You may think I mention this just for the graphical abilities it would present, but honestly Cryengine could do a lot more than the Glest engine in any other field. Look at Crysis 1, 2, and 3. If you're still not impressed, look at Star Citizen and what they're doing.

Now for the porn:
Cryengine 2012
Cryengine 2013(Crysis 3)
Cryengine 2014(Ryse: Son of Rome)

11
Mods / Tech High Quality Texture Pack! [Updated with Pics]
« on: 24 August 2013, 01:34:43 »
I'm gonna leave this download link here: Tech HD Textures

I doubled the resolution and enhanced a lot of the textures for tech. This is(a present for the graphics whores :-*) for people who play at decent resolutions where especially buildings tend to look blurry from the regular camera distance, even with max settings enabled. I have definitely noticed an improvement when I play.

(click to show/hide)

All materials I used to enhance the textures I obtained from either burningwell.org or other sites. I checked usage rights everywhere and only selected from sites where I was allowed to use as I wish. I didn't need too much so this was easy. I consider these textures to be under the same license as the original Glest textures(someone know what that is?). Please credit Tucho, he's the one who made the base textures(afaik), I don't care if I'm credited or not.

Enjoy. :P

12
Random crash during a huge battle(I was about to win!). :(
On a side note I had fraps running(not recording).
This was on my desktop, not my laptop.

Specs:
CPU: Phenom II x6 1055t
GPU: ATI Radeon HD 5870 1GB
RAM: 32GB G.Skill
Game resolution: 2560*1440 (thought this might matter cause it was over 1080p, dunno if there might be issues with higher resolutions)

I grabbed a pic of the crash and what it did to a bunch of my windows:

13
Windows 8 64bit, MG 3.8.0 Beta1.

I was playing tech from Megapack and I had a group of various infantry selected(which I had added to a group with Ctrl+1) and I told them to attack and they didn't. I tried to move them and every time I right-clicked the screen for them to move somewhere it glitched very fast, almost not noticable. I right clicked all over the screen waiting for something to happen and it froze and crashed.

Idk if this was graphics card related, if so my graphics card is the AMD Radeon HD 7970m.

14
Mods / MegaGlest Refit -- Music!
« on: 7 January 2013, 08:05:50 »
http://audionautix.com/index.html
I love this site... just found it. Everything is FREEEE.

Woodsmen?

BOSS?

This is just the start. I will be expanding this first post a lot!

This would've been so sick for the Crincillin...

15
Closed bug reports / [fixed] Nightly build issues: 3.7.2dev
« on: 3 January 2013, 00:57:42 »
1: 'Ok' in option menu doesn't apply and exit like it used too. I can click it as many times as I want and it'll just sit there.
2: Freeze for about 4 seconds when loading a save game. I understand it's loading but why does it freeze everything?
3: Slow loading and strange lag are still around...

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Closed bug reports / [fixed] Video of strange lag, and unit delay.
« on: 3 January 2013, 00:12:44 »
System: Alienware M15x
OS: Win8
CPU: Intel-I7 740 Quad Core
GPU: Mobility Radeon 5850m
RAM: 16GB G.Skill

Video recording had no noticable impact on the game, it glitches just as bad the rest of the time.
I have not picked up the latest binary YET. I will do so shortly and post my findings.

https://www.youtube.com/watch?v=hKIZa0W6nyY

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Closed bug reports / [fixed] Strange Lag
« on: 23 December 2012, 04:08:15 »
About every second MG freezes for probably a 1/8 of a second, it's very noticable and annoying.
My framerate is great... and I checked task manager. CPU usage and RAM are a-ok. GPU usage hangs between 20-30 percent, but I have to alt-tab it may be dropping as soon as I leave fullscreen..
This issue doesn't occur when the game is paused but as soon as I unpause it starts happening again.

18
Mods / MegaGlest Refit - Baseline Gameplay
« on: 21 December 2012, 17:08:39 »
Baseline gameplay: Small maps, short games, extremely limited resources, and a 6:1 strike:kill ratio.

I propose(again) Attack Strength/Health multipliers, and resource multipliers. This would give the option for longer games, allow us to change the strike:kill ratio to exactly what we like in our gameplay. Of course bigger maps is the answer to small maps. :P

We could make all these changes in the file structures but why? People have different preferences.

19
Maps, tilesets and scenarios / HD Tilesets
« on: 19 December 2012, 21:11:33 »
I did Jungle HD already, but I'm thinking along with the Megapack refit, other teams or teams in between factions could develop HD tileset replacements for the game.

Such as Forest, Winter, and Desert.

20
Feature requests / New Multipliers for changing basic gameplay.
« on: 19 December 2012, 13:47:19 »
Over at Norsemen development we have agreed to raise the strength bar to make battles more realistic. Say a swordsman does 180-230 instead of 80-130, this way he'd kill a daemon in 2-3 strikes instead of 4-6. I think it's long overdue, and instead of changing all the XMLs and throwing balance into turmoil, I think that this could be done with a simple switch in the engine so that it could be set on the custom games page.
There would be an attack strength multiplier (0.5-5). And a resource multiplier (0.5-20-Infinite).
I can't stand games with small amounts of resources, and the low attack strength bothers me a lot. I think this would be an effective solution so we don't all have to modify our XMLs to achieve the desired gameplay. Plus this offers new ways to challenge yourself, to players who don't know how to edit the XMLs or don't want to for the sake of multiplayer.

Adding this feature would add more flexibility to the gameplay, both SP and MP, thus making the game more attractive! :thumbup:

21
Mods / MegaGlest Refit -- Official Topic (Updated 31/12/2012)
« on: 18 December 2012, 00:20:11 »
Please keep discussion in the other threads, this thread is meant more for updates and to showcase stuff.


Roster:

Graphics Design Lead:   Archmage
Gameplay/Core Design Lead: Zoythrus+Omega+Muwum(Zomegauwumthrus)


GAMEPLAY
Restructuring
-Zoythrus(Norse Team)
-Omega(Desert Team)
-Arch(Norse Team)
-Muwum(Desert Team)

----------
GRAPHICS
Modellers
-Arch(Norse Team)
-Elim(Desert Team)
-MightyMic(Norse Team)
-Omega(Desert Team)
-Psychedelic Hands(Norse Team)

Texturers
-Arch(Norse Team)
-Elim(Desert Team)
-Omega(Desert Team)
-Psychedelic Hands(Norse Team)

Animators
-Arch(Norse Team)
-Elim(Desert Team)

----------
CODING
Muwum(Desert Team)
Zoythrus(Norse Team)

JOIN:
Either post or send me a PM if you would like to join the roster and modify your positions. If you post I will make the changes you request and then remove the post as to keep this topic clean. I read the other topics and will add you to the roster if you post there too.


DROPBOX ACCESS: Is for roster and MG dev members only. To get access you will need to download and have a username with dropbox, then send your dropbox email to either me or mightymic(hosting the folder), and you will be invited. At which point you need to click the link in your email to agree. Then dropbox will download what's in the shared folder to your computer(Default: {USER}\Dropbox\{Shared Folder}.


DEVELOPMENT:
Generic Refit Discussion
Norse Faction - Team assembled. WIP.
Desert Faction - Team half-assembled..

Attack and armour types (unit stats on second tab)
Norse techtree
Desert Nomads techtree

22
Tools / Character Rigging Tutorial
« on: 17 December 2012, 11:24:39 »
https://www.youtube.com/watch?v=7j_iTCEEdMk

Well I made that tutorial! It's kinda jumpy but you can probably follow it if you've ever used Blender before. It will show all the keystrokes I used and I'm here if you have questions!

23
Tools / [SOLVED] Importing Issues...
« on: 17 December 2012, 01:37:27 »
I have Blender 2.64a, I used the latest export script with MG 3.7.1.

When I Import I get multiple anomalies!
-Can't Select Model(s)
-Missing Pieces
-Vertices Only...
-No Shape Keys

What am I doing wrong??

24
Closed bug reports / [lacks info] Slow Loading
« on: 16 December 2012, 23:05:21 »
Running on a high speed Intel SSD, when loading my JungleHD tileset for testing it can take around 30+ seconds to load. It sticks at loading the tileset itself for 5 seconds, then unloading map for 5-10, then the screen flickers and it sticks on initializing renderer for 15-20 seconds.

But I can start a game of Black ops 2 and the match loads in under 5 seconds.... DX11, max settings.. all that.

I used the task manager to watch CPU usage and Disk usage. CPU never went above ~25%, and Disk Usage blipped at 5%..... Obviously it's not using my resources properly, there is tons more juice

Ideas for speeding up loading times:
-MultiThreading+Max Use of HDD/SSD (until one bottlenecks)
-Prefetch stuff while I'm on the loading screen.

My SSD is easily capable of loading the entire MG directory into RAM in about 1 second. The CPU has 6 cores and isn't being used much. What's happening?

25
MegaGlest / Graphics Improvements Discussion
« on: 16 December 2012, 19:35:48 »
I posted this a while back: https://forum.megaglest.org/index.php?topic=8122.msg80889#msg80889
That has some pretty detailed ideas from optimization and enhancement.

If you devs could please weigh in on this topic, that would be great!

Working on the water in JungleHD I noticed that the water is really.....bad. I know plenty of engine-based improvements we could make to the water and I'd like to discuss them, hopefully get a couple in and used in JungleHD.  ;D

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