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Messages - -Archmage-

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101
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« on: 14 July 2016, 01:02:03 »
Hosted Alpha 4 on my Google Drive. No need to use time-limited websites.  :D

https://drive.google.com/open?id=0B1TUVKDu5jKRSm5lckotU244VGM

Much better download speeds as well. Tempshare was giving me a pretty slow download. :|

102
Off topic / Re: Open-Source Discussion
« on: 6 July 2016, 01:50:37 »
You guys have an awfully one-sided view of freedom. :| I love open source software, but freedom is a principle, not a buzzword to justify your feelings. Liberty also includes the right to release your program and your code however you see fit.

Undoing the thread hijack...

103
MegaGlest / Re: MegaGlest UI improvements
« on: 4 July 2016, 01:46:15 »
If we had more coders(and they had more time than Titi and Softcoder have), this might be able to really get somewhere.

I think some more helpful changes that could be done now(without code), would be button texture updates, and a partial/full redo of the background model. That background model is very old, and modern computers can handle many more polygons and higher resolution textures.

In terms of the coding side, I think making it so the menus don't lag when you go into sub-menus is more important that dramatically changing the GUI. If we do change the GUI however, I'd like to see a 3D menu system that sticks to the environment instead of just being rendered on top.

Also, kind of a bug. MG's UI is very stretched on my 21:9 monitor, but it's still totally usable.

104
Mods / Re: Editor for custom factions
« on: 2 July 2016, 12:28:52 »
Looks interesting.  8)

I wouldn't worry about balance in your tool, it'd be very tricky and then would probably still require a decent amount of human editing..

I would worry mainly about incorporating all of MG's XML additional XML features though. :thumbup:

105
MegaGlest / Re: MegaGlest team on Folding@home
« on: 2 July 2016, 01:34:31 »
Left my computer folding for about 7 hours. Heading to the top of the leaderboards.  8)

106
MegaGlest / Re: Hello Topic
« on: 2 July 2016, 01:32:23 »
Welcome Ismael! I'm also working towards a more visually appealing MegaGlest. :)

107
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 19:00:37 »
Pay-what-you-want basically means the buyer chooses the price, and the seller chooses the minimum price(usually $0 in this method). In our case it would probably be free, or be an otherwise very low minimum because the game will still be available for free.

Pay-what-you-want is very consumer-friendly, I'm not sure what you're talking about.  :P

We have "troll-testers" on one side, and on the other, we have people that will be asked to pay for a free game.  :look:

Golkombie meant that we need to bundle extras with the paid version of the game to please people who are buying a game that is free elsewhere.

Ultimately, I think growing the player-base is the most important part of this effort.

108
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 04:03:19 »
I disagree with the exclusive items, gamers typically hate that type of marketing. And if we did paid content, we would almost certainly have to pay the person making the paid content.

I can't wait for the like feature that we may get(in the forum update). Pay what you want sounds like the perfect solution, not alienating any players but also providing a very simple way to bring in some money.

109
MegaGlest / Re: Megaglest and Steam
« on: 29 June 2016, 18:55:36 »
The people on Steam would get prompt automatic updates, same with mods through the workshop(if Titi sets this up), easy networking through Steam groups/friends.
That being said, it is really easy to add a non-steam game to Steam... :look:

I think the free + not free approach may be a bit dangerous. :-X

110
Mods / Re: Re-Mastering the Egypt Faction
« on: 27 June 2016, 03:10:40 »
Sure, I only gave the Pyramid a quick texture enhancement and fixed the over-saturated appearance, no geometry changes.

(click to show/hide)

I'm working on this alone currently, yes. I haven't spoken to Titi yet, I hope he'll be pleased with my work.

111
Mods / Re: Re-Mastering the Egypt Faction
« on: 26 June 2016, 06:24:49 »
Renaming the factions has been a popular idea before, and is exactly what we did in the MG-Refit project. This is definitely all up to Titi though.

No matter the faction name, the Air Pyramid has no purpose, is a last-minute concept, and has very rushed art. I think it should just be removed and see a sphinx upgrade or something instead.

I would argue that the poor animations are a lot more noticeable than the awkward facial textures. The issue is that we really are amateur artists, and none of us are paid for this stuff. I'm playing to my strengths by sticking mostly to modelling and animation, doing less texture work than I could. Also, this mod specifically is dealing with the Egyptian faction, which already has pretty good facial/humanoid textures. Though, honestly if you'd like to try your hand at realism, you could give me a hand. ;D

112
I like the detail going into this mod, but make sure that you make each unit play/feel a little differently.

Long-term advice: Learn Blender. Seriously, just do it.

113
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« on: 25 June 2016, 04:47:46 »
Any progress? As someone who doesn't care much for steampunk goofiness, I'm pretty interested in where this is going.

114
Mods / Re: Re-Mastering the Egypt Faction
« on: 25 June 2016, 04:45:27 »
That's a very unlikely scenario, but very well. :P

And yeah, this whole thing isn't coming out until next month anyway. This is just the announcement for now. If Titi isn't back by the time I'm done, I have plenty of other mod ideas and other people's mods I can help with.

115
Mods / Re: Re-Mastering the Egypt Faction
« on: 25 June 2016, 02:21:42 »
Remember about translations, if you have any choice then try to avoid names like "Medjay"  ;) which is ~ untranslatable and will be a bit confusing.

We could use Medjay for English, and then use the closest derivative for other languages. Though perhaps it could be called Pharaoh's Guard, which I imagine would translate to most common languages. I just hate using generic names for everything.

It's great that you are renewing this effort, Archmage! :)

Titi (who would need to comment on any changes to the default tech tree) is not going to be able to comment for a couple weeks.

But keep in mind that you can always make alternatives available on your own, such as for testing / prooving your point, so don't let the lack of feedback discourage you on that.

Thank you. :D I'd rather wait for Titi to respond, because I'm intending for this to update the Megapack shipped with MG by default. If he's not on board then there's little point of adding units.

You forgot the Chicken! Is the chicken have to be re-made too?

From the starting thread, it appears that MegaGlest-Refit might have been put on hold for a long time due to declining progress. I hope this turns out really well, somehow better than the Refit; we haven't seen any interesting modifications for months to be honest.

The Refit project was just too much to do, and we didn't have enough skilled people to make much of a dent in the amount of work required. The concepts of the refit are still interesting though, and I feel like setting the MG factions in a fictional world like Tech and Magic makes a lot more sense. I've always found "Magitech vs Historically-based factions" to be a bad blend.

About the Chicken, isn't it good enough? Maybe the death animation where it runs around in a circle is kinda bad, but I don't think it's worth a full remake.

People need to get back into modding. Now that I'm out of school, I finally have some time and motivation back. I also feel that the bigger the punch MegaGlest can make on Steam, the better. Better graphics, and more mods will only help MG grow on Steam.

Edit: Added some Old vs New pictures on the first post. Check them out! :)

116
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)

117
I think just switching units to attack mode based on whether they are attacked might fix the problem.

This would also resolve units getting hit from outside their site range and just sitting there until they die.

118
Off topic / Re: Cryengine is announcing Linux support!
« on: 14 June 2016, 18:34:49 »
I think it's a big step in the right direction. Cryengine has always been fantastic from a technical aspect, though not so much from a usage or marketing standpoint.  :P

119
Maps, tilesets and scenarios / Re: Lego Tileset - Alpha
« on: 11 June 2016, 06:12:25 »
The download link for the Alpha is in the first post.

https://drive.google.com/file/d/0B7fSbJpBMQpTbmhyWTBNZWZJYms/view

120
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.

121
MegaGlest / Re: Megaglest and Steam
« on: 6 June 2016, 03:31:24 »
I think this is a great idea!

However, I think it would be smart to upgrade the content of the megapack(old models/animations, retextures, and ultra-goofy units) and polish the game up generally before-hand. I'm not trying to say that MegaGlest is bad, but rather that it needs to look it's best when we introduce it to tons of new potential players. Also naming the factions/units more originally/historically and little details like that will really help to sell the game to a new audience that isn't familiar with the flavor developed here.

Steam workshop? Mods? How will all this work?

What price do you have in mind?(USD) Also, focusing on the availability of free mods, and modability of the game itself I think should be one of the main selling points.

122
MegaGlest / Re: Megaglest current situation
« on: 5 June 2016, 03:53:36 »
Modding is the best part of the Glest experience to me definitely. Though I also enjoy long single-player matches. I might try multiplayer soon, but I'm honestly just not a big fan of vanilla megapack gameplay. Having just graduated high school, I'll be on the boards more often now, and I might get back into modding.  :)

123
Titi, is this all because the website is hosted in Germany?  :-X

124
No, I never finished the animations and it didn't look very nice anyway.

Good luck with the next Alpha!

125
I had some fun trying your mod, but I have a few issues with it.

1) The AI only gets like 1/3 of the way through the tech tree, making it incredibly easy to win against the computer.
2) It feels too much like Tech, the buildings are built in the same order, most of the infantry is familiar.

I suggest creating a more realistic progression. Barracks should be late-game, a professional standing army is really a final stage of power. The stronger infantry all feels about the same to me, the paladin and the foreign knight are basically identical for example. Making each unit more unique will make the gameplay much more interesting.

3) The Lord's guard spawning is quite OP, I was able to create a horde of his guards pretty quickly.

It's also pretty cool to see my old unit mods being used again. 8)

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