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Messages - -Archmage-

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151
Mods / Re: A large new mod will be coming out soon!
« on: 3 September 2013, 04:32:32 »
I was just looking through old topics and I found this.  :P

I was making a 3D stickmen mod I believe, I will look around and see if I can find it, it was playable.

152
I'm running MG on an SSD and still getting lag. I'll record it.

https://www.youtube.com/watch?v=aaWu7Yr-5_E

153
Why can't a computer just host a game?

The issue with this is, nobody really wants people leeching on their internet speed.

154
Mods / Re: Tech High Quality
« on: 3 September 2013, 02:46:57 »
Quote
I find shorter games are useful for online gameplay because it means more people have time to play online. Another difficulty with games with larger assaults is that this causes problems for people with slow computers which cannot handle large numbers of units. But, I also think that long epic games with larger assults are far more fun. This leaves me very torn over whether the gameplay should be changed or not.

We have the Megapack and original Magitech(redundant of Megapack now..) for short games, if we're going to refit magitech we should bring something new and epic. People with slow computers can either wait for the game to be optimized or turn down the graphics a bit, or simply get a better computer. Next-gen is almost upon us it's kinda ridiculous that people are still sporting really weak computers when a pretty hefty computer can be had for like 400 dollars. I think I've got the large epic gameplay almost right in my mod, we just need bigger maps and more unit types and balance.

If we can align our visions of this we should start working together on it.

155
Looks very good :) . Thats more fun with this new system isn't it ?
Thanks, and yes it's a lot simpler for a much more natural and sharp looking outcome! :)

156
Megaglest tends to load everything when you click something. Either make it so it doesn't cause lag, or pre-load everything ahead of time? Both would be magical.

157
Mods / Re: Tech High Quality
« on: 2 September 2013, 02:35:13 »
Here it is: Magitech - Refit

You can take any of the art and modify or use it however you wish, I left all the blender files in there, I did everything except the store model which was made by Atze I believe. (he gave it to the glest community in the free assets pool) I also left an experimental godtech faction in there. ;) Some of the art is very old(the walls), I started doing this a couple years ago and have just picked it up again a few months ago.

158
Mods / Re: Tech High Quality
« on: 2 September 2013, 00:50:59 »
Quote
I would be very interested in doing so Archmage :) .

Ok, I'll upload my magitech-refit shortly. :)
The gameplay in my mod is very different from most Glest mods, it's designed for long epic games with much larger assaults required to topple players. I'm sure you're not changing the fundamental gameplay at all, just the techtree and graphics, which I believe is where we can share.

159
I think this is related to the new techtree translation. In the moment you selected the techtree its directory is scanned for translations. Its hard to say why this takes long for you :-( . Maybe slow harddisk or more lickely an antivirus programming checking too much.
Why does all this scanning cause the game to freeze for a few seconds. Can't it scan without freezing it?

160
Looks awesome from that shot.

Thank you, I'm still sorting out colors and finalizing the textures. After that I have to finish the remodeling. :)

161
Feature requests / Re: archers shooting own units
« on: 1 September 2013, 21:51:22 »
Quote
1. Imagine the arrow is automatically targeting the next living enemy in range:
In this moment the range units get more and more powerful, because they kill more effectivly than before. so people will try to get even more range units than now.
And the animations will look very strange: imagine an archer targetting a unit in front  of him. If this unit suddenly dies he will shoot the next unit in range, which is maybe directly behind him. In this case the anymation will for example look like he shoots to the west, but in fact he shoots to the east. This will look very strange

You simply slow the animation(automatically, not in XML) and have the archer rotate and shoot(finish the animation). Obviously you'd have to slow the animation down more in some cases because he'd be so close to shooting he'd flip around instantly and shoot. You could set a max rotate rate on units, something reasonable.

Another possibility is automatically reversing the animation, then retargetting and starting it again.

162
Redid all the ground textures with this new system! I used 1024*1024 set on 256, so it's very sharp and crisp.

(click to show/hide)

163
Mods / Re: Modelling infantry
« on: 1 September 2013, 02:43:27 »
Magitech standard is about 500-800 polygons, with a 256*256 texture for infantry. That was a long time ago though, I would say the standard now is more like 600-1100, with a 512*512 texture for infantry.
You can try higher polycounts if you want. Blender has an amazing decimation tool that can be used to really hack down the polys on models. As well you can put a lot less detail in places the player doesn't see.

We all animate with Blender here, I have no idea how you can animate in max and get that to Glest... Luckily for you Blender animation is quite easy.

164
Mods / Re: Tech High Quality
« on: 31 August 2013, 19:45:04 »
Jammy, we may want to collaborate, I've already added a spearman, palace guard, resource store and expanded on the defense towers(all new or modified models with original animations). I have a knight WIP, and a longbowman planned. I'm also looking at adding new steampunk units and stuff. And... I have plans and some progress on a Magic Refit as well.
I feel we would have different visions for these things, but I think we should consider collaboration. :)

165
Mods / Re: Tech High Quality
« on: 31 August 2013, 16:46:48 »
So far only the castle, the barracks, the worker and the soldier is complete(ish). but next week I'll need to gather all my models together since I'm very disorganised. :P
I meant 'added' not re-modeled. :)

166
Mods / Re: Tech High Quality
« on: 29 August 2013, 22:18:44 »
Yep, I'm still working on it, but I've just been on holidays. Also I like like the textures you've made for tech Archmage! gj :). I'm also unsure about whether I'm going to keep it as a tech faction. 
Well have you added any units? And thank you. :)

167
Feature requests / Re: archers shooting own units
« on: 29 August 2013, 20:15:49 »
Quote
Although it may make more sense to deduct the EP after the attack hits anyways.
:thumbup:

The attack really should be redirected, only cancelled if there are no more targets. Just pick the next target, continue the animation and rotate towards the target like any other attack.

168
Feature requests / Re: archers shooting own units
« on: 29 August 2013, 16:42:55 »
We can't do this, it would cause the arrow to shoot before the archer actually is seen shooting it. The real solution is to have the attack be automatically redirected to the next enemy, or cancelled once the enemy' he was firing upon has died. Increasing the speed of the arrow projectile is the only option in the XMLs and that would hardly help.

Friendly fire happens, the bigger issue with archers is that they are incapable of hitting a moving target unless it is moving very slowly. :-X

169
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 29 August 2013, 00:21:39 »
true, but I want to put this into the MG svn! So this is not meant as a mod.

Well I intended it to work as universally as possible, even for the old Glest engine. :)

170
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 28 August 2013, 23:47:12 »
Titi you should release the faction with just the textures in the proper folders the way I did. A lot of people like to mod Tech I'm sure, I know I do. Your download will overwrite the entire faction. :look:

I will try it out though and get back to you.

171
If it's for Tech I already made a store building for my own personal variant. You can have the store or the entire variant of magitech if you want it.

172
What new terrain texturing system is this? I'd like to use the latest and greatest tech.

As I said, look at birch forest and desert4 tilesets in the beta. Look at their xml files you will understand.
( here it was introduced: https://forum.megaglest.org/index.php?topic=8907.0)

I guess I'm going to redo the ground textures again, that definitely looks nicer!

173
polycount is completly ok!

But ... the ground textures look very bad compared to the rest of the tileset. Please think about making a new version ( I suggest a more yellow/dry ground). And have a close look at the new tilesets desert4 and birchforest whihch use a new terrain texturing system which is much more simple to use and gives great results!

Another thing you might look at is the animation and how I made it in birchforest. There are only 2 frame animations and a new feature:
Code: [Select]
<model path="models/birke4_branch.g3d"  anim-speed="21" smoothTwoFrameAnim="true"/>

I have already announced that I redid all the ground textures at 128*128 resolution, and I'm producing version 2.0 of the tileset.

What new terrain texturing system is this? I'd like to use the latest and greatest tech.

About animation, I had a lot of animation already in 1.0.1 but I will be redoing almost all of it. :)

174
Textures are the only area that is being increased, and the ground textures have actually been reduced(now 128*128) from what they were in the 1.0 release(256*256). The polycount of the plant model I just posted is a mere 60 triangles.

I  have no idea whether that's many polys for a texture (I guess comparing to the old one would help), but surely decreasing the texture size is going to help those with low spec hardware (like myself) enjoy your work, too. Good luck progressing with 2.0.

The swordman model from tech is around 700 polys. I could pull the bush with like 20-40 polys, but that would be below the threshold needed to make the bush look real. Hopefully MG will introduce LoD systems so we can go crazy with our artwork. Could you download and try out JungleHD 1.0.1 and tell me how it loads and performs?

175
Mods / Re: Tech High Quality Texture Pack! [Updated with Pics]
« on: 27 August 2013, 14:17:25 »
Titi, you're over-sharpening low resolution images.  :P The barrel texture was a bit bright I agree, but you can change that in 5 seconds. My point for putting it there is the fact that it is taken from a large source image and is truely 512 resolution.
If you're not going to use/color correct the higher resolution imagery, then you should scale it back to 256 cause I believe that is why it looks so blocky now.

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