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Messages - -Archmage-

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201
Mods / Re: MegaGlest Refit - Norse
« on: 13 April 2013, 14:24:51 »
Impressive!

202
Mods / Re: Motion Capturing ...
« on: 5 April 2013, 11:20:41 »
Nope... but I could learn it. ;D

203
MegaGlest / Re: Recording Videos
« on: 30 March 2013, 04:07:43 »
If you're on windows, by far the best option is MSI Afterburner. Yes, yes it is overclocking software but it also has very customizable video capture that performs very well.

Don't bother with Fraps, I've used practically everything I could find, and this is the best in everyway.  :)

204
Mods / Re: MegaGlest Refit - Norse
« on: 30 March 2013, 03:50:26 »
Well our texture artist has kinda disappeared. I am very busy with school and video editing stuff. Once school stops action will pick up again.

205
Bug reports / Re: 3.7.1: Better handling of modified Megapack
« on: 8 March 2013, 00:03:49 »
Luckily for us MegaGlest is not a Pigeon bike, it's a piece of software, and copying files around is a very simple process for a computer compared to just about everything else the engine has to do. I don't expect software to be amazing, but I think my idea would be a much nicer way for handling newbs, modders, and everyone else. You guys are the ones that decided to make modding more complicated anyway.

206
Mods / Re: MegaGlest Refit - Norse
« on: 7 March 2013, 23:35:51 »
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create a working version with placeholder models.
Brenton is already doing this. :thumbup:

Quote
Also, we need to structure the folders to share artwork. So all the models would also have to be in the same folder.
There is a graphics folder to contain all the visual assets.

207
Bug reports / Re: 3.7.1: Better handling of modified Megapack
« on: 7 March 2013, 04:53:56 »
Well I don't like using the data folder, and most people who play glest will never know of it's existance.
Ok, so don't compare to the host, somewhere, maybe the master server or a protected and compressed archive could store the XML data and it would simply compare gamedata in the background in the lobby and on the loading screen. Once it has established which files need to be patched it could simply patch them or you could have the game repair itself. It knows all the modded xmls, so it copies them over to the user folder so that they can be used for singleplayer, and patches the original gamedata in the main folder. On top of that, you'd want a quick way to detect whether it is necessary to compare xml files in the first place.

Something like this would be best, something that fixes everything and gets the player in-game without overwriting their work or throwing them out for cheating with a generic error message. Even after you tell the player that their data is different how are they to fix that? Download all the gamedata and overwrite? That takes a while, they no longer can play in that game it will be over before they are done.

208
Bug reports / Re: 3.7.1: Better handling of modified Megapack
« on: 6 March 2013, 19:49:26 »
Well for things like added factions, it should detect that in the lobby and disable use of any extra files in the game. For modified files, I think during the loading process it should, and handle these issues as logically as possible. Image/Texture/Model/Sound modifications would be ignored, for the techtree and tileset alike, and any XML modifications detected it would pause loading and ask the player if they would like to patch the files from server/player.

Kicking people out of the game for having an extra faction in their pack is not good multiplayer practice, you have no idea how confusing everything is for newbies, the game should handle modding as friendly as it can. This enables the best experience. Plus the solution I have written would enable the gamedata(except for XMLs) to be patched without throwing out people that don't have the patch.

I'm sure it's quite a bit of work to design a more complicated solution like this, but this is a solution that would better support modding, and do as much as possible to get that player in the game instead of facing an error message. :)

209
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 6 March 2013, 08:49:52 »
I'm very busy video editing, and Crysis 3 came out so naturally...... yea.
What I really feel like designing right now is an extreme forest tileset that looks as real as possible, but I will save my creative juices for character modelling. :P

Atze, I already took the old obelisk model and enhanced it, if you just retextured that it would be great. I had it fracturing and falling apart for a dying animation and I'd really rather not do that again.

210
Mods / Re: NEW particle effects for Magic faction
« on: 22 January 2013, 02:34:49 »
I'd like to see particles like these used in the MegaPack refit.

Particles will be a later aspect of the graphics of course, but yes. Stone it would be awesome if you could hop on board later in development and work on the particles! :thumbup:

211
Mods / Re: Source code management vs Dropbox vs Google Drive
« on: 18 January 2013, 14:15:27 »
With Google Drive and manual backups, I think we're fine.

212
Maps, tilesets and scenarios / Re: map fourplay
« on: 17 January 2013, 00:44:28 »
Is that my tileset? I can't quite tell... :P

213
MegaGlest / Re: Graphics Improvements Discussion
« on: 16 January 2013, 02:26:06 »
Trust me we've been begging for shader support forever... But alas we have rather busy devs.

214
Mods / Re: MegaGlest Refit -- Official Topic (Updated 31/12/2012)
« on: 15 January 2013, 23:37:54 »
I've modeled the Obelisk and am currently texturing it. I will also do the Garden models once the obelisk is finished.
Man why didn't you check the repo?? I already took the egyptian obelisk and improved it and added a destruction animation.. :look:

215
My dad was trying to play MegaGlest on a Mint installation and it was completely acting up like this... I'm not at my dad's right now but when I get over there I'll check it out..

216
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 15 January 2013, 19:20:45 »
I personally have no time for modelling, (... or improving my skills in modelling) so I have to do other stuff. And because we only have a few 3D-artists and they are very busy with the factions ... (at least I hope so, as we don't have very much done,yet) I searched for alternatives to balance load.
We'll take our time. Tilesets fly by compared to factions anyway. :P

217
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 15 January 2013, 12:09:59 »
Check this user http://opengameart.org/users/yughues he has a lot of good art for tileset's ... and many/all are CC-0.

His art has a bit to many polygons, notice many of my models are around 200 polygons, his are quite a bit higher(his would still work fine in Glest, but the framerate for those of you with weaker graphics cards....). It's also rendered in a 3D art program with normal and specular(+glow sometimes) mapping under more or less realistic dynamic lighting. It wouldn't be too hard to take his art and take the polygon count down quite a lot though. ;) You could throw that guys models into Cryengine and turn on tesselation! :o They all seem to have height maps! Only problem is that Glest doesn't support anything besides just a simple texture. :\

218
General discussion / Re: Storing Skill Types By Faction
« on: 13 January 2013, 18:25:54 »
I don't understand how this will be any easier... It would only be different. This sounds like it would cut down maybe 1/3 of the writing of an XML.. but what's the point of that? Copy-pasting is faster. I kinda feel like I'm the only modder who just copy-pastes an xml and modifies it... It's rare for me to even type and entire XML line out.

I copy paste quite a lot actually. Shit I use find and replace a lot. I don't like how much space some stuff takes up in unit XML. Its pointless to copy paste at least 3-4 skills on each unit all the time when you could do it once and ignore it. For units without any special attacks you could avoid having to type out any skills at all. Probably something to be done with commands to.

Its mainly a readability issue. I've also been changing around the XML for other things making most things optional with default values.

As another option, how would you feel about standard commands/skills only needing the name? So for the die command you would just type die in the unit xml and it would know to grab the die.g3d it would know the skill type was die, it would set animation and speed to 100, ep cost auto set to 0, and it would grab sounds listed with the name die, or die0 - die9. You could still store skills in the unit file then and you could add any level of necessary detail, although for skills like die why would you need to?

I honestly don't see that as help.. As long as this doesn't replace the way it works now, then do as you wish...

I think the only improvements we could make to XML would be to speed up the parsing. :P

219
General discussion / Re: Storing Skill Types By Faction
« on: 13 January 2013, 09:24:59 »
I don't understand how this will be any easier... It would only be different. This sounds like it would cut down maybe 1/3 of the writing of an XML.. but what's the point of that? Copy-pasting is faster. I kinda feel like I'm the only modder who just copy-pastes an xml and modifies it... It's rare for me to even type and entire XML line out.

220
General discussion / Re: Storing Skill Types By Faction
« on: 13 January 2013, 06:35:14 »
I'd really prefer not to force all the models to be in separate folders because then we loose the ability to use 1 texture for multiple different models.
I really think this would only make it more confusing for new modders and more of a pain in the ass to do XML work... If you want to minimize XML parsing or something.. just find a faster format. As far as I know XML is pretty dang slow.

221
Tools / Re: exporter/Blender 2.5 series
« on: 9 January 2013, 10:29:03 »
Yggdrasil, is there a way to make the script default to having "rotate to glest orientation" checked?
I like working in blender's default axes better than glest's default axes

I would suggest you just get used to it. It's one click when you export.

222
Mods / Re: MegaGlest Refit - Norse
« on: 8 January 2013, 21:48:18 »
:thumbup:

Will you be joining our endeavor sometime? 8)
It depends on how much of my help the Hurricane Sandy recovery effort requires.
Make us proud! :thumbup:

223
MegaGlest / Re: Graphics Improvements Discussion
« on: 8 January 2013, 15:31:02 »
What are the advantages of .obj?? And md2/3 keyframe as in I can import it and edit, then export? Instead of having to reanimate if I don't have the blender files?

224
Mods / Re: Free Assets Pool[New Official Man Model]
« on: 8 January 2013, 11:27:19 »
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MAN
That's the general idea yes...

Quote
that is a nice model!
Thanks man!

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Now somebody get a nice texture on him!
He does have a basic UV, when and if this specific rendition of the model is textured I will post it. This is a fully rigged base mesh for anything human. It's going to be used in the MG Refit. :)

225
Mods / Re: Rise of Warcraft ( Warcraft mod )
« on: 8 January 2013, 08:04:38 »
Yea. Any way you can get the animations through is good, because trust me animating is a lot of work. :look:

@firedeathbot: I remember you... sort of, it's been a looong time. 8)

I havn't been on the forums in like 3 years.
A few days ago I was just chilling playing some league of legends, and my brother had apparently found one of my old cds from around 2008 that I had copied glest onto for a portable gaming experience. Needless to say, I instantly rushed to these forums and decided to check on the state of glest development. Took me awhile to bother recovering my password though

Cool man! You should get involved in the MegaGlest Refit!

Anyway, let's not get too off-topic.. Arsene you will have to do a good load of XML work, have you already tried modding glest?

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