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Messages - -Archmage-

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27
MegaGlest / Re: Megaglest and Steam
« on: 14 March 2017, 15:00:26 »
Contact game news publishers and strongly advertise single-player, multi-player, full mod support and that the game will continue to get updates. I recommend making open-source a main selling point only to publications/communities that care, because to a lot of  people(who don't care or are ignorant) open-source means low-quality or community built. Then there's reddit(r/megaglest and r/glest are taken by someone who hasn't replied to me), facebook groups, twitter, etc.

It would help also to come up with a set release date.

28
Sure thing.

Code: [Select]
<?xml version="1.0" standalone="yes"?>
<unit-particle-system>
    <texture value="true" path="images/particle.bmp" luminance="true"/>
<mode value="black"/>
<primitive value="quad"/>
<offset x="0" y="0.8" z="0.0"/>
<direction x="0" y="1" z="0"/>
<color red="0.4" green="0.0" blue="0.0" alpha="1.0" />
<color-no-energy red="0.3" green="0.0" blue="0.0" alpha="1.0" />
    <radius value="0.25" />
    <size value="0.1" />
    <size-no-energy value="0.2" />
    <speed value="4" />
<gravity value="0.3"/>
    <emission-rate value="3" />
    <energy-max value="30" />
    <energy-var value="0" />
    <fixed value="true" />
    <relative value="false" />
    <teamcolorNoEnergy value="false" />
    <teamcolorEnergy value="false" />
<shape value="conical">
<angle value="5"/>
</shape>

<!--trajectory type="spiral">
<speed value="14.0"/>
<scale value="1"/>
<frequency value="0.5"/>
</trajectory-->
</unit-particle-system>

Result of this XML:
 

29
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.


30
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.

31
Feature requests / Re: Re: toggle auto-attack mode
« on: 1 March 2017, 16:49:47 »
The more I think about this the more I think its a bad idea. For example the indian archers. If they spawn in attack mode and enemy is near, the stay inside their tent adn shoot. This will look dumb, a catapult shot would kill them all inside the tent and the player has problem to see them and maybe control them. Attacking indian stickfighters also make some noise which would be very annoying if you are not attacked.
Thinking about this I tend to vote to keep it as it is.

After the archers are done attacking they would walk out to where the attack arrow is pointing. All this would change is they would fight back before going to rally point, instead of after.

32
Mods / Re: Dark Magic Project Incomplete
« on: 24 February 2017, 23:52:26 »
We haven't implemented much yet. I'm mainly reworking artwork that I know will be in the final product(only the new Dark Mage is in-game as of yet) as gameplay changes are still in the discussion phase. I am thinking of creating an experimental version with all of my proposed changes, but I'm not sure when I'll do that.

Right now, I've got a remodeled Oblivion Portal in the tweaking phase, and the partially-remodeled Necromancer(renamed from sorceress) in the texturing/rigging phase.

33
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 23 February 2017, 06:40:35 »
Ibis: Seems like a very annoying sound. I'll fiddle with it in Audacity and see if I can make it sound nice.  :|

Scarab: That's kinda cool, but wouldn't fit at all as a sound effect.

34
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 22 February 2017, 22:48:05 »
So, all I really have left to do is the Ibis and the Scarab. Snake and Sphinx received an update just a few minutes ago(available on Github).

What do you guys think the Ibis should sound like? And does anyone think the Scarab should make sounds? If so, what sounds?

35
Maps, tilesets and scenarios / Re: Wanted: music-themed tileset
« on: 22 February 2017, 22:18:42 »
Ah, I misread your post. I thought you wanted to add musical sounds into tilesets. Woops. ;D

Tilesets are actually pretty simple, there are just a lot of files to add visual variety. Modeling musical notes is very easy and actually a great place to start learning Blender if you're interested.
I've got plenty of projects to work on, but I can answer any questions about Blender and creating content for MG.

36
Maps, tilesets and scenarios / Re: Wanted: music-themed tileset
« on: 22 February 2017, 21:29:16 »
That would conflict with the faction music, which I think is where musical efforts should be focused anyway.
When it comes to tileset audio, I think the ambient effects are what could be improved.

37
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 22 February 2017, 21:27:48 »
I'll clean up releases when I've finished the audio. Version 0.98 has a text file next to the faction XML indicating that version. Github version says 0.99, which will change to 1.0 when I'm done with the audio and final tweaks.

The CPU shouldn't have any issues as this mod doesn't alter gameplay.

38
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 22 February 2017, 01:20:44 »
If you check the Github link on the first post, you'll see that I already offer this, except you can play the original Egypt too for a total of 8 choices. I didn't really advertise it though.
I'll clean this confusion up when I get around to finishing the sounds. So far, I can't come up with a good sound for the Ibis.

39
MegaGlest / Re: Ever wondered what 13,139 units on a map looks like?
« on: 21 February 2017, 00:24:05 »
You should profile CPU, RAM, and GPU usage along with framerate. I want to see how badly your computer is suffering!  :P

41
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

42
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 15 February 2017, 03:34:43 »
I'll take another look at the textures, Egypt is definitely designed for the desert tilesets.  :P

Icons aren't really my area, otherwise I'd probably do them.

Sounds aren't my area either, but I'm working on them cause the re-use of Magitech sounds bothers me. I'm having trouble finding fitting sounds for the Ibis, which is why that's not updated yet.

I'll fix that case issue right now though, thank you. Expect a couple more updates soon. 8)

Edit: Patched. Ibis also has new wing sounds, and some other small tweaks like making the Chickens less annoying.

43
Mods / Re: Dark Magic Project Incomplete
« on: 13 February 2017, 18:52:39 »
We're looking it over. Do you mind if we use some of your work?

44
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 12 February 2017, 22:17:16 »
Will this be included as part of MegaPack in the next release?

That is my hope, but that's up to Titi and Softcoder. :P

45
Mods / Re: Dark Magic Project Incomplete
« on: 11 February 2017, 22:44:09 »
Because Trello is primarily designed for task management, and the issue system isn't. Trello is faster, more straightforward, easier to read(visually), and more versatile. Seeing as it takes two seconds to get on Trello.com, I don't really see any gain in using the issue system. But if you don't want to use Trello, that's fine. We just need to make sure we don't overlap in our efforts.

Quote
Seems like centralization would be the way to go.
Not something I often hear from you.  :P

46
Mods / Re: Dark Magic Project Incomplete
« on: 11 February 2017, 21:45:50 »
Made a Trello to keep track of this. Click here to add yourself to it.

That said, I'll start on the Earth Serpent. :P

This is probably the point where we should consider tech tree changes. For instance, there is no Necromancer and there really should be one.

47
Mods / Re: Dark Magic Project Incomplete
« on: 11 February 2017, 10:53:36 »
I've tweaked the proportions of the Dark Mage, and re-animated him. I just have to polish up the animations a bit more, and redo the particles.

https://gyazo.com/f527761e54b4b94d3e4b1be6e3db4de1

48
Mods / Re: Dark Magic Project Incomplete
« on: 10 February 2017, 17:20:03 »
I sent you a pull request with resources and faction links, I haven't seen any new commits on your side yet.

I am currently reworking the Dark Mage's proportions and setting him up for re-animation.

John, import/export scripts are included with MG now, look in MegaGlest/Blender. Everything works perfectly with the latest version of Blender.

Victor and others: Besides balancing, what ideas do you have and what are your issues with dark magic currently? I'm definitely going to spend most of my time on graphics improvement.

49
Mods / Re: Dark Magic Project Incomplete
« on: 10 February 2017, 10:07:52 »
I just run AI tests at high speed on balanced maps and watch how battles play out. I'm not very good at this game either.

I've cloned. I'll fix the errors and add factions links. :-*

50
Mods / Re: Dark Magic Project Incomplete
« on: 10 February 2017, 06:29:55 »

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