Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ElimiNator

Pages: 1 ... 5 6 7 8 [9] 10 11 12 13 ... 136
201
Mods / Re: Factions Download Center
« on: 17 December 2012, 23:19:56 »
I do think it should be on the wiki but no one ported all the mods yet.

202
Mods / Re: Factions Download Center
« on: 17 December 2012, 19:49:57 »
How come this was un-stickyed?

204
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 22:26:14 »
What? Make the anim?

205
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 22:14:53 »
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
0 A.D is rather bad, I have seen it. The models and techtrees may be good but that is about how far it goes. Game is choppy on good machines and mutiplayer is not good.

When was the last time you played 0AD? My 4 year old lap top plays at least single player fine with up to 100 or 200 units on each side on larger maps with up to 4 sides active. So like 800 units.

Based on recent posts by the people who do multiplayer its doing fine there too. Further more Ykkrosh is spending considerable time optimizing the pathfinding to improve performance. And the graphics are massively superior to any Glest derivative as well as having a far more customizable system with prop points and I do believe with functioning turrets and what not. They also did a fabulous improvement in their water system among other graphical advances and they have just completed a new sound manager.
I have never played it actually, I saw the dev version on my dads comp.

207
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 21:32:58 »
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
0 A.D is rather bad, I have seen it. The models and techtrees may be good but that is about how far it goes. Game is choppy on good machines and mutiplayer is not good.

208
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 21:26:55 »
I did a little fooling around and came up with this:

It could use improvement but its more of a surface view than an under water look that the other tilesets use.

209
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 21:12:54 »
I like the idea of removing most of the fantasy, however the total faction revamp may not go over well, especially removing/merging/renaming them.

A poll in need for this after a few more suggestions come in.

Personally I think we should keep all the factions and just cut out fantasy and re-map them.

210
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 17:31:02 »
Actually while it could be made way better engine side I made water that looked much better than all megapack's water.

So it can be improved with the texture.

211
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 17:29:15 »
How about my idea of renaming, restructuring, and remodeltexanimating Megapack into a simple storyline?
This doesn’t sound to radical, but first the re-structured tech-trees and storyline need to be planed.

212
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 16 December 2012, 17:16:02 »
Looks awesome, are you gonna/did you do better water?

213
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 17:12:47 »
The first thing that needs to be done is a plan.

After a solid plan is produced we can set up a poll for public opinion and ask MG developers what they think.

All the changes you guys talk about aren’t going to happen, I don't even like a few I have heard.

So start posting your ideas and a refined plan can be made.

For example I don't like the idea of multiple tech trees, many people like to play them all together.

214
Mods / Re: I've been thinking this for a looong time.
« on: 16 December 2012, 05:54:24 »
This isn't going to happen unless a lot of people agree.

I have re-done/fixed many thing that Titi rejected saying "That is the first thing we made, I think it will stay that way".

However I can fix Romans, give me ideas and Ill do some fixes.

215
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 15 December 2012, 22:51:59 »
Strange, it looks like the dark grass and light grass aren't fading together.

Are all the textures the same size?

216
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 15 December 2012, 20:20:50 »
zeft's images are not publicly available.

217
Maps, tilesets and scenarios / Re: JungleHD Beta Released!
« on: 10 December 2012, 18:12:21 »
MG does only supports 64x64 ground textures so far I know. :(

But, yes, it looks great  :)

Na, you can make them however big you want.

218
Off topic / Re: Video Editing!
« on: 5 December 2012, 05:55:24 »
Also what are the stats of your computer?

Gigabyte Radeon HD6770 775MHZ 1GB 4.0GHZ DirectX11 Video Card
AMD Bulldozer FX-6100 Six Core CPU
1TB Hard Drive
ASUS M5A97 R2.0 CrossFireX Motherboard
16 GB of Ram
750 W power supply

Best part I got it practically free from my school.

219
Off topic / Re: Video Editing!
« on: 5 December 2012, 04:13:59 »
I used jahshaka, doesn’t the Adobe stuff cost money?

220
Off topic / Re: Video Editing!
« on: 5 December 2012, 01:28:45 »
Why? when I used windows the editor I used was horrible.

221
Off topic / Re: Video Editing!
« on: 2 December 2012, 21:53:33 »
I did it using:

Blender
Gimp
Pitivi

222
Off topic / Re: Video Editing!
« on: 2 December 2012, 21:22:34 »
Show me some of your video editing man! :D

Well you can see a few things I uploaded on my YouTube channel here.


223
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« on: 22 November 2012, 05:43:40 »
Pack 1 updated!

Change log:

Some texture fixes.
Command and select sounds added for pirates and western.
Music added for pirates and western.
Animation updates.
XML touch ups.

224
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« on: 18 November 2012, 05:43:56 »
What pack, faction, and mode is causing problems?

225
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« on: 18 November 2012, 05:36:17 »
Yes, MG supports Jpeg and Png so the vanilla glest viewer wont load the textures.

Pages: 1 ... 5 6 7 8 [9] 10 11 12 13 ... 136