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Messages - MirceaKitsune

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101
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 11 December 2010, 21:07:23 »
Yeah, still no reply from the team so far. Perhaps someone should poke the website owners with this topic more (not in a way to annoy them).

102
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 17 October 2010, 00:36:27 »
I emailed / PM'd this topic to the main Glest email and Martino. I hope it was ok for me to do it, since I'm just one of the players who support this idea. Anyway, I hope it will be read and that the owner can agree to this change too. I'm pretty excited about this merge, and maybe we will see it happening soon if agreed on from all sides :)

103
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 15 October 2010, 00:33:44 »
For the main part, though, merging GAE with  Glest, while I support it, does have the critical flaw of the instability of GAE's releases. Every new release fixes some bugs, but new ones often crop up, and when those bug fixes are released, more may appear due to new features. 0.3.1 seems fairly stable, but even it is not without fault. In order to "replace" Glest, we'd need the kind of stability that Glest offers... But... that would be quite difficult too, because we, the community, are the testing team, and GAE's main focus has always been to provide cutting edge, beta functionality, not necessarily the most stable.

From what I know, every game that's constantly in development (especially open source games) have instability issues. I'd imagine Glest had that too when it was being updated monthly, like any open source project afaik. I believe that can be fixed with testers though. I'm willing to be one (anyone can poke me on IRC and ask me to test something). I think 1-2 weeks are enough to test an engine build and be sure there are no bugs in it, and that the next official version can be released. But in between, developer releases can be made too. So I believe this can be solved.

Anyway, I tried looking for Martino today (he seems to be the web site owner). He hasn't been active on the forums so I don't know if PM-ing him would help. If someone can talk to him about this, and he would agree with this idea, that would be great. If the GAE team agrees to this, we'd only need him to agree I think.

104
Feature requests / Re: Ability to minimize the GUI boxes.
« on: 14 October 2010, 17:21:54 »
This would be a nice feature. Not only for screenshots, but also for a better configuration of the HUD (there could be moments when you want to temporarily get rid of a panel). I'm interested in resizing most... that's the HUD panel feature I'd love to see next :)

105
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 14 October 2010, 14:52:30 »
I would love for this to happen. Right of now, Glest feels like it's in a state of "unofficialness". I wish a few members of the Glest team would just hand over everything to the community, I know that sounds really unappreciative of what they've done or whatever, but it would really make the Game much more accessible to new comers. I think it's the only way Glest will really prosper in the future. Omega and the mods already do an excellent job at maintaining the boards.

+1, this is exactly how I feel. I don't believe the wrong person maintains the website or anything, but I think they should hand it over to someone who can keep updating it. To be honest, I think it would be best if the GAE team (even if it's not big either) would take over Glest completely. And if any members from the original Glest team are left, together with them would be even better (would also mean GAE team would merge with Glest team to some point, if any is left).

I don't think the website should move. I like the current site / forum. I just think the GAE team and website owners need a better communication, about this idea and what updates should be continued.

106
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 14 October 2010, 13:01:53 »
I don't really know what you mean by merging GAE into Glest, as all of Glest's assets and the useful parts of the code are already in GAE.  Are you just talking about changing the name and the download link on the main page, or what?

Sorry if I was unclear about that. Yes, my idea was just renaming GAE into Glest 4.0 and updating it on glest.org. So instead of continuing as the Glest Advanced fork, continue as the original game which was abandoned. But without making any code or file changes than just renaming it and making it Glest again.

107
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 14 October 2010, 12:19:29 »
Surely not..

Realisticly i see before that there will soon be a divide between MG and GAE. Both being engines but with totally different styles and things. I can`t wait till 4 years from now, then tell tales to the new forums members about how the divide started ^^

Totally agree. I believe MG and Glest + GAE are on different artistic directions. Glest & GAE have two high quality factions of a magical medieval theme, and focus around this style. MG however has many factions inspired from real life civilizations, which imo aren't of such a high quality either (another reason why I don't see them fit for original Glest). So MG is a different style and artistic direction imo, which is why I wouldn't see it optimal for MG to ever merge with GAE. But Glest and GAE are basically the same, GAE just being Glest with improved code and new features, which is why GAE being a continue of Glest feels so right to me.

I haven't tried MG a lot since I don't like its factions myself. I'm glad it has a good multiplayer system however. I don't think GAE can't have one as well in time. The latest version seems to have finally added a Search feature... was happy when I seen it yesterday :) Might be a first step toward a real server list. Code between MG and GAE can also be shared, so one could copy good features to another.

108
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 14 October 2010, 01:57:00 »
I think Megaglest should stay separate imo. It's too different from Glest, and I think it has a separate direction from the Glest / Glest Advanced axe. GAE is still on the same direction as original Glest however, which is why I believe it can make a perfect 4.0 and both are mostly the same.

109
General discussion / Re: Any more hope for GAE to Glest 4.0?
« on: 14 October 2010, 01:00:08 »
Aah, I understand. I though GAE is still just the engine. I'm happy it's a full game now... missed out a lot :)

In that case, my question would be a different one: If the original Glest is discontinued, would it be possible to rename GAE into Glest 4.0 and just make it the next version of Glest? We'd only need the original Glest owners to allow this modification to the website I think. 3.2.2 could still stay a download for a period of time (as an old version) to smooth the transition. As for stability, beta versions could be released until a stable point is reached and tested enough. Testing is one thing I believe I can help with.

I know GAE is prolly it's own game now, and this idea might be a major change. Just wondering if it would make more sense and be a better choice. I think GAE might get more attention if it would become Glest recontinued, even if it would be a bit more unstable at times. With less forks, developers and players could gather around the same project more (some original Glest players might not try other forks for instance). And if Glest is dead, I think it would make more sense to re-continue it for everyone, rather than keeping the original discontinued and a fork of it that could very well be the original.

You know best of course... just feels like it could be an improvement to me, and make things easier for everyone. If this idea does sound ok and no one has anything against it, we could perhaps poke the website owners to allow GAE admins to take over and update the game. Don't see why they shouldn't allow it, since the current coders would just be continuing the project.

110
General discussion / Any more hope for GAE to Glest 4.0?
« on: 13 October 2010, 23:25:35 »
I took a look at GAE again, after being away for a while. I love the improvements and changes done so far, even if I didn't get to see all of them yet :) However, I had a question that was still on my mind. This was probably discussed before, but I'd like to know the status of this idea at the current day.

Are there still any plans to merge Glest Advanced into Glest and release a Glest 4.0.0 with the GAE engine? I've kinda been hoping that happened already, and wanted to know if there are any chances for it to happen in the future, and if anyone else wishes for this.

I personally see GAE as a continue of the Glest engine, and its unreleased development version rather than a separate fork. I've been away for a while and didn't follow on what's been happening. But taking a look at the current status of Glest and GAE, I believe a merge would be the best path to the future. A reason is that no one's been developing Glest for about two years, and if I'm correct GAE is the only actively developed version at the moment (code wise at least). So imho, GAE is the best / only chance for a new version of Glest to happen, which could bring new players and get things started again. Another reason is that I believe it would make it easier to keep working on GAE if the engine wasn't a separate fork and became part of Glest again. Most people might find it better to say "The engine of this game is being developed again and advancing" rather than "A beta fork of this game's engine is in the works, the original engine not having been updated for years". This could attract new developer, players, and overall attention to GAE, and also make it easier to maintain the whole project by working on it as a whole again. Since GAE only seems to have improved / added stuff to the Glest engine, nothing was lost or removed from the original, which is why I personally see it as the destined new Glest 4.0.

I'm not thinking about including an updated tech tree too (like the four patch magitech if it's not finished). But just Glest 3.2.2 with the latest GA engine and some new maps and titlesets. This would mostly mean replacing the exe file of 3.2.2 and repacking it as 4.0, which can be done within minutes (I can do it myself, though i can only send a zip since i don't know how to make an installer). I think the main issue is someone updating the normal Glest on the website, and including the new version there. I only had a short chat on IRC about this, and someone mentioned the Glest team is too busy to look into into (although it would only take updating the version number and adding the new installer). So I don't know if this is something blocking us from doing it.

In case everyone agrees with this merge however, I think we only need someone who can edit the main website and someone to make an installer. This is something I'd personally love to see a lot, and would be glad to help in making it happen if possible. I can pack 3.2.2 with the latest GAE engine and some good new titlesets / maps and send it to an admin anytime.

What does everyone think of this? Any chance for it to happen, and anyone else who wants it to? Is there also anything I could do to help with it (can't make any promises but I'd like to try doing this)?

111
General discussion / Re: Patches
« on: 11 December 2009, 00:29:12 »
Hehe, glad I could help :) I didn't know about the ticket system when I made this topic, I'll use that from now one.

112
General discussion / Patches
« on: 7 December 2009, 23:40:51 »
Seeing the Sourceforge page for GAE doesn't allow Bugs / Features / Patches any more (it says "the tracker has been disabled for this project") I thought about making a topic for posting patches here. I'm not good with coding in C++ but am currently maintaining the Romanian language file, so this is one thing I'll be updating when a change to the menu is made.

It's what my first patch is about, I added the new FogOfWar to the Romanian language file (Edit: Also added Category for the Scenario menu). Patch can be found over here. Just in case, I'm posting it as code here given the patch is small.

Code: [Select]
Index: gae/data/lang/ro.lng
===================================================================
--- gae/data/lang/ro.lng (revision 390)
+++ gae/data/lang/ro.lng (working copy)
@@ -47,6 +47,7 @@
 CanRepair=Poate repara
 Cancel=Anulare
 Canceled=Anulat
+Category=Categorie
 ChatAudienceAll=Audienta chat: Toti jucatorii
 ChatAudienceTeam=Audienta chat: Echipa
 ChatAudienceToggle=Schimbare audienta chat
@@ -91,6 +92,7 @@
 Fastest=foarte rapid
 Fields=Campuri
 Filter=Filtrare
+FogOfWar=Ceata Razboiului
 FreeCamera=Camera Libera
 FxVolume=Volum Sunete
 GameCamera=Camera joc

Btw - if this can become a common place for posting patches, maybe a mod should make it Sticky, seeing there's no tracker for patches any more.

113
Mods / Re: Elf Faction 0.9 Released
« on: 5 December 2009, 01:11:45 »
When will you release the next version please? I really wish to see :)

114
Mods / Re: Elf Faction 0.9 Released
« on: 25 October 2009, 22:11:42 »
Seen some of them now... looks very good :)

115
Mods / Re: Elf Faction 0.9 Released
« on: 25 October 2009, 21:23:13 »
What about the new particle effects?

Oh, these I didn't test. When do they take place... during combat?

116
Mods / Re: Elf Faction 0.9 Released
« on: 25 October 2009, 20:52:51 »
Just finished testing, looks very good :D Hope you can also add building models for the buildings I sent you that list for soon.

Also, two tiny details I found in the xml's (can be matters of opinion so yeah): 1. In the Forge, the three upgrades are ordered as Silverthorn Arrows, Noldor Armour, Noldor Weaponry. I think it would make more sense to order the upgrades as Silverthorn Arrows, Noldor Weaponry, Noldor Armor, since arrows and weaponry are both attack related and armor always comes last in the ordering which is more correct imo. And 2. The Huorn (a tree warrior) has the normal male soldier voice. I think it sounds kinda weird for a walking tree to have a normal person's voice when clicked :) Can depend on what that tree is meant to be.

117
Mods / Re: Elf Faction 0.9 Released
« on: 25 October 2009, 15:51:44 »
0.9.5 Public BETA released!

Download it here

After I have gotten some feedback I will do 0.9.6.

Enjoy!

Tried to test it but the archive seems to ask for a password. Can you reupload it please? I'm curious to see the new changes though :)

118
Mods / Re: Rise of Glest (age evolving units)
« on: 10 October 2009, 15:27:02 »
You should use my invaders, not domineonic.

Is there a link to them? I'm not modifying the mod any more, but out of curiosity.

This Is So Epic, But you forgot to say that it needed stables to evolve too..  :P But it is awesome dude, i luv it.

Stables and Training Field are optional upgrades, and only affect the ages in which they can be researched. Anyway thanks :)

119
Mods / Rise of Glest (age evolving units)
« on: 8 October 2009, 17:31:56 »
I was inspired to make this from a game called Rise of Nations (hence its name). It's similar to Glest but you start from the age of cave men and go through all known ages in history until reaching today's era where you have tanks, jet planes, etc. I was tempted to try something similar in Glest and created a faction of evolving units going through 3 different ages :)

None of the models in this mod are mine and I take no credit for them. I took units from other mods (apparently abandoned) and placed them in a single faction, modifying their properties and overall gameplay. Models used from the following sources: Age 1: Tech faction from magitech, Age 2: Demonionic faction, Age 3: SST:LD. Hope the owners of the mods don't mind... I can hardly model or animate but wanted to share this mod with everyone (kinda jumped quickly into making it once the idea struck me).

How to play: You must research all blacksmith upgrades in each age in order to advance to the next age. You advance by morphing the Castle to its next age version which then allows you to morph the other buildings and units to those of that age (this offers a smooth transition between ages too). The Stone resource was replaced with a Metal resource. In the First age, units only use the Gold and Wood resources. In the 2nd age, Metal can be harvested and all three resources are used, while in the last age the Wood resource becomes useless and only Gold and Metal are into play.

Download link
Code: [Select]
[url=http://upload.ps/5dmu9pm5en2m/rise_of_glest_v1r1.7z.htm]here[/url] or if that doesn't work
Code: [Select]
[url=http://www.fileden.com/files/2007/6/10/1161879/rise_of_glest_v1r1.7z]here[/url]. There may still be bugs and bad balancing... worst issue I'm aware of is the AI not knowing to advance and staying in the first age forever (probably doesn't know how to morph units?) I would like to hear opinions and thoughts on this mod if you wish. Enjoy :)

Code: [Select]
[URL=http://img205.imageshack.us/i/screen9.jpg/][IMG]http://img205.imageshack.us/img205/1262/screen9.th.jpg[/img][/URL]

[URL=http://img267.imageshack.us/i/screen12.jpg/][IMG]http://img267.imageshack.us/img267/3631/screen12.th.jpg[/img][/URL]

[URL=http://img522.imageshack.us/i/screen13n.jpg/][IMG]http://img522.imageshack.us/img522/8774/screen13n.th.jpg[/img][/URL]

[URL=http://img159.imageshack.us/i/screen19p.jpg/][IMG]http://img159.imageshack.us/img159/4102/screen19p.th.jpg[/img][/URL]

120
Mods / Re: Elf Faction 0.9 Released
« on: 6 October 2009, 15:17:48 »
The official units don't have more than one hold_position button... not even sure if that works. The Magic faction's Drake Rider for instance has two attack types (iirc) and only one hold position button. If it's not a priority we can change them back later if I'm wrong, though imo it seems safest to have them like the official factions do since there's probably a reason they don't have more than one.

121
Mods / Re: Elf Faction 0.9 Released
« on: 6 October 2009, 15:03:16 »
I'd like to highlight two of the main configuration issues I found and fixed, just so everyone can be aware and not do this for their own factions (the rest were mainly bad ordering and such). First, the only building that lightning should be enabled on is the main building (Castle, Mage Tower, in our case Tree Of Life). If too many nearby buildings have light, everything looks too bright after nightfall and projected shadows snap all over the place. Second, each unit must have only one hold_position button configured for the attack_skill attack. A unit auto-attacks with the attack it considers best, and holding position is a single action, as with the official factions. Just mentioned so others who make factions can be careful about these details :)

122
Mods / Re: Elf Faction 0.9 Released
« on: 6 October 2009, 14:03:13 »
Yes, I'm working on it too with small contributions. Almost ready with my part in a few minutes, there were many issues in the unit configurations and I fixed them all.

123
Mods / Re: Elf Faction 0.9 Released
« on: 5 October 2009, 14:48:03 »
Thank you :) I'll apply any changes there and look into anything else that can be improved.

124
Mods / Re: Elf Faction 0.9 Released
« on: 5 October 2009, 14:12:42 »
I see... should try the version in the mod manager then. I'll download it tonight in that case, can't wait :) And glad if that could be of any help.

Just finished working on the Grey Elf Archer color, if it hasn't been already fixed too. This is the remade texture... his previously blue shirt is now player colored with light blue lines which looks good imo. Ignore this if it's already been done.


125
Mods / Re: Elf Faction 0.9 Released
« on: 5 October 2009, 11:22:28 »
Some very minor bugs I noticed: The Grace and Gold HUD indicators need to be swapped... in all factions Energy / Food comes first on the display. Wood Guard has an empty space between the Attack Off and Attack On buttons, and the Forge has a Meeting Point although it produces no units just upgrades.

Sorry for the double post, but I did a quick fix for the Wood Guard and Forge... tested and they're alright now. Link here (don't worry about MediaFire's slow speed its a tiny file). Sadly the Grace and Gold swapping is not possible at this time, resources are sorted alphabetically and Gold comes first :(

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