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Messages - MirceaKitsune

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126
Mods / Re: Elf Faction 0.9 Released
« on: 5 October 2009, 01:27:37 »
I found this mod today and wanted to post my thoughts on it. Just wonderful! From the beautiful song to the tree units and buildings ;D There's also a good amount of units and upgrades, more than even the official tech / magic have. A big +1 for adding this officially in Glest Advanced, once it would be ready for such a thing. I always believed there should be more factions in magitech, and this would be a perfect third one imo.

There are many things which I think should be changed though. Here is my list of thoughts on ups and downs (using version 0.9):

+ The first thing I liked was the music. That song is just wonderful, one of the best I heard for a game of this type. Hope lots it will stay.

+ Love the green nature-like icons, they give a nice feel.

+ Love the looks and architectures of most buildings, though I think most of them need more tweaking overall. Also like the Grey Elf Archer's model, very elf-looking.

- I think the Magol Hedir is the most unsuited unit for an elf faction. He doesn't look like an elf imo, and the way he walks holding that sword like a serial killer doesn't look elfish either :)

- Player colors are very hard to see on the Grey Elf Archer. I'd suggest making his whole blue shirt team colored, and the currently team-colored line light blue instead. It's also hard to see the colors on most buildings from above... an idea could be making parts of the leafs on some trees team colored around the top.

- Corral: I think there are several issues with this building. First thing that caught my attention was the untextured area on the flat part of the rooftop around the glass sphere. It's also too big, as it has been mentioned. Not sure how its size could be reduced without making it look too small compared to units when looking from up close. Also a tree growing on the side of the building doesn't feel like a good idea for an upgrade to me. Maybe the Corral could have a small yard (without making it larger) and the tree growing there instead.

- I think the Wood Guard and Tree Of The Heavens are too much alike. They're both trees who attack enemies around them. Although I think the Tree Of The Heavens is nice, it might be better to only leave the Wood Guard to avoid this similarity.

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.

A thought about the "elfs shouldn't cut trees" issue as I seen the discussion a few posts ago. I mostly agree with this and it came to mind the second I tested this faction. However in this case, it would indeed unbalance the game and make no sense to remove the wood resource (you still build using wood after all). My solution to this would be a different animation for harvesting wood, instead of hitting trees with the axe. Maybe each elf could run their hands around it until they are loaded and return to deposit... I think that would help most in making elves less cruel to trees.

127
Mods / Re: SST:LD Mod - v2.1
« on: 4 October 2009, 20:04:54 »
Sorry about that... seen a lot of talk about this mod and thought it wouldn't hurt to post about it. Sad to hear it's dead, maybe someone will continue it again someday. The models at least are really great, and can be nicely reused :)

128
Mods / Re: SST:LD Mod - v2.1
« on: 4 October 2009, 17:08:57 »
Hope it's alright to revive this topic, but great work ;D This is the best treetech for Glest I could find after magitech. All units and buildings are very good looking which is the first thing I liked about it.

Anyway, I was curious if development is still going on and if there's any plans for a new version. If I may make a bunch of suggestions as well: I think more buildings and units for both factions would be a great thing. One resource is too little in my opinion... I'd suggest turning the Stone resource into Metal and having both used. Something I believe would be very important are team colored areas on all buildings and units, so you can see which team they're from without checking the minimap. Also the human faction has units which look too much alike (I can hardly tell the Worker from the Trooper and Machinegun Tank from Rocket Tank).

I also noticed an issue that happens with the Glest Advanced Engine. If trying to play the treetech under the GAE in SVN, the new Gold resources are depleted immediately after pickup and only offer 1 gold, making playing impossible. Doesn't happen under Glest 3.2.2 so it's a GAE compatibility issue... maybe on GAE's end?

129
Mods / Re: Easy way to edit magitech units?
« on: 4 October 2009, 10:54:35 »
That's great then :) Is there any tutorial or advice on how that can be done please? While of course putting the same new model in each g3d without changing the animation (I think that can be done by copying and replacing only the model between files if I'm correct). I also couldn't find a working blender g3d importer / exporter script... the ones here don't work so well.

As for the linking, I've had a small experience with linking verticles to bones in the past for another game, just usually try to avoid it. If a verticle happened to get mislinked the character would have 'spikes' poking out of it in-game, which is why I'm worried to do linking because there's no way to preview such errors until the character animates in game and when you find a spike discovering the responsible verticle can be hard.

130
Mods / Re: Easy way to edit magitech units?
« on: 3 October 2009, 23:58:22 »
Yeah, new stuff is usually better, though sometimes edits are the best choice if you don't want to work on everything from a scratch or don't know how. And too bad there's no version for Blender... will wait for the tutorial or look into it more until then, if there isn't any way to extract the animations from the .g3d files either.

131
Mods / Re: Easy way to edit magitech units?
« on: 3 October 2009, 23:22:47 »
Thanks. I'll read that topic, though I found Blender tutorials on the net previously for the basics. And that link was something I was looking for regarding models, even if many of them are indeed missing.

My question still is what to do after I have the .obj file in Blender. They don't seem to contain any skeleton nor animation, and my skills are far below animation or anything of the sort atm. I have a Glest skeleton with animations but that's only for walking units, and would be useless for characters like the horse rider.

132
Mods / Easy way to edit magitech units?
« on: 3 October 2009, 22:21:43 »
I want to take a shot at making my own factions, which I want to create by remodeling and retexturing existing units in Blender. I got the Blender tutorial from here but am not too experienced with Blender and modeling overall (just know how to move verticles around mostly) and the steps described there kinda feel too much for me.

I was initially hoping i could just import a model from data, edit verticle positions and export it back, but animations make that impossible. What I'm wondering is if there are any .blend sources of all the units in magitech that are public and can be downloaded, which can be opened edited and exported without having to relink verticles to bones, remake the UV mapping and all that. If not, is there any way for Blender to mix all g3ds of the same unit together or work with all of them at a time so only the model can be modified and the animation kept in each? Would help a lot to know an easy way of editing any of the characters if possible. Thanks.

133
It's ok, sorry for not being able to figure it out so far. I'll try that and anything else I can find, thanks for the help :)

Just a thought, maybe it would help everyone who wants to run SVN if all dependencies and zlib could be located in SVN in their correct locations and the project set up to include them, so Windows users could just checkout the SVN and compile it, if there aren't any licensing issues with distributing them. I think that would be a great idea if possible.

134
Tried that as well but still nothing :( This is the log now:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>glprocs.c
1>d:\glest\glest_advanced_svn\trunk\source\deps\src\glprocs.c : fatal error C1853: '../../build/Debug/libglest\libglest.pch' precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\glprocs.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Linking...
2>LINK : fatal error LNK1104: cannot open file 'libglest.lib'
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

135
I have but the issue is still there. Only reference I found and modified in libglest is in C/C++ -> General where I have one ../deps/include.

136
I don't have any ../../deps/, all are ../deps/ in the project properties. It seems this error might be starting the rest too, this is the log from the second build attempt:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>glprocs.c
1>c1 : fatal error C1083: Cannot open source file: '..\..\..\deps\src\glprocs.c': No such file or directory
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\glprocs.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Linking...
2>LINK : fatal error LNK1104: cannot open file 'libglest.lib'
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

137
I got zlib and placed it in the include folder. It now compiles for much longer (2 minutes or so) but still fails with the error "LINK : fatal error LNK1104: cannot open file 'libglest.lib'". That file doesn't seem to exist anywhere though...

Update - If I try compiling again right after this, it seems to behave differently. It now fails after 1 second with the message "c1 : fatal error C1083: Cannot open source file: '..\..\..\deps\src\glprocs.c': No such file or directory".

138
I placed the entire deps folder in trunk\source\ (next to shared_lib) and tried tweaking the properties but building still fails. This is what I tried:

For C/C++ -> General I tried adding ../deps/include and an entry for each subfolder, but that didn't work. Was also curious if there's any way to define "all subfolders" there, since there's too many to select under include\xercesc. Does /* work?

For Linker -> General I made that entry ../deps/lib.

For Linker -> Input I left the files there unchanged.

When I try to build it fails like this:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>pch.cpp
1>d:\glest\glest_advanced_svn\trunk\source\shared_lib\include\pch.h(97) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\camera.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Compiling...
2>pch.cpp
2>d:\glest\glest_advanced_svn\trunk\source\glest_game\pch.h(95) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory
2>Creating browse information file...
2>Microsoft Browse Information Maintenance Utility Version 9.00.30729
2>Copyright (C) Microsoft Corporation. All rights reserved.
2>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\game\ai_interface.sbr': No such file or directory
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

139
General discussion / Re: To Do List & Bugs
« on: 4 June 2009, 11:20:37 »
I'm not sure if that was the intended behavior but it occurs in share_lib/include/platform/input.h

bool isMetaDown() const      {return GetAsyncKeyState(VK_LWIN) || GetKeyState(VK_RWIN);}
changed to
bool isMetaDown() const      {return GetAsyncKeyState(VK_LWIN) || GetAsyncKeyState(VK_RWIN);}

Seems to solve it. With that it requires you to hold down the RWIN key to have Meta+ . Is this the behavior people want?

From my understanding that's how it should be I think. Probably there was a typo and Async got forgotten last time.

140
Sorry to ask another newb question, but which is the project settings file? Is it trunk\pkg-win32.sh and the new deps go in as "cp -p ../path/file.xyz &&" for each file? After that do I build the engine from trunk\source\gae.sln?

141
General discussion / Re: To Do List & Bugs
« on: 3 June 2009, 22:48:41 »
I found a rare bug which permanently disables keys in the GAE 0.2.11 engine (Windows). Since I'm not sure which bugtracker is currently used and should avoid making a topic for each bug, I thought to post about it here too if that's ok. These are the steps to reproduce:

1 - Set MiscDebugKeys=true in glestadv.ini. Not sure if it changes anything but DisplayWindowed=false here.

2 - Start the game normally and enter a custom match. Make sure all your keys work and the console prints Key = Command every key press.

3 - Press the right Windows logo key (it must be the right key not the left one). The game should pause and the windows start menu will appear over the game. Left click back into the game and the start menu disappears as the game is resumed.

4 - Press the esc key while watching the console. Instead of going into the "Exit game?" menu nothing happens and keys don't work any more. The console now prints Meta+Key for every key you press, meaning that it sees an nonexistent button (meta) being held down. If this doesn't happen from the first key keep pressing many buttons especially esc.

To repair this issue you must follow the same steps, press the right windows logo key and let the start menu pop up then go back and the keys are toggled fixed. Nothing else seems to repair the issue once it happens, not even reinstalling the game or restarting the computer makes the imaginary button go away. I'm not sure if this might be based on the keyboard model too, mine is an Apollo multimedia keyboard though I don't think it's related to that. Here's a screenshot of the issue:


142
Found and checked out the new link :) I'm still having some issues with the engine however.

I checked https://glestae.svn.sourceforge.net/svnroot/glestae but am not sure which the correct engine is. Is it \trunk\source or a subfolder in it? Also my build fails with C++ 2008, I think I need the deps but don't know where to place them (got win32-glest-deps.rar but not sure what to do with it).

143
Thank you, I'll look on SF then. Hope the person who disappeared is ok, it's uncommon for something like that to happen. Is there any estimation as to when a new SVN will be up and the engine will be developed again?

144
I'd like to try the latest version of Glest Advanced and four_path_magitech from SVN, but can't find any info on how to do that. I was curious about two things:

First, which is the latest SVN from which the game and engine (and four_path) are being updated at this day? I tried https://glest.codemonger.org/svn/repos/ but the log says that was last updated in 2008. I heard GAE is the version currently in development so I was wondering if there's an updated SVN link which can be made public or GAE was abandoned too (I really hope not, it's a wonderful engine which can get much further).

And second, what is used to compile the engine from SVN? If it's made under C++ does Visual C++ 2005 work? Windows XP user here since I'm not familiar with Linux yet. Thanks :)

145
General discussion / Re: Coders HERE!!
« on: 2 June 2009, 09:40:40 »
Very much a newb, but I may be able to do some things in C++ if I try to. I managed to do advanced modifications for a game running QuakeC but didn't understand much from the last C# project I looked into. I'd love to try and do some coding for this project as well though :)

146
I'm playing Glest 3.2.2 with the GAE 0.2.11 engine and am experiencing a bug: After I've been in a game for around 10 minutes, all sounds suddenly stop playing except ambiental sounds (birds) and music. This includes battle sounds, building sounds, unit voices and everything but music and ambiance.

The problem can be fixed by leaving and staring a new match, no need to restart the game. My audio board is a Realtek HD integrated in the motherboard.

147
General discussion / Re: Where did you hear about glest?
« on: 2 June 2009, 09:11:41 »
I found it while googling for a free opensource strategy game.

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