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Messages - Julius

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1
MegaGlest / Re: MegaGlest mobile
« on: 9 May 2015, 11:53:21 »
Maybe you want to contribute to OpenRTS? Runs on jMonkey Engine that does have an android port:
https://github.com/methusalah/OpenRTS

2
http://freegamer.blogspot.com/2015/04/new-3d-rts-engine-openrts-released-as.html

They are looking for contributors (code in Java). With the jMonkey SDK it is pretty easy to set up.

3
Off topic / Re: Help liberate ROTC:Ethernet
« on: 23 October 2014, 16:43:39 »
For those not following, the game is now available and still further developed under:

www.terminal-overload.org

Contributions are welcome!

4
Annex: Conquer the World / Re: Annex 4.0 IS OUT!!!!
« on: 7 October 2014, 09:01:29 »
Ok maybe a stupid question, but where can one find the source files? Do you have a github account or something like that? Thx!

5
Annex: Conquer the World / Re: Annex 4.0 IS OUT!!!!
« on: 6 October 2014, 20:58:26 »
Quite awesome, but changing the resolution really messed up my system (Kubuntu14.04) and froze the mouse... no alt-tab out and afterwards the resolution of my desktop was changed.

After changing it manually in the .ini is works nicely... just the color-schemes of the units seems to be too close to the ground textures sometimes.

Edit: The screenshots here and on the website are HUGE. 1.4mb downloads for small embedded pics...

6
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 15 September 2014, 19:17:06 »
Looks great! Any ETA for the promised fully FOSS 4.0 release?

7
Off topic / Re: Great linux games
« on: 25 August 2014, 19:01:08 »
Crypt of the Necrodancer is fun ;)

8
Mods / Re: Total conversion based on the Ryzom assets?
« on: 14 August 2014, 18:26:21 »
They have been converted into .fbx now which should make it even easier to work with (especially since the fbx support in Blender has improved a lot lately):
http://opengameart.org/content/bounty-convert-all-ryzom-data-useful-format#comment-30854

9
MegaGlest / Re: General view on new features
« on: 30 July 2014, 17:16:06 »
Experimental branch seems like a good idea.

A bit OT: I think modding will pick up again as soon as the graphics support some more advanced features like normal-maps (and maybe a standard skeleton based mesh-format).

10
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 1 July 2014, 17:47:44 »
Got it running for the in-game HUD also by now?

11
Tools / Re: wanted: g3d models with normals map for testing
« on: 1 July 2014, 17:46:42 »
any results?

Bumptidum, awefully quitet on these boards lately  :angel:

12
Tools / Re: 3D Map Editor
« on: 1 July 2014, 17:43:59 »
I hope this still ends up in upstream megaglest as it would be an awesome feature to have in the engine.

13
MegaGlest / Re: New team play features coming soon
« on: 15 February 2014, 15:22:10 »
Actually a sort of minimal CPU, e.g. one that takes care of resource gathering and does some emergency base protection, yet units can also be controlled by players would be interesting too. I am lazy and don't like to do all the micromanagement ;)

14
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 13 February 2014, 17:48:16 »
That looks excellent! Now on to the in-game HUD which is quite horrible in the old version :p

15
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 9 February 2014, 10:43:10 »
That will be a big improvement to the look of MegaGlest!

I would suggest the use of this theme: http://cegui.org.uk/forum/viewtopic.php?f=9&t=6679

16
On a LAN with old PCs the full headless server option would be usefull, and in internet play with strangers also, as there is no way to prevent that "boss client" from cheating.

17
MegaGlest / Re: IQM model format (abandon ship MD5)
« on: 8 February 2014, 15:41:54 »
I was mainly asking, as it would be a way to get these: https://forum.megaglest.org/index.php?topic=9324.0 into the game quickly.

18
MegaGlest / Re: Linux Game Awards
« on: 7 February 2014, 20:46:23 »

19
MegaGlest / Re: IQM model format (abandon ship MD5)
« on: 7 February 2014, 20:40:42 »
Was .iqm ever implemented?

20
Mods / Re: Revival of BattleGlest?
« on: 7 February 2014, 20:36:43 »
Yes try not to reinvent the wheel :p

The Ryzom assets linked above are great and would fit perfectly for such a game. They are also very well animated and not very high-poly (as the game is quite old).

Was .iqm now supported in Megaglest as an model format? If yes getting the Ryzom assets in the game should be a breeze.

21
Cool would also be if it was possible to run the server on a service like RedHat's OpenShift: https://www.openshift.com/ which scales dynamically. E.g. as long as the server isn't used or only few players play it is actually free and only if more power is needed it automatically scales up.

I guess python could be a good programming language to get such a thin client on OpenShift small gears?

22
On the boss client, but most gaming PCs are way overpowered for Megaglest anyways. Keeping the full server option would be good though.

Maybe there is some way for show in the game lobby which client is likely the fastest and let the players choose accordingly before the game starts?

What I wonder is if one could not just do away with the headless server all to gether like other RTS do, e.g. start a game which gets registered at the masterserver and then P2P connect with the other players, while the person who started the game is like the boss client.

Alternatively one could maybe reimplement the thin server in java or so in order to have it run on a simple apache tomcat server or some similar easy to set-up and cheaply available shared hosting service.

23
Off topic / Help liberate ROTC:Ethernet
« on: 27 January 2014, 20:43:30 »
http://www.indiegogo.com/projects/resurrect-revenge-of-the-cats-ethernet-as-open-source-project/

Awesome project that really deserves another go as a fully open-source game on the much improved Torque3D engine.

You can try the old version now (on linux, mac and windows), it's just a 40mb download (due to the abstract graphics).

24
Mods / Re: Total conversion based on the Ryzom assets?
« on: 4 December 2013, 20:32:31 »
A MegaGlest based MOBA? Why not? :D

25
Mods / Total conversion based on the Ryzom assets?
« on: 3 December 2013, 17:51:46 »
The giant library of Ryzom assets is finally available in a usable format:
http://forum.freegamedev.net/viewtopic.php?f=6&t=5138

While those assets were not meant for an RTS, they are by now sufficiently low-poly that a modern PC could easily run them and the quality of them is really high.

Includes pretty much all what you need, textures, vegetation, buildings, factions, monsters you name it. Just sounds need to be added from another source. All available under CC-by-SA.

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