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Messages - Carl the Great

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26
Great! I should've created a new thread, my post is somehow unrelated to this. First I pressed F to switch to Free Camera, but the console gives me two simultaneous commands:
Code: [Select]
[switched to] Free Camera
[switched to] Game Camera
I pressed F again, and console repeats; does not let me get into Free Camera unless I hold the F key and at the right time, I can go to Free Camera. Pressing F again is like pressing Space back to Game Camera, but still in Free Camera mode.

The same goes to rotating (if able to rotate) buildings. It's like pressing R twice with a single type.

If it's fine for your computers, it's not normal for me; I am on an old computer after a repair install; probably will be updating next week.

27
[Running MegaGlest 3.12 64-bit on Windows 7 64-bit hot keys do not work properly]. I tried pressing F to get to Free Camera, but it appears double-pressed back to Game Camera. Tried also rotating buildings with R, but rotates at 180 angle and I have to hold R to remedy this. The pause and music hotkeys are not affected for an unknown reason.

Edit: First sentence edited after splitting this unrelated topic off Nig's.

28
I've got like an 8-year old Windows 7 laptop while playing MegaGlest; never updated in like 6 months.

29
Feature requests / Re: [Please Test] Tags
« on: 26 January 2016, 20:03:31 »
Sorry, I didn't click all the links in this thread. I had to skim through this thread looking for the code.

I'll place the code here so I don't need to click any links again.

"Tags are assigned with the  <tags>  element, which is a child of  <parameters>  in the unit XML. Units can have any number of tags. Tags are merely strings. Note that tags are case sensitive. The  <tags>  element is optional and may be empty."

"Tags should be restricted to letters, numbers, and underscores. As with units, underscores will be converted to spaces and the first letter of each word capitalized."
Code: [Select]
<parameters>
    <!-- ... -->
    <tags>
        <tag value="warrior"/>
        <tag value="burnable"/>
    </tags>
    <!-- ... -->
</parameters>

> Applying upgrades to tagged units:
"Tags can be added to the upgrade XML's existing  <effects>  element. They can be mixed with existing  <unit>  elements. The upgrade will thus be applied to all units in the player's faction which have that tag."
Code: [Select]
<upgrade>
    <!-- ... -->
    <effects>
        <unit name="roundtent"/>
        <tag name="test" />
        <unit name="archer"/>
        <tag name="warrior" />
    </effects>
    <!-- ... -->
</upgrade>

> Applying attack boosts to tagged units:

"Tags can also be added to the target of attack boosts. The syntax is similar to that of upgrades. The target value (foe, ally, all, etc) will be obeyed."
Code: [Select]
<skill>
    <!-- ... -->
    <attack-boost>
        <allow-multiple-boosts value="false" />
        <radius value="5" />
        <target value="all" include-self="false">
            <unit-type name="archer" />
            <tag name="warrior" />
        </target>
        <!-- ... -->
    </attack-boost>
    <!-- ... -->
</skill>

> Translating tags

Placed in the .lang file of the techtree. Has the source code been already implemented?
Code: [Select]
TagName_warrior=Guerrier

30
Mods / Re: Clash of Civs - Mix of civilizations pack
« on: 26 January 2016, 03:30:52 »
I wish most of these G3D models of these mods were made in scratch or matching the Magitech quality. Just saying though.

Also, there should be a mod focusing on a specific era or age, such as one with only the Egyptian, Gaul, Greek, Persian, and Roman factions.

31
Feature requests / Re: [Please Test] Tags
« on: 26 January 2016, 03:26:12 »
I assume this feature has not been tested for a long time. I want to try this, but where's the code?

I have read this entire thread already, but still no code. Also, watch the language.

32
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« on: 8 December 2015, 19:13:57 »
Forget what's in the spoiler!

(click to show/hide)
I am welcome for modellers, if anyone wants to volunteer.

Note: If you still need my Alpha 4, or any reductions to this techtree, please post here.

33
Mods / Re: Glest army
« on: 29 October 2015, 09:30:41 »
I see, the "multiple arrows" animation looks like the arrows were fired also simultaneously as I noticed on the screenshots.

There is a way to determine the number of units of an army, the code allows multiple G3Ds in one skill depending on how much health left, just like when a structure is being built or attacked by an enemy over time.

34
Mods / Re: Glest army
« on: 28 October 2015, 19:10:41 »
That's a start.

Why not add multiple projectiles to archers?

If you want, my Medieval modification (look in the Mods forum) has:
> Spearman, you can make an army of Spearmen and it is effective against a group of Horsemen and archers. Models for charging and defending are also available.
> Banner Guard, make all your armies have a Standard Bearer for a change.
> Paladin, the Paladin unit is armed with a war axe, slow but effective (you can rename it to Knight if you like).
> Champion, armed with a Knight's Lance, most powerful unit yet.

If you are experienced in the coding sector, you can try to reedit the Champion so it can no longer have the Tribune animation(s). Also, you can attempt at multiple projectiles for archers, as I said above.

The problem with armies is that the death animation is simultaneous to all troops within that unit.

35
The Specialists faction is somehow a variation of Tech with flying workers sometimes disguising as ibises. There are models from other Megapack factions, but this is a new type of system with those containers. The only new unit is the Bakery, which is like one of those vbros pack factions.

I wonder who can help volunteer with revising the faction.

36
MegaGlest / Re: docs.megaglest.org's Special Pages have 502 error
« on: 20 August 2015, 18:57:23 »
Danke schön, tom.

The "Upload file" is now accessible.

...but what happened to the top left square link to the Main Page? And what's with the thumbnail error after uploading files?

37
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« on: 20 August 2015, 18:56:25 »
Here's a preview for Alpha 4:


And a possible Militia unit:

38
Off topic / Re: Lucy - A kind of fork of Glest written in Java
« on: 7 August 2015, 23:44:18 »
Yes, I installed the latest Java 8 version and still does not open.

39
Off topic / Re: Lucy - A kind of fork of Glest written in Java
« on: 4 August 2015, 21:06:02 »
First of all, I am on a Windows 7 and when I try to start the executable, the game does not start, it just force closed.

Where did you get those sounds? Did you record them yourself? They are equal in quality compared to the MegaGlest sounds.

For now, I don't have any suggestions, but do your best!

40
MegaGlest / Re: Problem with text
« on: 21 July 2015, 18:59:58 »
Are you using a translator to start this thread? It looks like you used a translator to post your text here. Can you try to reply in your own language, if you don't type English well?

As for the problem, it is probably that your language is not part of the list of languages compatible with MegaGlest.

41
Look how your skills have grown, now there's a reason you don't come here often. What's with the sign with the sad face?

42
MegaGlest / docs.megaglest.org's Special Pages have 502 error
« on: 18 July 2015, 00:29:08 »
When I try to upload images today, it gives me the 502 Bad Gateway nginx error. Has this happened before?

43
I've seen these biodomes before: there was a flash game called "Via Sol 2" with the same objectives, it was a bit difficult.

What kind of strategy game is this? Still real-time or something else?

44
(Off topic: The original Glest creators were here a moment ago, they may not have noticed this issue yet)

At any rate, the retexturing is optional/preferred for the next release, if there is time.

If done, the same must go to the Stickfighter units of the Indian and Persian units as well. They have the same black "hilt", not forgetting the tiny grey remains of the "shield" as these units were based on the Tech Swordsman unit.

45
MegaGlest / Re: Do People Still Play This Game?
« on: 2 July 2015, 19:48:41 »
Yes, they still play this game. Just the progress is slow.

46
Feature requests / Persian "princess" melee attack
« on: 2 July 2015, 00:05:20 »
I found a G3D model of a Princess (from a scenario) of a melee attack. Couldn't this would've been a secondary melee attack? Can this be added for a future release?

The melee attack (looks like a stabbing/piercing attack) would be weaker than the Persian Swordsman, but sometimes useful when melee units are close to her.

The model is found inside this "scenario" here, just in case: http://www.soft-haus.com/glest/mods/scenarios/robinhood.7z

47
This may help you: http://www.honga.net/totalwar/shogun2/unit.php?l=en&v=shogun2&f=otomo&u=Inf_Missile_Portuguese_Tercos
You never have to play Shogun 2 to look at this. They look Spanish to me, though.

The Hissatsu drama series had fame, even though I am neither Japanese or descended from one. Furthermore, the series was actually in the Edo period setting, not during the warring period.

48
Liked the "Namu amida butsu" sound. Reminds me of the narrator saying that in the drama series "Hissatsu Shiokinin".
You already released the Spanish sound effects, are those going to be in the Spanish units (priest and musketeer) in the future? What would they look like, aren't they like those Portuguese musketeers in Total War: Shogun 2? Will the musketeers have a secondary melee attack?

I'm still waiting for this mod's next release. Do you have any more screenshots of new units, anything? Much appreciated to see them.

49
Alpha 3 has been released!
The download link is on the starting post or here:
Code: [Select]
http://www.tinyupload.org/jg9psgv9lmx
Additions/Changes:
~Pikeman unit added, placeholder is the Chinese halberdier or Ji Bing (The Great Ming)
~As Yeomen can morph into Militia during building/repairing (for CPU's), temporarily removing the morph to Militia command.
~Swordsman can now be again recruited from the Barracks (temporarily)
~Changed "Jousting Arena" to "Quintains", requirement for Champion to use lances; jousting is more extreme than quintains, this is to greatly reduce the pricing of upgrade.
~You can now hire Knights and Paladins in the castle, provided you have the Chivalry upgrade.
~Retextured the barding and lance for the Champion unit, currently the texture image does not support transparent teamcolor.
~Retextured the Crossbowman and the Pikeman, will look probably medieval now.
~Retextured the Lord and Mantlet, crosses removed, Lord's shield, and Mantlet's wood (from atze's market model).

(click to show/hide)

50
Mods / Old Glest files compiling+help with model conversion
« on: 20 April 2015, 18:47:38 »
Since there is little activity, I suggest gathering old (vanilla) Glest files before they get lost (much like other files, like the dead links, that are already lost).

One such website (still surviving) is this:
http://glest.eurion.net/files (not much of them are of help, but they're still there)

If you have any old Glest files (mods, anything) still in your systems, please try to post them here, they could be of good use for archiving, creating newer mods, and others.

--

Also, can anyone please lend a hand? I need help converting some .blend files to .g3d (I don't use Blender because I can't do any modeling by myself, and don't prefer installing modeling programs due to my computer's age): http://atze.megaglest.org/models/unused/unusedmodels/unusedmodels.7z

They are wciow's unusued models, from the forum link: https://forum.megaglest.org/index.php?topic=8104.msg91693#msg91693
They may be good use in creating mods. They are free models, but credit is optional.

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anything