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Messages - Carl the Great

Pages: 1 2 [3] 4 5 6
51
Here it is:



On the left, the attack animation; while on the right, the charging animation. The rest of the animations (including the charging) have the sword part of the texture as normal.
It's a texture error for sure.
I recommend to remodel the swordsman for the attack animation only, or better still: remodel the entire swordsman and switch the sword and shield (because of hand dominance issues).

52
Bug reports / Old Roman models in opening/credits + more TGA's
« on: 12 April 2015, 23:07:42 »
If you have seen the MegaGlest opening all the way, you might have seen the old Roman Spearman unit still there. Also in the credits, there is the old Spearman unit.

Also, the targa files are still unchanged in the about_models and the main_model folders (not yet in PNG).

53
I think this has been not been fixed since vanilla Glest, the Swordman/Swordsman's weapon hilt is not aligned with the 2D image, and the G3D files appear the hilt as mostly black, not yellow as expected from the similar Guard unit.

Edit: it's only the swordman_attack.g3d model that is affected, the other swordman/swordsman animation models appear normal.

54
Code: [Select]
<unit>
<parameters>
<size value="2"/>
<height value="2"/>
<max-hp value="2000" regeneration="0"/>
<max-ep value="0"/>
<armor value="50"/>
<armor-type value="leather"/>
<sight value="10"/>
<time value="150"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="great" kills="8"/>
<level name="unyielding" kills="18"/>
<level name="royal" kills="32"/>
<level name="renowned" kills="55"/>
<level name="legendary" kills="80"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="barracks"/>
<unit name="blacksmith"/>
<unit name="stable"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="chivalry"/>
<upgrade name="barding"/>
</upgrade-requirements>
<resource-requirements>
<resource name="wood" amount="200"/>
<resource name="gold" amount="350"/>
<resource name="food" amount="3"/>
</resource-requirements>
<resources-stored/>
<image path="images/champion.png"/>
<image-cancel path="../archer/images/order_cancel.png"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/guard_select1.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_select2.wav"/>
<sound path="$COMMONDATAPATH/sounds/horseman_select4.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_select3.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_select4.wav"/>
<sound path="$COMMONDATAPATH/sounds/horseman_select12.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_select5.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/guard_ack1.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack2.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack3.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack4.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack5.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack6.wav"/>
<sound path="$COMMONDATAPATH/sounds/guard_ack7.wav"/>
</command-sounds>

</parameters>

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="50"/>
<animation path="models/tribune_idle.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="stop"/>
<name value="stop_lance_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="50"/>
<animation path="models/lancer/rider_idle.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="480"/>
<anim-speed value="120"/>
<animation path="models/tribune_walk.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk3.wav"/>
</sound>
</skill>

<skill>
<type value="move"/>
<name value="move_lance_skill"/>
<ep-cost value="0"/>
<speed value="480"/>
<anim-speed value="120"/>
<animation path="models/lancer/rider_galloping.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_walk3.wav"/>
</sound>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="130"/>
<anim-speed value="130"/>
<animation path="models/tribune_attack.g3d"/>
<sound enabled="true" start-time="0.4">
<sound-file path="$COMMONDATAPATH/sounds/guard_attack1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack6.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack7.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack8.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack9.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack10.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack11.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack12.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack13.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack14.wav"/>
</sound>
<attack-strenght value="250"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="slashing"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.8"/>
<projectile value="true">
<particle value="false" path="particle_proj.xml"/>
<sound enabled="false"/>
</projectile>
<splash value="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_lance_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/lancer/rider_attacking.g3d"/>
<sound enabled="true" start-time="0.4">
<sound-file path="$COMMONDATAPATH/sounds/guard_attack1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack7.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack11.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack9.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack12.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack11.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack13.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/guard_attack13.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_attack14.wav"/>
</sound>
<attack-strenght value="220"/>
<attack-var value="50"/>
<attack-range value="3"/>
<attack-type value="piercing"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.8"/>
<projectile value="true">
<particle value="false" path="particle_proj.xml"/>
<sound enabled="false"/>
</projectile>
<splash value="false"/>
</skill>
 
<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="60"/>
<animation path="models/tribune_idle.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="90"/>
<animation path="models/tribune_die.g3d"/>
<unit value="knight" amount="1"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/horseman_die3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_die2.wav"/>
</sound>
            <fade value="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_lance_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="50"/>
<animation path="models/lancer/rider_dying.g3d"/>
<unit value="knight" amount="1"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/horseman_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/horseman_die3.wav"/>
</sound>
            <fade value="false"/>
</skill>

</skills>

<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../archer/images/order_halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../archer/images/order_move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/champion_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../knight/images/knight_shield.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="stop"/>
<name value="present_lance"/>
<image path="../archer/images/order_halt.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<stop-skill value="stop_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="move"/>
<name value="move_with_lance"/>
<image path="../archer/images/order_move.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<move-skill value="move_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack_with_lance"/>
<image path="images/champion_lance.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<move-skill value="move_lance_skill"/>
<attack-skill value="attack_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position_with_lance"/>
<image path="../knight/images/knight_shield.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<stop-skill value="stop_lance_skill"/>
<attack-skill value="attack_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<!--command>
<type value="morph"/>
<name value="dismount"/>
<image path="../champion_/images/champion.png"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name="champion_"/>
<discount value="0"/>
</command-->
</commands>
</unit>

If I followed my own instructions, the command section would be like:

Code: [Select]
<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../archer/images/order_halt.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<stop-skill value="stop_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../archer/images/order_move.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<move-skill value="move_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack_with_lance"/>
<image path="images/champion_lance.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<move-skill value="move_lance_skill"/>
<attack-skill value="attack_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../knight/images/knight_shield.png"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="jousting_arena"/>
<!--upgrade name="quintains"/-->
</upgrade-requirements>
<stop-skill value="stop_lance_skill"/>
<attack-skill value="attack_lance_skill"/>
<die-skill value="die_lance_skill"/>
</command>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../archer/images/order_halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../archer/images/order_move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/champion_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<die-skill value="die_skill"/>
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../knight/images/knight_shield.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
<die-skill value="die_skill"/>
</command>
</commands>

It seems that the death animation would be the only the knight with the sword, I tried to make two death animations, but the first one overrules it.

55
The Champion unit of my Medieval mod is probably an example, but you need to rearrange the commands in the Champion.xml so the last four commands (the lance attack, requires an upgrade) are moved to the top to become the first four commands, with the upgrade, so you don't need to click the Command bar to use the secondary attack (again, the lance attack).

56
Mods / Re: Storm Raven Faction Mod
« on: 20 March 2015, 02:09:43 »
Sorry, I have to reply to this thread because there hasn't been a link to this faction:
This 7z is archived by tomreyn, who has some other old Glest files upon request. Please thank him for "saving" this mod.

http://downloads.megaglest.org/factions/storm_raven_clan.7z

The licensing is unknown.

57
Maps, tilesets and scenarios / Re: New Lands Tileset Pack
« on: 20 March 2015, 02:02:33 »
The sendspace link on the first post is a dead link.

Here's a link from the MegaGlest downloads index (recently uploaded by tomreyn, thanks!): http://downloads.megaglest.org/tilesets/new_lands.7z

58
MegaGlest / Re: new feature: glow effect for models
« on: 18 March 2015, 17:32:14 »
No, that's one of wciow's Goblin mod units.

Do the "flowers" look like mushrooms or spores, or does it appear like a specific flower?

59
Mods / Re: LEGO Techtree
« on: 15 March 2015, 22:05:58 »
So what is the concept of this LEGO techtree? It appears to be a mixed combination of modern, fantasy, and medieval. I would've expected something like ElimiNator's City mod.

60
Mods / Re: Low Tech/Feudal (new medieval mod, released alpha 2)
« on: 14 March 2015, 04:23:28 »
Again, sorry for bumping...

Alpha 2 released!

Link on first post or here:
Code: [Select]
http://www.tinyupload.org/ymgm6t6mrd5
Changes:
~Changed Champion placeholders: Tribune (Romans) and Silver Helm Lancer (Elves), can now attack with an actual sword and lance; Champion armour from Metal to Leather (for barding, note of placeholders has the Roman scale caparison texture, if anyone helps to retexture, great)
~The Horse Archer placeholder is now the Reaver (Elves)
~Changed Iron Horses upgrade from Blacksmith to Barding in Guild, required for the Champion
~Testing resources are reduced to 1 million per resource tile instead of the original 1 trillion (one game probably caused a bug, see titi_son's post).
~Spearman can now adopt the Shield Wall formation, increases defense of nearby Spearmen
~Changed Fire Arrow particles from Indian Fire Archer to Ornihopter/Ballista
~Catapult has now two more attacks: Stone (high damage, low splash) and Barrel (weak damage, large splash)
~Stakes! Archers can now place stakes, which is useful for instantly killing cavalry. Remember that some siege engines can crush them. I added a manual override command so you can let your cavalry pass without incident. At this time, stakes are only held for 600 seconds because of a glitch that you cannot remove them physically. Try it.
~The Guild has now a Market upgrade which will allow you to trade resources.
(click to show/hide)
~Replaced many icons with medieval themed ones (upgrades), and for the units, better view.
~Removed the Swordsman from the Barracks, only Militia can be morphed into this as upgrade
~Battering ram, courtesy of Madmanntis's Fallen Elder
~Retextured Mantlet

61
Closed bug reports / [No Bug]Golem attack projectile so large
« on: 9 March 2015, 23:58:48 »
The Golem's (and the Power Golem's) attack has a high projectile (rock) size value 8 (not "0.8") and size no energy value 4 (not "0.4"), making the projectile like "a big orb of light".

As in:
Code: [Select]
<projectile-particle-system>
...
<size value="8" />
<size-no-energy value="4" />
...
</projectile-particle-system>

62
Maps, tilesets and scenarios / Re: New 3v3 Map - Eagle Eye
« on: 6 March 2015, 23:07:56 »
Two of the paths appear cut off, is this intentional?

63
Mods / Re: Free Assets Pool[New Official Man Model]
« on: 5 March 2015, 02:51:03 »
Since this old thread was stickied, I would like to inform you all that as of 4th of March, 2015:

...most of the links in this thread are dead, but the Axeman, Wakiyari, Spearman, Woman, and wciow's .blend assets are found here: https://atze.megaglest.org/models/unused/ , (sorry for looking at the MG indicies, but they're here)

...Mr. War's two models are found somewhere in The Great Ming faction

...Archmage's dismounted knight was never realized, while the Heavy Axeman (aka Palace Guard) and atze's Storage (Steinlager) is already part of the Magitech-refit mod here: https://forum.megaglest.org/index.php?topic=8994.msg88612#msg88612

Don't forget anonymousjim's models, you might have forgotten: https://forum.megaglest.org/index.php?topic=8104.msg82348#msg82348

Edit: Why is this thread no longer stickied?

64
Mods / Re: Low Tech/Feudal (released alpha 1)
« on: 4 March 2015, 17:32:30 »
The crossbow in real life was a different design from the composite bow the Archer has, it had to be shorter with the bow range. Know that the Crossbowman unit has more damage inflicted than the Archer, best used in defense situations.

I just released my second alpha, feel free to test it; or retexture some modes if you have time. I tried the Mantlet myself. Sorry for the double post below:

65
Mods / Re: Low Tech/Feudal (released alpha 1)
« on: 2 March 2015, 21:41:49 »
This mod is in the testing phase (default resources are at one trillion each), and you can edit the resource values to Megapack default if you like; I'll try doing so in the next release, this time at one million each.

Also, I have given most credit for the units based from other mods.

66
Don't forget, I posted the link for version 0.3.8 as the last post of the first page of this thread. Didn't you say about reusing the old humanoid models?

67
Did you test the map for pathfinding (both human and AI)? According to your images, looks like a worthy place for a battlefield.

68
Feature requests / Re: MegaGlest Achievements
« on: 28 February 2015, 03:39:42 »
The link above is "dead". Do you have another working link?

69
Closed bug reports / Re: "Bull" unit
« on: 28 February 2015, 03:37:14 »
Excellent, you just gave me the cause of the unusual texture of the Bull; a vertical flip, I assumed before? I recommend a retexture of it at the next release.

70
MegaGlest / Re: "Rider" unit
« on: 28 February 2015, 03:27:10 »
I see now; the Rider unit is the actual Horseman unit, just with the name changed.

I recommend to remove the ..\MegaGlest\docs\glest_factions folder at the next MegaGlest release, just to remind you. Outdated files.

Edit: The glest_factions folder has not been deleted since 3.11.1 release.

71
Mods / Re: Low Tech/Feudal (released alpha 1)
« on: 24 February 2015, 01:16:59 »
Apologies for double-posting, but I have released a link above to my working mod.

Not all units from the list are there, therefore any help/files to share is great (sorry, I can't model or texture).
If you have any questions/problems; post them here in this thread.

72
Maps, tilesets and scenarios / Re: new 8 player map cliff_valley
« on: 24 February 2015, 00:59:19 »
You don't need to remove the water; the overall appearance would be like a true desert. Anyway, the water does add some appeal to the map; I was just thinking about removing it because the oasis at starting point wouldn't make the entire map a wilderness.

73
Maps, tilesets and scenarios / Re: new 8 player map cliff_valley
« on: 23 February 2015, 21:13:42 »
Can you try removing the water? Or is it intentional?

74
Mods / Re: Prax Next - Hold Your Base - Mod (released 0.4.4 (wip))
« on: 17 February 2015, 18:13:48 »
atze, I have to say this:

Ja! I still have the 0.3.8 7z file that has the old human models you said. I have uploaded the "copy" of 7z to TinyUpload and here's the link: http://s000.tinyupload.com/?file_id=13116133692985759242

Isn't the recent versions of this mod found in the index of atze.megaglest.org/techtrees?

75
Mods / Re: Goblin faction
« on: 17 February 2015, 04:03:40 »
So much animations! Is your faction intended to be used for swarming strategies?
Note that there are no destruction models yet.
Can you please post a list of (proposed and released) units?

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