Author Topic: Paper War  (Read 1747 times)

alexgbright

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Paper War
« on: 27 October 2019, 23:01:57 »
heres a little mod project im working on, its supposed to look like one big drawing

https://imgur.com/a/KR4CMM1

jammyjamjamman

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Re: Paper War
« Reply #1 on: 3 November 2019, 17:02:10 »
Hi. I love this! Very artistic. Is it available somewhere?
"All right, I've been thinking. When life gives you lemons? Don't make lemonade. Make life take the lemons back! Get mad! 'I don't want your damn lemons! What am I supposed to do with these?'" ~Cave Johnson, Portal 2

alexgbright

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Re: Paper War
« Reply #2 on: 5 November 2019, 10:39:35 »
No, sadly I'm still figuring things in, would love to get a few more screenshots or maybe even a video of a test play with some friends to show the gameplay

alexgbright

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Re: Paper War
« Reply #3 on: 15 November 2019, 06:08:16 »
here is an update look

building: https://imgur.com/iYFBcOj

walls: https://imgur.com/y6cUmdm

walls aren't perfect but they work

the gate opens and closes
https://imgur.com/bciIxhR

here is a small attack
https://imgur.com/8Js9gcV

the units: swordmen, archers, guard, horseman, and catapults
buildings: castle, barracks, farm, blacksmith

walls: the walls work by connecting them your self as seen in the photos, you have corner walls, front and side walls and a front gate and a side gate

alexgbright

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Re: Paper War
« Reply #4 on: 20 March 2020, 09:03:35 »
i posted about this project before, but im letting anyone know that its still being worked on by my wife and I as we get free time, she draws, I put them in blender and animate them, then put it in megaglest, so heres a small trailer of some gameplay to give you guys a view of how its played. let me know some thoughts and criticism so i can grow in this project.

The mod is called "Paper War"

https://www.youtube.com/watch?v=8_qBnwOihwU

andy_5995

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Re: Paper War
« Reply #5 on: 3 April 2020, 04:47:33 »
Looks very unique and cool :) Thanks! Can you make the current version available for download so we can play-test it and provide more feedback? First version should be _A1 according to the MegaGlest developers specifications for mods and maps.
« Last Edit: 3 April 2020, 04:52:36 by andy_5995 »

alexgbright

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Re: Paper War
« Reply #6 on: 12 April 2020, 08:37:56 »
Here is a download for the state that its currently in: https://drive.google.com/file/d/12I7W27lo-rrHkXfOzEey0abIccNcDxrf/view?usp=sharing

just extract the files and put in their proper folders in your main MegaGlest folder.
this mod will not be able to play with any other tech or tile set, you have to use the ones i made or else the look would be way off

to be clear, this is not a release in any sense, i'm just wanting feedback from a select few, there is a bit more i would like to put in before i make a public version release. this is also why there is only one map. this is just for testing purposes only.

the tech faction has two types, "knights" and "knights_no_walls" since the walls are experiential, this will give you a chance to play it without the ability to make them if you so desire, also i tend to have the AI play as the "knights_no_walls" or else they start building the gates and walls in random areas.. 

to rotate the walls, just type the "R" key.

looking forward to hearing back from anyone who might have any advise or criticism. :)   

andy_5995

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Re: Paper War
« Reply #7 on: 12 April 2020, 17:11:37 »
Hi, thank you for making this available.

The game starts, but the models don't appear correctly. These error messages appear in the console.

https://gist.github.com/andy5995/356b54f34972039eee91f318300cc2e6

Here's just one example though... On Linux systems, filenames are case-sensitive. So the problem is that there's a Gold1.jpg file, but not gold1.jpg.

*ERROR* [2020-04-12 12:03:09] In [model.cpp::loadMeshTexture Line: 750] Error v4 model is missing texture [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold1.jpg] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold.g3d]


andy_5995

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Re: Paper War
« Reply #8 on: 13 April 2020, 02:42:36 »
The game starts, but the models don't appear correctly. These error messages appear in the console.

https://gist.github.com/andy5995/356b54f34972039eee91f318300cc2e6

Here's just one example though... On Linux systems, filenames are case-sensitive. So the problem is that there's a Gold1.jpg file, but not gold1.jpg.

*ERROR* [2020-04-12 12:03:09] In [model.cpp::loadMeshTexture Line: 750] Error v4 model is missing texture [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold1.jpg] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/andy/.megaglest/techs/paperwar_proto_A1/resources/gold/models/gold.g3d]

Jammy figured out a single command that converted everything to lowercase:

Quote
for f in $(find -type f -name "*.jpg" -o -name "*.png"); do mv $f $(echo $f | sed -E 's#(.*)/([^/]*)#\1/\L\2#'); done;

@alexbright, is paper war on Github or Gitlab? I can submit the changes so you don't have to go through the hassle.

Jammy and I play-tested this a few times today. Very cool! I packaged it in 7z format that MegaGlest uses when people connect to servers hosting mods:

Techtree: paperwar_proto_A1.7z

Tileset:paper_proto_A1.7z

jammyjamjamman

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Re: Paper War
« Reply #9 on: 13 April 2020, 17:14:36 »
We lost everytime :O but yeah, I really enjoyed this mod! Graphically, it's definitely the prettiest and most innovative mod I've seen in a long time.
 
If we could discuss setting up an online git repo with you for this, that'd be great. (A good place to find us is at the megaglest IRC: https://webchat.freenode.net/#megaglest-lobby,megaglest.)
"All right, I've been thinking. When life gives you lemons? Don't make lemonade. Make life take the lemons back! Get mad! 'I don't want your damn lemons! What am I supposed to do with these?'" ~Cave Johnson, Portal 2

alexgbright

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Re: Paper War
« Reply #10 on: 16 April 2020, 20:19:29 »
i made a couple changes and updated it on github, but Andy, you said my version doesn't work with linux users and you could fix that for me so i wouldn't have to go thru the hassle of searching... that would be very appreciated.

added a remake of some maps to be able to play with my mod, hope y'all enjoy   :D

andy_5995

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Re: Paper War
« Reply #11 on: 16 April 2020, 21:29:34 »
Alex, just made a pull request to fix that. Remember to do a pull to your local repo after the changes are merged remotely.


alexgbright

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Re: Paper War
« Reply #12 on: 16 April 2020, 21:40:41 »
Awesome!
Thanks!  ;D

andy_5995

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Re: Paper War
« Reply #13 on: 16 April 2020, 21:42:29 »
To play and test the git version, symlinks can be created like this (using the appropriate paperwar directory):

https://imgur.com/a/XCz578g

And that must also be done for the tileset.

I don't know if that can be done on Windows though.

alexgbright

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Re: Paper War
« Reply #14 on: 16 April 2020, 21:53:43 »
that's interesting, Ima have to try it out

alexgbright

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Re: Paper War
« Reply #15 on: 9 May 2020, 13:28:15 »
I was wondering what all do I need to do to make this mod a standalone game?
the mod is different from MG in that you need separate maps and tileset just to play it correctly, and its not compatible to play against with MG tech, MGs maps and tilesets, or any other mod.
as I plan to add more fractions, i was also thinking maybe making this a separate game.. or more like a total conversion standalone mod.

do i just need to change the main menu look..? also how would i also go about getting my own multiplayer servers?

I know its been done before, and any info on starting this project would be very helpful and very appreciated 

andy_5995

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Re: Paper War
« Reply #16 on: 17 May 2020, 18:38:18 »
Hey Alex...

You could change the menu by editing the data files.

As for your own server, you could run your own servers if you have a computer with enough CPU and Ram. Or you could pay a hosting provider that allows you to run the server on their systems.

If you were thinking about having a separate master server though, that basically involves just regular web hosting, one that allows php scripts to run and provides you with a mysql database. The code for the master server is in https://github.com/MegaGlest/megaglest-masterserver. You'd basically copy that to your host, set up the mysql database (usually a host will provide an interface from a control panel to do that).

All that may sound pretty confusing if you don't have experience with it yet, but we can try to answer more specific questions as you proceed.

alexgbright

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Re: Paper War
« Reply #17 on: 19 May 2020, 07:37:04 »
Thanks Andy!
you are always a big help! will be looking into this, and ask if i run into problems ;D

alexgbright

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Re: Paper War
« Reply #18 on: 6 June 2020, 21:49:23 »
updated it at github.

I changed the strategy some by having the pencil draw everything that's needed, even the units. you still need to draw a blacksmith and a barracks to enable them to be drawn but it all goes thru the pencil, by doing this, it makes your pencil even more valuable and the last thing you want destroyed.

added housing.

added a siege workshop building for siege units

changed the animation of the units construction building, i did this to make it look even more like the building is being drawn.

i hope you guys check it out and let me know what y'all think


andy_5995

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Re: Paper War
« Reply #19 on: 8 June 2020, 03:39:45 »
I got a chance to try out the changes a little.

I think the pencil is already valuable enough, and the buildings should produce the units. In a perfect world, the pencil would draw everything, but when units can be produced from buildings, then a meeting point can be set. For example, probably the most important, we always set the meeting point for the castle to the gold. That way, workers will automatically go to gold and start mining immediately.

And the meeting point for combat units is often set to a common location. Either near the battle or at least all in one place.

Everyone who I've played this with, including myself, feel the units move too slowly. There's no specs to say how fast units should move, but on average about the same speed as the other MegaPack factions, I'd say.

I like the idea of a siege workshop. Do you plan to add a battering ram?

The new animations are good too.

As for versioning, you don't want to change version info within your repo. I mean.. yes, include it in the docs, the Changelog as necessary, but not directories. If you want to create a release, use the releases link on the repo home page. Try it with a practice repo first though.

Basically renaming directories for different versions is extra unnecessary work. On my end, I had to change the links pointing to the tech tree. Because right now we're testing the git version, no versioning is really necessary. I'd say the best time to issue a release, even a release for testing, is when you want more widespread testing. If at some point you run into someone who wants to test but doesn't know how to use git and doesn't want to use it, then a versioned release would be for them. But again, create it using the "releases" link without changing directory names.

Good luck!
« Last Edit: 11 June 2020, 22:38:06 by andy_5995 »

alexgbright

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Re: Paper War
« Reply #20 on: 8 June 2020, 14:00:09 »
Thanks Andy.

That's my bad about the versions, when my friends join, they download the updated version by joining the game, it does it automatically but for some reason the file has to be called different for it to download, it wont do it if it's the same name from the last download, I guess I just used those files for the git. Should I change it back or will it make it worse for you guys?

Still learning all this..

I'll change the speed of the units, when I first started the project, I had small maps in mind, but now I see its better if I up the speed

I had the battering rams in mind but didn't know if I was going to safe it for a different faction, but I also don't see why the human s can't be able to use both the catapult (range) and the the battering  ram (melee) for siege.

Also by your request andy, I added in the upgrades for different weapons and armor types In the blacksmith. What did you think?

As for the pencil drawing the units, I'm not sure if I will change that.. kinda fits the theme more also it makes the game different  then other rts. Only having one builder, gives everyone the same opportunity. I was also never that big of a fan of people making like a bunch of barracks just to spam out tons of units at one time, to me that doesn't look authentic to a "kingdom" and to me just silly... although this might just be a pet peeve I have..

I get the meeting point deal tho.. having units go straight to work does help a bunch, I was just trying to think if a new way of playing,  that the look of the game is not the only unique thing about it but also a refreshing  play style.. not sure I've made up my mind on it.

As always thanks for the feedback, it really helps

andy_5995

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Re: Paper War
« Reply #21 on: 11 June 2020, 23:02:35 »
Thanks Andy.

That's my bad about the versions, when my friends join, they download the updated version by joining the game, it does it automatically but for some reason the file has to be called different for it to download, it wont do it if it's the same name from the last download, I guess I just used those files for the git. Should I change it back or will it make it worse for you guys?

Yeah, better to change it back.

Quote
Also by your request andy, I added in the upgrades for different weapons and armor types In the blacksmith. What did you think?

I haven't tried them yet.

Quote
As for the pencil drawing the units, I'm not sure if I will change that.. kinda fits the theme more also it makes the game different  then other rts. Only having one builder, gives everyone the same opportunity. I was also never that big of a fan of people making like a bunch of barracks just to spam out tons of units at one time, to me that doesn't look authentic to a "kingdom" and to me just silly... although this might just be a pet peeve I have..

I get the meeting point deal tho.. having units go straight to work does help a bunch, I was just trying to think if a new way of playing,  that the look of the game is not the only unique thing about it but also a refreshing  play style.. not sure I've made up my mind on it.

Well, one of the main parts of gameplay with an RTS game like MegaGlest is to get as many resources as you can and produce as many units as you can. There could be ways to prevent barracks spam, such as having a very fast production time for units. The Assault Command mod by Ishmaru does this. A player starts with only 2 barracks and can't build any more.

To fit the theme, another option may be to add a small pencil to the barracks, castle, and siege building model. The pencil would be motionless,  "attached" or very close to the building. When they are producing, the production animation for it would have the pencil drawing.