Author Topic: SST-LD BETA  (Read 18042 times)

myles

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SST-LD BETA
« on: 14 May 2007, 20:12:34 »
Hello! Today we have something extra for you guys, a BETA release! Finally you can download the installer, I would like you to remember this is only a BETA release and already we are working to fix them. One thing we would like you to remember is that when exiting the game wait a minuet because the game can crash, taking you system with it.

Anyway with the good news, this contains everything we have been working on and any comments you have will be greatly appreciated,  also if you can post them on the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url] that

Code: [Select]
[url=http://files.moddb.com/7231/download-sstld-beta-v10/]Moddb Download[/url]
[url=http://files.filefront.com/SSTzip/;7509304;/fileinfo.html]FileFront[/url] / [url=http://www.sstld.g2mods.net/downloads/SST.zip]SSTLD[/url]

Well I hope you enjoy playing and i look forward too seeing you on the
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/Forums/]Forums[/url]
« Last Edit: 13 April 2016, 21:10:55 by filux »

firedeathbot

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« Reply #1 on: 14 May 2007, 20:16:01 »
finally

i'm downloading it right now i hope its good!!!!!!!!! :wink:  :D  :D
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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myles

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« Reply #2 on: 14 May 2007, 20:41:35 »
hope you like it, 4months of work :)
Added a second download location
« Last Edit: 1 January 1970, 00:00:00 by myles »

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« Reply #3 on: 14 May 2007, 21:20:38 »
its awesome
 :shock: i mean wow

i'm working with stuff and i could only dream about getting results like those

1 question though? the units seem to perform actions fairly slow


and is the turret supposed to move????
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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titi

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« Reply #4 on: 15 May 2007, 11:05:22 »
Congratulations!

I will test it this evening.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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myles

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« Reply #5 on: 15 May 2007, 15:17:06 »
Thanks! Hmmm i didnt notic th units doing things slow, yeh the turret is not supposed to move, but it does :( im working on tht now.
« Last Edit: 1 January 1970, 00:00:00 by myles »

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« Reply #6 on: 15 May 2007, 16:24:45 »
i already fixed that feature

i'll send you the files
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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« Reply #7 on: 15 May 2007, 16:36:15 »
heres the old version

Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>

<!-- *** parameters *** -->

<parameters>
<size value="1"/>
<height value="3"/>
<max-hp value="3500" regeneration="0"/>
<max-ep value="0"/>
<armor value="20"/>
<armor-type value="metal"/>
<sight value="17"/>
<time value="100"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="landing_pad"/>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="gold" amount="250"/>
</resource-requirements>
<resources-stored/>
<image path="images/archer.bmp"/>
<image-cancel path="images/tech_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/archer_select1.wav"/>
<sound path="sounds/archer_select2.wav"/>
<sound path="sounds/archer_select3.wav"/>
<sound path="sounds/archer_select4.wav"/>
<sound path="sounds/archer_select5.wav"/>
<sound path="sounds/archer_select6.wav"/>
<sound path="sounds/archer_select7.wav"/>
<sound path="sounds/archer_select8.wav"/>
<sound path="sounds/archer_select9.wav"/>
<sound path="sounds/archer_select10.wav"/>
<sound path="sounds/archer_select11.wav"/>

</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/archer_ack1.wav"/>
<sound path="sounds/archer_ack2.wav"/>
<sound path="sounds/archer_ack3.wav"/>
<sound path="sounds/archer_ack4.wav"/>
<sound path="sounds/archer_ack5.wav"/>
<sound path="sounds/archer_ack6.wav"/>
<sound path="sounds/archer_ack7.wav"/>
<sound path="sounds/archer_ack8.wav"/>
<sound path="sounds/archer_ack9.wav"/>
<sound path="sounds/archer_ack10.wav"/>
<sound path="sounds/archer_ack11.wav"/>
<sound path="sounds/archer_ack12.wav"/>
<sound path="sounds/archer_ack13.wav"/>
<sound path="sounds/archer_ack14.wav"/>
<sound path="sounds/archer_ack15.wav"/>
</command-sounds>
</parameters>

<!-- *** skills *** -->

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>
<animation path="models/archer_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="50"/>
<anim-speed value="125"/>
<animation path="models/archer_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="be_built"/>
<name value="be_built_skill"/>
<ep-cost value="0"/>
<speed value="150"/>
<anim-speed value="1"/>
<animation path="models/turretbuilding.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="50"/>
<animation path="models/archer_attacking.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="/sounds/archer_attack1.wav"/>
<sound-file path="/sounds/archer_attack2.wav"/>
<sound-file path="/sounds/archer_attack3.wav"/>
<sound-file path="/sounds/archer_attack4.wav"/>
</sound>
<attack-strenght value="100"/>
<attack-var value="50"/>
<attack-range value="12"/>
<attack-type value="bullet"/>
<attack-start-time value="0.5"/>
<attack-fields>
<field value="land"/>
<field value="air"/>
</attack-fields>
<projectile value="true">
<particle value="true" path="particle_proj.xml"/>
<sound enabled="true">
<sound-file path="/sounds/arrow_hit1.wav"/>
<sound-file path="/sounds/arrow_hit2.wav"/>
<sound-file path="/sounds/arrow_hit3.wav"/>
<sound-file path="/sounds/arrow_hit4.wav"/>
<sound-file path="/sounds/arrow_hit5.wav"/>
</sound>
</projectile>
<splash value="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="60"/>
<animation path="models/archer_dying.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/archer_die1.wav"/>
<sound-file path="sounds/archer_die2.wav"/>
<sound-file path="sounds/archer_die3.wav"/>
<sound-file path="sounds/archer_die4.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<!-- *** commands *** -->

<commands>

<command>
<type value= "stop"/>
<name value="stop"/>
<image path="images/tech_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/archer_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
</command>

<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="images/tech_hold.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>

</commands>
</unit>

heres the fixed version

<?xml version="1.0" standalone="no"?>

<unit>

<!-- *** parameters *** -->

<parameters>
<size value="1"/>
<height value="3"/>
<max-hp value="3500" regeneration="0"/>
<max-ep value="0"/>
<armor value="20"/>
<armor-type value="metal"/>
<sight value="17"/>
<time value="100"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="landing_pad"/>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="gold" amount="250"/>
</resource-requirements>
<resources-stored/>
<image path="images/archer.bmp"/>
<image-cancel path="images/tech_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/archer_select1.wav"/>
<sound path="sounds/archer_select2.wav"/>
<sound path="sounds/archer_select3.wav"/>
<sound path="sounds/archer_select4.wav"/>
<sound path="sounds/archer_select5.wav"/>
<sound path="sounds/archer_select6.wav"/>
<sound path="sounds/archer_select7.wav"/>
<sound path="sounds/archer_select8.wav"/>
<sound path="sounds/archer_select9.wav"/>
<sound path="sounds/archer_select10.wav"/>
<sound path="sounds/archer_select11.wav"/>

</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/archer_ack1.wav"/>
<sound path="sounds/archer_ack2.wav"/>
<sound path="sounds/archer_ack3.wav"/>
<sound path="sounds/archer_ack4.wav"/>
<sound path="sounds/archer_ack5.wav"/>
<sound path="sounds/archer_ack6.wav"/>
<sound path="sounds/archer_ack7.wav"/>
<sound path="sounds/archer_ack8.wav"/>
<sound path="sounds/archer_ack9.wav"/>
<sound path="sounds/archer_ack10.wav"/>
<sound path="sounds/archer_ack11.wav"/>
<sound path="sounds/archer_ack12.wav"/>
<sound path="sounds/archer_ack13.wav"/>
<sound path="sounds/archer_ack14.wav"/>
<sound path="sounds/archer_ack15.wav"/>
</command-sounds>
</parameters>

<!-- *** skills *** -->

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>
<animation path="models/archer_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="be_built"/>
<name value="be_built_skill"/>
<ep-cost value="0"/>
<speed value="150"/>
<anim-speed value="1"/>
<animation path="models/turretbuilding.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="50"/>
<animation path="models/archer_attacking.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="/sounds/archer_attack1.wav"/>
<sound-file path="/sounds/archer_attack2.wav"/>
<sound-file path="/sounds/archer_attack3.wav"/>
<sound-file path="/sounds/archer_attack4.wav"/>
</sound>
<attack-strenght value="100"/>
<attack-var value="50"/>
<attack-range value="12"/>
<attack-type value="bullet"/>
<attack-start-time value="0.5"/>
<attack-fields>
<field value="land"/>
<field value="air"/>
</attack-fields>
<projectile value="true">
<particle value="true" path="particle_proj.xml"/>
<sound enabled="true">
<sound-file path="/sounds/arrow_hit1.wav"/>
<sound-file path="/sounds/arrow_hit2.wav"/>
<sound-file path="/sounds/arrow_hit3.wav"/>
<sound-file path="/sounds/arrow_hit4.wav"/>
<sound-file path="/sounds/arrow_hit5.wav"/>
</sound>
</projectile>
<splash value="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="60"/>
<animation path="models/archer_dying.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/archer_die1.wav"/>
<sound-file path="sounds/archer_die2.wav"/>
<sound-file path="sounds/archer_die3.wav"/>
<sound-file path="sounds/archer_die4.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<!-- *** commands *** -->

<commands>


<command>
<type value="stop"/>
<name value="attack_off"/>
<image path="images/archer_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="attack_stopped"/>
<name value="attack_on"/>
<image path="images/tech_hold.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<attack-skill value="attack_skill"/>
                        <stop-skill value="stop_skill"/>
</command>
</commands>
</unit>
« Last Edit: 13 April 2016, 21:11:27 by filux »
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firedeathbot

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« Reply #8 on: 15 May 2007, 16:36:37 »
i'll email the fixed copy to ur site myles email address?ok?
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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titi

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« Reply #9 on: 15 May 2007, 16:54:04 »
I played it and it works! ( on Linux!! with some modifications )

Animating:
The bugs ( especially the big ones ) animate too fast for their movements.
This should be corrected in the xml-files.

Linux :
You have to modify a lot of filenames.
There are a lot of models wich ends with .G3D which should be .g3d ( linux is case sensitive ) like referenced whith the xml-files.

the other file to rename are some TGAs wich have names like
 "texture_Map #1.tga" "texture_Map #2.tga" "texture_Map #3.tga"

which are referenced from the texture mapping in  the models with
"texture_map #1.tga" "texture_map #2.tga" "texture_map #3.tga"

( map not Map )

Installer:
The most annoying thing was the installer !
Why is there an installer???:?: I had to run a wine installation to get access to the files
I copied the needed parts to my glest directory. Ok by this I don't have the modified start screen, but that is all. ( Is that really all? )


Final words:
Great work ! The real mods are coming now !!!!!
« Last Edit: 21 May 2007, 20:20:27 by titi »
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myles

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« Reply #10 on: 15 May 2007, 18:52:33 »
Ok thats great, can you send me the files, thanks.
Yeah about the speed which monster are you on about?
Bot does the turret rotate now?
Thanks

EDIT:
An probably the only full released mod :P
« Last Edit: 1 January 1970, 00:00:00 by myles »

titi

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« Reply #11 on: 15 May 2007, 20:02:25 »
no that will be mine the indians !!!  :D  :D


i meant the plasma bug for example: its better with an animation speed of 90

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="50"/>
         <anim-speed value="90"/>   <--------------
         <animation path="models/catapult_walking.g3d"/>
         <sound enabled="false"/>
      </skill>
« Last Edit: 1 January 1970, 00:00:00 by titi »
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myles

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« Reply #12 on: 15 May 2007, 20:15:04 »
OK sure! Ill change that for V1.1 :)
anyway in the next release i will change the model to a stand :)
« Last Edit: 1 January 1970, 00:00:00 by myles »

titi

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« Reply #13 on: 15 May 2007, 20:26:39 »
another hint for a cool effect:

try the following in the bugs cave xml-file on the top.
By this the bugs can walk into the cave

      <size value="5" />
      <height value="2" />
      <max-hp value="9000" regeneration="0"/>
      <max-ep value="0" />
      <armor value="0" />
      <armor-type value="rock"/>            
      <sight value="15" />
      <time value="200" />
      <multi-selection value="false" />
      <cellmap value="true">                  <----
         <row value="11111"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
         <row value="10001"/>            <----
      </cellmap>                                    <----
      <levels/>



You define a map here for your building where to walk and where not.
You told the game that the cave has a size of 5 so you must define 5x5 points where to walk and where not. this means 5 rows with five digits 1 or 0 .  

the zeros are walkable the 1 is a wall. you see, the entrance is on the bottom.

11111
10001
10001
10001
10001

and don't forget to give your big bugs a bigger size ( plasmabug size=4 !
otherwise they will also try to walk into the cave .

By the way, how did you made that the "workerbugs" run away if it is dangerous and they have finished their building?
« Last Edit: 1 January 1970, 00:00:00 by titi »
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myles

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« Reply #14 on: 16 May 2007, 18:24:57 »
Hey thanks, thats great way to make it cool :)
Ahahaha thats for me to know and for you to wonder!
« Last Edit: 1 January 1970, 00:00:00 by myles »

titi

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Linux beta
« Reply #15 on: 24 May 2007, 06:51:33 »
Hi, I have built a Linux friendly version of the beta without installer.
Download and install the following in your glest installation

the new techtree:
unpack this to  glest/techs
Code: [Select]
[url=http://www.titusgames.de/sST/sST.tar.bz2]http://www.titusgames.de/sST/sST.tar.bz2[/url]a map: unpack this to glest/maps
http://www.titusgames.de/sST/gourge.gbm.gz

a new tileset: unpack it to glest/tilesets
http://www.titusgames.de/sST/sand.tar.bz2

to play choose the new techtree, new map gourge and  new tileset sand

Now you can play sST-beta vs indian-beta  ;)
« Last Edit: 13 April 2016, 21:12:28 by filux »
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myles

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« Reply #16 on: 29 May 2007, 18:55:54 »
Great can not wait :D
« Last Edit: 1 January 1970, 00:00:00 by myles »

Nitecreeper

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« Reply #17 on: 30 May 2007, 08:54:48 »
the beta's really fun... only a beta for now, eh?
« Last Edit: 1 January 1970, 00:00:00 by Nitecreeper »

Fusselbaer

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Running SST-LD on FreeBSD & Permission for porting?
« Reply #18 on: 7 June 2007, 00:55:48 »
Hello,

today i make a little Game with
Code: [Select]
[url=http://www.myleslambert.co.uk/SST:LD/media.html]SST-LD[/url] on FreeBSD (OpenSource OS)
driven by
Code: [Select]
[url=http://www.glest.org/glest_board/viewtopic.php?t=1729]Glest 2.1-rc1 Engine[/url].  8)

@myles:
I like to make a Port for SST-LD (if i can) for FreeBSD
for easy install SST-LD with:
Code: [Select]

portinstall sst-ld
(portinstall is a Tool for FreeBSD for install and update Packages)

Question:
Am I permitted to do this for FreeBSD,
without any pecuniary interest, please?

Just for Fun and for other FreeBSD User (and FreeBSD Gamer)!  8)

Greetings, Fusselbaer
« Last Edit: 13 April 2016, 21:13:05 by filux »

titi

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« Reply #19 on: 7 June 2007, 09:33:03 »
glest is GPL -> extensions including glest parts are GPL
« Last Edit: 1 January 1970, 00:00:00 by titi »
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« Reply #20 on: 23 June 2007, 20:29:44 »
you have my permission
« Last Edit: 1 January 1970, 00:00:00 by myles »

alexjustdoit

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« Reply #21 on: 10 August 2007, 07:40:29 »
Awww i got 1 kb a second here!!! gunna take forever.
« Last Edit: 1 January 1970, 00:00:00 by alexjustdoit »

myles

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« Reply #22 on: 10 August 2007, 11:09:23 »
Hey!
Where are you dowloading from, lol.

Just to let you guys know hopefully by the end of the month a new version of SST:LD will be oout :D
« Last Edit: 19 June 2016, 07:01:56 by filux »

 

anything