Author Topic: Four Path Magitech  (Read 92932 times)

orion

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« Reply #75 on: 7 March 2008, 01:37:20 »
um, are some of the models going to be improved....later on?
« Last Edit: 1 January 1970, 00:00:00 by orion »

daniel.santos

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« Reply #76 on: 7 March 2008, 01:37:49 »
hmm, I'm not really sure.  I earlies thought was to just stick "advanced" on the existing glest logo, but that might not be too nice :)  Martino said that if the engine becomes popular, they may offer to integrate it into the main engine, but that's not a certain thing.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

orion

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« Reply #77 on: 7 March 2008, 01:39:38 »
ok, I think I'm going to skip the logo and just work on the website
« Last Edit: 1 January 1970, 00:00:00 by orion »

daniel.santos

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« Reply #78 on: 7 March 2008, 01:53:46 »
Quote from: "orion"
um, are some of the models going to be improved....later on?
HAH! funny timing :)  You can do that with very few polygons by just making flat feet and using a texture that makes it look like separate bones.  Also, I would prefer the forearms and lower legs to have both bones as this makes it look much more realistic.  I'm not very good with models (I've tried before) :)  He does need the team color thing, but that's a detail.

Well, that's Daniel's opinion.  I made some bug fixes and minor adjustments to the tech tree, so I'm going to play a quick test game and make sure there's no glaring defects and then package and post them.  I have some scripts to do these compilations and packaging so it's much faster now.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

orion

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« Reply #79 on: 7 March 2008, 02:02:36 »
We need Tucho's help with some of this.
:D
« Last Edit: 1 January 1970, 00:00:00 by orion »

orion

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« Reply #80 on: 7 March 2008, 02:07:39 »
Before I say anything, please know that I'm not insulting anyone because it takes a lot of work to create the models that everybody did. This is just my opinion.

The walking on various units are very poor. The "attacking lich" g3d file doesn't look like its attacking anything. And the.......
OK, let's try this again. What I mean to say is that the animation isn't that good with the models. MOST of the models themselves are excellent, but the movement....can be better.

This is just my opinion. I hope I didn't offend anyone.
« Last Edit: 1 January 1970, 00:00:00 by orion »

tux-gamer

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« Reply #81 on: 7 March 2008, 10:33:18 »
Quote from: "daniel.santos"
@tux-gamer@, thank you!  I didn't realize this, but I was starting to wonder if I had done the right thing or not.  I changed it so when you have one of your own units selected and you right click on a friendly unit, it tells them to "follow" instead of "go to".  Well, when it follows, it will stay a certain distance away.  I can see now that this isn't a good thing, so I'm going to change it back.  If you want to follow, you can use the guard command, or I can add a separate button to instruct a unit to follow another one.

thanks for the info and the solution.
change it back, or  add a separate buttons , both is interesting, so its up to you.

Thanks before and i'am sory if my english is bad.
« Last Edit: 1 January 1970, 00:00:00 by tux-gamer »

daniel.santos

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« Reply #82 on: 7 March 2008, 22:29:27 »
Glest Advanced Engine v0.1 & Four Path Magitech v0.1
Code: [Select]
[list][li][url=http://glest.codemonger.org/files/glestadv-win32-0.1.rar]GAE 0.1 win32 binaries[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-src-0.1.tbz2]GAE 0.1 sources[/url][/li]
[li][url=http://glest.codemonger.org/files/four_path_magitech-0.1.rar]FPM 0.1 tech tree[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-0.1-fpm-0.1-win32.rar]GAE 0.1 win32 binaries w/ FPM 0.1 tech tree[/url][/li][/list]
For other archive formats, visit
Code: [Select]
[url=http://glest.codemonger.org]http://glest.codemonger.org[/url], just don't expect a visually stunning web site.

I decided to start giving these real versions and I have a set of scripts now that generate all of the archives, so it'll be easier to make a release once the code is actually finished now.  We still don't have an official change log and we also don't have the models & animations in the repository (just the g3ds).

Glest Advanced Engine v0.1 Changes
  • Fixed problem with repairers not repairing the unit you specified when explicitly issuing a repair command (they were just repairing whatever they found upon their way to the specified unit).
  • Cleaned up some internal code, mostly mine, that was ugly.  There's still some ugly code (of mine) that needs cleaning yet.
  • Modified the internal command framework to better support auto commands.  This has no effect on gameplay yet, but will soon.
  • Modified attack commands (any command that can attack, like Patrol or Hold Position) to support multiple attack types.  This also is not fully implemented and does not yet have any effect on game play.
  • Fixed a stupid bug that was causing static resources and stores to be double whenever you built a new energy source and such (a bug I introduced earlier).
Four Path Magitech v0.1 Changes
  • Ghost Armor now gets a slight boost from researching the Lingering Spirits upgrade.  In the future, this will probably be changed to cause the ghost armor to be summoned for a lower cost, but the engine doesn't support an upgrade like that yet.  This helps keep Ghost Armor useful as a "melee shield" after necromancers start getting Skeletons & Zombies.  FYI, Lingering Spirits is the upgrade required to morph Necromancers into Liches.
  • Paladins (formerly White Knights) now get a minor "Inspire" emanation that increases movement and attack speed of nearly friendlies.  I haven't tested to make sure this doesn't stack, but if it does, that will be fixed (because it shouldn't).
  • Increased the cost of skeletons from 50 to 75 gold and made other minor adjustments
  • Decreased the cost of zombies from 250 to 200 since they are less defensively powerful that when originally introduced.
  • Shroud of Trepidation was toned down because it was too powerful before.
  • Abbey now has an emanation "Meditative Calm" which increases EP regeneration of nearby units.  This only effects monks and Paladins.
  • Paladins have a minor self-heal ability that doesn't work yet :)
« Last Edit: 9 April 2016, 13:25:29 by filux »

orion

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« Reply #83 on: 8 March 2008, 00:19:57 »
Quote
Before I say anything, please know that I'm not insulting anyone because it takes a lot of work to create the models that everybody did. This is just my opinion.

The walking on various units are very poor. The "attacking lich" g3d file doesn't look like its attacking anything. And the.......
OK, let's try this again. What I mean to say is that the animation isn't that good with the models. MOST of the models themselves are excellent, but the movement....can be better.

This is just my opinion. I hope I didn't offend anyone
.

Hehehe. I take back what I said. Yesterday, I really started to appreciate the four path magitech when my liches owned the cpu's tech faction. Just pretend as if I didn't say anything. =]
« Last Edit: 1 January 1970, 00:00:00 by orion »

ZaggyDad

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« Reply #84 on: 8 March 2008, 03:20:22 »
I'm willing to make animations for them, if you want me to (and I already boned and animated the Zombie's attack animation(and maybe some other anims)).

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

daniel.santos

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« Reply #85 on: 8 March 2008, 07:05:08 »
hehe, Liches are pretty mean huh?  The good thing about them is that although their attack has splash damage, it doesn't do all that much damage to nearby units, it's the effect that is the killer and it only effects foes.  The effect its self only a total of 150 damage over 6 seconds (adjusted for disease vs armor type), but it also reduces their attack speed, movement speed, armor, sight and energy regeneration and just generally gives them a crappy day (thus the name, Withering Dispair).  Any one or two of those wouldn't be significant, but they add up.  But when more than one Lich hits them with the same attack, it stacks, so instead of their movement being reduced to %75 normal, it goes down to 56% (75% of 75%), etc.  Like the Archmage, this is a good attack for multiple units.  Unlike the Archmage attack, this does little damage to nearby friendlies.  If you pair up a Lich and an Archmage it's pretty terrible because the Lich slows the approach of the enemy and the Archmage blows them to bits.

But on to the animations, I would personally love to have more people working on this.  There's only so much one person can do (myself included).  All of the code for the Glest Advanced Engine is GPL2, but we never discussed licensing for the FPM content.  I'm going to put together a copyrights file that credits the appropriate people for every file in the FPM tree.  Right now, that's wciow for everything except for the abbey texture, which goes to both wciow ahd vahron.

@wciow@, are you comfortable with the Creative Commons Attribution-Share Alike license?  That was my thought personally.  It allows your work to be modified by others as long as they share.  Copyright notices must always be maintained so your name should never leave it once you make it (or modify it).  You can get more info here: http://creativecommons.org.  It's your decision which license you wish to release your work under, but my personal opinion is that a license that will allow others to modify your work will facilitate the greatest success for the FPM mod project because multiple people can build upon each other's work.  You can also choose the non-commercial route that restricts others from using your work for commercial reasons, and I have no problem with that either.

What I would like is to be able to have the source files for the models & animations (whatever those are) checked into subversion so that multiple people can tweak them and then we can collectively decide what to use (I think wciow & I should get 1st say though since we started the project :) ).  I somehow doubt we'll run into many problems of conflict though.  If you really don't want your source model & animation files publicly released, I can setup a private repository that only team members can access, but it's still good to have them in source control and allow others in the team to work with and learn from them.

@orion@, would you like to also check the web site files into subversion?  You don't have to do it now, but I thought that it might help out.  Just let me know if you do and I'll set you up if I haven't already.
« Last Edit: 9 April 2016, 13:26:18 by filux »

daniel.santos

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« Reply #86 on: 8 March 2008, 08:34:30 »
Glest Advanced Engine v0.1.1
Code: [Select]
[list][li][url=http://glest.codemonger.org/files/glestadv-win32-0.1.1.rar]GAE v0.1.1 win32 binaries[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-src-0.1.1.tbz2]GAE v0.1.1 sources[/url][/li]
[li][url=http://glest.codemonger.org/files/four_path_magitech-0.1.rar]FPM v0.1 tech tree[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-0.1.1-fpm-0.1-win32.rar]GAE v0.1.1 win32 binaries w/ FPM v0.1 tech tree[/url][/li][/list]
For other archive formats, visit
Code: [Select]
[url]http://glest.codemonger.org[/url].

Glest Advanced Engine v0.1.1 Changes
  • Revamped config system (internal change only).
  • Added optional random start locations.
« Last Edit: 9 April 2016, 13:26:51 by filux »

wciow

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« Reply #87 on: 8 March 2008, 15:25:21 »
Sorry its been a while since I posted but I've had a busy couple of days!

@Orion - please do not think you have offended me :( If you want the original .blend files in the repository then I will provide them for you.

On licensing, I really don't mind how my work is licensed. Of course it should be free to everyone to change my work for the better. I don't mind about the commercial side of things because if any of my models made it into a commercial game then I would LMFAO!

@ Zaggy - Yes please help me out! your elephant animation was really good :wink:
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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daniel.santos

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« Reply #88 on: 8 March 2008, 16:08:03 »
@wciow@, sorry, I'm not sure what happened because you weren't in the svnusers file :(  But you are in there now so please try it again (using the same password as before).  Let me know if it works or not please.

Hmm, as far as the transparencies, maybe I can look into this but the graphical end of things isn't my forte.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

wciow

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« Reply #89 on: 8 March 2008, 18:14:18 »
Yes it works, unfortunately I just  added all my models into the 'four_path_magitech' folder instead of putting them into their own folder. Maybe you could help me by making a 'repos/four-path-magitech/models' folder and moving all the new stuff into it.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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daniel.santos

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« Reply #90 on: 8 March 2008, 18:25:49 »
hehe, yea, I'll fix it ;)

Glest Advanced Engine v0.1.2 & Four Path Magitech v0.1.1
Code: [Select]
[list][li][url=http://glest.codemonger.org/files/glestadv-win32-0.1.2.rar]GAE v0.1.2 win32 binaries[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-src-0.1.2.tbz2]GAE v0.1.2 sources[/url][/li]
[li][url=http://glest.codemonger.org/files/four_path_magitech-0.1.1.rar]FPM v0.1.1 tech tree[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-0.1.2-fpm-0.1.1-win32.rar]GAE v0.1.2 win32 binaries w/ FPM v0.1.1 tech tree[/url][/li][/list]
For other archive formats, visit
Code: [Select]
[url]http://glest.codemonger.org[/url].

Glest Advanced Engine v0.1.2 Changes
  • Added ability to turn auto-repair on and off.
  • Paladin's self-heal now works.
  • Attack commands can now have more than one attack and allows some rules to govern which one to choose in a given situation.
  • Auto-repair & auto-attack now handle much better.  If the target they were going to repair dies or gets repaired, they will immediately turn around.  Same for auto attack: the instant that an auto-attacking unit no longer sees any enemies, they will turn around instead of all taking turns visiting the location they 1st saw the enemy.
  • Screwed up the Gui causing "ghost buttons" for cancel, meeting point and auto-repair to occur below where these buttons are.  It's a rather annoying bug and it gets in the way when you are trying to click on a unit in the area that doesn't show any buttons, but it clicks on the buttons above anyway (will fix it soon)
  • In addition to having the option to select random starting locations in the map, you can now also select random factions for each player/cpu slot.
Four Path Magitech v0.1.1 Changes
  • Lich & Battle Machine have auto attack commands now.  The Lich's auto attack command will use the withering despair attack unless the Lich is damaged, which will cause him to use the soul steal attack.  The Battle Machine will use the axe attack for all ground units and the arrow attack for flying units only.
« Last Edit: 9 April 2016, 13:28:42 by filux »

daniel.santos

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« Reply #91 on: 9 March 2008, 02:14:00 »
wciow, I moved them around and decided to keep things simple and put the .blend files in the same directory that the rendered models normally go in.  I installed blender and opened one of them up, it was so cool!! I so completely had no idea what to do from there!  I was just trying to move part of it, but I didn't get past square one.  That's ok, it was cool . :)

Oh, I'll send you an email about how to best use subversion with the project.  What subversion client are you using anyway?  Is it the command line or a gui interface?
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

daniel.santos

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« Reply #92 on: 9 March 2008, 05:09:43 »
Glest Advanced Engine v0.1.3 & Four Path Magitech v0.1.2
Code: [Select]
[list][li][url=http://glest.codemonger.org/files/glestadv-win32-0.1.3.rar]GAE v0.1.3 win32 binaries[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-src-0.1.3.tbz2]GAE v0.1.3 sources[/url][/li]
[li][url=http://glest.codemonger.org/files/four_path_magitech-0.1.2.rar]FPM v0.1.2 tech tree[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-0.1.3-fpm-0.1.2-win32.rar]GAE v0.1.3 win32 binaries w/ FPM v0.1.2 tech tree[/url][/li][/list]
For other archive formats, visit
Code: [Select]
[url]http://glest.codemonger.org[/url].

This is pretty much a merge with r139 of the mainline (finally).
« Last Edit: 9 April 2016, 13:29:05 by filux »

tux-gamer

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« Reply #93 on: 9 March 2008, 09:59:37 »
What about Save games feature, can you add it to GAE ?
And the problem when ia'm selecting some Archer then ia'm Right Click to Building, not make them Go to inside the building ?

Thanks before :D
« Last Edit: 1 January 1970, 00:00:00 by tux-gamer »

orion

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« Reply #94 on: 9 March 2008, 18:19:57 »
Sorry I haven't replied in a while. I've been very busy with the website and life in general. In order to catch up with everything I've missed, I will now write a VERY LONG REPLY.
--------------------------------------------------------------------------------------
A VERY LONG REPLY
March 9, 2008
By Orion

Quote
@orion@, would you like to also check the web site files into subversion? You don't have to do it now, but I thought that it might help out. Just let me know if you do and I'll set you up if I haven't already.


Everything is organized on my computer for now. I'll check the website files into subversion later on. Concerning the website, I originally intended to constantly update it so various people could watch as it develops. That hasn't happened. I will try to update it once in a while. At the moment, if you go on to
Code: [Select]
[url]http://glestadv.elementfx.com[/url] , all you will see is text that says "This is a test". Sorry.

Quote
@Orion - please do not think you have offended me :)friendly criticism is welcome and helps an artist to better his work. All the animations that I did so far were place holders and were never intended to make it to the final release.

Great!! I look forward to the real animations.

Quote
Glest Advanced Engine v0.1.2 Changes

    * Added ability to turn auto-repair on and off.
    * Paladin's self-heal now works.
    * Attack commands can now have more than one attack and allows some rules to govern which one to choose in a given situation.
    * Auto-repair & auto-attack now handle much better. If the target they were going to repair dies or gets repaired, they will immediately turn around. Same for auto attack: the instant that an auto-attacking unit no longer sees any enemies, they will turn around instead of all taking turns visiting the location they 1st saw the enemy.
    * Screwed up the Gui causing "ghost buttons" for cancel, meeting point and auto-repair to occur below where these buttons are. It's a rather annoying bug and it gets in the way when you are trying to click on a unit in the area that doesn't show any buttons, but it clicks on the buttons above anyway (will fix it soon)
    * In addition to having the option to select random starting locations in the map, you can now also select random factions for each player/cpu slot.


You are a god Daniel. This will be the best mod for Glest ever made. Thanks for implementing the "random" feature I mentioned in the "Glest Advanced Engine" forum.

Also, a save game feature would be awesome.

PS: This may be a bug in the GAE. The frame rate significantly lowers when many units start to move at once. While this isn't a problem for me and my video card, it effects my friend who has an old video card. Besides that, everythings great.
« Last Edit: 9 April 2016, 13:27:39 by filux »

orion

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« Reply #95 on: 9 March 2008, 19:54:43 »
um, the glest binary for win32 won't load. It says "Unhandled Exception: missing glestadv.ini". I think you forgot to include it in the package. When I went to download the glest.ini from Subversion, another error message appeared that said "Unhandled Exception: Platform...".

What I did to fix it was

1) went to glest.codemonger.org and copied the file "glest.windows.ini" into a glestadv.ini file

2)added a platform property to the file (Platform = windows)
« Last Edit: 1 January 1970, 00:00:00 by orion »

wciow

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« Reply #96 on: 9 March 2008, 22:19:00 »
Quote from: "orion"
I will now write a VERY LONG REPLY.


That wasn't a long post really, most of Daniels are longer!

EDIT: I just tried the new 0.1.2 version. I copied the steps that Orion took to add a glestadv.ini file. I now get another error:

'Unknown sound factory: OpenAL'

EDIT: I fixed it now :)
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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hailstone

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« Reply #97 on: 9 March 2008, 23:56:04 »
Quote from: "daniel.santos"
Screwed up the Gui causing "ghost buttons" for cancel, meeting point and auto-repair to occur below where these buttons are. It's a rather annoying bug and it gets in the way when you are trying to click on a unit in the area that doesn't show any buttons, but it clicks on the buttons above anyway (will fix it soon)

This bug was in Glest 2 iirc, so unless it was fixed then you broke it again I think it was already there.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

daniel.santos

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« Reply #98 on: 10 March 2008, 01:24:16 »
@hailstone@, thanks! I thought I had caused it but couldn't figure out what I did to cause it, LMAO!

@wciow@ & @orion@, thanks for bug reports, that's pretty ugly.  I should test these out more before I throw them out there.  I realize now that the Platform was removed from the ini, but the way I changed the config, it makes it still required (although nothing uses it), whoops! :)
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

orion

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« Reply #99 on: 10 March 2008, 11:27:40 »
Oops Wciow. It looks like I forgot a step.

Quote
That wasn't a long post really, most of Daniels are longer!

EDIT: I just tried the new 0.1.2 version. I copied the steps that Orion took to add a glestadv.ini file. I now get another error:

'Unknown sound factory: OpenAL'

EDIT: I fixed it now


When you get that error, you have to look for the other glestadv.ini. There are 2 glestadv.ini files: glestadv.windows.ini & glestadv.ini. I think the glestadv.ini file is for linux. What you have to do is copy the code from glestadv.windows.ini and paste it into a new, self-created glestadv.ini file and follow the steps I mentioned above (Add Platform etc). It should wok now.
« Last Edit: 1 January 1970, 00:00:00 by orion »

 

anything