Author Topic: Glestimals  (Read 79790 times)

Idanwin

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Re: Glestimals
« Reply #100 on: 31 December 2008, 23:45:49 »
No not the name of the tileset but just the climate, and maybe also a magical/natural tag.
Forest would be medium, natural. Magitech would add magical. = all medium glestimals will be used
Winter forest would add cold, natural. And some serious faction could add another natural. = all cold, natural glestimals will be used.

Something like that.

Omega

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Re: Glestimals
« Reply #101 on: 1 January 2009, 22:13:21 »
There hasn't been much talk of implimenting this, though. Whats the chances it'll be implimented in 2009?

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wciow

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Re: Glestimals
« Reply #102 on: 2 January 2009, 13:08:40 »
Quote from: "omega"
There hasn't been much talk of implimenting this, though. Whats the chances it'll be implimented in 2009?
Well the original models that I made are still ready to go in the engine. They just need to be animated.

As for actual implementation I would guess that Daniel will certainly get the basics done somewhere in the next year(!) judging by the roadmap on the Bugzilla.

As for the ideas about climates/creeps I think those will be a long way down the line.  :|
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ZaggyDad

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Re: Glestimals
« Reply #103 on: 2 January 2009, 14:07:34 »
I think he said a while back that he'd add it in 0.3.0.

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Re: Glestimals
« Reply #104 on: 2 January 2009, 19:42:41 »
Not much reason to animate them though if they aren't going to be implimented for a while... :'(
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Re: Glestimals
« Reply #105 on: 3 January 2009, 10:25:22 »
Quote
I think he said a while back that he'd add it in 0.3.0.
Yer. You can go to the bug tracker and see "Target Milestone" of any enhancement or bug.

https://bugs.codemonger.org/show_bug.cgi?id=10
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RTSman

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Re: Glestimals
« Reply #106 on: 11 January 2009, 23:02:31 »
how far apart are the circles.  in time i mean.

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Re: Glestimals
« Reply #107 on: 15 January 2009, 01:31:11 »
circles? If you mean how long between each release (or milestone) then there isn't any deadline and we've been doing a few major changes so it could take a while. Hopefully 0.3 should be out before the end of the year probably sooner. Daniel might know a better estimate.
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charlieg

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Re: Glestimals
« Reply #108 on: 25 August 2009, 12:02:35 »
The download links in this thread are invalid.  Any place I can get the Glestimals package?  Did somebody download it and archive it?

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Re: Glestimals
« Reply #109 on: 26 August 2009, 05:19:34 »
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...

I HAD it, but lost it in my crash. Dang...! :P
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silnarm

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Re: Glestimals
« Reply #110 on: 26 August 2009, 07:52:30 »
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...
Presumably for another open source project.

This is pretty cool, I'd seen talk of Glestimals in other threads, but I missed this... Did these ever get animated? I sure hope wciow still has these lying around somewhere... some-one should animate them and then place them prominently in my line of sight...
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wciow

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Re: Glestimals
« Reply #111 on: 26 August 2009, 08:24:25 »
Yeah I still have them and I might try to animate them now that I have stopped working on Dwarves  ;)
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charlieg

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Re: Glestimals
« Reply #112 on: 26 August 2009, 12:44:07 »
What do you need it for? It's basically completely useless until implimented. Not even animated (most)...

I HAD it, but lost it in my crash. Dang...! :P

Well, if its going to be open source, you just listed the most important reason for it to be uploaded and shared - redundancy.

ultifd

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Re: Glestimals
« Reply #113 on: 21 March 2010, 20:48:11 »
I know this topic is old, but can anyone re upload the files...  :|  ::)
They look really cool.
Thanks.  ;D

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Re: Glestimals
« Reply #114 on: 21 March 2010, 21:30:46 »
I'm kinda curious to know if this is going to be finished.....
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Re: Glestimals
« Reply #115 on: 21 March 2010, 23:21:19 »
Yes they look cool. Aren't they suppose to run around the map?

It would be cool if it spawned 10 animals randomly around the map of random models and you could hunt them, an AI could steer them and some of them could attack your units like the wolf and owl. Once you kill them you get food!  :)
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Re: Glestimals
« Reply #116 on: 21 March 2010, 23:56:47 »
Yah, instead of this stupid thing where you somehow "produce" a cow, and you somehow have food.
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Re: Glestimals
« Reply #117 on: 21 March 2010, 23:58:13 »
Yes they look cool. Aren't they suppose to run around the map?

It would be cool if it spawned 10 animals randomly around the map of random models and you could hunt them, an AI could steer them and some of them could attack your units like the wolf and owl. Once you kill them you get food!  :)
Yeah, that would be cool.  :|  ::)
Then again, a lot of stuff is cool in Glest, stuff related to Glest, and in life...  :thumbup:

Yah, instead of this stupid thing where you somehow "produce" a cow, and you somehow have food.
I think if this was implemented...created....whatever
that it should be optional. We don't always want to kill some animals...  :|

ElimiNator

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Re: Glestimals
« Reply #118 on: 22 March 2010, 04:58:20 »
Yes, before you start a game there is a thing that looks like this:

Wild life count (10) < >

Click the arows to go from 10 to 100.
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ultifd

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Re: Glestimals
« Reply #119 on: 22 March 2010, 19:10:27 »
Yes, before you start a game there is a thing that looks like this:

Wild life count (10) < >

Click the arows to go from 10 to 100.
hmm...
I guess.  ::)  :|

Fluffy203

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Re: Glestimals
« Reply #120 on: 23 March 2010, 03:14:50 »
This is very possible looking in the code and it looks like it would be pretty simple to do , create a neutral faction just like you would select comp, easy , ultra and so on and just have it like that and bam if the faction is neutral then create so and so and make so and so patrol the whole map or explore either way  :thumbup:

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Re: Glestimals
« Reply #121 on: 23 March 2010, 12:53:54 »
Seriously Fluffy, we're talking about the GAE team, they're not newbies to programming. ::)

I say, that for each tileset, you could have a little tag in the XML that tells what kind of terrain the tileset has, and then the game would place animals that belong on that tileset, and you could also define max and min animals, then of course you'd have to change the AI so that it knew to go out and hunt. :P
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ElimiNator

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Re: Glestimals
« Reply #122 on: 23 March 2010, 16:05:00 »
No even better make all the tile sets have there own animals, so in volcanic have dinos!
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Re: Glestimals
« Reply #123 on: 23 March 2010, 16:15:52 »
Yea, good idea, except Dinosaurs wouldn't really be found on volcanic terrain. ::)
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Re: Glestimals
« Reply #124 on: 23 March 2010, 19:51:11 »
Yes but thayd look cool there.  :)
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