Author Topic: Persian Mod (part of megapack v4)  (Read 21673 times)

Omega

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Re: Persian Mod
« Reply #25 on: 28 December 2008, 01:51:32 »
Looking very good...
Can see the pictures, but not the ones that were uploaded to the glest board...
I haven't been to up-to-date on this faction lately, but it is going by good!
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titi

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Re: Persian Mod
« Reply #26 on: 29 December 2008, 22:30:19 »
Here again a new screenshot from my site ( let's hope not all attached files to postings are gone. Anyone heard something about this problem? Will it be fixed ?)
( 1024x768: http://www.titusgames.de/screens/persia ... 081229.jpg   )

not visible in the screenshot above:
« Last Edit: 8 October 2016, 00:18:21 by filux »
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Omega

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Re: Persian Mod
« Reply #27 on: 30 December 2008, 01:31:09 »
Wow, looks good! Is the snake animated?
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titi

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Re: Persian Mod
« Reply #28 on: 30 December 2008, 01:36:13 »
shure! ( don't you see blenders armature inside ? ;))
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Omega

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Re: Persian Mod
« Reply #29 on: 30 December 2008, 01:38:04 »
Woops...
Can I guess that the animation involves a normal jar popping open to reveal a snake?
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titi

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Re: Persian Mod
« Reply #30 on: 30 December 2008, 11:46:03 »
yes :)
its something like the beehive or the defense_tower. The jar opens and a snake attacks the enemy by spitting green poison at him.
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firedeathbot

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Re: Persian Mod
« Reply #31 on: 31 December 2008, 03:23:53 »
youve come along way, i remember some of your first models...
btw, u remem me, i havnt even been on forums for like 1 year or more at least
Back to glest after a few years inactivity.

titi

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Re: Persian Mod
« Reply #32 on: 31 December 2008, 13:38:49 »
Welcome back ! I hope you stay a while ;-).
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Omega

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Re: Persian Mod
« Reply #33 on: 31 December 2008, 14:02:36 »
Mind sharing what your first models were?
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titi

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Re: Persian Mod
« Reply #34 on: 31 December 2008, 16:12:28 »
the plants of the jungle tileset and a tent for the indians
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Yggdrasil

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Re: Persian Mod
« Reply #35 on: 1 January 2009, 13:02:32 »
Looks really nice. Can't wait to see the fakir slamming  :O .

Omega

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Re: Persian Mod
« Reply #36 on: 1 January 2009, 21:11:12 »
Honestly? You never made a simpler model (say, a weird geometric shape or something) as a test before? 8)
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titi

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Re: Persian Mod
« Reply #37 on: 2 January 2009, 22:41:02 »
No really I think the tent was my first model. I simply added a circle and pulled up the center. My son came in told me that it looks like a tent and ....

Here a new screenshot of the sheeps which will replace the cows/pigs in the persian mod.
« Last Edit: 8 October 2016, 00:18:36 by filux »
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titi

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Re: Persian Mod
« Reply #38 on: 3 January 2009, 00:27:04 »
the new farm:

« Last Edit: 8 October 2016, 00:18:51 by filux »
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modman

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Re: Persian Mod
« Reply #39 on: 3 January 2009, 02:41:07 »
This looks really good.  How about a beta? :'( <---beg (Oliver Twist)

titi

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Re: Persian Mod
« Reply #40 on: 3 January 2009, 11:40:12 »
yes, I will release a beta soon. Currently its completly unplayable, I still have to setup some xmls ...
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titi

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lunch
« Reply #41 on: 4 January 2009, 15:18:50 »
this happens when you go for lunch and don't stop glest.
And its slooowwwww ....
« Last Edit: 8 October 2016, 00:19:13 by filux »
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Ayrin Greenflag

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Re: Persian Mod
« Reply #42 on: 4 January 2009, 15:22:50 »
wow! good and impressive work :)

titi

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beta1
« Reply #43 on: 4 January 2009, 16:24:01 »
here is a beta1!
But its still more a alpha version.
things still missing:
- new unit sounds
- unit pictures(icons)
- and the xmls are really only a beta setup.
...

this is for the megapack_v3 ( I don't know if it works in the magitech techtree )
( no more download see beta2 ) (~19MB  and yes I used 7zip and I must admit its really good  <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /> )

(UPDATE: I forgot to include the magician in the techtree :-/, if you want to see him, edit persian_beta.xml )
« Last Edit: 12 January 2009, 22:40:10 by titi »
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titi

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Re: beta1
« Reply #44 on: 5 January 2009, 22:53:44 »
still no comments? :( :(  
Come on give me some feedback to motivate me!
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modman

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Re: Persian Mod
« Reply #45 on: 7 January 2009, 21:22:00 »
I know you did the XMLs in a rush, but they do leave a bit to be desired.

Why do you give the snake basket a move?  That's the command the AI gave it the entire game; if it had been on attack on that team would have staved off an attack, but instead they died.

I like the nail-carpet guys.  They're funny. :O

The models were really good.   All you really need now is some bug fixes and you're done!

titi

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Re: Persian Mod
« Reply #46 on: 8 January 2009, 00:55:45 »
Thank you very very much for the feedback!
I already thought noone else than me wants this mod !

Yes I know about all these problems. thats all fixed now. The xmls from th beta are really crappy, but now Its much better.
I have a real techtree and did some tests and the snake basket works too  :-[  .I never did something with rotating turrets before...
I hope it will be real fun to play in the end! Let's see if I find a good setup.

I will release something new on friday. It will be something playable!
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divineauthority

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Re: Persian Mod
« Reply #47 on: 8 January 2009, 18:07:15 »
Rotating turrets? Did you get them to work?

titi

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Re: Persian Mod
« Reply #48 on: 8 January 2009, 19:36:15 »
YES :)
finally i did it! ( but this doesn't work in the current beta, the new release will work!
Code: [Select]
I have this:
<skill>
<type value="move"/>
<name value="charge_skill"/>
<ep-cost value="0"/>
<speed value="0"/>
<anim-speed value="150"/>
<animation path="models/snake_basket.g3d"/>
<sound enabled="false"/>
</skill>

but no command which uses this skill:
here the complete command section:
<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../genie/images/tech_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>
<command>
<type value="stop"/>
<name value="attack_off"/>
<image path="images/defense_tower_attack_off.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

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

</commands>


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divineauthority

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Re: Persian Mod
« Reply #49 on: 8 January 2009, 20:25:57 »
Ahhh! Very clever!

 

anything