Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 277780 times)

-Archmage-

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #250 on: 4 August 2009, 11:51:53 »
Well, silnarm

You won on a 1-4 chance, I don't think you'll do so well on 1-100,000+(or something like that).
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Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #251 on: 10 August 2009, 05:31:33 »
LOL, I'm back. Will try to upload tomorrow morn.

I finished three units during my camping trip as well, quite a surprise, since I didn't expect to be able to take my laptop!

Also, I could use a hand fixing the particle projectiles to make them look more natural. For example, setting the starting offset to be where the gun nozzel is, and a bit more as described in a todo file included in the pack. If anyone wants to volunteer to help this, they too will get a copy of the military alpha.

And arch, don't knock the loto tickets! No one thinks they'll win until they do! Besides, your chances of winning if you buy a ticket are a hell of a lot better than if you don't! ;D
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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #252 on: 10 August 2009, 17:49:33 »
 :D Still if you lose the lottery you just lose money.

I'd love to help on the projectiles, but then you have to let me download military, and only silnarm is supposed to see it.
I consider myself very good at projectiles. I'm ok on splashes.
« Last Edit: 10 August 2009, 17:51:35 by archmage101 »
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Mark

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #253 on: 10 August 2009, 18:53:55 »
I'd love to help on the projectiles, but then you have to let me download military, and only silnarm is supposed to see it.
I consider myself very good at projectiles. I'm ok on splashes.
Not to burst your bubble, but anyone who spends 5 minutes exploring the possibilities could consider themself very good.  :P Although people never spend that much time anyways...  ;)  I would like to help with the projections and the splashes, but I'm positive Arch would do them fine.

Lottery:  A tax for the mathematically challenged.  :D

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #254 on: 11 August 2009, 07:51:20 »
:D Still if you lose the lottery you just lose money.
Tell that to the people who won.
Roughly, I estimate your chances at winning are 1:0.0000002605, or roughly 0.00002605%. Which is still 0.00002605% higher than the 0.00000000% chance of winning if you don't buy a ticket. Do the math. 0.00002605 is a lot higher than 0.000000000 (though it may depend on your opinion of 'higher').

I will get either of you (probably arch) to give me a hand positioning those. As well, I could use an eye to spot any errors or balance problems that should be fixed. However, I have been having some trouble uploading recently. 3 attempts have failed, and now I'm moving on to a different site. If that fails... Time to go wifi. Man, I hate dial-up. But when was the last time I was able to go wifi?!? Rural sucks... No matter which way I turn, I'm still sitting in the middle of nowhere. :-\
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assassin

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #255 on: 11 August 2009, 11:17:35 »
Actually, you do have a chance of winning the lottery if you don't buy a ticket....
There was a news story here in Britain about some people who found a winning £20,000 lottery ticket on a supermarket floor...

Mark

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #256 on: 11 August 2009, 19:25:44 »
I read a story about a girl that found $5,750 in a purse and returned it to a man, and then found a $5750 lottery ticket!  Alright, I won't take insult over being passed up, but I may revise Arch's and will always be available.

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #257 on: 11 August 2009, 19:32:32 »
But when was the last time I was able to go wifi?!? Rural sucks... No matter which way I turn, I'm still sitting in the middle of nowhere. :-\
I feel you there, man.  I live in a pretty big city, but somehow there's still no wifi in my neighborhood that I can get onto, probably since I live on the absolute edge of town.  If there's a library or coffee shop near your house, they might have free wifi there.  Places like Starbuck's, Dunkin Donuts, and Panera are all good, if any of those exist in your area.

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #258 on: 12 August 2009, 11:02:52 »
Let's get back on topic. Since the final release will have modified main menu, modified links, readmes, even the language file will be modified to sound 'militaryish', I am now putting it in an installer. I recently spent a full day to learn the tips of the program I used, and am now completely satisfied. I will release it in three versions: windows installer, linux installer, and 7z file. The installers have the advantage of a few extra features. For example, the windows installer also will modify the registry to recognize g3d and gbm files properly, with icons. The installers also speeds things up without increasing the filesize by much, since the same compression method is used. I will need some help in the future when I am closer to release with the linux version, since someone needs to test it, and I need to figure out what files the linux version needs. If I have the folders in the glest directory, what else needs to be added? I know linux doesn't use dlls, exes, and stuff...

Note that it uses GAE, and I'll update to the newest version when I upload the mod. For now, it's 2.12 or something...

Tested on windows, and it is a VERY nice installer, nice enough to put most installers to shame, and very small filesize. It has roughly 56MB uncompressed, or 24MB in installer form! That's almost 50% compression! It is like factory release glest, but with GAE instead, a few extras, new menus and images, new language files, custom scenarios, magitech is replaced with military, and it comes with all the maps in the omega map pack, as well as the two starting tilesets, dark forest, and winter 2 (titi's version). It installs perfects, and has a slight touch of humour, as I'll describe below:

You see, in the copying files stage, it says 'Commissioning army, hiring generals, building barracks'. If you uninstall, the removing files screen says 'Decommissioning army, beheading generals, burning barracks'. I managed to get a lot done with this, and the window version will also add glest properly to the games folder, with information. The installer looks more professional than a normal installer, and I'm proud of myself. *pats on back*

Anyway, I am having a lot of trouble uploading. I may end up being solo until I can get better internet. However, I don't expect anything until school starts (two and a half weeks!!!). I'm going to see if my neighbor's internet is password protected (or even wifi).
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ElimiNator

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #259 on: 12 August 2009, 14:11:40 »
I have linux, I can test for you.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #260 on: 13 August 2009, 06:55:45 »
Actually, I am afraid to say that I changed how I will be doing this.

There will be three releases:

-Windows installer, with everything you need, plus some windows only thing. Added some registry keys that will allow windows to properly recognize G3D's and GBM's. May have other features in final release. Main feature is simplicity and the fact it is great standalone.

-Binaries, for any non-windows system so they may use the customly modified glest, which will definately boast numerous difficulty levels, everything GAE currently has (0.2.11) and modified button locations on menus to make room for the modified language strings (ie: yes is affirmative on military,and no is negative. There's also a comical string for if you try to load a game when there is no saved games 'In order to load a game, one must actually have saved a game'. Note that I would like some linux people to perhaps upload after they have compiled, to ensure that other linux users have it easier. I also have plans to experiment with attempting to put in other features.

-Files, for non-windows systems, to use in compliance with the binaries. Notice that since it uses GAE binaries, this mod is now the second GAE only mod ever to be released (ok, it's not released yet, but...). Seeing this, I can impliment features including guarding, improved upgrades, patrolling, effects, and emanations! This will definately make the game more enjoyable. Also, note that everything from the main menu model, menu sounds, images used on buttons, logo, models used in the about screen, the text strings (currently english only, but translatable), and more is all very different. Files will be distributed as a 7z file (LZMA compression is used in the installer, so no advantage of using this unless you have a non-windows system).

Proposed changes to the engine:
-4 Difficulty levels: easy (50% resources), normal, ultra (150% resources), and expert (200% resources).
-Moved buttons to accomodate text.
-Fix overlapping text on about screen (and give it a glest guide link ;))
-Add a few more options to the options screen, Fog of War for sure, other popular ones too
-Change the version string that is displayed in the startup and in the menu to be for military, not the gae version.
-Others, suggestions? (small enough to be fine for a novice coder, preferably not adding new parts, but improving or adding options to existing parts).

I'm open to suggestions. No estimated release date, though most likely after school starts. Even if I could finish before school starts, I would probably have to wait to upload all this (estimated size of installer: 26-28MB in solid LZMA compression).

Things to do:
-Finish models (7 to go)
-Icons (for someone else, but are last, after models)
-Particle Projectiles (the models)
-Particle Projectile XMLs (fix to ensure that bullets come from guns, not middle of unit's body,etc; may be able to put off to someone else, later, after models, before icons)
-Website (trash old one, three page new one [main page, downloads page, uninstall questions page])
-Binaries
-Main menu model
-Set up menu.xml to navigate the animation in the main menu model
-Translate the strings into at least the other two default languages. Will need help, though worst case scenario I can see how well an online translator can do.
-GAE-ize the XMLs, adding emanations, effects, guarding, patrols, etc;
-Improve some upgrades to boost stats by mulipliers, not definate amounts (seems more natural to me)
-I think it's possible to choose what stats increase and by how much as you level up. If so, I will strongly utilize this.
-Two tutorials (basic and advanced) for military
-Make an image of the tech tree layout, will include with files/installer for assistance
-Minimum 2 scripted scenarios, which can take advantage of new GAE lua features, minimum 2 non-scripted
-Would like to edit the servers.ini to have IPs for as many people as possible. Why not post yours?
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-Archmage-

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #261 on: 13 August 2009, 18:20:20 »
Wait wait wait a minute.

GAE has a TON of issues right now, and the GAE team doesn't seem to be very active right now. First before you "GAE-ise" this mod, release everything for normal Glest.
I mean, I tried GAE, but because of all it's problems I stick to normal Glest. I've been waiting so long for this mod, don't make it a GAE-only mod.

And what are .GBM files?

And could you release it in 7z and in .zip because somehow I got the 7z thing setup for my computer, but when my computer got screwed up and we installed the newest version of Kubuntu Linux, I lost that and I can't seem to be able to unpack 7z's anymore, even with Krusader
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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #262 on: 13 August 2009, 19:30:47 »
Won't it be kinda annoying if people have to have two versions of glest?
Or will your custom version be able to run other tech trees as well?

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #263 on: 14 August 2009, 05:50:07 »
When I'm done with it, this won't be glest any more. It will be modified to the point only ingame looks similar, and only remotely so due to the lack of guns in normal glest. And I AM GAE-izing this, regardless of what you say. Besides, there's no disadvantages at all, since even the installer is smaller than the average faction download (22 MB currently, expected closer to 26 MB once released). Even once installed, it's only about 55 MB (expected 60 MB when released), still smaller than average.

Besides, two features in the original (medic and private's healing) are very much useless in normal glest. As well, I found it very horrible to have my units go running off, since military unit's high sights cause a lot of running off, and GAE's returning is very useful. As well, the patrol and guard commands seem like a natural. Emanations and effects are also a natural (fall-out damage, chemical damage, injuries, etc;). The ability to raise stats by multipliers is prooving great for raising many unit's stats. As well as improved path finding, more features, better camera (I just discovered you CAN hold down the MMB and move side to side, basically full control).

This can run other tech trees and stuff, but I guarentee you'll get so hooked on this you will need a lot of willpower to play other techs. As well, it is worth noting that stuff like menus, buttons, and language files are changed. So everything that is written in the game sounds more military like (ie: negative instead of no). I modified some of the source, did about 1/3 of the things I wanted to, then *DAMN* realized I had GAE 2.11 source instead of 2.12!!! Have to start from scratch. 2.11 has no lua! I need help, can someone give me a link to a bz2 tarball or something of the newest source? I also need the dependencies. I downloaded straight from the GAE site, so I wasn't expecting this to be an old version. I am so limited online that I hate looking for these things, especially when dependencies may have a dozen other things thrown into downloads that glest doesn't need, and that's no good on dial-up.

Say, silnarm or hailstone is most likely my best bet, since they have compiled the version themselves, so they MUST have the exact things I need. Help please? Fast replies are appreciated.

Also, a few questions:
-There was a release of code before on hiding the mouse icon thing that appears in windowed. Can someone help me find that code part?
-Where is the code for the difficulties? I found the code for the ending menu screen, and gave the case the difficulties for easy and expert, as well as I found the code for putting those difficulties into the new game screen, but can't find where to put them exactly
-Is there anyway to make the labels (in the options and about menu states) work like a link. I've tried a few things, but nothing doing.

I managed to modify the about screen and startup screen, added in some options on the options screen, and removed the ???%s??? around language strings that are not defined in the language file. That's great for debugging, but a player should never have to see ???.

And what are .GBM files?
Glest Binary Map. My new icon is a 3D picture of a world.
G3D is now defined as a Glest 3D Model, and its icon is a fragmenting cube.

And could you release it in 7z and in .zip because somehow I got the 7z thing setup for my computer, but when my computer got screwed up and we installed the newest version of Kubuntu Linux, I lost that and I can't seem to be able to unpack 7z's anymore, even with Krusader
Tell you what, rather than 7z, I'll use tbz2 format (bz2 compressed tarball), which is even more compatable, and has the second best compression.

GAE has a TON of issues right now, and the GAE team doesn't seem to be very active right now. First before you "GAE-ise" this mod, release everything for normal Glest.
I guarentee you that this custom version works flawless (better than either GAE or Glest) and works more of the way military is supposed to work. Ok, maybe I can't say that before I complete and test the custom version, but the current version based on GAE 2.12 works flawless, and all. Of course, untested on linux... But I promise I'll pick someone to do linux testing BEFORE I release.
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assassin

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #264 on: 14 August 2009, 10:03:41 »
So you are planning on doing changes to the engine as well as just the menus and stuff.
Cool!

Omega

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #265 on: 14 August 2009, 10:36:54 »
Indeed I am. I would like to do a bit more than I discussed earlier, though I admit my programming is a bit off, and I suffer from a lapse in practice and loss of all resources and references from my crash. Nor am I an expert coder, and my knowledge is roughly a year of on-and-off hobbyist coding, and have been working primarily with PHP and web languages recently, so my codings rusty...

Still, I am open to ideas for improvements.

I am wondering. Is there anything else that can be done to make an ai seem harder without rewritting the entire ai script? Say, I remember something in the GAE board in the past about a guy who had a new ai script that updated automatically. However, he said the ai was impossibly strong or something. I really can't remember. Might be neat to look into that.

Also, might try to have 'records' writing records to a text file shouldn't be hard. I may be able to use these records as requirements for scenarios. Can't play scenario B unless you have 5 wins. Or, can't play scenario C until you have 500 kills. It might be better to write to a different file, but I think that no matter what, it would be prone to cheating, so it would just have to depend on honor.

I may also try to see if I can find code for how the tga's are displayed, and see if I can use this code along with keymaps code to have a hotkey to show a map (while key is pressed, show tga, once key is up, hide tga. Tga specified in faction XML). Of course, no guarentees on that, and it would be so much easier if there was already support for a graphics library, but oh well. The graphics library should be in GAE in a matter of months.

Also, by using a method similar to the records above, it may be possible to have 'scenarios that must be done to unlock other scenarios'.

Yeah, I'm stealing ideas from modman's list, but isn't that what the list is for? Of course, I'll need the new GAE source. Can't find it anywhere. Codemonger, sourceforge, nothing. The binaries are on sourceforge, but the source is... how to put?

*mimicks explosion with hands. Thinks for a moment, then does the same thing while making creepy gurgling sounds. Seeing your expression, he tries again, this time nuking the world in the process.* :P
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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #266 on: 14 August 2009, 12:59:02 »
The ONLY way to get it is this way:
You have to use the SVN. I think in Windows the easiest way to use svn is here:
http://tortoisesvn.tigris.org/
Then download the source from the SVN:
https://glestae.svn.sourceforge.net/svnroot/glestae/trunk/source/
Unless a kind person grabs the source and uploads it on a file-sharing site. (sorry I can't,my internet upload is ****).

-Archmage-

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #267 on: 15 August 2009, 00:46:42 »
HEy Could you give it to me before you GAE-ise it so I at least have a copy of the regular version.
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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #268 on: 16 August 2009, 10:18:07 »
Well, I'll wait on the source. Silnarm might give a direct download after the next version. Hopefully updated dependancies too!

arch, I'll keep a non-gae version, but I won't upload it until after you have tried the custom version to see if it works. Unless you end up being the one to do the icons, since the person who does will probably get the version that hasn't bee GAE-ized yet.

Hmm, who does want to do the icons?

I only got 4 more units to model: the grenader, the machine gun turret, the humvee, and the howitzer. I finished the baton soldier AND the RPG trooper today. It was raining, one of the nice things about that. We needed it anyway. It's pretty hot out here. Of course, I feel sorry for those who live in BC, which right now probably has more forest fires in it than the rest of the world put together. Not to mention its as dry as hades.

Sigh, now for the hard part. Military needs a logo, which will be seen both in game (twice, once in the intro screen, once in the menu) and will also be on the website. Here's my six cadidates (choosing the font took half an hour):
Code: [Select]
[img]http://img13.imageshack.us/img13/8688/81970774.png[/img]
[img]http://img13.imageshack.us/img13/848/26099628.png[/img]
[img]http://img12.imageshack.us/img12/3734/93381848.png[/img]
[img]http://img12.imageshack.us/img12/4596/18476564.png[/img]
[img]http://img5.imageshack.us/img5/8641/88679422.png[/img]
[img]http://img5.imageshack.us/img5/3681/42339166.png[/img]
« Last Edit: 14 April 2016, 15:22:08 by filux »
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assassin

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #269 on: 16 August 2009, 10:54:04 »
I prefer the bottom one.

Mark

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #270 on: 16 August 2009, 22:44:55 »
Definitely the bottom one.  The others aren't really the right genre, except the 4th one.

modman

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #271 on: 16 August 2009, 23:50:43 »
Does it have to be in that font?  I like the fourth one's texture.

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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #272 on: 17 August 2009, 03:44:56 »
4orth or bottom.
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Re: Military Tech Tree -- http://glest.110mb.com/military
« Reply #273 on: 17 August 2009, 07:51:44 »
Hmm, so its down to number 4 or 6...

I guess I'll test them both. However, I think 4 might show up better on the black intro screen and darker menu screen.

*And no, it doesn't HAVE to be that font, but I kinda liked that one. I tested a few, and decided to go with a non-standard font.
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anything