Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 276440 times)

ZaggyDad

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Re: Military Tech Tree -- New Release: 2.4
« Reply #675 on: 26 August 2010, 13:47:47 »
@Zaggy1024: You're probably missing some shared libraries or you have a different version of them. Please run the binary from console and post the output here. (If you're using KDE4, press F4 in Dolphin when you're in the install folder and type './glestadv' and press Enter. If it's not called glestadv use the appropriate name.)

Oh, you're right. it's missing liblua 5.1. I may try installing the package later and try running it again later.

~Zaggy1024

ultifd

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Re: Military Tech Tree -- New Release: 2.4
« Reply #676 on: 4 September 2010, 03:26:38 »
One thing I noticed is that Military is at version 2.4 right now. (Or hopefully 2.5 when GAE 0.3 officially comes out)
Anyways...don't forgot to update your sig, Omega.  ;)
 -- Heh heh, thanks - Omega

Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #677 on: 19 September 2010, 01:34:52 »
Well, well, well... GAE 0.3 is now out, and it's time to get crackin'! I understand that 0.3 has some bugs, and that those will be mostly worked out in 0.3.1 (or 0.3a, depending on how the GAE Team chooses to name the version). Either way, I anticipate the next version to be mostly focused on bug fixes and the content should be the same, thus, I'll get started on updating Military to 0.3x.

Firstly, transportation units. I'd like one water and one land transporation units, and I'm open to suggestions. Images are also handy, as trying to make something from mental pictures is inferior to basing something (however loosely) off an existing object.

Secondly, scenario ideas. There's some new commands and of course, I'll update the EoM series to use the new camera and dialogue stuff. Basically, any cool ideas for scenarios (all military scenarios are scripted with lua), not just ones using the new commands either (though I really wanna try the new commands!).

Finally, any other things handy from 0.3 that Military can take advantage of? Of course, I'll try to get more music (I have a lot of CC-BY-SA licensed music files I can use, though I'm open to cool suggestions that work well with military). One can expect at least 5 tracks of music, which, while heavy on the filesize, will definately spice the game up!

Anything else?
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John.d.h

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Re: Military Tech Tree -- New Release: 2.4
« Reply #678 on: 19 September 2010, 01:42:53 »
Firstly, transportation units. I'd like one water and one land transporation units, and I'm open to suggestions. Images are also handy, as trying to make something from mental pictures is inferior to basing something (however loosely) off an existing object.
LCAC
APC

Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #679 on: 19 September 2010, 17:34:33 »
That's excellent, thanks John!

In other news, I'm going over GAE, learned it pretty well, and now converting Military over to it. After looking at all the work that must be done, I decided this will be a major version, meaning, yes, Military v3. However, one shouldn't expect a release for about a month. I will try to also improve the animations of the units, which will require me to completely rebone them and all, since I lost the blends for almost all of them. Though, I will try new animation methods for them too, based on John's methods. Hmm.... possibly more than a month...
« Last Edit: 26 September 2010, 20:26:11 by Omega »
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Omega

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Re: Military Tech Tree -- APC + Transport Ship
« Reply #680 on: 26 September 2010, 20:32:58 »
Hard at work, we now have an APC (Armoured Personal Carrier, which can carry all infantry-style units across land, and has lots of HP and Armour, while having a machine gun of roughly the same strength as the Humvee) and the Transport Ship (can carry all land units across water, high health, high armour, no weapons). Because I needed something that could move tanks and humvees as well, the LCAC wasn't practical for that, so I went with a generic 'Transport Ship'.

Both work very well, as well, the Humvee can transport up to 2 infantry units (meant more for fast transport than practical movement, since it's less armoured and more vulnerable).
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[center][img]http://img801.imageshack.us/img801/9076/newunitpreview.png[/img][/center]
Units are also being reanimated, and the Grenadier has been done, and looks great. The medic will be converted to a handgun in the process. The factory emits smoke from its smokestacks, though there's no on-death particles yet, as those are broken in GAE at the moment, but should be added in with 0.3.1. The menu screen looks very pretty, and features the GAE logo at the bottom instead of the GPL one (military itself isn't GPL anyway).
« Last Edit: 8 October 2016, 06:58:33 by filux »
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ElimiNator

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Re: Military Tech Tree -- New Release: 2.4
« Reply #681 on: 26 September 2010, 23:58:05 »
looks cool but isn't the boat a bit small to carry that?
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Mark

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Re: Military Tech Tree -- New Release: 2.4
« Reply #682 on: 27 September 2010, 01:42:38 »
Cool.  However, humvees use tires.  I do like how you make it vulnerable.  Humvees in iraq get shredded by IEDs every week or so!

wyvern

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Re: Military Tech Tree -- New Release: 2.4
« Reply #683 on: 27 September 2010, 18:55:56 »
Looks great but the apc is a tad too boxy it needs an angled front and should be lower down, have you considered having a AT rocket upgrade to the APC, it could be a one shot tank killing weapon that slowly reloads with ep.

Zoythrus

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Re: Military Tech Tree -- New Release: 2.4
« Reply #684 on: 27 September 2010, 19:34:50 »
why cant i change the windowed mode in Military? i dislike it windowed, how do i change it?

John.d.h

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Re: Military Tech Tree -- New Release: 2.4
« Reply #685 on: 27 September 2010, 19:45:28 »
looks cool but isn't the boat a bit small to carry that?
It does look like a little toy boat, doesn't it? ;D

Psychedelic_hands

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Re: Military Tech Tree -- New Release: 2.4
« Reply #686 on: 27 September 2010, 19:58:25 »
why cant i change the windowed mode in Military? i dislike it windowed, how do i change it?

Go to the glestadv.ini file in the game folder, then change "DisplayWindowed=false" to "DisplayWindowed=true". I can't stand none windowed either  ;D

BTW this is great, I've accidentally just spent far too long playing your scenarios. Though are you going to do up the building models a bit.... most of them are fairly average.... just sayin'.

Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #687 on: 27 September 2010, 21:46:39 »
looks cool but isn't the boat a bit small to carry that?
The boat is a size 3 unit, the biggest I can do without making it impossible to navigate rivers... Of course, if I wanted it to scale, it would have to be roughly 100 or more units, so I'm afraid scale just isn't possible.  :|

why cant i change the windowed mode in Military? i dislike it windowed, how do i change it?

Go to the glestadv.ini file in the game folder, then change "DisplayWindowed=false" to "DisplayWindowed=true". I can't stand none windowed either  ;D
Windowed is the default for two reasons: (1) Full screen + Comodo don't mix well for initial play and (2) Everyone's resolution is different, and to allow them to get the most out of their full-screen, they need to set their resolution too. I will include a custom configurator with this that has options to change these though, so don't worry about that.

Though are you going to do up the building models a bit.... most of them are fairly average.... just sayin'.
What do you mean "do up the buildings"? :confused:

have you considered having a AT rocket upgrade to the APC, it could be a one shot tank killing weapon that slowly reloads with ep.
Might be interesting as a morph, though perhaps not one-shot..... Even the nuke can't one-hit a tank, and it takes 5 minutes to charge.

Cool.  However, humvees use tires.  I do like how you make it vulnerable.  Humvees in iraq get shredded by IEDs every week or so!
The picture is not the humvee, it's the new APC. The humvee keeps it's tires. ;)



In other news, behold the marine!

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[img]http://img340.imageshack.us/img340/2128/marinev2.png[/img]
« Last Edit: 8 October 2016, 06:58:54 by filux »
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Psychedelic_hands

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Re: Military Tech Tree -- New Release: 2.4
« Reply #688 on: 28 September 2010, 09:44:52 »
It's just that a few buildings are only a few rectangles.....
BTW I couldn't get a few of the scenarios to work? is it just me, or do they not work for everyone?
BTW again, cool looking marine  ;D

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Re: Military Tech Tree -- New Release: 2.4
« Reply #689 on: 28 September 2010, 13:10:59 »
It's an improvement, and I know I've probably griped about it enough already, but the position of the gun could be improved a bit.  Currently it seems to be above his shoulder, rather than being held against it.

wyvern

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Re: Military Tech Tree -- New Release: 2.4
« Reply #690 on: 28 September 2010, 18:45:01 »
I didn't mean the rocket to be one shot kill but for it to have only one shot till it is reloaded

Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #691 on: 28 September 2010, 20:55:33 »
It's an improvement, and I know I've probably griped about it enough already, but the position of the gun could be improved a bit.  Currently it seems to be above his shoulder, rather than being held against it.
Stretching limitiations. The arm's are too short, and can't quite move the same way as a human's.

It's just that a few buildings are only a few rectangles.....
BTW I couldn't get a few of the scenarios to work? is it just me, or do they not work for everyone?
BTW again, cool looking marine  ;D
Which scenarios? Can you give me more details so I may fix them?
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wyvern

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Re: Military Tech Tree -- New Release: 2.4
« Reply #692 on: 28 September 2010, 21:10:45 »
By the way why does this faction/mod use a jumble of various nations equipment, your marine has an AK 47 yet your armored vehicles and aircraft are what the US uses, I know I'm probably annoying but I just felt like asking.

Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #693 on: 28 September 2010, 21:46:57 »
Because it's not some could-actually-happen scenario. It's just meant for fun and playability. Most of the technical things are off too, some simply for balancing out the game better or to make gameplay more enjoyable. For example, a real life nuke would totally wipe out the foe's camp, wouldn't even be bodies left over (and would probably destroy every other camp, including yours too), but in the game, for practicability, balance, and so you aren't totally f---ed up if you end up nuked, it does not. Usually fantasy games are less effected by these paradoxes and what-not since they are fantasy, but the mix of surreal units of military makes that a bit harder for this. Fortunately, my "solution" was to set this in the future. While you guys are enjoying 2010, the marine will be safe another hundred years on. ;)
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Omega

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Re: Military Tech Tree -- New Release: 2.4
« Reply #694 on: 29 September 2010, 22:58:25 »
Mwhaha! After some hard work fun last night, I have created an epic new logo for Military, which looks really quite pretty. A smaller version is seen on the first post (and in game with Military v3), but here is an optimized version:
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[img]http://img829.imageshack.us/img829/7387/optimizedsize.png[/img]
For those of you with internet to burn, you can check out the 4096x3072 image
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[url=http://img689.imageshack.us/img689/5465/4096x3072.png]here[/url]. I must warn you, it is 2.5MB, but it's also totally epic... Just stare at the detail of that logo... The shiny metalic surface reflecting the unit in front... So pretty...

[Mental sanity... mesmerized... The cake is a lie... Wait, what?]
« Last Edit: 8 October 2016, 06:59:55 by filux »
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John.d.h

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Re: Military Tech Tree -- Epic New Logo
« Reply #695 on: 29 September 2010, 23:12:15 »
In Blender, you might do well to "set smooth", so your guys don't look quite so chiseled.

Omega

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Re: Military Tech Tree -- Epic New Logo
« Reply #696 on: 29 September 2010, 23:14:27 »
Yeah, I did set it on. It either doesn't work as well as I wish or it doesn't work in render mode? Or perhaps I did it wrong somehow... Wouldn't surprise me. Only a small faction of models I actually render in Blender.
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Gabbe

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Re: Military Tech Tree -- Epic New Logo
« Reply #697 on: 29 September 2010, 23:31:50 »
quite epic logo, if you want any criticms sorry i dont have an, but the tha "m" is in far worse shape than the others :P (Oh sorry, didnt notice the nuke on top.. XD)

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Re: Military Tech Tree -- Epic New Logo
« Reply #698 on: 29 September 2010, 23:50:33 »
Looks cool, maybe we should include logos in the faction and techtree template for the wiki...

John.d.h

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Re: Military Tech Tree -- Epic New Logo
« Reply #699 on: 30 September 2010, 00:55:51 »
Or at least you've got a good start on a loading screen.

 

anything