Author Topic: Woodsmen  (Read 49122 times)

-Archmage-

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Re: Woodsmen
« Reply #75 on: 4 November 2009, 15:06:10 »
0.9.5 ---> 0.9.6+ anytime soon? :D

Also your download link is broken..................
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Loronal

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Re: Woodsmen
« Reply #76 on: 4 November 2009, 15:22:49 »
Oh I thought the mod was developing again when i saw this

madmanntis

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Re: Woodsmen
« Reply #77 on: 7 November 2009, 00:00:43 »
Sorry for the silence friends. I've been getting my new pc together and it's been a little interesting. Windows 7 64-bit looks nice, but works crap-tastically for me right now (random freeze here. random freeze there....). I still need to transfer all of my files over from my old pc too. Then work continues.

The link is broken? Thanks for the head's up. I will fix this possibly tomorrow... if not, Sunday./

Thanks.

Zoythrus

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Re: Woodsmen
« Reply #78 on: 7 November 2009, 00:01:56 »
YAY! the woodsmen are coming back!

-Archmage-

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Re: Woodsmen
« Reply #79 on: 17 November 2009, 23:52:55 »
Dude the link is still broken!
PLEASE PLEASE PLEASE fix it, I love this mod!
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madmanntis

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Re: Woodsmen
« Reply #80 on: 24 November 2009, 00:26:13 »
Hey! Sorry about the link being down for so long. And thanks for giving me the neccesary, motivational harassment to get me to finally just go and fix it (I need that sometimes).

First post for the link. Or click it here:
http://www.filefront.com/14984347/woodsmen-0.9.5.zip

-Archmage-

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Re: Woodsmen
« Reply #81 on: 24 November 2009, 00:45:10 »
Could you package it as a 7z?

Do I have to harrass you to do this :P?

Although it's a small package, so if you don't do it, I'm fine.
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-Archmage-

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Re: Woodsmen
« Reply #82 on: 24 November 2009, 17:37:21 »
Do you mind if I work on a sort of 0.9.6 or something, I just played it , and now I'm itching to fix a few things I saw, with sounds timing and a few other things.
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madmanntis

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Re: Woodsmen
« Reply #83 on: 24 November 2009, 23:13:25 »
Do you mind if I work on a sort of 0.9.6 or something, I just played it , and now I'm itching to fix a few things I saw, with sounds timing and a few other things.

Sound timing? Yeah, you can fix some sound timing if you want. I am curious which units it was (I suspect the falconer and maybe the fallen elder).

As far as the, "few other things," just lemme know what they are first, and I'll tell you if it's something I want to look after myself, or not. The sounds in general are in a very rough shape, as I plan to focus on sounds after the units are modelled, textured and worked into the game.

So yeah.. just let me know what you plan/hope to change/tweak. Like john.d.h with his Sun and Moon mod, I hope to go solo on most of the work and thus forcefeed myself some experience.

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Re: Woodsmen
« Reply #84 on: 24 November 2009, 23:23:23 »
I'll maybe work on it later this week.
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Zoythrus

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Re: Woodsmen
« Reply #85 on: 25 November 2009, 01:46:39 »
i have played the newest release and i have one thing to say...it is a very beautiful mod. i think that it is one of the best in terms of playability, units, and overall beauty.

thank you for making it!

-Archmage-

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Re: Woodsmen
« Reply #86 on: 25 November 2009, 02:11:08 »
Zoythrus I'm afraid I  have to say that that is an understatement...
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Zoythrus

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Re: Woodsmen
« Reply #87 on: 25 November 2009, 02:20:33 »
i think its wonderful-looking. i will admit that it's not done yet, but it is looking really good at this point!

Loronal

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Re: Woodsmen
« Reply #88 on: 2 December 2009, 19:08:26 »
You have probably one of the greatest experiences in texturing though.

wciow

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Re: Woodsmen
« Reply #89 on: 3 December 2009, 11:08:46 »
This is a great mod! I missed it with all the other mods currently in production.

Lots of people rated it highly in the favorite mod poll so I downloaded it and played a bit last night.

I hope this mod improves in the future.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

emscape

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Re: Woodsmen
« Reply #90 on: 3 December 2009, 18:06:38 »
nice mods, btw thanks for borrowing some models, they are so great.

Bob

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Re: Woodsmen
« Reply #91 on: 4 December 2009, 12:41:57 »
Very good but, the computer have ia to game with Woodsmen?


ultifd

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Re: Woodsmen
« Reply #92 on: 27 February 2010, 06:51:28 »
Awesome!  ;D Great faction.
I created a video, but then I found out it was more than 20 minutes long...  ::)
Is this going to be updated/ at least with the "big bear" models/units?  ???
 :P

madmanntis

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Re: Woodsmen
« Reply #93 on: 28 February 2010, 02:27:23 »
WELL actually.... I sorta dropped the ball for a long while, but I've recently picked it up.

After finally getting Windows 7 64 bit to cooperate, and then finally after getting my ambition to.... exist, I was able to do all of the animations for the Earth Brother (aka, big ol' bear shown in this thread somewhere). I've exported these to g3d, I just have to come up with an xml.

My next task is modelling the Burrow, the building that will produce the Earth Brother. I'll then re-release. Then I can try to fix up some of the sound, while fixing balance issues, general gameplay issues and any other issues that y'all bring to my attention.

So yeah. This mod isn't dead. It's just.... real sleepy.   ;)

« Last Edit: 28 February 2010, 04:58:52 by madmanntis »

ultifd

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Re: Woodsmen
« Reply #94 on: 28 February 2010, 02:31:36 »
WELL actually.... I sorta dropped the ball for a long while, but I've recently picked it up.

After finally getting Windows 7 64 bit to cooperate, and then finally after getting my ambition to.... exist, I was able to do all of the animations for the Earth Brother (aka, big ol' bear shown in this thread somewhere). I've exported these to g3d, I just have to come up with an xml.

My next task is modelling the Burrow, the building that will produce the Earth Brother. I'll then re-release. Then I can try to fix up some of the sound, while fixing balance issues, general gameplay issues and any other issues that y'all bring to my attention.

So yeah. This mod isn't dead. It's just.... real sleepy.   ;)
I see, this bear? cause I'm confused.  :P
Very nice to hear, since this is one of the top...  ::)
Good luck and I can't wait to test them...even if it it will take like weeks for you to finish.  ::)

madmanntis

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Re: Woodsmen
« Reply #95 on: 15 March 2010, 21:09:27 »
Thanks for the nudge archmage.

A quick update to show that neither I or this project are dead.   ;)

What has been done:
Earth Brother:
-finished animations
-exported g3d's
-have begun work on xml's

Earth Burrow:
-modelled
-have begun texturing

What needs to be done before I can release the next version:
Earth Brother:
-RE-export g3d's (had model positioned wrong on grid)
-finish xml
-create icons

Earth Burrow:
-finish texturing
-create construction model
-export to g3d
-xml
-icons!

Forest Elder Aviary:
-re-export, so as to be rid of annoying transparency glitch (will have to read old posts to see how Eliminator overcame this)

So yeah. There you have it. Most likely won't have anything new for you until next week AT LEAST.

But, for anyone like me, who browses through mod-related posts searching for pictures  :look:, here you are (earth burrow model in blender):


-Archmage-

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Re: Woodsmen
« Reply #96 on: 15 March 2010, 21:24:12 »
 :D
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ElimiNator

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Re: Woodsmen
« Reply #97 on: 15 March 2010, 21:43:17 »
-re-export, so as to be rid of annoying transparency glitch (will have to read old posts to see how Eliminator overcame this.)
What are you talking about?
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John.d.h

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Re: Woodsmen
« Reply #98 on: 15 March 2010, 22:02:33 »
I found the solution a while ago, and put it here:
https://docs.megaglest.org/Transparent_teamcolor

Basically, just make sure the opaque object is the light pink one, and the one with the transparency is the dark pink one.
« Last Edit: 18 June 2016, 17:49:30 by filux »

ultifd

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Re: Woodsmen
« Reply #99 on: 15 March 2010, 22:40:49 »
Cool  8) , can't wait.  :bomb:  :thumbup: