Author Topic: MegaGlest (MAIN)  (Read 170302 times)

titi

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #300 on: 25 February 2010, 00:57:15 »
same problem here :/
I think the windows build is broken, I will rename it .... by this still no windows version yet :/

( this was hard to test
1. I didn't start my windows for about a year
2. I bought a new motherboard in this time
=> driver insatallation orgie
3. Anti Virus program Problems ....
but finally it did start, sadly without success )
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ultifd

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #301 on: 25 February 2010, 00:58:25 »
same problem here :/
I think the windows build is broken!

( this was hard to test
1. I didn't start my windows for about a year
2. I bought a new motherboard in this time
=> driver insatallation orgie
3. Anti Virus program Problems ....
but finally it did start, sadly without success )
Sorry for the trouble,  :(

Cause windows is...  ::)

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #302 on: 25 February 2010, 02:39:47 »
Here is a pic of a flame swordsman I made, to bad we could not have the particles move with the anim some how, his sword needs to stay pretty much stationary.
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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #303 on: 25 February 2010, 02:59:11 »
to bad we could not have the particles move with the anim some how
My thoughts exactly.  I want to make a unit with a torch, but I think the attack animation would be problematic.

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #304 on: 25 February 2010, 02:59:30 »
Can titi or some one make the AI EVEN MORE HARDER?  ::) pLEASE!!!

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #305 on: 25 February 2010, 03:21:38 »
Why? did you beat a CPU mega? If so what faction was it?
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ultifd

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #306 on: 25 February 2010, 03:54:50 »
Here is a pic of a flame swordsman I made, to bad we could not have the particles move with the anim some how, his sword needs to stay pretty much stationary.

Cool.  8)

Can titi or some one make the AI EVEN MORE HARDER?  ::) pLEASE!!!
Yeah... lol
edit the XMLs...  ::) :P

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #307 on: 25 February 2010, 05:00:22 »
to bad we could not have the particles move with the anim some how
My thoughts exactly.  I want to make a unit with a torch, but I think the attack animation would be problematic.

I was looking through Blender's Python interface a few days back, looking for a way to 'tag' a mesh. In the end Hailstone pointed out that you can get the mesh name, which I assume can be set in Blender, and I decided that would be sufficient for my purposes (me5's request for 'turrets' that can rotate independent of the rest of the model).

There should however be a way to 'tag' vertices (and/or edges) with 'meta' information.  Have any of you Blender pros seen anything like this from within Blender?? If it's there we should be able to get that info from python and export it as well, and then this becomes possible.
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John.d.h

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #308 on: 25 February 2010, 05:11:01 »
I was looking through Blender's Python interface a few days back, looking for a way to 'tag' a mesh. In the end Hailstone pointed out that you can get the mesh name, which I assume can be set in Blender, and I decided that would be sufficient for my purposes (me5's request for 'turrets' that can rotate independent of the rest of the model).
Yes, you can assign both a mesh name and an object name (default is whatever shape it started out as, e.g. "Cube").  I think the only difference is that object names are for meshes and other things (lights, cameras, etc), whereas the mesh name is obviously just for meshes.

Quote
There should however be a way to 'tag' vertices (and/or edges) with 'meta' information.

Have any of you Blender pros seen anything like this from within Blender?? If it's there we should be able to get that info from python and export it as well, and then this becomes possible.
You can assign and name vertex groups, if that's what you mean.  Maybe you could have a way to refer to that vertex group by name?  I'm not sure what information you can assign to the vertex group other than weight, but I'll have a look and see what I can find.


Edit: Okay, I think I found something!  You can assign user-defined properties (strings, ints, floats, booleans, and timers) to objects under the "logic" button, for use in Python scripts and whatnot.  For example:
« Last Edit: 25 February 2010, 05:53:09 by John.d.h »

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #309 on: 25 February 2010, 09:32:08 »
Good find John  ;)

I think it would be simplest to keep seperate parts of a model as seperate objects. Trying to work with vertex groups will be much more tricky from both a code and model perspective. Trying to put different properties from the logic tab on a single mesh may not be so good.

This way we may sacarafice a small amount of model quality for big gains in ease of use.
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titi

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #310 on: 25 February 2010, 10:40:50 »
I also thought about mesh related particles, but I think its hard to do something like this without a bone based model format.
If you want to use the g3d format for this, you maybe can do it with some of the ideas given here.
You have named meshes which you can probabaly can refer too. So you can use a fake mesh with only two vertices in it. You'll need 2 vertices, because you also need a direction for the particle effect. So one vertice is not enough.
All this looks a bit complicated to me. Maybe its better to support another model format one day ( ogre or whatever )

Thinking about particles in general some more realistic ideas for the moment:

- Individual "burning" particle systems for every unit which indicate a damage ( an improved version of the "burnable" switch in the xmls ) .
- other particle emitter types not only "flames" for example:
   flashes
   electric shocks
   something that rortates around the unit
   ....
   I think there are endless possibilities!

Improved shots:
  Currently only one particle system are used for a shot. But it would be cool to have more of them ( one is a "bullet" the rest is some eyecandy  ;D ).
  new trajectory types for the shots
  smoke behind the projectiles ( maybe this can be done with several particle systems for one shot )
  and so on.

And another, not particle related idea:
Animated objects in the tileset! By this you can have trees moving in the wind.
(Maybe animated models in shots too :) )

« Last Edit: 25 February 2010, 10:43:05 by titi »
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titi

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #311 on: 25 February 2010, 11:16:09 »
Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )

https://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download
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silnarm

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #312 on: 25 February 2010, 11:50:02 »
Edit: Okay, I think I found something!  You can assign user-defined properties (strings, ints, floats, booleans, and timers) to objects under the "logic" button, for use in Python scripts and whatnot.  For example:
Thanks John, I think that's all meant for the inbuilt Blender Game Engine, but if the BGE can get it from Python, I don't see why we can't.

You have named meshes which you can probabaly can refer too. So you can use a fake mesh with only two vertices in it. You'll need 2 vertices, because you also need a direction for the particle effect. So one vertice is not enough.
If we can 'tag' vertices, you can just use existing vertices on the model, for a point source, like John's torches, it's a simple as that, for Eliminator's sword, yes, it gets a bit trickier, but still doable with only a very minor change to the G3D file format.

Worth looking into I think.

Quote
... Maybe its better to support another model format one day
Yes, ultimately that would be good.

Quote
( ogre or whatever )
no comment.

Quote
Thinking about particles in general some more realistic ideas for the moment:[/b]
   ....
   I think there are endless possibilities!
Yes, much fun can be had here  ;D

Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )
np :)
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ultifd

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Re: megaglest (3.2.4_beta3 with black particles available! )
« Reply #313 on: 26 February 2010, 00:05:43 »
Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )

https://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download

Thanks Silarm.

Yeah it "works" now, but I am confused...Should I overwrite the files from the betas to megaglest 3.23 or Orginal Glest 3.22...?  ???
 ::)

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #314 on: 26 February 2010, 00:15:58 »
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o

ultifd

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #315 on: 26 February 2010, 00:25:30 »
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o
:P
Anyways I was playing megaglest w/ indians and I saw some particles... yay.  :)
Only saw the spearman's particles...

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #316 on: 26 February 2010, 01:06:10 »
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o
what faction/s were they?
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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #317 on: 26 February 2010, 01:10:44 »
I think GAE coders were talking about a variable AI whose difficulty you could specify during game set up.  There would be other factors too, like aggressiveness, and how much it would know about you (like where you begin the game from).

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #318 on: 26 February 2010, 01:32:40 »
Titi dose team color work in the attack and splash particles?
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titi

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #319 on: 26 February 2010, 09:20:18 »
@Eiliminator: No, teamcolor in attack and splash particles are not possible yet. Is there really a need for this?

@Little Helper: I think its impossible to beat 3 Mega-CPUs! The only way you can do something like this is a buggy faction setup the AI cannot play! Maybe a very strange map setup can cause this too!
If you want something challenging play the following setp:
map: Domination Islands, you in slot one and all Mega-CPUs playing egypt in the other slots ....good luck  ;D
If you can do this please make a screenshot and i will work on the CPU player again  ;)

@ultifd:
Are you shure you had the new data when playing? The indians have particles in a lot of places!
for example:
campfire and campfire destructed
golem and golem destructed
horsemen is throwing some dirt when running
destruction effects for all burnable units like tents, reed ...

By the way, we are currently setting up the particles in all the other factions!

« Last Edit: 26 February 2010, 12:48:21 by titi »
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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #320 on: 26 February 2010, 13:10:30 »
Well, when you've got the data all ready and you have stable 3.2.4 binaries out, then packages will be on their way! :D
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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #321 on: 26 February 2010, 15:13:40 »
@Eiliminator: No, teamcolor in attack and splash particles are not possible yet. Is there really a need for this?
YES! It would be realy cool and fun!
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titi

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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #322 on: 26 February 2010, 19:05:43 »
ok its done, but I still have to test it.
By the way, teamColor particles had a problem in the current version because it was a "teamcolor" not a faction number related color  ...
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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #323 on: 26 February 2010, 21:58:36 »
Thanks.  :)
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Re: megaglest (3.2.4_2_beta3 windows working now! )
« Reply #324 on: 27 February 2010, 00:05:00 »
@ultifd:
Are you shure you had the new data when playing? The indians have particles in a lot of places!
for example:
campfire and campfire destructed
golem and golem destructed
horsemen is throwing some dirt when running
destruction effects for all burnable units like tents, reed ...
Well... actually it was trying it out a MegaCPU and well...  ::)
 :-[
Quote
By the way, we are currently setting up the particles in all the other factions!
Great.  :D