Poll

How do you like the new 0.1.2 release compared to the former 0.1.1 ?

Much better !
0 (0%)
Better !
1 (50%)
No big change
1 (50%)
Worse .
0 (0%)
Much worse .
0 (0%)

Total Members Voted: 2

Voting closed: 16 July 2016, 23:17:48

Author Topic: Dwarves Aglarond 0.1.2 released !  (Read 73784 times)

-Archmage-

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #200 on: 27 April 2010, 11:27:10 »
Weight painting?
Could you please post a new topic in the Tools board explaining that? :D :D :D
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #201 on: 27 April 2010, 14:40:49 »
Thank you so much, John.d.h and ElimiNator! 8)  :thumbup:

@ Archmage
Code: [Select]
https://docs.megaglest.org/Video_tutorials#How_to_create_a_simple_animation
« Last Edit: 18 June 2016, 19:28:44 by filux »

wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #202 on: 28 April 2010, 00:17:12 »
The faction color textures for the dwarves should be done by the end of the weekend but I wanted to ask if I made the organ/gatling gun myself, would you consider it for the dwarves please :angel: :angel:

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #203 on: 28 April 2010, 02:01:20 »
Quote
@ Archmage
Code: [Select]
https://docs.megaglest.org/Video_tutorials#How_to_create_a_simple_animation

Cool, I want to make something on how to make a running animation. :D



Sorry for OT. :-[
« Last Edit: 18 June 2016, 19:28:29 by filux »
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #204 on: 28 April 2010, 05:07:11 »
The faction color textures for the dwarves should be done by the end of the weekend
Awsome! Just post a link to download them on this topic when they're ready. ;)
Thanks!  8)

Quote
but I wanted to ask if I made the organ/gatling gun myself, would you consider it for the dwarves please :angel: :angel:
Organ gun: definitelly not, the engine doesn't allow it to be useful as it was in real life and so it adds nothing to the mod (besides, it would have those animation problems and ... read on! ;D )
Portable gatling gun: No, there's no space or need in this faction for another ranged attack unit.
Gatling gun replacing current Defense tower: No, the gatling gun would look completelly off theme on the early game.
Gatlng gun as upgrade to the Defense tower: Possibly (in late game it fits better, conceptually) but very hard to implement because of all the reasons stated earlier on this thread.

Hey, if you really want a gatling, gun, just add it to some other mod! :P

If you really really really really want to have dwarves with a gatling gun, why don't you just make a Dwarf faction mk2? :P
The Dwarf faction is released under Creative Commons Attribution Sharealike 3.0 Unported which does allow anyone to produce derivative work from it, just as long as you abide by the license terms. The full text of the license can be found in the file license.txt, included in the latest Dwarf package. ;)


Quote
@ Archmage
Code: [Select]
https://docs.megaglest.org/Video_tutorials#How_to_create_a_simple_animation

Cool, I want to make something on how to make a running animation. :D



Sorry for OT. :-[
"make something on how to make"? Like a tutorial? Cool!  :thumbup:
I guess we can exchange a couple relative OT on this topic every now and then. :)
« Last Edit: 18 June 2016, 19:28:00 by filux »

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #205 on: 28 April 2010, 13:07:19 »
Note: I'm double posting but think it makes sense to.  :angel:

I'm still working on the Dragon slayer but doing other stuff for the faction too... ;D

Teamcolor on Guardian texture:
The original texture had so very little teamcolor on it (and small, and dark too! :O) I had never actually realised it had any before starting to edit it... :O
Here is the old texture (still current on Aglarond 0.1.1):
Code: [Select]
[img]http://img408.imageshack.us/img408/2053/guardiantextureoriginal.png[/img]
I did my first edit of it quite some time ago but I'm not really happy with it (I mean, it works well but I'm not sure it's the best option):
Revision 1 of the Guardian's texture:
Code: [Select]
[img]http://img38.imageshack.us/img38/9105/guardiantexture1.png[/img]
But recently I tried other stuff.
This is the best I got so far (revision 2):
Code: [Select]
[img]http://img62.imageshack.us/img62/3416/guardiantexture2.png[/img]
So which one should be in the next release, revision 1 or revision 2?
« Last Edit: 11 April 2016, 15:12:25 by filux »

titi

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #206 on: 28 April 2010, 13:14:50 »
Although I think the second one was much more complicated to do I still prefer the first one. Teamcolor is more obvious and it still looks good!

How do they look in the game, maybe showing one screenshot with different colors?
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #207 on: 28 April 2010, 13:47:00 »
Number 1 definitely
You know what, I should make dwarves mk2 though not now as I'm busy doing the textures for dwarves, redoing tech, and magic and doing stuff for GLADE, plus trying to get back to the gervoriath. :O :O :O :O

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #208 on: 28 April 2010, 15:08:00 »
I love number 2! :D :thumbup:
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #209 on: 28 April 2010, 15:40:16 »
Although I think the second one was much more complicated to do I still prefer the first one. Teamcolor is more obvious and it still looks good!
It really wasn't complicated. On the GIMP, I just used "Select by color" and then a little bit of "Magic selection" here and there. The rest was what I do for any team coloring: added a white mask and painted the selection gray (I don't actually remember what gray I used exactly but I think it was 0x777777), applied the mask and was done. :)
But naturally yes, teamcolor on revision 1 is much more visible.
Actually my main objection to it is that the colored area is very similar to that of the warrior (being that compared to Tech, Warrior≃Swordman and Guardian≃Guard). The two models are very different and not easily mistaken even in a big battle but I'd like every unit to be as original as possible (following the general theme and their particular characteristics of course). Also, in the original model, that kind of looks like a metal plate...  :look: ::)

Quote
How do they look in the game, maybe showing one screenshot with different colors?
K, here's four of them:

Vanilla Glest normal gameview, red revision 1 and blue revision 2:
Code: [Select]
[URL=http://img51.imageshack.us/i/screen37.jpg/][IMG]http://img51.imageshack.us/img51/6586/screen37.th.jpg[/img][/URL]Full zoom-in view, red revision 1 and blue revision 2:
Code: [Select]
[URL=http://img693.imageshack.us/i/screen38k.jpg/][IMG]http://img693.imageshack.us/img693/314/screen38k.th.jpg[/img][/URL]Normal view, yellow revision 1 and green revision 2 on the background:
Code: [Select]
[URL=http://img99.imageshack.us/i/screen39.jpg/][IMG]http://img99.imageshack.us/img99/245/screen39.th.jpg[/img][/URL]Normal view, green revision 2:
Code: [Select]
[URL=http://img163.imageshack.us/i/screen41.jpg/][IMG]http://img163.imageshack.us/img163/9476/screen41.th.jpg[/img][/URL]

Number 1 definitely
You know what, I should make dwarves mk2 though not now as I'm busy doing the textures for dwarves, redoing tech, and magic and doing stuff for GLADE, plus trying to get back to the gervoriath. :O :O :O :O
Thanks for the "vote". :)
Yeah, I'd actually like to see your Dwarves mk2. ;) But it does look like you have quite a bit on your plate now, just takeyour time. :)


@titi, wyvern and Archmage
Could you guys please vote on the poll above? It'll be easier to count the votes and only takes you a split second to click... :D

EDIT: I only now realised the voting on the poll was still locked (from the former poll)... Sorry. :-[
You can vote now! ;)
« Last Edit: 11 April 2016, 15:13:13 by filux »

wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #210 on: 28 April 2010, 16:39:21 »
I cast my vote, I really like this mod, I just wish it was larger and that's why I plan to expand it some time in the future :) :), I'm almost done with the textures so it should be posted this weekend ;D

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #211 on: 28 April 2010, 17:12:37 »
Thanks for voting and for your work on the faction. :)  :thumbup:

wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #212 on: 28 April 2010, 17:14:24 »
If the dwarves are foot troops for melee they should have a halberdier with the outriders original weapon

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #213 on: 28 April 2010, 17:18:12 »
I've been thinking of that for a very long time...
But we need an hammer-wielding unit too, no Dwarven faction would be complete without it! ;D

I have a possible sollution to that I'll post when we get to discuss 0.4. For now, 0.2 and 0.3 are mostly graphical retouching and XML fine-tuning. ;)

wyvern

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #214 on: 28 April 2010, 17:27:42 »
Sounds nice

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #215 on: 14 May 2010, 22:08:04 »
Did you think this was dead?  :o
Well, it's not. It's just moving at dwarven speed, i.e. slowly. ;D

Anyways... I've been working on the Dragon Slayer as I'm sure everyone remembers... ( ::) )
It is NOT completed! I did the basics of the texturing, which you can see below:
Code: [Select]
[URL=http://img685.imageshack.us/i/dragonslayertexturedmay.png/][IMG]http://img685.imageshack.us/img685/1826/dragonslayertexturedmay.png[/img][/URL]And... looking at that, I am reminded I forgot to reposition the Dragon staff after I re-changed the cape a while back... ;D Anyways...
I tried to add some "waving" effect to the cape's texture but it didn't work out right, so I'll get a go at that later on...
Also... the Dragon staff has only the very basic texturing done. I know what needs done for the current erm "staff", but the .tga is full already and before I go on into rearranging stuff around in it... I want Archmage to do the Dragon staff Attack anim ... so I can see if I need to add anything more to the texture. Can you do that, Archmage? ;)
The battleaxe's texture I think is finished now (actually I might smooth out an effect of painting with clipboard contents but I don't think it' actually visible ingame).
Next I'll be adding the armature Archmage did for the Engineer and mod it to fit the Dragon slayer's specs. ;)

Now... for the rest of the people who were supposed to be working on this faction, i.e. Archmage, ElimiNator and wyvern... did you ALL forget about it?  :o

Here's what each of you signed up for:

Eliminator
  • Goat idle and walk animations;
  • Construction and destruction models for Farm, Warriors hall, Foundry and Rhinox pen resizing/refitting to the current base models sizes and cellmaps.

-Archmage-
  • Outrider animations: Idle, Walk, Attack, Die;
  • Warriors hall MegaTech particle systems, if you want. :P

wyvern
  • Teamcoloring the Farm, Foundry, Rhinox and Stronghold base models.
  • And erm rescaling the worker and miner from the .g3d's; you never did say wheter you'd do it or not. :P

Anyone did / is doing any of the above?  :look:

EDIT: Added a possible task for wyvern.
« Last Edit: 11 April 2016, 15:13:37 by filux »

ultifd

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #216 on: 23 June 2010, 19:23:10 »
Like titi said, revision 1 is more obvious, so  :thumbup:
Quote
Did you think this was dead?  :o
Well, it's not. It's just moving at dwarven speed, i.e. slowly.  ;D
Maybe it is now?  :|

wyvern

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #217 on: 23 June 2010, 19:26:15 »
I can try rescaling the stuff, whats the other job?

jda

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #218 on: 24 June 2010, 02:35:06 »
Like titi said, revision 1 is more obvious, so  :thumbup:
Quote
Did you think this was dead?  :o
Well, it's not. It's just moving at dwarven speed, i.e. slowly.  ;D
Maybe it is now?  :|
My bad, sorry.

I have negleted this.
I will try and publish a 0.1.5 release (i.e. not all of planed for 0.2 done but a part of it yes) as soon as possible. Honestly, it may still take like three or four weeks.

As of now, me and wyvern are the only ones working on this. Well, not me latelly (though more done than on my last post).

I will try and release something, all I can as soon as possible.
Afterwards, depending on public reception and my own free time, I may continue this or not. If not, I will release all my plans for the future (to be used for anyone who may want to continue onwards) as well as all work done on my skyship.
But before that, I will publish 0.1.5 and I may decide to continue this regardless of anything else, gotta get myself going again... ;)

ultifd

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #219 on: 24 June 2010, 07:43:28 »
Nah, it's good...  :)
Well, too bad they forgot...anyways, I think we can wait.  :P
Just PM them... I guess...

Thanks.  :thumbup:

wyvern

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #220 on: 24 June 2010, 12:51:40 »
I'm working now but I kinda slowed down as well, still I'm getting back to finishing my part of the work here.

-Archmage-

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #221 on: 24 June 2010, 20:35:40 »
I'm gonna pass on the particles, but the Outrider is a WIP, the standing animation is done. :)
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jda

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #222 on: 27 June 2010, 01:37:26 »
Cool, Arch, welcome back! :  :thumbup:

Keep it going, wyvern! ;)  :thumbup:

-Archmage-

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #223 on: 1 July 2010, 12:24:54 »
Quote
Cool, Arch, welcome back! :  Thumb Up

Thanks.  :)
Sorry that I have to kinda ruin the new jolt of progress, but my laptop ain't so great right now, the internet's going all crappy on it, and that's the computer the outrider stuff is on. I've also been working on re-rigging it so that the animations will be easier to do.

In the meantime, I've got plenty of other stuff to catch up on.
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Psychedelic_hands

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Re: New Dwarf faction: Aglarond 0.1.1
« Reply #224 on: 13 July 2010, 08:07:56 »
I really love this faction, hope the good work continues man :)

« Last Edit: 6 April 2011, 10:42:21 by Psychedelic_hands »