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 73779 times)

ultifd

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Re: Dwarves WIKI Page
« Reply #225 on: 11 September 2010, 04:15:20 »
https://docs.megaglest.org/Dwarves
Feel free to help add information.  :thumbup:
I will add more myself...later.

jda

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Dwarf Aglarond now release 0.1.2
« Reply #226 on: 16 December 2011, 03:04:45 »
After an unspeakably long period of inactivity in this faction's development, here's, at last:
[big]A new release of Dwarves Aglarond: 0.1.2 ![/big]  :bomb:

Download link: http://www.mediafire.com/file/48scdtf6p669hy9/dwarves-aglarond-0.1.2.7z

Changelog from Dwarves Aglarond 0.1.1 to 0.1.2:
- NEW UNIT: Goat, modelled by -Archmage-, textured by ElimiNator, rigged and animated by jda. Replaces the Pig.
- Modified textures (team color added / Improved), by jda: Guardian and Outrider.;
- Modified sounds for the Outrider, all still coming for Magitech;
- Modified XMLs (for better balance and fun and for setting the ground for future developments): Bombard, Dragon Slayer, Engineer, Farm, Flame Team, Foundry, Guardian, Outrider, Warrior and Worker;
- Updated file readme.txt.

Still a bit to go on the path to Dwarves Aglarond 0.2 but we are on the way...  :D

All feedback welcome!

P.s.: Thank you very much for the Wiki article, UltiFD, looks great - I might make an edit or two, to include the goat in the list of units.  ;)

P.ps.: FYI, the former release, Dwarves Aglarond 0.1.1, got downloaded 1002 times!  :thumbup:
« Last Edit: 16 December 2011, 19:38:32 by jda »

John.d.h

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #227 on: 16 December 2011, 04:53:53 »
Sweet.  Downloading now. :thumbup:

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #228 on: 18 December 2011, 07:09:25 »
From John.d.h's Project Red thread:
The pig sounds were bothering me a bit, so...

https://github.com/johndh/Project-Red/commit/ccfeec48cc427a9b992248512f61cada26b223a1

Hence, thanks to John (  8) ), a patch has been released for the Aglarond 0.1.2, with the following fixes:
- New sounds for the Goat (first time ever a sound in the Dwarves faction doesn't come from Magitech, woot!  :D ): Selection and Dying;
- The Farm now provides the "Meeting Point" functionality (I had missed on that one when I made it produce animals, back on Aglarond 0.1);
- Updated readme.txt (minor format change and new credits included).
Patch dowload link: http://www.mediafire.com/file/2zhz14k83yda0hl/dwarves-aglarond-0.1.2-patch1.7z
Installation instructions included in the patch-file, on "install.txt". ;)

Bloodwurm

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #229 on: 18 December 2011, 18:25:59 »
Dwarves need to dig tunnels and burst into the enemy's base unnoticed :)
(Nydus canals anyone?)

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #230 on: 19 December 2011, 04:34:18 »
Dwarves need to dig tunnels and burst into the enemy's base unnoticed :)
(Nydus canals anyone?)
Thanks for the idea! :)

My first thought on this was "Impossible" with the current engines available. But on second thought, it might actually be quite possible!

You see, the Glest (GAE and MG engines too) maps are one-layer only.
You have two "fields" on classic Glest and MG, plus three water-related fields on GAE.
The two classic fields are "land" (called "surface" on GAE) an "air".
Now, air units defined as such on their respective XMLs have the ability to "walk" past unwalkable zones (like big rocks, water and such).
Now an important side-note:  there is a somewhat little known limmitation: the <height value="<number>" /> tag in the unit's parameters. Classic Magitech's Magic faction's Archmage Tower has this number set to 11. Thus you can easily see the Magic dragons circling around the tower, not going through it! Now, on the same techtree, Tech's Defense Twer has a height value of only 6 and you might see the Airship's bottom gun going through the said tower at times - the airship, like the dragon go "through" the Defense Tower but not the Archmage tower... I did some testing a while back (but forgot what is the actual "too high to fly over" value) and indeed, if you give the Defense Tower a height value of 11 (in its XML), the air units will circle around it as they do with the Archmage Tower!
Now, the air units themselves also have a <height value> but this seemingly serves yet another game mechanics purpose: defining the unit's center, where it will take in a projectile fired at it - test e.g. with the Magic Behemoth. ;) It does not affect how high they fly, just their height from bottom to top... The height at which an air unit "flies" is defined by its 3D model! (I initiially had my yet unreleased Skyship "fly" at ground zero  :O ). There is, at least in Blender, a kind of ground zero line; move your unit's 3D model object above it (in the modeller software. e.g. Blender) and it will appear "flying" ingame, even if it doesn't actually is defined as an "air" unit.
Another side-note: Now I think about it, there was a bug a good while back (maybe as far as in the classic Glest engine, before its final version, but not sure) that made ground units appear over the groundline...  :-\ Seems there are several things to consider here...

Anyhow... back to tunnels:
1. I can morph this kind of special dwarven unit to one I modelled bellow ground zero;
2. I send it walking to wherever I want to pop it out of the ground - it will still be bound by the unwalkable parts of the map but ... it's a start...  ;D ;
3. I then morph it out at where I want it.

Problem 1: It will still be seen and attackable (and able to attack) by enemy units - in classic Glest, MG and current GAE - though "cloaking" is in current development on the later. So... GAE could fix it . (this current version is being developpend all three engines compatible, i.e. using only the classic Glest capabilities. But John.D.H. toghether with Wciow (Dwarves original author) and kind of myself, is developping a GAE specific Dwarves faction, in the context of his Project Red mod. Check it out! ;) )
Problem 2: Specific paths, independent of the actual surface-map would require a different map. Though some enhancements in GAE might, eventually, serve as a ground to go around that issue. Stuff in development such as Walls (on which the units might be able to walk on and which (the walls) might be attacked from ground zero (a different ground level), ...).

Possible alternate sollution or not? : GAE's teleport ability might be used to make them disappear from somewhere  to somewhere else, but I think that would be instant - unless there is some kind of timer that can be added to it...? Maybe some sort of "casting time" - I'm not familiar with the Teleport functionality.

Well... long rant just to get my thoughts on these "recorded" for future reference.
And to let you know: not any time soon, I'm afraid. At least on this release. Will give the heads up to John.D.H., maybe he can sort it out sooner than later...?

Thanks again and cheers! :thumbup:

Omega

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #231 on: 19 December 2011, 06:21:51 »
You know, that could possibly be one of the best tunneling ideas I've heard yet. For the most part, the concept of how tunnels would work has been held down by the inability to describe a perfect method. However, there's a lot of limitations, as you mentioned. I could think of two distinct possibilities:

1. Tunneling would be a new command (using move and stop skills), which would simply allow the unit to move underground, during which time they are immune to attacks and cannot be attacked (in the future, if an "attack-location" command is ever added, perhaps a new parameter could determine whether or not it could hit units "underground"). Being a new command, rules such as preventing the unit from attacking could be used, and the unit could be told which fields they could cover underground (eg, whether or not they could move under deep water as well). In addition, as a new command, you could have units moving underground use a different move skill, allowing you to have units underground move considerably slower than above ground (which we'd expect to occur). However, one issue comes to show with this: how do you find units that are underground (you can't see them after all)?. I'd presume that you'd specify two models and unit particle effects: one which opponents could see (which could be nothing, or could simply be a very subtle particle effect of dust moving) and one that the player could see (which could be a large flag, extruding out of the earth so the player can distinctly find underground units). Of course, underground units wouldn't be seen normally by opponents, not appearing on their minimap, nor being selectable or being seen for that matter.

2. A theory proposed in the past was to create start and end points, which would have to be built (eg, we build an endpoint at our base, and another near the opponent's base). Units could be told to enter an endpoint (which would have a list of units that it can "carry", much like transports), then either one of two things could happen. If we imposed a limit of a single tunnel per player, the units could simply head to the other endpoint. If we allowed players to have more than two endpoints, we'd have to provide a method of choosing which endpoint to "come out of", such as with a prompt. Regardless, a time value would specify the length of time for units to appear at the other endpoint (which could be a lengthy period of time if it's supposed to be a true tunnel, or could even be zero if we wanted a type of "teleportation machine". If the endpoint the units are heading to is destroyed, the timer would reverse. If the timer reaches zero again, they'd appear in their initial endpoint (think: a cave in halfway through the tunnel - head back). If the initial endpoint is destroyed before the timer reaches zero (ie, the units didn't make it back in time), the units in the tunnel would be destroyed.

Neither method would be simple for the modder nor the programmer. I cannot see any reasonable way to make a pathing system.

You should consider making a separate feature request.
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Psychedelic_hands

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #232 on: 19 December 2011, 07:03:16 »
https://forum.megaglest.org/index.php?topic=7026.0

When I suggested the idea, no one seemed to like it haha. Oh well, you've put a lot more thought into your suggestion ;).

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #233 on: 19 December 2011, 07:25:20 »
Thanks for the feedback, Omega!   8)

Yeah, I hadn't even thought of the underground units visibility when I posted above.  :O That's a very good point; yeah, I guess something like a "flag" visible only to the player (and possibly his allies) would be an effective and efficient sollution.  :thumbup:
Still, a kind of "bug" might actually be used in this aspect. I believe there was one where the camera could go inside mountains - why not let it go "underground"?  ;) Of course, the mentioned flags would still be useful for the player to have an easy view on her units' progress and such.

In regards to your possibilities for implementing this, I will discuss them in the GAE forum, though not really as a feature request - too large an issue, too vague still, too much need of discussion beforehand ...

Also, this faction is still engine-independent (and a lot will still be done before going engine-specific). At the same time, John.D.H.'s Project Red is already moving this faction to GAE. So... this is definitelly the least apropriate place to discuss furhter engine-development. :P

Will edit this with a link to the GAE forum topic, once I have it doen.  ;)

P.s.: Will also have a closer look at your thread later, Psychedelic_hands. (BTW, can I shorten your name to "Psy Hands"?  ;D )

EDIT: Link to GAE post on this subject: https://forum.megaglest.org/index.php?topic=7873.msg79303#msg79303
Please, PLEASE continue this discussion on that other thread! Thank you.  :thumbup:
« Last Edit: 19 December 2011, 07:53:35 by jda »

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #234 on: 22 December 2011, 21:55:18 »
Yet a minor patch has been released to the Goat unit!
This one improves a little on the animations - the difference really is minor (so you might want to skip this one though it's a 75 KB download only). But I needed the practice to unrust myself! It turns out having a two-bones spine makes a huge difference! I battled Blender a lot to get the former animations out (and on detail, they were flawed) because I had two options: either move only the legs with no body motion or have the body quirk unpredictably on each single-leg repositioning - madness, I say, madness!
The current two-bones spine lets me move the legs more freely while still adding some natural-looking body-motion. Even though there is still something not perfect... But I got enough practice to work on other units' animations who desperatelly need them:

- The Dragon Slayer ( -Archmage- made some awesome new weapons for him and I also added a cape to the unit to have a place to put teamcolor on, so the new model looks pretty good if I may say so myself);
- The outrider also has a new weapon which should fix a glitch with his attack skill - of course, all animations need to be redone with the new weapon.
- Then... the long-promised Skyship, brand new air unit for the Dwarves. It's modelled but still needs texturing and animation...
Those will probably be the priorities now - there should be other glitches corrected before moving on with the Skyship, and some rather big changes implemented but it's been waiting for too long  so...

Anyways, the latest patch to Dwarves Aglarond 0.1.2, patch 2, can be downloaded from: http://www.mediafire.com/file/ceji3wdv04yx8v4/dwarves-aglarond-0.1.2-patch2.7z
Changelog:
- Updated readme.txt file (also added section "Extras", listed on this topic's first post as well);
- New Goat animations (I also shortened its tail a bit BTW);
- Edited goat.xml: speed and anim-speed reduced from 100 to 80 on both values.

Have fun! :)

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #235 on: 10 January 2012, 20:20:39 »
So far, Dwarves Aglarond 0.1.2 has been downloaded 26 times, whereas patch 1 has been downloaded only twice and patch 2 only once!

Hence, patches 1 and 2 to 0.1.2 have now been included in the new "patch-packed" release: Dwarves Aglarond 0.1.2p2. Please see first post on this thread for the download link.

Enjoy! :)

jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #236 on: 13 January 2012, 19:05:09 »
Kind of embarassing WARNING:
The download link on the Wikia page for this faction had not been updated!
This simply because I had a really tough time finding the way to edit that template's contents... /sigh

Hence there were 4 downloads for the latest, pathced release (downloaded with the link on this forum topic) and 8 from the link on the Wikia...
So if you happen be reading this and to have downloaded it from the wikia thes past few days, I'm sorry, that was not the most recent release... :(

Anyway, I got it now, the download link on the wikia is up to date too:)

-Archmage-

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #237 on: 1 March 2012, 09:03:59 »
Hey old buddy old pal! If you want I still love to animate awesome things! :D
Egypt Remastered!

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jda

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #238 on: 1 April 2012, 13:05:48 »
ARCHMAGE!!!! I thought you were MIA!!!  :D
(erm, sorry for my own so delayed response...)
How are you doing?

Sure, your animation skills are most welcome.  8)
I have all the .blends and .tgas and stuff on "uncontrolled versions" mode though. I need to sort stuff out (might make a github account for the project). When I do, I'll be glad to see some work on it.

Will try and set things up ASAP.

Glad to see you, again, Arch.  :)
Cheers!

-Archmage-

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Re: Dwarves Aglarond 0.1.2 released !
« Reply #239 on: 1 April 2012, 16:31:03 »
If you've checked out the Megapack Update faction, you'll see I kinda picked up the cross for that. I'm now a 1-man team working on the Megapack.
I'm doing good! Yourself?

I'll still do some animation though! :)

Glad to see you too bro!

Sorry for a bit rushed post, but there is pizza to be assimilated!
Egypt Remastered!

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