Author Topic: Malevolent Rising - Remake  (Read 112906 times)

John.d.h

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Re: Malevolent Rising v1.1
« Reply #275 on: 28 July 2010, 15:52:58 »
Unstuck for now.  When we get a working version that works for everybody, that may change.  Anyway, hope you get it sorted out, as I'm sure a lot of people would like to play this.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #276 on: 28 July 2010, 17:02:25 »
fair. but it won`t work without any error message or any kind of information to report..

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #277 on: 28 July 2010, 22:09:27 »
I've got DDR3 but I've tested my mod on my little bros laptop which has 2GB DDR2 RAM and a slow single core intel processor,I don't know all the specs but it has on board intel chipset gfx so pretty crap really but it works at a playable rate. Also I've got a system which is in the middle of these specs with 3GB DDR 2 ram and a dual core intel processor with NVIDIA gfx (my laptop has 4GB AMD GFX) so hardware based it can't be put down to GFX cause I've tried it on 3 different types and it works with DDR2 and DDR3 RAM.
Maybe it's something to do with the download or Linux as I've not got any Linux systems.
I should try downloading it myself and seeing if it works... but apart form that Linux is the only thing I haven't really tested it with, everythng is in lower case too as I've always worked case sensitively.

John.d.h

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Re: Malevolent Rising v1.1
« Reply #278 on: 28 July 2010, 22:25:09 »
I don't think it's a Linux problem, since Gabbe and Omega play (AFAIK) on Windows.  Anyway, you could burn a Linux Live CD and test it out yourself.  It's really quite painless.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #279 on: 29 July 2010, 00:40:31 »
I try Linux tomoro

Omega

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Re: Malevolent Rising v1.1
« Reply #280 on: 29 July 2010, 02:42:02 »
Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.

Similar here. I'll have a look why your mod needs so much memory.
For one part, most likely because the images and models are almost 1GB, though that doesn't explain the 1.7GB+ memory reqs, or why my computer, with 4GB physical + 4GB virtual fails.
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #281 on: 29 July 2010, 10:16:15 »
Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.

Similar here. I'll have a look why your mod needs so much memory.
For one part, most likely because the images and models are almost 1GB, though that doesn't explain the 1.7GB+ memory reqs, or why my computer, with 4GB physical + 4GB virtual fails.

The models have a lot of frames but aren't too high poly (though some are quite detailed but not non-game poly like those zbrush sculptures you see a lot of) I'm going to be cutting down all the frames of the models at some point. Otherwise though I don't think it's anything to do with specs because I've tried it on different builds with no problems.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #282 on: 29 July 2010, 11:29:47 »
IT WORKS  MATE!!!!!!!!!!

tested with using only me and no oponent with succes!!!

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #283 on: 29 July 2010, 15:33:36 »
IT WORKS  MATE!!!!!!!!!!

tested with using only me and no oponent with succes!!!

Awesome, I think I'm going get back to working on it soon, I'm gonna focus on optimising the Necribus faction reducing its size by at least half then I'll follow it as a guideline for the rest of the factions.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #284 on: 29 July 2010, 16:25:16 »
It works with 4 necribuses! yayayayayayayayayy!!!! finallly!!!! and i didn`t do anything, it fixed itself!!!!! Omega, try with playing only you, might help you!!

Omega

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Re: Malevolent Rising v1.1
« Reply #285 on: 29 July 2010, 17:59:29 »
Tried, but nope, no success.... =(. I might try to see if it'll work on my sister's much weaker computer when she gets back (she has my old one).
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #286 on: 29 July 2010, 20:48:16 »
Tried, but nope, no success.... =(. I might try to see if it'll work on my sister's much weaker computer when she gets back (she has my old one).

Are you using the zShare version or the two seperate FileFront packs (core files and necribus faction) as the zShare version may not be reliable?
Also check your shadows settings (one of the laptops wont run with ShadowMapping but works fine with Projected).
« Last Edit: 29 July 2010, 20:55:51 by ChupaReaper »

Gabbe

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Re: Malevolent Rising v1.1
« Reply #287 on: 29 July 2010, 22:37:48 »
Im using the current one...for download

ultifd

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Re: Malevolent Rising v1.1
« Reply #288 on: 17 September 2010, 00:49:36 »
Well I guess you have been busy for a while, but that's fine.
So now GAE 0.3 is up :) but if you are going to update you should probably wait for GAE 0.31, as it has some small but annoying issues on windows.

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #289 on: 17 September 2010, 00:56:48 »
Well I'm back lol! I haven't been doing much work on this project for a while, been preoccupied but by all means this project is still alive! At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.
I thought I'd let out this little update because I've just got my mod working with the new GAE v0.3! Wow it looks pretty awesome!
Using windows only I like the whole integration where user info is saved under Users rather than with the game files, getting the game to run was tricky until I discovered that the Start In box in the GAE shortcut had to direct to the root of the project not /bin where the actual .exe was.
With a better aspect ration for widescreen now and clearer fonts I'll be getting some nice fonts into use.
Also I'm gonna give the Asmodeus and Arachnotron demonic units a transport ability so Arachnotron can carry Trites and Asmodeus can carry numerous units but that's all, the Necribus faction wont be using too much of the new transport feature but I may take a better advantage of this feature with other factions maybe a more defensive one such as the Hyperion faction I've started working on.

I'm not sure when the next update will be as I'm back for my second year at university next week also I've started a little Streets of Rage inspired 2D fighter project and I resurrected my old GZDoom project as that engine has updating a good bit too! Ah so many updates lol!

And @ultifd I was just about to send this when I was told there was a new reply lmao!

silnarm

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Re: Malevolent Rising v1.1
« Reply #290 on: 17 September 2010, 09:39:44 »
... At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.

Hold everything! Actually, do the textures, but hold off on modifying the models, I can whip up a crude tool to strip frames out for you, for some of the models you may not like the result and will want to tweak the animation and re-export, but for the vast majority of them it will probably be sufficient, and will save you a hell of a lot of time.
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #291 on: 18 September 2010, 22:43:26 »
... At the minute I've been working on optimising the Necribus faction, mainly to do with model animation frames and texture sizes.

Hold everything! Actually, do the textures, but hold off on modifying the models, I can whip up a crude tool to strip frames out for you, for some of the models you may not like the result and will want to tweak the animation and re-export, but for the vast majority of them it will probably be sufficient, and will save you a hell of a lot of time.


Excellent, atm I've only done the textures, so a tool to do the models fast would be perfect! I think the main reason why it loads so slow and has such a large size is more to do with the models rather than the textures. I've got to delete stuff like the horizontal gatehouse, etc because buildings can be rotated now too so there's no need for them. Can you make this tool so that it can half frames rather than having to pick which exact frames are removed, etc.
« Last Edit: 19 September 2010, 11:44:36 by ChupaReaper »

ChupaReaper

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Malevolent Rising Update: v1.1.1 Optimising and The Desert
« Reply #292 on: 24 September 2010, 21:56:17 »
MRise v1.1.1 (1.2 is the next release, this subversion is a little stump along the way!) I got a bit bored so decided to start working on a new tileset, I haven't done any work on the Hyperion faction as I want to get the Necribus faction all optimized so the Hyperion follows in its footsteps. The Necribus just needs their model animations shortened and a few other things sorted.
(click to show/hide)

I have got the basic Hyperion units ready (Walls, Gatehouses, Stockpiles, Treasuries, etc). They still need Huts, Houses, Hamlets and Stormgates, then there's the military buildings.
« Last Edit: 8 October 2016, 13:33:44 by filux »

ChupaReaper

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Malevolent Rising Update: v1.1.2 Hyperion Buildings
« Reply #293 on: 25 September 2010, 15:33:25 »
(click to show/hide)
Another mini-update, I eventually finished off all the Hyperion general builds, they're all on display in the screenshot above. I've done up some of the Necribus units also. v1.2 (next release) is waiting on the Necribus model optimisation and final test with GAE 0.3.1.
« Last Edit: 8 October 2016, 13:34:11 by filux »

ChupaReaper

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Malevolent Rising Update: v1.1.3
« Reply #294 on: 26 September 2010, 00:03:14 »
Ok so I've triple posted now so next will be v1.2 no more little tiny updates...
I've finally done the Angels, one half of the Hyperion faction, their Jotuun (Half-Giant) allies will come along later.
(click to show/hide)
A little under dressed for icy conditions? Don't fear, Angels don't rely on temperature they're powered by Zola energy (a fusion of Light and Astral, a.k.a Holy power and all that stuff)... They like the minimalist approach to dressing.
The Angels will bring with them Zola creatures known as the Astrais, these creatures of light wont do much by terms of attacking though, they have powerful healing abilities and other emanation to help fighting units during battle. There will of course be annoying spam units called Pixies though rather than sparkling midgets Pixies in MRise are giant white wasp like creatures, very weak, weaker than Necribus Zombies but they can fly.

More info on the Hyperion will come when the Angel Archers and Angel Purifiers are complete, keep check on the MRise website's Hyperion section for more info.
« Last Edit: 8 October 2016, 13:34:34 by filux »

Gabbe

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Re: Malevolent Rising v1.1
« Reply #295 on: 26 September 2010, 15:23:19 »
Wings Wings!

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #296 on: 26 September 2010, 15:28:52 »
Wings Wings!
I was thinking about adding wings but I decided that it would give them too much of an advantage having flying harvesters vs other factions, there will be winged more angel looking units coming though.

John.d.h

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Re: Malevolent Rising v1.1
« Reply #297 on: 26 September 2010, 16:13:23 »
Since they're kinda lesser angels, maybe you could give them short stumpy wings that can't quite fly?  Just a thought.

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #298 on: 26 September 2010, 16:18:46 »
Since they're kinda lesser angels, maybe you could give them short stumpy wings that can't quite fly?  Just a thought.
I could do, but really the 'greater angels (winged ones)' are more creatures rather than fully intelligent beings so they don't have much relation to the 'lesser' ones. They would look good with little wings like, I might add them, I've just got them all exported and ready so I'll leave them for now unless their miniwings come high in demand lol. Maybe I could play about with the particle system to add light glowing wings...

ChupaReaper

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Malevolent Rising Update: v1.1.4 The Archery District
« Reply #299 on: 26 September 2010, 17:42:02 »
Another mini update. The next release will be moved to something higher like v1.6 (but don't worry this is technically v1.4 it's only not because I said I would release at v1.2 but I can't until some models are optimised and that I've checked it all works with GAE 3.1 when it comes out).

I've added bows and crossbows to the Angels making Angel Archers and Angel Purifiers and then I built them their barracks the Archery District.
(click to show/hide)

Next I'm gonna work on all the upgrades then the Jotuun are coming along...
« Last Edit: 8 October 2016, 13:34:56 by filux »