Author Topic: Malevolent Rising - Remake  (Read 112908 times)

Gabbe

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Re: Malevolent Rising v1.1
« Reply #300 on: 26 September 2010, 18:48:35 »
Give them wings, but not flying :)

Omega

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Re: Malevolent Rising v1.1
« Reply #301 on: 26 September 2010, 20:39:38 »
I love it! I hope I'll be able to play (possible in GAE 0.3.1, since it fixes a pathfinding error that may have caused the crashes) or I will promptly throw myself over a cliff (except Glest's cliff's aren't very steep.... well, I'll throw myself down a hill then).

Don't worry about the angel's attire. Looks great. ;)
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #302 on: 26 September 2010, 23:05:36 »
Well I've still got the Jotuun next I've done all the upgrades just now, then there's the Astrais (angel creatures) and Aeriou (frost creatures) working names btw. I don't think it will have as many different units as the Necribus, lets see 8 spam units standard for all factions, then some basic melee and ranged creatures a small melee, big melee, small flying ranged, big flying ranged, some small flying melee creatures, then they will act as the main force alongside the angels and jotuun armoured up. Then the rest of the creatures will use emanations and effects to buff up the main force in terms of attack power, attack range, defence, attack splash radius and harvesting and building boost creature (will be fun to see some none-combat monsters roaming about).
The main idea behind the Hyperion is to throw forward a high defence melee army to fight things off upfront though with slow speed and attack but heavy blows then have a ranged army a good amount of distance behind firing away.
Hyperion and Necribus rival each other well though balancing will be important, the Necribus are fast and high attack, ranged units have a bit of a range boost but not much but they have a lot of attack boost. Necribus armies can zoom past Hyperion and will eventually beat down Hyperion melee but while that is happening the ranged Hyperion can do their job shooting from a good distance with high attack power.
Basically Necribus = Speed, Attack, Power; Hyperion = Defence, Range, Power
Attack = attack speed, Power = attack strength.
If stealth units come out then the Necribus are gonna have fun sneaking up to the ranged units with Darklings (good def against ranged attacks), but the sight boosting Hyperion unit will be able to detect them easily so they'll have to sneak past or have other units take down the sight units.
All good fun tactics, there're three more factions to come too all with a different mix of attributes!

Next release will be as soon as possible when GAE 0.3.1 and the G3D animation frame 'cutter' comes out! I might upload a preview of the Hyperion (just angels so far).
« Last Edit: 26 September 2010, 23:07:50 by ChupaReaper »

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #303 on: 29 September 2010, 01:26:17 »
A little preview of the Jotuun! Their concept has changed a lot but I finally decided to give them an Ice Golem appearance. These are the other half of the Hyperion Faction.
(click to show/hide)

We have the Jotuun (workers), Jotuun Warriors (light melee) and Jotuun Destroyers (heavy melee). These attack slower than the werewolves but deal more damage each blow, they also move slower but have better armour in return.
« Last Edit: 15 April 2016, 04:57:53 by filux »

ChupaReaper

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Malevolent Rising Update: v1.1.5 Rise of The Jotuun
« Reply #304 on: 29 September 2010, 20:10:38 »
(click to show/hide)

Finally finished off the Jotuun! The Hammer District its the huge building on the right, much bigger than everything else even the Necropolis tower from the Necribus but they are half-giants!We have Jotuun Warriors and Jotuun Destroys. Their hammers are modelled by my girlfriend (her first attempt at modelling) which turned out very nice.
« Last Edit: 15 April 2016, 04:58:15 by filux »

Omega

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #305 on: 29 September 2010, 21:47:16 »
Wow dude, that's very impressive. Can't wait to try it. Big things FTW! ;D
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ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #306 on: 29 September 2010, 23:21:49 »
Only problem with big things is it makes 64x64 maps very very small lol, MRise maps are 128x128 min but most are 256x256 and some are 512x512, though 256 and 512 crash with MRise factions at the minute, hopefully GAE 0.3.1 has that sorted out, I can't wait to play a full scale map, will be fun!

I've done some balancing doubling the armour of all melee units except ones that are meant to die quick so rather than them always being mowed down before they can fight back they can actually get to ranged units and beat them like they should. The AI just like to attack with ranged units and that's it and I found all my melee units useless which they should not be especially the Darklings in the Necribus faction, all fixed now though, most ranged units should be used more for defence behind walls, ranged units that are meant to face up in the battle have better armour or armour that is more resistant melee attacks.

I've found the AI all for for player 1 then player 2 and so on in that order, so if I'm player 8 I'm never bothered unless I cross the AI's path, they should randomize more for choose who looks like more of a threat or an easy target, etc. I think the AI is next to be worked on soon so this will probably be sorted out.

I've updated the Hyperion page with info on the Zola units and the two Creature Towers now finally named: Spire of Ambriel and Spire of Shiva. I'm going to be adding some Angel subfaction and basic Jotuun tactics too:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseHyperion.html]The Hyperion Faction[/url]
« Last Edit: 15 April 2016, 04:58:39 by filux »

ChupaReaper

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Malevolent Rising Update: v1.1.6.1 Sparkles!
« Reply #307 on: 2 October 2010, 00:16:22 »
If you're having Angels, might as well do the full whack, very opposite to my Necribus faction here lol... Faeries and Pixies ('Fairies' are spelt the 'cool' way :P)
However they are some mini weak girl things, etc, nope they're Giant Angelic Wasps! They swarm nicely for a good spam raid, they are ranged and function just like the Necribus Imps only they can fly and instead of speeding up a lot their survival rate increases.
(click to show/hide)

Also I've completed the two Towers for the Hyperion called: Spire of Ambriel and Spire of Shiva which create extensions called Spears, just like how the Portals/Gates of the Necribus create Pillars which then create units. Faeries/Pixies come from the Spear of Haste. I might go over everything so far (including the Necribus) with particles now that GAE supports more of them.
« Last Edit: 15 April 2016, 04:59:02 by filux »

ChupaReaper

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Malevolent Rising: The Dark Spectral Beastiary
« Reply #308 on: 3 October 2010, 23:59:45 »
I'd like to introduce my finally updated
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[url=http://darkspectral.zxq.net/Beastiary.html]Beastiary[/url]!

It isn't linked directly to MRise, but MRise inherits its mythology from it as will some of my other projects, basically it's based on a world called Vaultar which so far MRise and my GZDoom mod (which is very out of date now) are both based on.
It has all the Undead units and Demonic units that the Necribus use and is being kept up to date with the Hyperion units as they get added. It doesn't have the Races yet, but will have soon.
« Last Edit: 15 April 2016, 04:59:22 by filux »

ChupaReaper

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Malevolent Rising Update: v1.1.6.2 Light Lizards!
« Reply #309 on: 4 October 2010, 20:50:26 »
Another spam update!
(click to show/hide)

The Shatz are a species of lizard like loght creatures tat roam about the native land of the Angels, they eat light plants and Faeires/Pixies yum yum! They're good ranged units one vs small units one vs large and one vs buildings.
« Last Edit: 15 April 2016, 04:59:41 by filux »

ultifd

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #310 on: 4 October 2010, 21:57:39 »
Wow, looks really nice...and cool. Although I wonder when you release the next update, how large the download would be... :-/

ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #311 on: 4 October 2010, 22:52:51 »
This is why I haven't released yet, the G3D viewer is gonna have an animation frame stripper so I can clean up the Necribus a bit, the Hyperion are aleady nice and lite with 15-35 frames per animation rather than around 100 for all! I'll be releasing the core files in a 7zip which should be quite small in size, this would be extracted into the hard drive or program files or where ever, though with GAE 0.3 it would have to be extracted into program files for windows because of how it works at the minute.
The Necribus faction hopefully will be a lot smaller and will be in a 7zip which can be extracted into the Malevolent Rising directory where it'll merge with the core files. The music is now in separate ogg tracks at 128MB, then at the minute the units are 888MB! The rest of the files are around 6-7MB. Hopefully going through all the animations and cutting them right down should shave a good amount off the size of the units to maybe 666MB or something! 7zip just about more than halves the size of everything, maybe around 300-500MB, not sure how much completely but for a large detailed faction I think that is good. Lets face it games these days are easily 1.5-2GB or more.
The Hyperion are so far around 320MB with the music files being around the same as Necribus. It's 7zip size so far would be around 150-250MB but it's around 50% complete. When finished it should be the same as the Necribus, as will all MRise factions.

My limit per faction is 512MB 7zip, which should be ok, a friend of mine downloaded the current Necribus that's online a few days ago and it took him around 10mins, he said it was tiny, but then again he downloads a lot of Doom 3 mods which are always quite big. To reduce the file size further would mean butchering the quality with 128x128 textures repetitive unit sounds, more basic animations and less music which can get annoying. I'd be willing to wait an extra 10-40 maybe more minutes for a good quality mod, I know it's not all about hi res graphics, nice music and cool well animated models, but it's still very important.
Each faction will be uploaded separate and you don't need all of them to play MRise (though best have them all for online play), also the Core files will be updated separately too so you don't have to re-download everything all the time. For little gameplay changes I'll release faction patches too which just update xmls or or buggy/crap files.
« Last Edit: 4 October 2010, 22:59:24 by ChupaReaper »

ultifd

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #312 on: 4 October 2010, 23:10:48 »
I see...well then...
Hmm, if people could upgrade their internet speeds (if "slow") then there would be less problems probably...too bad it costs money, and a lot of money in some cases.
I guess for me, I would rather have good quality usually...even if it takes a lot of time to download. But then the problem now is...it'll take forever, probably.

I'm thinking of adding a wiki page for Malevolent Rising...hmm...
edit: while looking for the site, I found that the linking is wrong on your first post. it should be like this
Visit the MRise Webpage on my Website for complete information:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]
Instead of this 
Code: [Select]
[url=http://darkspectral.totalh.com/Games/MRiseMain.html]http://darkspectral.zxq.net/Games/MRiseMain.html[/url]

ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #313 on: 4 October 2010, 23:40:42 »
Cool, would be nice to have a wiki page and I'll fix the link now, and don't worry I'll try my best to work on file size and quality.

ultifd

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #314 on: 4 October 2010, 23:59:36 »
https://docs.megaglest.org/Malevolent_Rising
OK, feel free to add info now. :)

ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #315 on: 5 October 2010, 00:38:07 »
Awesome, well I should have been asleep over an hour ago lol (got to be up at 6am and its 1:37am over here already lol), so I'll have a good mess about with the wiki page tomorrow or maybe during my break at uni.

Omega

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #316 on: 5 October 2010, 00:56:11 »
I would recommend you take a look at the magic and tech pages on the wiki to get an impression of how the MRising page might look.



over 100MB of music?!?! Wow... and I thought I went overboard with my 12MB of music in Military v3...
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ultifd

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #317 on: 5 October 2010, 01:00:58 »
OK, that's fine. Whenever you have time... :)
As Omega said, maybe the "format" could be something like the magitech page. But I guess we can help wikify it after you add some information.
Sorry all I could do was create a stub, since I don't know too much about your mod. :-/

Zoythrus

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #318 on: 5 October 2010, 02:11:05 »
random thought: do you really wanna call the lizard guys the "Shatz"?

you might want to change it...

ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #319 on: 5 October 2010, 05:11:59 »
random thought: do you really wanna call the lizard guys the "Shatz"?

you might want to change it... What to, I might go with something like Dartz (Dartzeck, Dartzeth and Dartzenn instead of Shatzeck, etc).

Yeah you're probably right, not sure why I've stuck with it for so long lol.

Also about the music, I've around 13 tracks per faction, maybe too much?

ChupaReaper

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New Release! Malevolent Rising Update: v1.6 Contact
« Reply #320 on: 6 October 2010, 22:21:14 »
(click to show/hide)
Behold the Necribus vs the Hyperion, finally at last!
Turns out all textures were fine, well, they were kinda large but have been cut down now. The real issue was the Necribus G3D models having extremely long animations, I managed to save over 512MBs! Memory was overflowing with models but now all is fixed, I run with 4GB RAM and 1GB gfx, it is running fine on my old laptop at 2GB RAM and 512MB gfx (so they're the min specs tested and working so far).

Download will be coming as soon as I do a few last sec checks and then upload, estimated file size is definitly no more than 500MB (Necribus is around 400MB now!). How to install has changed again.
« Last Edit: 15 April 2016, 05:01:23 by filux »

ultifd

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #321 on: 6 October 2010, 22:41:20 »
Sweet! Hopefully this time it will work, :)
When you have time later, don't forget to edit the wiki page.

ChupaReaper

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Re: Malevolent Rising v1.1.6 (v1.6 Postponed)
« Reply #322 on: 6 October 2010, 22:47:06 »
Sweet! Hopefully this time it will work, :)
When you have time later, don't forget to edit the wiki page.
Once I've got everything online and fine I'll get to work on it.
RAR size 306MB. I'll test 7z... Edit: 330MB with 7z, RAR is better.
« Last Edit: 6 October 2010, 22:51:48 by ChupaReaper »

ChupaReaper

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DOWNLOAD NOW! Malevolent Rising v1.6
« Reply #323 on: 7 October 2010, 01:07:19 »
Uploads are complete! Download from here now:
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[url=http://www.filefront.com/17359082/MRise_CoreFiles_v1.6.rar]Core Files: 63.99 MB[/url]
[url=http://www.filefront.com/17359350/MRise_Necribus_v1.6.rar]Necribus Faction Pack: 298.71 MB[/url]
Or go to the
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseReleases.html]MRise Releases Page[/url] for install info.

Much nicer file sizes, they are in RAR format and must both be extracted in the share directory replacing everything. (Don't mix with other GAE mods unless you want them all to have the MRise menu!) Best thing to do is copy GAE and delete in the share directory: Data, Tilesets, Techs and Maps (optional) but not GAE because that has the language files and scenarios with I haven't worked on yet so leave 'GAE' directory. Then extract the Core Files into share then the Necribus.
Alternatively, something I haven't tried, you could convert the RARs into zips and save them in one of the addons directories, I'm not sure if the menu will work or not but everything else should -this is untested, just make sure you convert to zip until GAE supports RAR (which I doubt lol).

Now, back to work on the Hyperion, hopefully the Necribus will be working fine for everyone! Oh and about the Maps that come with the Core Files, they're still just sketched out and need to be worked on, the one that's had the most treatment is Stream, the others are more basic and messy at the minute, also Lake is 512x512 which may be quite laggy, 256x256 maps lag a bit with a few players at first but this quickly goes away, well for me anyway.
« Last Edit: 15 April 2016, 05:01:50 by filux »

John.d.h

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Re: DOWNLOAD NOW! Malevolent Rising v1.6
« Reply #324 on: 7 October 2010, 01:34:54 »
until GAE supports RAR (which I doubt lol).
Yeah, RAR is a proprietary format, so the odds of that are pretty much none.  We should be seeing 7z support at some point, though, and 7z usually compresses slightly better than rar (depending on what kinds of files you're compressing).