Author Topic: Malevolent Rising - Remake  (Read 112910 times)

ChupaReaper

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Re: DOWNLOAD NOW! Malevolent Rising v1.6
« Reply #325 on: 7 October 2010, 01:38:40 »
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).

Hmm well I'll probs swap back, I think oggs are compressed better with RAR than 7z so that's why RAR is smaller for my factions by around 30MB, if 7z gets added though I'll change to it so people can just save into their addons folder. Does it have to contain glestae\ or start with the directories that are in glestae?

John.d.h

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Re: !New Download! Malevolent Rising v1.6
« Reply #326 on: 7 October 2010, 01:53:55 »
Within the archive, I believe you would want the following:

.glestadv/addons/mrise.zip/techs/
.glestadv/addons/mrise.zip/data/
.glestadv/addons/mrise.zip/maps/
.glestadv/addons/mrise.zip/tilesets/

You can also have it in just a plain folder in the add-ons, so you would have

.glestadv/addons/mrise/techs/
.glestadv/addons/mrise/data/

and so on.

(or whatever the directory is called on your platform, maybe not ".glestadv")
« Last Edit: 7 October 2010, 01:57:33 by John.d.h »

ChupaReaper

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Re: !New Download! Malevolent Rising v1.6
« Reply #327 on: 7 October 2010, 02:04:11 »
Ok, well that means the Necribus I just uploaded would work in addons if converted to a zip, the core files wouldn't though as they contain a directory called glestae\.

Edit (instead of double posting): "56x256 maps eventually begin to lag with a lot of players using Necribus, 128x128 maps run very well though, same case with Hyperion.

Also here's a new shot of the redone menu, well not completely redone but looking a bit nicer in GAE 0.3.1, the new full logo isn't in the v1.6 release that's up, it will be in the next release though.
(click to show/hide)
« Last Edit: 15 April 2016, 03:35:36 by filux »

ultifd

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Re: !New Download! Malevolent Rising v1.6
« Reply #328 on: 20 October 2010, 05:56:53 »
Edit (instead of double posting)
Good, people should do that more often...
So, I'm currently downloading the files. Hopefully it'll work!

ChupaReaper

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Re: !New Download! Malevolent Rising v1.6
« Reply #329 on: 20 October 2010, 08:15:35 »
Edit (instead of double posting)
Good, people should do that more often...
So, I'm currently downloading the files. Hopefully it'll work!

Cool, I hope it works!

Omega

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Re: !New Download! Malevolent Rising v1.6
« Reply #330 on: 20 October 2010, 22:58:05 »
(click to show/hide)
Cool menu. Could use a bit more excitement though... A few buildings, etc?

Quote from: ChupaReaper
Edit (instead of double posting): "56x256 maps eventually begin to lag with a lot of players using Necribus, 128x128 maps run very well though, same case with Hyperion.
56?? That's not even a multiple of two! Perhaps you mean 64?
« Last Edit: 15 April 2016, 03:35:59 by filux »
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ultifd

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Re: Malevolent Rising v1.6
« Reply #331 on: 20 October 2010, 23:03:52 »
:-/ it didn't work...I'll try setting up everything over again, later...
It just tries to load, then makes the windows failure sound... :/

ChupaReaper

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Re: !New Download! Malevolent Rising v1.6
« Reply #332 on: 20 October 2010, 23:05:33 »
(click to show/hide)
Cool menu. Could use a bit more excitement though... A few buildings, etc?

Quote from: ChupaReaper
Edit (instead of double posting): "56x256 maps eventually begin to lag with a lot of players using Necribus, 128x128 maps run very well though, same case with Hyperion.
56?? That's not even a multiple of two! Perhaps you mean 64?

Oops I meant 256x256 (missed the 2 lol) and as for the menu map, yep I'm going to be adding a load of trees and buildings, etc to it eventually, there are a few dotted around for now.

And @ultifd, hmm it could be how the new GAE 0.3.x setups work, have you saved it into a GAE setup that you know already works?
« Last Edit: 15 April 2016, 03:36:40 by filux »

Omega

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Re: Malevolent Rising v1.6
« Reply #333 on: 21 October 2010, 01:05:21 »
Hmm, I hope to download this soon and try, though it's too large for my internet at the moment, so no clue when I'll hit it...

Ultifd, have you tried just using the faction and copying it into an existing GAE? After all, trying to use multiple things of GAE will generally CRASH because of a bug which causes it to share data (thus, why military is configured to use the install directory, to prevent this).
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ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #334 on: 21 October 2010, 09:23:37 »
I hope it works, works fine on my end, I actually got it working on an old PC with 128mb gfx, 512mb ram and an intel pentium, mind that thing can somehow cope with windows 7 ok too, runs just as fast when it had vista or xp anyway, but MRise ran on it with those horrible specs so it should run ok on anything higher.
I wish I could get the download size smaller but I would have to start grinding noticeable quality to get there which would spoil MRise.
As for installing, if you've got a working GAE 0.3.1 set up, the core files contain tilesets, maps, faction resources but no factions and data that replaces the menu elements, it is necesary because of the resources for the factions it has. Then the factions contain a faction each.

ultifd

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Re: Malevolent Rising v1.6
« Reply #335 on: 21 October 2010, 22:27:45 »
OK, I'm not sure if it works with GAE 0.3.1 (I'll have to try that later)
But when I tested it with SVN head, it crashed because of this:
(click to show/hide)
So I don't think this is related to my other problem, but this is still...another problem.

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #336 on: 21 October 2010, 22:35:29 »
OK, I'm not sure if it works with GAE 0.3.1 (I'll have to try that later)
But when I tested it with SVN head, it crashed because of this:
(click to show/hide)
So I don't think this is related to my other problem, but this is still...another problem.


Hmm that's odd, them textures should definitely be there... I'll have a look into it maybe release a tiny patch for this lol...

Edit: Can you see if you can find these textures for me? Just follow the path it gives and see if they're actually there or not, if they aren't then I'll zip them up and release them, but they should be, if they are then that's very odd...
« Last Edit: 21 October 2010, 22:38:35 by ChupaReaper »

ultifd

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Re: Malevolent Rising v1.6
« Reply #337 on: 21 October 2010, 22:43:29 »
Well, I checked, all of them are missing. :-/

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #338 on: 21 October 2010, 22:44:42 »
Well, I checked, all of them are missing. :-/

Damn, ok I'll upload them now, only a few textures, should be a quick download...

Edit:
Code: [Select]
[url=http://www.filefront.com/17417962/MRise_Necribus_Patch_v1.6.01.rar]Necribus Faction Patch v1.6.01![/url]Install it just like how you install the Necribus faction, it might overwrite a few things and will need to merge with some folders, it has the four buggy units in it hopefully all fixed.
« Last Edit: 15 April 2016, 03:37:05 by filux »

ChupaReaper

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Malevolent Rising: Debate for Race Name
« Reply #339 on: 23 October 2010, 17:07:14 »
Ok, so the Hyperion aren't too far from completion then we have the Gians (Dryads and Shapeshifters) but after that we have the Vestirus who are Aquariens (water amphibious people) and Cat/Lion/Tiger/Panther/etc people so far proxied as Khajiit from The Elder Scrolls, this race name is quite unique to the Elder Scrolls so I need a name for this race... This is where the good old Glest community come in :D! Suggestions are open and I'll run a vote for the final answer.
Suggestions must be:
  • A one word name eg: Werewolf, Dryad
  • Maybe linked in with common mythology like Werewolves, Satyrs, etc.
  • Not stolen like Khajiit, Vapires, Werewolves, Dryads, Scourge, etc are all ok because they aren't tied down to one thing.
  • Must be imaginative and fitting so not Werecat or Felinesapien or something too different like Naga.

Zoythrus

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Re: Malevolent Rising v1.6
« Reply #340 on: 23 October 2010, 17:11:25 »
there was a name that i suggested for another mod that seems to have died, so heres my name: Serojen.

that sounds cool, right?

Omega

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Re: Malevolent Rising v1.6
« Reply #341 on: 24 October 2010, 00:17:37 »
I don't know any cool name ideas, but if I could make a suggestion, why not make a name that has a deeper meaning than first appears, such as something with a latin meaning? Still has that "fantasy" sound, but can reference a true meaning, rather than just be a made up "cool-sounding" name.
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ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #342 on: 25 October 2010, 19:14:45 »
Serojen doesnt sound very cat-like, its nice though.
I've been looking around I thought about something based on this: http://en.wikipedia.org/wiki/Nagual
I don't want to use Nagual as its too generic and Nahwal reminds me of that YouTube video lol.
Nah is a nice start for their name though. Old-Norse for cat is something like Kottr which the Jotuun are named from.

Ideas:
  • Kottrah
  • Nahkott
  • Nottrah

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Re: Malevolent Rising v1.6
« Reply #343 on: 25 October 2010, 20:09:33 »
cat-like? In Age of Wonders 2 (great game) they were called Tigrans:
http://aow2.heavengames.com/aowsm/gameinfo/units/tigrans.shtml

Quote
Tigrans
The newest race on the Blessed Continent, these savage hunters employ the powers of the great cats to stalk their foes. They are quick and secretive, enjoying a rich lifestyle. They spend much of their time in pursuit of spiritual mysteries. They have unlocked many, and are guided by mysterious beings with the power to bend the wills of men. Tigrans reflect the image of their creator, the fire god, Yaka. The most powerful followers of Yaka fuse with the element of flame and can conjure bolts of fire upon command.
 
 Their homes are great structures of sandstone, which blend into the desert sands. Most Tigrans appear as beasts, but their appearance is deceptive. They are expert as spies, and relish the enemy that underestimates their capability. They have a hunger to rule over other races, and when placed in positions of power they expect to be pampered and spoiled as any cat.

What's the problem with using a name from an other game?

John.d.h

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Re: Malevolent Rising v1.6
« Reply #344 on: 25 October 2010, 21:33:17 »
If you're copying them from the Khajiit and Argonians, you might as well acknowledge it by keeping the names.  I think it's better to have a "tribute" faction than to make a bland derivative and try to hide the evidence.
« Last Edit: 25 October 2010, 21:39:42 by John.d.h »

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #345 on: 26 October 2010, 08:21:42 »
Khajiit is pretty good, the Argonians are called Aquariens as they're going to be a bit different. But if its ok to copy the name then I shall, there's no copyright or anything like that (I know this is just a free game mod but still).

John.d.h

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Re: Malevolent Rising v1.6
« Reply #346 on: 26 October 2010, 18:48:39 »
Khajiit is pretty good, the Argonians are called Aquariens as they're going to be a bit different. But if its ok to copy the name then I shall, there's no copyright or anything like that (I know this is just a free game mod but still).
lol Dude, I think it's a little late for you to worry about respecting copyrights here. :P

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #347 on: 26 October 2010, 23:00:12 »
Khajiit is pretty good, the Argonians are called Aquariens as they're going to be a bit different. But if its ok to copy the name then I shall, there's no copyright or anything like that (I know this is just a free game mod but still).
lol Dude, I think it's a little late for you to worry about respecting copyrights here. :P
True lol but the difference is, a model can be replaced by my own, etc. A name is different, it can be replaced but I'd rather have the lore, world, creatures, races, etc all my own using models, etc from other games to take place where they may get replaced one day.

ChupaReaper

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Re: Malevolent Rising v1.6
« Reply #348 on: 29 October 2010, 20:53:36 »
With the new Faction Symbols coming in 0.3.2 I decided I would take a step ahead and make two; one for the Necribus and one for the Hyperion, there are three more factions but I'll make theirs when I get started on them.
Code: [Select]
[URL=http://profile.imageshack.us/user/chupareaper][IMG]http://img215.imageshack.us/img215/804/necribussymbol.png[/img][/URL] [URL=http://profile.imageshack.us/user/chupareaper][IMG]http://img101.imageshack.us/img101/4039/hyperionsymbol.png[/img][/URL]
The left one is the Necribus and the right one is for the Hyperion, both use the Malevolent Rising Triquetra symbol in their background but are blended with the background image for the factions buttons.
« Last Edit: 15 April 2016, 03:37:31 by filux »

Zoythrus

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Re: Malevolent Rising v1.6
« Reply #349 on: 29 October 2010, 21:23:19 »
the Necribus one is the better of the two...it just looks evil... :wicked:

 

anything