Author Topic: Malevolent Rising - Remake  (Read 112939 times)

Ishmaru

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Re: Malevolent Rising v1.9
« Reply #450 on: 25 May 2011, 15:02:34 »
I'm really looking forward to next release! From what i see in the screen shots this seems like an epic mod. Hope to see next release soon, hopefully ill figure out how to use mods in GAE soon :P
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Omega

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Re: Malevolent Rising v1.9
« Reply #451 on: 25 May 2011, 17:42:12 »
Congratulations on both getting it to work and reducing the filesize! Worth noting that you could always use GitHub to host, as it would make checking individual files, downloading, and updating easier, especially for the large size of this (or harder, it's kinda complex to learn at first).
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ChupaReaper

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Re: Malevolent Rising v1.9
« Reply #452 on: 26 May 2011, 13:20:31 »
I'll probably release v2.0 in 7zips as usual but then I'll see if I can set up GIT for my development version, this way if I have any problems when developing my third faction people can access it through GIT to help,etc. Also it is much better because of the size like you said for people who are having problems downloading it all in 7zip chunks.

I might release it more as a separate game rather than as an addon/mod for, it'll come with a GAE build and will be updated just like how GAE is updated, it's better this way as it mods the main menu, well just about whatever it can get its hands on.

Would it be ok to build it as MRise.exe with the MRise icon? I've credited all over that it uses the GAE engine but that it's not Glest.

Omega

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Re: Malevolent Rising v1.9
« Reply #453 on: 26 May 2011, 17:19:46 »
I'll probably release v2.0 in 7zips as usual but then I'll see if I can set up GIT for my development version, this way if I have any problems when developing my third faction people can access it through GIT to help,etc. Also it is much better because of the size like you said for people who are having problems downloading it all in 7zip chunks.
Git can make 7zips itself, so... :D

Would it be ok to build it as MRise.exe with the MRise icon? I've credited all over that it uses the GAE engine but that it's not Glest.
You never have to ask for permission for that, as long as changes are released, but I personally wouldn't really recommend it, as you'd have to reapply the change to each version of GAE and build it for the rest of the life of your mod (one of the reasons Military will be an addon in the future).
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John.d.h

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Re: Malevolent Rising v1.9
« Reply #454 on: 26 May 2011, 22:51:42 »
Plus, it's much nicer for the player to not have five different versions of the GAE binaries. :P

Mark

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Re: Malevolent Rising v1.9
« Reply #455 on: 27 May 2011, 02:56:34 »
The harpies look more like phoenixes.  Of course, those wouldn't fit with ice, being fire and all...

ChupaReaper

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Re: Malevolent Rising v1.9
« Reply #456 on: 27 May 2011, 11:42:51 »
The harpies look more like phoenixes.  Of course, those wouldn't fit with ice, being fire and all...
Yeah, with the Valkeries already being Harpy-like I figured I'd make up a new kind of Harpy, they're referred to as Harpies collectively but are actually: Gamayuns, Sirens and Alkonosts, so they're not really Harpies. MRise has it's own mythology so some things are only named from mythical creatures but are not actually those mythical creatures. Valkeries are also spelled differently which I might change...

I don't mind rebuilding GAE every time, but I can see how it can become a pain to constantly release my build of it, but then again it doesn't take long to upload a small .exe so I can count it as part of the Core Files and 'spam patch' it every major update. If anyone doesn't want to keep updating MRise.exe they can easily put glestae.exe there instead, though they'd have to make a new directory called 'share' then rename the game directory to 'glestae' and move it into share (I think that's right).
Thing is, MRise replaces the menu so will overwrite some original Glest files unless it's in a separate setup of GAE.

Anyways, a little update:
Both factions are working excellently now so I've began redoing the tilesets as they were missing objects and were using simple retextures of glest files and were pretty messy. I've finished of a new version of the Nature tileset with it's own trees, rocks, boulders (big rocks), statues, ruins (replaces impaled), plants and reeds which all look very pretty, I'll upload a screenshot once all the other tilesets have been conformed to this.
There are some problems: Firstly, there is only one kind of statue at the minute which looks like some weird obelisk, this is because i don't really have anything to make a statue of, but I will be making statues of really powerful faction units that are native to each tileset (one of the large Necribus demons for the demonic tileset or one of the Hyperion 'harpies' for the frost tileset, etc). I'll be doing this once all the factions are complete and when I begin making Glestimals for my tilesets!
Second are the trees and plants/reeds, they look excellent but too many of them causes very low fps, because of this, the amount of wood provided by trees has gone up from 300 to 750 and all my basic maps have much less trees, this is ok because dense looking forests still look dense because my new trees have quite a lot of canopy. What causes the lag I think it the alpha as the trees are very low poly but spam a lot of squares with alpha branch of leaves textures and i think have a lot of alpha textures layered over each other doesn't do the fps a favor, we're talking about ~100 trees in one view to cause this lag, 10-20 trees have a very playable fps. The plants aren't as bad as they're quite small and use less layers and lower resolution textures.
I can also say normal and specular maps are working very nicely in tilesets now even with alpha, the rocks are my favorite lol! I also love this G3DHack it makes removing team texture from trees much easier.
Note: Team Textures defined in tileset objects render as alpha in pipeline mode but flick through the team colours with bump mapping mode.

End Wall of Text! Full release should be pretty soon once I finish off the other tilesets and I clean up the factions one last time.

ChupaReaper

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Malevolent Rising Update: v1.9.1
« Reply #457 on: 27 May 2011, 15:51:47 »
Another update for the day, I've finished off the tilesets and now I've only got a few littles things left to do before the v2.0 release. Should be done and uploaded tomorrow or the day after.
(click to show/hide)

Edit: I've created a page on the MRise website about tilesets here:
Code: [Select]
[url=http://darkspectral.zxq.net/Games/MRiseTilesets.html]MRise Tilesets[/url].
« Last Edit: 8 October 2016, 13:41:13 by filux »

Omega

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Re: Malevolent Rising v1.9
« Reply #458 on: 28 May 2011, 06:52:53 »
Cool. Can you add them to the Wiki's tileset page while you're at it?

https://docs.megaglest.org/Tilesets/List
« Last Edit: 18 June 2016, 14:48:15 by filux »
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ChupaReaper

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Re: Malevolent Rising v1.9
« Reply #459 on: 28 May 2011, 11:33:06 »
Will do once I get my tilesets page complete and some images sorted out.

ChupaReaper

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Malevolent Rising Update: v2.0 -Release Coming Very Soon-
« Reply #460 on: 29 May 2011, 16:35:21 »
Just about everything is polished off and ready to go, I'm going to see if I can edit the graphics for the GAE map editor to make an MRise edition then upload and release v2.0, everything is running just about perfectly and both  factions are stable fighting each other.

Omega

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Re: Malevolent Rising v2.0 -Release Coming Very Soon-
« Reply #461 on: 29 May 2011, 17:24:18 »
Release in addons format please?

https://docs.megaglest.org/Addons
« Last Edit: 18 June 2016, 14:47:50 by filux »
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ChupaReaper

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Re: Malevolent Rising v2.0 -Release Coming Very Soon-
« Reply #462 on: 29 May 2011, 23:04:09 »
I guess it's going to be easier for everyone. I'm compressing now shouldn't be long...

ChupaReaper

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Malevolent Rising Release: v2.0
« Reply #463 on: 29 May 2011, 23:54:51 »
The Core Files are uploaded and the Necribus faction is over half way, the Hyperion is queued.
Everything is uploaded now!
Download from FileFront, links are provided here: MRise Releases.
It is all in 7zip format and should work in the addons directory, if now, extract in the share directory (warning, will replace some original Glest content and non-MRise tilesets and maps are untested, they should work fine though they may seem a bit odd)! Enjoy!
« Last Edit: 30 May 2011, 10:28:22 by ChupaReaper »

Ishmaru

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Re: New Release! Malevolent Rising v2.0
« Reply #464 on: 30 May 2011, 18:54:58 »
As big as mrise is it might as well be a standalone game. But that's just me  :P
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ChupaReaper

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Re: New Release! Malevolent Rising v2.0
« Reply #465 on: 31 May 2011, 11:11:04 »
As big as mrise is it might as well be a standalone game. But that's just me  :P

Once it's mostly complete I'll be making installers for it and it will essentially be a standalone game, but for it is better as an addon I guess as it's a bit smaller at the minute and it makes it easier for GAE peeps to get a hold if it working quickly.

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Re: New Release! Malevolent Rising v2.0
« Reply #466 on: 31 May 2011, 16:58:01 »
Hi, I'm having trouble getting Malevolent Rising to work with the latest development code (which is said to be pretty stable) of GAE. Some of the issues I am facing are apparently caused by GAE, but some may also be prevented by changes to the mod:
https://forum.megaglest.org/index.php?topic=7215.0
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ChupaReaper

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Re: New Release! Malevolent Rising v2.0
« Reply #467 on: 31 May 2011, 23:40:41 »
I've altered the Releases page and I've uploaded MRise_StandaloneCoreFiles.7z, this is the same as MRise_CoreFiles.7z (so you don't need both) only this version of the Core Files includes a build of GAE and a directory structure. Note: mrise.exe searches for game data in 'game\' instead of 'share\glestae\'.

Edit: With the latest GIT it seems some of my older menu textures were not the powers of two, I'll be re-releasing the Core Files and Standalone Core Files at some point (the Standalone version works but it's GAE is now out of date).
« Last Edit: 1 June 2011, 02:16:32 by ChupaReaper »

Kashi

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Re: New Release! Malevolent Rising v2.0
« Reply #468 on: 1 June 2011, 09:31:00 »

I'll be making installers for it and it will essentially be a standalone game

This would be better, if you make an installer. I don't know a lot about GAE so I'm finding it really confusing as to what to install and when. It would be better if it was one install! I think so anyway! :)

ChupaReaper

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Re: New Release! Malevolent Rising v2.0
« Reply #469 on: 1 June 2011, 09:47:52 »

I'll be making installers for it and it will essentially be a standalone game

This would be better, if you make an installer. I don't know a lot about GAE so I'm finding it really confusing as to what to install and when. It would be better if it was one install! I think so anyway! :)
I'll probably release two versions, one for GAE people and one for people that don't know much about GAE or Glest in general even, the problem is, one install = a very big download which some people have big problems with. I think I would release one big installer once I know there are no more problems with 2.0 all together else it's going to be a lot to update at once should I need to do some tiny fixes.

I could create a giant install once everything is confirmed to be ok with v2.0 but release that in two halves using 7zip (basically you download half 1 and half 2 then hit extract and if both halves are together it will extract all good, then you use the installer to install the full game).

Kashi

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Re: New Release! Malevolent Rising v2.0
« Reply #470 on: 1 June 2011, 09:50:04 »
That would be better then the way it is now!  :)

ChupaReaper

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Re: New Release! Malevolent Rising v2.0
« Reply #471 on: 1 June 2011, 13:37:18 »
Ok if you go over to the Releases page there should be more simplified download instructurions with 7zips (now non-solid) for GAE users and an installer that is split into two 7zips that must be extracted than ran for users who see MRise as a standalone game rather than a GAE addon, this installer includes a build of GAE called mrise.exe with it's own icon and some tiny differences (such as the data search path and version details).
Thanks to the Inno Software I can create patches easily which can be used to keep MRise v0.2 up to date with GAE, these will be small and quick downloads.
The installer parts are now uploaded into two parts, extract using 7zip and run the installer, the non-solid 7zip addons for GAE are uploaded too so if you have a solid version or if you're getting a non-powers of 2 problem, download the new files today!
« Last Edit: 2 June 2011, 00:25:42 by ChupaReaper »

ChupaReaper

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Malevolent Rising v2.0: The Damned Faction Symbol
« Reply #472 on: 7 June 2011, 13:07:45 »
Still haven't started the Gians yet though I will be shortly. I decided however that I would quickly create the last faction's symbol, so here it is:

Code: [Select]
[img]http://img862.imageshack.us/img862/645/damnedsymbol.png[/img]The Damned's Faction Symbol

Also, I've improved the Vestirus Symbol as it seemed more 2D compared to the rest:
Code: [Select]
[img]http://img269.imageshack.us/img269/3461/vestirussymbol.png[/img]
« Last Edit: 8 October 2016, 13:41:56 by filux »

Loronal

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Re: New Release! Malevolent Rising v2.0
« Reply #473 on: 11 August 2011, 14:17:52 »
Could I peek around your could for stuff on specular and normal maps, I mainly mod fps games , like counter strike source, and normals are really useful, as welll as self shadowing bumpmaps. But I am a failure at glest bumpmaps.

ChupaReaper

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Re: New Release! Malevolent Rising v2.0
« Reply #474 on: 21 August 2011, 10:34:34 »
Could I peek around your could for stuff on specular and normal maps, I mainly mod fps games , like counter strike source, and normals are really useful, as welll as self shadowing bumpmaps. But I am a failure at glest bumpmaps.
Not too sure on what you mean but feel free to use any spec/norm maps in this mod. I get my experience with these from modding FPS too back when I constantly worked on my Doom 3 mod which even though I recreated the legendary Spider Mastermind, never really got anywhere and is abandoned now.

Malevolent Rising hasn't been updated for a while now but like the gap between the Necribus and Hyperion, I'll eventually come back to this... You can blame Minecraft (running a server now) and the upcoming Stronghold 3 lol!

 

anything