Author Topic: Malevolent Rising - Remake  (Read 112895 times)

lazyanttu

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Re: Malevolent Rising v2.0
« Reply #475 on: 21 January 2012, 21:24:59 »
This is an old thread, but I came across the Malevolent Rising in the wikia. I decided to check all mods made for GAE, but I couldn't find where I could get it... :look: The download pages showed me 404:s. So is there a way to download it from somewhere?

Omega

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Re: Malevolent Rising v2.0
« Reply #476 on: 22 January 2012, 03:46:40 »
Chupa's been gone a long time. :look:

I seem to have an (old) copy of the necribus faction loafing around on my external hard drive, but 500 MB is too large to upload (and that's compressed!), and it doesn't work (Chupa reduced the texture sizes in whatever working version he has to fix a crashing problem). Your best bet would be to try and email ChupaReaper and see if he can reupload the mod.
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ElimiNator

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Re: Malevolent Rising v2.0
« Reply #477 on: 25 January 2012, 17:23:56 »
Is this meant for GAE only? I thought it was, did any one test it in MG? I saw someone said stuff about this on the MG Wikipedia page. If it doesn't work in MG then it student be there.
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Omega

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Re: Malevolent Rising v2.0
« Reply #478 on: 25 January 2012, 19:03:24 »
Is this meant for GAE only? I thought it was, did any one test it in MG? I saw someone said stuff about this on the MG Wikipedia page. If it doesn't work in MG then it student be there.
You already removed it, I see. Might need to work on that English, though :P. But, no, it can't work on MegaGlest but MegaGlest's error handling for invalid command types is to crash (food for thought: if MegaGlest simply skipped over commands of an invalid type, many GAE mods, if not all, would work (minus those commands, of course). Of course, there's a few commands that could make the game unplayable if they were missing (for example, forcing a submenu for production uses the existing produce command, or the transform command, which is needed to properly morph a non-building into a building, could halt progress in a mod), but for the most part, several mods, this included, would be compatible, and you'd be able to have guard and patrol commands in the XML, compatible with GAE and MegaGlest (with MG simply ignoring the extra commands).
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lazyanttu

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Re: Malevolent Rising v2.0
« Reply #479 on: 26 January 2012, 00:42:36 »
Okay :) that is not a problem. I was just curious about things that others have been doing :D, well I think I have now tested all GAE mods that have at least some progress. I think that the best way to learn XML is both via trial and error (done quite much) and to read others' XML.

Well, I have 18 units, 11 buildings and 12 upgrades made for my mod. The reason I haven't uploaded them anywhere is that all of the models/sounds have been loaned (most from the magitech, but when units of needed size ran out, I had to loan them from other mods). It was just temporary solution and now my friends have started modelling (to be honest, my artist skills are next to none ::)) so perhaps after some time I could release it (alpha version). I have made few models myself, but they are completely inferior if compared to my friends' models. I decided to throw my models to the thrash bin :D. They were awful...

There is still much balance testing to do, just few days ago I came across a new balance problem: the luck/guess factor in the first tier units was too big, so the gameplay had to be changed a little. But there shouldn't be anything too big left, just little tweaks.

This went little off-topic, hope that doesn't bother...

Psychedelic_hands

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Re: Malevolent Rising v2.0
« Reply #480 on: 26 January 2012, 02:25:53 »

OFF_TOPIC
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Chupa's been gone a long time. :look:

He's been on long breaks before.... I'd hate to think he gave up on a mod like this. He must of put a ton of effort in.

lazyanttu

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Re: Malevolent Rising v2.0
« Reply #481 on: 30 January 2012, 00:20:59 »

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Should I start a new thread about it? It is still much in progress, XML for the first faction is done, but there are almost no models yet. I have used sounds/musics/most of models from MagiTech and borrowed some models from Apocalyptic Dawn, however some of my friends are making new models for them. It will take quite long before the artwork is done. Currently Armor has Horseman's look and Assault Infantry has Archer's look and so on...Is it too early to start a thread about it?

And back to the topic -> Is there any way to get some version of Malevolent Rising? Just out of curiosity.

ChupaReaper

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Re: Malevolent Rising v2.0
« Reply #482 on: 6 February 2012, 17:42:09 »
I'm back! Looks like all my uploads of the game files were deleted, zShare and GameFront delete things after a while which is annoying.
I'm going to be redoing this for a university project.
I need to create a working demo to test how different levels of complexity affect RTS gameplay. For the demo I will be redoing the Necribus Faction.
I will upload it once I've finished university hopefully around May. Then I'll redo the Hyperion Faction and maybe move on finally to the Gians Faction.

I've updated the first post so see that for more information.

lazyanttu

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Re: Malevolent Rising - Remake
« Reply #483 on: 6 February 2012, 18:11:35 »
Hey great to hear about it! 8)