Author Topic: Constellus [WIP]  (Read 63476 times)

Psychedelic_hands

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Re: Constellus (new Alpha!) [WIP]
« Reply #50 on: 4 December 2010, 12:09:16 »
hahahahahahah! I actually drew a pic, where one was hiding in a tree, with lots of tongues/ teeth/ soft exoskeletal danglie bits hanging out of it's mouth.
It was quite freaky! But I thought a closed mouth unit might be easier.

Actually, I might be able to give the queen an open mouth, due to her size. Haha, now she'll be even freakier!

silnarm

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Re: Constellus (new Alpha!) [WIP]
« Reply #51 on: 4 December 2010, 12:54:11 »
Btw, would anyone like to see a Phorin?

Wow, really impressive for a first model :thumbup:

Can't wait to see more, I was lucky enough to get an Crincillin update from Zoythrus earlier today, and I see Seanachaidh has not been idle either, this mod is shaping up very nicely, keep up the good work guys  :)
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Psychedelic_hands

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Re: Constellus (new Alpha!) [WIP]
« Reply #52 on: 4 December 2010, 13:25:02 »
Btw, would anyone like to see a Phorin?

Wow, really impressive for a first model :thumbup:
Thanks :D But to be honest it wasn't my first model. I had to try many times to get what I wanted. But it was my first texture.

Quote
Can't wait to see more, I was lucky enough to get an Crincillin update from Zoythrus earlier today, and I see Seanachaidh has not been idle either, this mod is shaping up very nicely, keep up the good work guys  :)

:) Well, hopefully we'll met the Crincillin deadline. (Christmas)

Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #53 on: 4 December 2010, 23:38:44 »
hey Hands, just thinking, since the guys dont look like lobsters or crustaceans, we should make one of the beasts look like one instead! (i want to see a Phorin riding a large lobster....)

Omega

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Re: Constellus (new Alpha!) [WIP]
« Reply #54 on: 6 December 2010, 01:03:45 »
I don't think looking "humanoid" is bad... The model looks great, as does the texture.

I'm not completely sure what the concept was, but the model looks unique and otherworldly, which is what I imagined with Phorin. I imagined a great variety between native species, to be honest, that would let units be more unique and that keeps it interesting.
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Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #55 on: 6 December 2010, 02:11:55 »
well, as i said, there will be different tribes (we'll call the different breeds "tribes," cuz it sounds cooler) of Phorin. some will have crests, some might have another set of arms, but ultimately they will all be Phorin. we want to make them look different, but at the same time, still look like Phorin.

eg. that means that one tribe cant be a bunch of 30 ft blue guys while another is all 7 ft lobsters; they will all be the same species.

Psychedelic_hands

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Re: Constellus (new Alpha!) [WIP]
« Reply #56 on: 6 December 2010, 11:11:37 »
hey Hands, just thinking, since the guys dont look like lobsters or crustaceans, we should make one of the beasts look like one instead! (i want to see a Phorin riding a large lobster....)

I need to get this straight...... I don't want them to be lobsters...... or insects.... or anything else. They're their own thing. This is a whole new planet, they shouldn't be anything Earth-life. BUT if they had to be related to anything. I'd said a Lobster/monkey/ape/Aztecs.... (I'm counting aztecs in there just cause ;))

I don't think looking "humanoid" is bad... The model looks great, as does the texture.

I'm not completely sure what the concept was, but the model looks unique and otherworldly, which is what I imagined with Phorin. I imagined a great variety between native species, to be honest, that would let units be more unique and that keeps it interesting.

Thank you. Yes,  the Phorin employ many other slave species/beasts as well. There will be enough variety.

well, as i said, there will be different tribes (we'll call the different breeds "tribes," cuz it sounds cooler) of Phorin. some will have crests, some might have another set of arms, but ultimately they will all be Phorin. we want to make them look different, but at the same time, still look like Phorin.

eg. that means that one tribe cant be a bunch of 30 ft blue guys while another is all 7 ft lobsters; they will all be the same species.

I don't know as if I'd go giving one another set of arms... there will be slight differences. Easily enough to distinguish them and make them unique.
And Zoy, you seem a bit confused over what I meant.... The Clans/tribes are different from the Breeds...
(click to show/hide)

That's from our wiki article. I hope that is clear enough. The breeds are more the social Hierarchy, to which the clans' societies work....
BTW, I'm updating/changing/formatting your story a bit.... Do you mind?
« Last Edit: 6 December 2010, 11:16:54 by Psychedelic_hands »

Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #57 on: 6 December 2010, 17:31:11 »
well, i assumed that each of the breeds was a different tribe, and that the faction of a whole was a unison of different tribes/breeds. as i said before, i think that the breeds would be used a few different times in the faction. eg, the Phorite and the Azji Bohee would be of the same breed, and the Ite Rafa and Cala Bohee would be of the same breed too. so, the units of the faction would be combinations of the 5 tribes/breeds.

i dont like the idea of each unit being a different breed, that's stupid and would be tedious to make.

Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #58 on: 12 December 2010, 07:31:53 »
hey people!

if you're waiting for me to say "We're done! it's all finished!", sorry to get your hopes up. we are not done with the Crincillin, but we are close. we have made a great many changes since the last update (v1.16), and i would like to post a changelog, but i was too lazy to write one (and too lazy to frequently give you guys updates). i was also going to make some screenshots, but it wasnt working right (SILNARM!). and in case you're wondering, yes, the version numbers are purely arbitrary.

some things you should know about this update:
(click to show/hide)

so...you want this amazing mod? here's the link: http://www.mediafire.com/file/sxwxb5bdvdv09xb/constellusv1.2.zip

please give feedback!

-Archmage-

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Re: Constellus (new Alpha!) [WIP]
« Reply #59 on: 12 December 2010, 08:32:50 »
hey people!

if you're waiting for me to say "We're done! it's all finished!", sorry to get your hopes up. we are not done with the Crincillin, but we are close. we have made a great many changes since the last update (v1.16), and i would like to post a changelog, but i was too lazy to write one (and too lazy to frequently give you guys updates). i was also going to make some screenshots, but it wasnt working right (SILNARM!). and in case you're wondering, yes, the version numbers are purely arbitrary.

some things you should know about this update:
(click to show/hide)

so...you want this amazing mod? here's the link: http://www.mediafire.com/file/sxwxb5bdvdv09xb/constellusv1.2.zip

please give feedback!
I think after Christmas we'll do some more development eh? After all the GAE Flag-Mod has to be really good!
Egypt Remastered!

Proof: Owner of glest@mail.com

Hagekura

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Re: Constellus (new Alpha!) [WIP]
« Reply #60 on: 12 December 2010, 10:26:41 »
hey people!

if you're waiting for me to say "We're done! it's all finished!", sorry to get your hopes up. we are not done with the Crincillin, but we are close. we have made a great many changes since the last update (v1.16), and i would like to post a changelog, but i was too lazy to write one (and too lazy to frequently give you guys updates). i was also going to make some screenshots, but it wasnt working right (SILNARM!). and in case you're wondering, yes, the version numbers are purely arbitrary.

some things you should know about this update:
(click to show/hide)

so...you want this amazing mod? here's the link: http://www.mediafire.com/file/sxwxb5bdvdv09xb/constellusv1.2.zip

please give feedback!
I didn't think your update comes such sooner,but well done! :thumbup:
I'm going to test it!
Bushido to iu wa shinu koto to mitsuketari.

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Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #61 on: 12 December 2010, 17:09:46 »
yes Arch, we will do more development later, but ive promised to make it playable (like, with all of the units) by Christmas.

Psychedelic_hands

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Re: Constellus (new Alpha!) [WIP]
« Reply #62 on: 18 December 2010, 12:55:51 »
hey people!

if you're waiting for me to say "We're done! it's all finished!", sorry to get your hopes up. we are not done with the Crincillin, but we are close. we have made a great many changes since the last update (v1.16), and i would like to post a changelog, but i was too lazy to write one (and too lazy to frequently give you guys updates). i was also going to make some screenshots, but it wasnt working right (SILNARM!). and in case you're wondering, yes, the version numbers are purely arbitrary.

some things you should know about this update:
(click to show/hide)

so...you want this amazing mod? here's the link: http://www.mediafire.com/file/sxwxb5bdvdv09xb/constellusv1.2.zip

please give feedback!
I think after Christmas we'll do some more development eh? After all the GAE Flag-Mod has to be really good!

After Christmas we will be focusing on the Phorin. Assuming everything is ready of course  :|
Then We'll go back, fixing anything sub-par on quality, balancing, adding new awesome features..... etc.

Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #63 on: 18 December 2010, 19:30:51 »
well, we'll need to take some time for balancing the C's before we start the Phorin. we'll start working on the P's after New Year's (that will give us a week to tweak the C's)

ok, Hands?

Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #64 on: 25 December 2010, 16:13:25 »
Merry Christmas, people!

Hey, it's Christmas, and as we promised, the Crincillin is done! Well, not entirely, but i'll explain that in a moment.

if you want the link to the new version, go here! http://www.mediafire.com/file/yy9kl31735xp53u/constellusv1.0.zip (or if you are a MegaUpload junkie, then go here: http://www.megaupload.com/?d=PZ354IW1)
i know that it says it's version 1.0, and it is - we've reset the version numbers for convenience (there isnt another 1.0, so there will be no confusion)

now, there are some things you should know about this version (im stating this now so that i dont get complaints....)

  • yes, we know that some units do not have animations
  • some units and buildings have placeholder textures, those will be fixed
  • the defense tower's forms look very similar, we'll remodel them later
  • the AI doesnt seem to understand how the C's work entirely, Mega is hard, but not as hard as you'd expect
  • even though some of the cosmetic stuff isnt done yet, functionality is done, so all of the units do exactly what they are supposed to do. there is one exception: one unit does not have it's alternate form, and it's your job to find which one!
  • we have put an easter egg into the mod, and i hope you can find it  :P (it's not the unit with no alt form)
  • we encourage you to play this mod with Arch's Christmas tileset, it's a sister project of ours
  • lastly, we need feedback. we know that our mod isnt perfect, so it's your job to tell us what's wrong so we can make it perfect (that does not mean telling us "the Crincillin's 'no resource' thing for the units is stupid, get rid of it!" we are not changing that, so get over it!)

we hope you enjoy this mod!
-Zoy
« Last Edit: 25 December 2010, 16:40:41 by Zoythrus »

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Re: Constellus (new Alpha!) [WIP]
« Reply #65 on: 25 December 2010, 16:45:35 »
Gather 'round as this becomes the most popular mod for GAE! 8) Christmas has been very busy for me, that's why some of the animations aren't done yet, with some place-holders as well.

Merry Christmas!!!
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Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #66 on: 26 December 2010, 05:34:53 »
forgot to tell you all, you will need the latest experimental snapshot to play the mod correctly!

sorry....

kris9700

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Re: Constellus (new Alpha!) [WIP]
« Reply #67 on: 26 December 2010, 22:03:40 »
sounds really cook ill check it out.

Hagekura

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Re: Constellus (new Alpha!) [WIP]
« Reply #68 on: 27 December 2010, 13:41:16 »
after I played some games with this mod,here is a my impression:
Units and Buildings are generally very unique and stylish,I like their designs. :thumbup:
Musics are awesome too.
Particles effects are gorgeous,nice job. :thumbup:

I can't say much about gameplay and balancing,since I don't well understand Crincillin units features and tactics yet,but I felt buildings are a bit resource demanding,or IPV's harvesting speed is a bit slow.I need to build a tons of IPVs to collect resources. and building and units needs some more varieties,in my opinon.I'm looking forward to the mod's future updates and Phorin faction!keep up the good work!
« Last Edit: 27 December 2010, 13:43:34 by Hagekura »
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Zoythrus

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Re: Constellus (new Alpha!) [WIP]
« Reply #69 on: 27 December 2010, 17:37:37 »
well, Hage, go to the wiki (just follow the link in my sig); that will explain everything.

that's all the units we have planned for the Crincillin, but we may add more if the fanbase becomes big enough (think expansion pack)

Seanachaidh

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Re: Constellus (new Alpha!) [WIP]
« Reply #70 on: 27 December 2010, 19:31:59 »
Yay!! we're actually getting constructive criticism! :D

also, the little easter egg we put in there will be taken out after a while, so grab it while you can!

Hagekura

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Re: Constellus (new Alpha!) [WIP]
« Reply #71 on: 28 December 2010, 06:35:38 »
Oh,now I get it.
If the slow buildings development speed was a concept of the faction,it's no problem.
I'm looking forward for the coming new units. :thumbup:
well,I'll try to find your easter-egg,I've not found it yet.(I like these little play of developers.) :D
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Re: Constellus (new Alpha!) [WIP]
« Reply #72 on: 28 December 2010, 13:00:08 »
Good work guys. I enjoyed playing it. Only resources for the buildings is something one needs to get used to. Somehow this reminds me of Kernel Panic for Spring.
http://springrts.com/wiki/Kernel_Panic
Unit spamming at best!

Here's an error log from linux:
Code: [Select]
Error loading techs/constellus/factions/crincillin/units/assault_tank/models/assault_tank.g3d
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/assault_tank/models/assault_tank.g3d
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/images/portal.png:
referenced in techs/constellus/factions/crincillin/units/gateway/gateway.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/images/portal.png
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/portal/images/portal.png:
referenced in techs/constellus/factions/crincillin/units/portal/portal.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/portal/images/portal.png
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/shrike/models/shrike.g3d
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/shrike/models/shrike.g3d
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/upgrades/nanite_systems/images/ttfinanitesvl3.png:
referenced in techs/constellus/factions/crincillin/upgrades/nanite_systems/nanite_systems.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/upgrades/nanite_systems/images/ttfinanitesvl3.png
Error: No such file or directory
All these files except the last one exist but have capital letters in their names. Just make all lower case.

To make your zip file usable in addons without extracting move the techs folder one level up. techs/ needs to be at toplevel in the zip file.

easter egg: units/paladin/models/paladin_default.png? Or is it meant to look like this? What have i won? :P

Psychedelic_hands

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Re: Constellus (new Alpha!) [WIP]
« Reply #73 on: 28 December 2010, 13:51:47 »
Good work guys. I enjoyed playing it. Only resources for the buildings is something one needs to get used to. Somehow this reminds me of Kernel Panic for Spring.
http://springrts.com/wiki/Kernel_Panic
Unit spamming at best!

Here's an error log from linux:
Code: [Select]
Error loading techs/constellus/factions/crincillin/units/assault_tank/models/assault_tank.g3d
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/assault_tank/models/assault_tank.g3d
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/images/portal.png:
referenced in techs/constellus/factions/crincillin/units/gateway/gateway.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/images/portal.png
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/gateway/models/gateway_uvmap.tga
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/portal/images/portal.png:
referenced in techs/constellus/factions/crincillin/units/portal/portal.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/portal/images/portal.png
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/units/shrike/models/shrike.g3d
PHYSFS_openRead failed: techs/constellus/factions/crincillin/units/shrike/models/shrike.g3d
Error: No such file or directory
Error loading techs/constellus/factions/crincillin/upgrades/nanite_systems/images/ttfinanitesvl3.png:
referenced in techs/constellus/factions/crincillin/upgrades/nanite_systems/nanite_systems.xml
PHYSFS_openRead failed: techs/constellus/factions/crincillin/upgrades/nanite_systems/images/ttfinanitesvl3.png
Error: No such file or directory
All these files except the last one exist but have capital letters in their names. Just make all lower case.

To make your zip file usable in addons without extracting move the techs folder one level up. techs/ needs to be at toplevel in the zip file.

easter egg: units/paladin/models/paladin_default.png? Or is it meant to look like this? What have i won? :P

Thanks :) Zoythus will have a fun time fixes those I'm sure.  :P (I love not having to do that myself)
I'll fix up the add-on thing now. 

And your prizes is!..... The satisfaction of knowing we think you're a cool dude!
Oh and this....  :-*.

Btw everyone, I got myself a graphics tablet for Christmas. So I'm trying to build up a collection of concept art, which I'll post in a few weeks.  :P

will

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Re: Constellus (new Alpha!) [WIP]
« Reply #74 on: 28 December 2010, 13:58:18 »
(Using glest_mod_pack.py https://forum.megaglest.org/index.php?topic=6207.0 )

I downloaded 1.2 which is linked in the first post.  Is this the current version?

I couldn't get it to run in glestadv:

Code: [Select]
glestadv: glestae_svn/source/game/prototypes/skill_type.cpp:244:
Glest::Sim::CycleInfo Glest::ProtoTypes::SkillType::calculateCycleTime() const:
Assertion `attackOffset > 0 && attackOffset < 256' failed.

I couldn't check very much with my glest_mod_pack.py tool either, since it stops at the first, fatal error that it finds:

ExpatError: mismatched tag: line 34, column 6
Which is techs/constellus/factions/crincillin/crincillin.xml

Code: [Select]
  <enemy-sighted-notice enabled="true" min-delay="5"/>
        <sound-file path="sounds/industrial_alarm-soundbible.com-1012301296.wav"/>
    </enemy-sighted-notice>

Note that the opening tag is actually closed..

Fixing that, and the tool says:

(click to show/hide)

So zip is 19.6MB (and I did it again with xz which is 18.2MB - usually it compresses rather better than that)

My guess is my tool is as much mis-packaging the mod as anything else, or is all this expected?
« Last Edit: 28 December 2010, 14:22:34 by will »