Author Topic: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)  (Read 166946 times)

titi

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #450 on: 15 August 2011, 22:24:46 »
We played it now 2( and a half) games. Compared to older versions its still more easy to win versus CPU ultra. I don't know whats causing it. Maybe(just maybe!) too many upgrades are the reason. I don't know whats the problem yet. Everything else worked well and playing was good in general.

Its compatible with 3.5.2 too and is more fun to play ( from what I experienced )
So can I put this new version into the MegaGlest internal download section?
And can i repackage it (remove all unneeded files for MG) and upload it to megaglest.org to do so?
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Hagekura

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #451 on: 16 August 2011, 01:51:07 »
We played it now 2( and a half) games. Compared to older versions its still more easy to win versus CPU ultra. I don't know whats causing it. Maybe(just maybe!) too many upgrades are the reason. I don't know whats the problem yet. Everything else worked well and playing was good in general.
Thank you for playing! I think one of the reasons which makes AI more easier to defeat is, the AI tends to spam more weaker units(for AI) such as medical priests and shinobis(shinobi's long producing time also sabotages AI barracks production of units). so I have adopted maximum-unit-counts for these units for test. It seems the AI becomes more harder to defeat by doing this. which is also meaningful to solve the Shinobi's too strong bomb issue, but the units limits is not implemented in current version of the mod. in next release, I will include them.

Its compatible with 3.5.2 too and is more fun to play ( from what I experienced )
So can I put this new version into the MegaGlest internal download section?
And can i repackage it (remove all unneeded files for MG) and upload it to megaglest.org to do so?
Yes, please do it!
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

titi

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #452 on: 17 August 2011, 22:41:47 »
Sorry took a while, but now it is available in the ingame download of MegaGlest. Its a MG version with all unneeded files for MG removed.
To update just select it and say >install< again...
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Hagekura

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #453 on: 18 August 2011, 05:39:42 »
Thank you! :) I could successfully install the mod from ingame menu.
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Japanese Faction Mod

titi

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #454 on: 25 August 2011, 23:52:45 »
yesterday and today we played some big games with the newest japanese mod! Now I must say the cpu player plays really good ( especially if you choose mega, even with low multipliers! ). Coop games were great and its really really fun to play.
Judging from those games we played it was very well balanced so far.

A really really nice mod!
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

SnEptUne

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #455 on: 27 August 2011, 14:26:10 »
Could someone tell me where I can download the previous version 0.81a?  This sound in this new version is very painful for me, so I would like to replace the sounds with those from previous version.  I really loved the popping noise (from guns) in the 0.81a, but it is gone now.  Thanks

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #456 on: 28 August 2011, 02:09:15 »
>>titi
That's good to hear. thx for reporting!

>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip

Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #457 on: 30 August 2011, 20:19:33 »
I'll think about opening up the way the AI uses specific factions so that modders can give the AI some sense of direction as to how to use each faction.

Thanks

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #458 on: 2 September 2011, 01:34:05 »
>>titi
That's good to hear. thx for reporting!

>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip

Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.

Thanks a lot Hagekura :)

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #459 on: 31 October 2011, 23:37:06 »
Just seen the Taketaba archer/gunner shots you added to the Wiki in last few days, very impressive man

Do you experience any problems with size-1 units morphing into size 2+?

Hagekura

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #460 on: 1 November 2011, 02:13:11 »
New unit shot: Tsubute(Slinger).


Currently I'm suffered video card trouble and unable to run any 3D games so developing is somewhat halted till I buy a new video card.

Just seen the Taketaba archer/gunner shots you added to the Wiki in last few days, very impressive man

Do you experience any problems with size-1 units morphing into size 2+?
Thanks. I have never experienced any troubles morph units into bigger size.
also think about tech's technician morphs into bigger units like catapult and battlemachine, morphing unit from size1 to size2 works without problems in Glest. I think morphing into size bigger than 2+ will work as well.
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #461 on: 1 November 2011, 02:32:31 »
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks

Hagekura

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #462 on: 1 November 2011, 02:39:27 »
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks
Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
« Reply #463 on: 1 November 2011, 04:06:38 »
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks
Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
The Wiki is your friend.
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Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #464 on: 1 November 2011, 04:51:55 »
Yeah I've already checked the page.
I've downloaded english.lng from http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/data/lang/?revision=HEAD and tried translate some lines into japanese.

Code: [Select]
; Japanese lang file

;Main strings
3dArt=3D アート
3dAnd2dArt=3D と 2D アート
2dArtAndWeb=2D アート と web
Abort=中止
About=詳細
Address=アドレス
AdvancedGameOptions=詳細設定
AISwitchTeamAcceptPercent=AI 許容値
AlreadyUpgraded=すでにアップグレード済み
All=全て
AllowObservers=観戦者を許可
AllowPlayerJoinTeam=プレイヤー [%s] があなたのチームに参戦することを許可する\n(changing from team# %d to team# %d)?
AmbientVolume=環境音量:
Amount=量
Animation=アニメーション
Armor=装甲
Attack=攻撃
AttackDistance=射程
AttackSpeed=攻撃速度
AttackStopped=その場に留まって攻撃
AttackStrenght=攻撃力
Audio=音声
AutoConfig=自動設定
AutoRefreshRate=自動更新頻度
AvailableServers=利用可能なサーバー
BattleOver=戦闘終了
BlockPlayer=プレイヤーをブロックする
BlockPlayerClear=プレイヤーのブロックを解除
BlockPlayerServerMsg=サーバーはIPアドレス [%s] を一時的にこのゲームからブロックしています。
Build=建設
BuildSpeed=建設速度
BuildingNoPlace=この場所には建設できません。
BuildingNoReqs=建設に必要な条件を満たしていません。
BuildingNoRes=建設に必要な資源が足りません。
Built=建設済み
CameraModeSet=カメラモードを設定
CanRepair=修理可能
Cancel=キャンセル
CancelDownloads=ダウンロードをキャンセル(s)
CancelDownloadsMsg=プレイヤー: %s は全てのファイルのダウンロードをキャンセルしました。
Canceled=キャンセル済み
Chat=チャット
ChatMode=チャットモード
CheckSumGameLoadError=Checksum error, サーバーとあなたのデータが食い違っています。
CheckSumGameLoadPlayer=プレイヤーのエラー:
CheckSumGameLoadClient=Client Checksum:
CheckSumGameLoadServer=Server Checksum:
ClientLagDropping=ドロップ %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの接続を解除。
ClientLagPausing=一時的にゲームを停止 %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの再接続を待機中...
ClientLagWarning=ラグの警告 %s, ラグの許容量を超過した可能性 %f [time = %f], クライエントのラグ = %f [%f], 警告...

Should I continue like this, and save it as UTF-8 enconding and upload it to http://megaglest.pzt.me/? is this process correct? for the time being I can't test whether this translation fits well in the game due to the video card trouble though.
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP]
« Reply #465 on: 1 November 2011, 04:54:58 »
Yes this is correct, please finish and pastebin it and we will add to svn. (and thanks for the pointer Omega, i was obviously too hasty in other comments in another post)

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Re: Japanese Faction mod [WIP]
« Reply #466 on: 6 November 2011, 19:41:26 »
Hey Hagekura an idea to improve your mod: adding something (maybe a rain of cherry blossoms?since they are the traditional flower of Japan) around the units that are morphing so you dont risk to move them while they are morphing :) Btw am i the only one that wants to see the japanese in the megapack? :)
I translated Megaglest in italian and i keep the translation updated.

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Re: Japanese Faction mod [WIP]
« Reply #467 on: 7 November 2011, 04:32:13 »
Hey Hagekura an idea to improve your mod: adding something (maybe a rain of cherry blossoms?since they are the traditional flower of Japan) around the units that are morphing so you dont risk to move them while they are morphing :) Btw am i the only one that wants to see the japanese in the megapack? :)
Hey it's a beautiful Idea! I've tested this immediately. ;D
here is a test screenshot.

I will add this particle effect for all morphing units. Grazie!

About adding japanese to megapack, I think japanese will work well together with megapack, but I'm feeling a bit bad about asking megaglest team for adding this faction, since current Japanese faction is a still imperfect for me(Yeah I'm still planning a lot more updates with the faction include adding more units and buildings). for the time being, It's better stay this faction as one of the add-on options for players.
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Japanese Faction Mod

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Re: Japanese Faction mod [WIP]
« Reply #468 on: 7 November 2011, 04:45:57 »
Btw am i the only one that wants to see the japanese in the megapack? :)
As great as the Japanese are, the Megapack makes downloading MegaGlest a hassle, and being the default (and only) techtree distributed with it, as well as the most common choice in multiplayer, it's really not optional. Japanese is a beautiful faction, but it would just make downloading MegaGlest more difficult. It's easier to download if distributed separately.

As for the morphing flowers, they look great Hagekura!
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Pizza90

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Re: Japanese Faction mod [WIP]
« Reply #469 on: 7 November 2011, 10:16:39 »
Wow Hagekura the flowers are great! :D You have been so fast to implement it! Im glad you liked my idea :) I asked about this faction in megaglest because i think that this awesome mod is not played enough and putting it directly in the game it would make it more played (it deserves to be played more).
I translated Megaglest in italian and i keep the translation updated.

titi

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Re: Japanese Faction mod [WIP]
« Reply #470 on: 7 November 2011, 17:17:01 »
Are you joking Hagekura? Your mod is really really good and most ( if not all )  of your models are better than mine!

The only thing that maybe makes it impossible to include it in the megapack are license reasons ...
I don't know whats the current state on this. Are really all sounds/pictures ok now regarding licenses?
If this is ok I(personally) would be really happy to inlcude this in the megapack too.

Other things to think about:
- balancing the japanese to the megapack factions ( if not already done )
- and as Omega already mentioned, the download size gets bigger and bigger.

But maybe we find another way to include/install more megapack compatible factions ?
I think we should start a discussion on this on the megaglest forum, as there are more and more things that might be fun to play in the "mepapack" context.
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Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #471 on: 8 November 2011, 07:37:40 »
I'm glad you like the flower particle effect, Pizza and Omega! :D

Hi titi, the licensing is OK in most terms, but I should replace some voices and icon images to make it sure.

About balancing issues, I'm keeping in mind that the faction won't be too strong or weak if compared with magitech or megapack and other factions, as sometimes I play with those factions personally.

To be frank, I afraid merging japanese with megapack at this stage would make things complicated by coordinate with megaglest team, I'm going to add a lot more units and buildings for japanese and by the moment It will requires balancing with other factions. so until the faction was completed - I feel terribly sorry to I can't tell you exactly when - , I want to stay out the faction in my way. thanks. :)

-p.s.
I think it's good to have more discussions about adding factions in megapack in megaglest forum.
« Last Edit: 8 November 2011, 07:47:03 by Hagekura »
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Japanese Faction Mod

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #472 on: 13 November 2011, 06:38:19 »
Thanks to the Megaglest's great new perticle feature of start-time and end-time settings,
I renew muzzle-flares and gun smokes of the gunners and cannons. It becomes more realistic now.


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Re: Japanese Faction mod [WIP]
« Reply #473 on: 13 November 2011, 06:59:15 »
New muzzle flares, and Musket smoke looks great!
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Re: Japanese Faction mod [WIP]
« Reply #474 on: 30 November 2011, 08:31:12 »

New unit: Standard Bearer


The large flag inspires nearby military units (Except Warrior monks, Shinobis, Gunners, Cannons, Ikki mobs) and increases attack strengths of them.

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Japanese Faction Mod