Author Topic: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)  (Read 166984 times)

Hagekura

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #75 on: 3 November 2010, 23:38:31 »
I think scouting unit is still needed in glest(If fog of war was acitve),though if air-unit wasn't needed,it's good for me coz i can slack by don't making it :D
btw i have released a alpha,HF!
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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #76 on: 4 November 2010, 00:37:15 »
the archer folder has the Uppercase name problem...please fix it.
EDIT: there were too many ones, so tomreyn (and others) uploaded a fixed version...
Code: [Select]
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z(thanks to tomreyn)

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #77 on: 4 November 2010, 02:52:33 »
That's a very nice faction. :-) Good work!
I can't tell about balancing, yet, but they look pretty nice in my opinion and the sounds are cool (even though I don't get what they are saying ;-) ).

It would be nice if you could make the faction installable in a separate tech tree which megaglest users could install in mydata/techs/ (it takes the same directory structure below this as in techs/ just that it is custom data). This way users would not have to modify their 'megapack' tech tree but could have a separate tech tree such as 'japanese_testing' or the like, with just the japanese faction in it, cleanly separated from the games' original data (of the megapack tech tree). You would need to copy the 'resources' data (gold, stone, wood) from techs/megapack/resources to mydata/techs/japanese_testing/', though. Ping me on IRC if you'd like more info on how to do this properly.
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ultifd

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Re: First Test + Screenshots!
« Reply #78 on: 4 November 2010, 03:03:04 »
Well, we had a really good game after an hour of fixing and discussing about the problem...was fun.
A lot of units seem to be powerful...not sure if overpowerful...
Also, will there be a healer? Even though the units are powerful, they are expensive...
It's kinda weird and/or new that you build a peasant farm to get peasants, and then they build the paddy field to get food. I guess people will get used to it... Also why does the Yagura get gold, wood, and stone? it is a defense building...
One more thing, are you planning to add air units to this faction? Even though it seems that this faction has enough units/it is "full", it would matter later on.
(click to show/hide)
Good work so far!!! Just don't make the uppercase mistake again.
Oh yeah...the musics and sounds are great, even though they are from others...  :thumbup:

Hagekura

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #79 on: 4 November 2010, 04:58:33 »
Thx for DL my mod and uploading fixed version,guys! :D

the archer folder has the Uppercase name problem...please fix it.
EDIT: there were too many ones, so tomreyn (and others) uploaded a fixed version...
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z
(thanks to tomreyn)
I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.
(It's odd that I had no-problem with those uppercase files.Is it a only problem when in online game?)
thx for telling me that!

That's a very nice faction. :-) Good work!
I can't tell about balancing, yet, but they look pretty nice in my opinion and the sounds are cool (even though I don't get what they are saying ;-) ).

It would be nice if you could make the faction installable in a separate tech tree which megaglest users could install in mydata/techs/ (it takes the same directory structure below this as in techs/ just that it is custom data). This way users would not have to modify their 'megapack' tech tree but could have a separate tech tree such as 'japanese_testing' or the like, with just the japanese faction in it, cleanly separated from the games' original data (of the megapack tech tree). You would need to copy the 'resources' data (gold, stone, wood) from techs/megapack/resources to mydata/techs/japanese_testing/', though. Ping me on IRC if you'd like more info on how to do this properly.
Thx for uploading fixed file!
I already had a my own separate tech tree folder in my megaglest directory(I named it "mypack")and i thought others also have their own mydata folder,and would place my faction in there.Maybe I had to think more about it.
I made a separate tech tree within new uploaded file by following your advice,thank you!  :)

Well, we had a really good game after an hour of fixing and discussing about the problem...was fun.
A lot of units seem to be powerful...not sure if overpowerful...
Also, will there be a healer? Even though the units are powerful, they are expensive...
It's kinda weird and/or new that you build a peasant farm to get peasants, and then they build the paddy field to get food. I guess people will get used to it... Also why does the Yagura get gold, wood, and stone? it is a defense building...
One more thing, are you planning to add air units to this faction? Even though it seems that this faction has enough units/it is "full", it would matter later on.

Good work so far!!! Just don't make the uppercase mistake again.
Oh yeah...the musics and sounds are great, even though they are from others...  :thumbup:

Many thanks for your effort fixing problems and nice screenshots!
and yeah,I have to do a lot more about balancing,I'll consider your advice.
there will be a healer unit(Buddhist_priest) though which is not implemented yet in this version.

about a peasant,It's hard to tell by my english skill... :-[
but I'll try to tell you,first,paddy field and rice was a main food resource of Japan,and there were also a tactics which often used in battlefield,青田刈り(aotagari).This is plunder the paddyfield under the enemy lord that is not ready to harvest,to harrass the enemy and cut their supply.I tried to reflect that.(and peasant_house is not a peasant farm,which is just a house where peasant lives.at first,I made them never produce the food,only produce the peasant to construct paddyfield,but when i made so,AI often get short in food,so i made pesant_house also produces a bit food.maybe I have to reconsider about these pesant and paddyfield features in future).
« Last Edit: 4 November 2010, 05:31:12 by Hagekura »
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John.d.h

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #80 on: 4 November 2010, 05:21:00 »
The uppercase issue is actually dependent on which operating system you use.  Windows doesn't respect case sensitivity, while Linux and Mac both do.

ultifd

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #81 on: 4 November 2010, 05:24:58 »
Quote
I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.
(It's odd that I had no-problem with those uppercase files.Is it a only problem when in online game?)
Well, you were probably using Windows... apparently it is a problem if you use Linux (or Mac?).
(But this has happened in the past, with a lot of mods and/or tileset(s))
Quote
I have to do a lot more about balancing,I'll consider your advice.
Thanks  :thumbup:
Quote
there will be a healer unit(Buddhist_priest) though which is not implemented yet in this version.
I see, good to know. A healer would really help.  :thumbup:
Quote
paddy field and rice was a main food resource of Japan,and there were also a tactics which often used in battlefield,青田刈り(aotagari).This is plunder the paddyfield under the enemy lord that is not ready to harvest,to harrass the enemy and cut their supply.I tried to reflect that.(and peasant_house is not a peasant farm,which is just a house where peasant lives.at first,I made them never produce the food,only produce the peasant to construct paddyfield,but when i made so,AI often get short in food,so i made pesant_house also produces a bit food.maybe I have to reconsider about these pesant and paddyfield features in future).
Oh...that makes more sense. I see...
Maybe don't reconsider it, but change it a bit...(later)
tomreyn ran out of food because he was confused about this in our game, but somehow, luckily, he revived himself...I think. :/

Hagekura

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #82 on: 4 November 2010, 05:33:14 »
oops :green:,I forgot to tell you about YAGURA stores resource issue,sorry.
to begin with,yagura in japanese word 矢倉 means,
矢(Ya,arrow),倉(Kura,store),although the word "yagura" is used for many kinds of deffensive buildings(such as watchtower),
this type of yagura was also used for store resources when at peacetime.by reflecting it,my yagura can store resources.though I also had a bit concern that maybe this feature made yagura too conveniet.In consideration of balancing issue,I might delete resource storing feature of yagura and made them purely a defensive building.
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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #83 on: 4 November 2010, 05:46:14 »
oops :green:,I forgot to tell you about YAGURA stores resource issue,sorry.
to begin with,yagura in japanese word 矢倉 means,
矢(Ya,arrow),倉(Kura,store),although the word "yagura" is used for many kinds of deffensive buildings(such as watchtower),
this type of yagura was also used for store resources when at peacetime.by reflecting it,my yagura can store resources.though I also had a bit concern that maybe this feature made yagura too conveniet.In consideration of balancing issue,I might delete resource storing feature of yagura and made them purely a defensive building.

you do need a resource drop off though, i think the yagura is fine...

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #84 on: 4 November 2010, 05:50:22 »
By the way, I could be wrong, but isn't Shinto more dominant in Japan?

And actually, dropping off resources at the Yagura probably makes as much sense than bring them to the Castle.

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #85 on: 4 November 2010, 07:00:33 »
The uppercase issue is actually dependent on which operating system you use.  Windows doesn't respect case sensitivity, while Linux and Mac both do.
Thx for the important information! :thumbup:
yes,I'm windows user,and I didn't notice about these issues.from now on,I'll watchout for filenames.

By the way, I could be wrong, but isn't Shinto more dominant in Japan?
A good question,but hard to answer ::).
I don't have enough knowledge to answer the religious thing correctly,so excuse me for my answer would be rough.

Shinto was dominant in japan,that's true.Shinto is a unique ancient religion of japan.
though when Buddhism introduced into japan from Baekje,japanese government at that time used Buddhism for rule the country(likewise Romans used christianity to rule their empire).Influence of buddhism was getting bigger and bigger.later,in Kamakura period,Buddhism spread into military nobility(Samurai),so most of samurais believed in buddhism religion. - though after arrival of Chrisitian missionary from europe,few samurais converted to christianity,Ōtomo Sōrin(1530-1587) was the one of those christian samurai -
after the Ōnin War(1467-1477),some Buddhist sects gained strong military power and even a conflicts between these sects and Daimyos occured.wars between Daimyo,Oda Nobunaga(1534-1582) and Ikko-ikki sect http://en.wikipedia.org/wiki/Ikk%C5%8D-ikki  is famous.

after a Meiji Restoration in 1868,japan became a Emperor's country and influence of buddhism was decreased,though buddhism is still a major religion in japan today.
« Last Edit: 4 November 2010, 08:07:38 by Hagekura »
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wciow

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #86 on: 4 November 2010, 12:37:56 »
Just downloaded and played the alpha. This is the best Glest mod since Megapack  :D

The building models are as good as anything seen in Glest thus far (Castle, Yakura and Dojo are my favorites), only the rice paddy could do with a little remodeling to make it look less like a solid cube. I also like the way the models have a slight Japanese look about their dimensions without making them look cartoonish.

Textures on all the models are crisp and well made.

The animations are generally good but the running animation for offensive units needs to have its timing adjusted, it looks like they are running on the spot. The death animations are smooth and imaginative, not just the usual fall-in-a-straight-line type. 

The tech tree is large and well structed, with plenty of buildings, units and upgrades  :thumbup:

This mod also has some good sound effects which are lacking in most Glest mods  :thumbup:

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #87 on: 4 November 2010, 21:08:45 »
Wow... This looks great! Without doubt the best looking Alpha I've yet to see. Makes me imagine what the final will be like.

Personally, I don't think it needs air units. They aren't a necessity, and as long as the ground units balance out, they're fine without air units.

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.
At the same time, though, this means we don't have to "mess up" our megapack with a testing alpha, as someone pointed out earlier. Plus, it would need more testing for balance, and the issue with air units going through buildings before being packaged with the MegaPack. It certainly does fit into the megapack's quality though!

And to clear things up a bit, the "case problem" isn't that uppercase is bad (though you should use all lowercase to prevent accidents), it's just that you must use the same case for something all the time. This is better explained with an example:
Suppose we have a file name "Swordman.g3d". In the xml, we say the model is called "swordman.g3d". Notice that the file has an upper case S, so case sensitive operating systems (such as linux) will be looking ONLY for the lowercase variety, and the upper case is considered a whole separate file (it's possible to have two files named "A" and "a" on linux, but NOT possible on windows (and should be entirely avoided)). However, even if you are careful, don't use uppercase in unit names because GAE will throw an error designed to prevent modders from doing so (which can be a pity with units that need forced case). Regardless, just use all lowercase, because no matter how careful you are, someone can easily still make that mistake. There's also a tool, if I recall, for linux operating systems that will convert all case, and is probably available on Titi's site.
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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #88 on: 5 November 2010, 01:34:34 »
hey, i played the new version, and it's cool.

i do have some concerns though:
the music has got to go, it was very distracting and felt like it just droned on (noisily).
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
the armored samurai really needs a new model
the defensive towers could have a range increase (14?)
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.

that is it.

ultifd

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #89 on: 5 November 2010, 02:09:23 »
Quote
the music has got to go, it was very distracting and felt like it just droned on (noisily).
That's debatable, but I'm pretty sure a lot of people would disagree with that...

Quote
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
I agree, but it would need a change of damage too, for it to be balanced with the other units or buildings.

Quote
the defensive towers could have a range increase (14?)
Maybe, but they are powerful enough...and especially later on when you upgrade them...

Quote
the armored samurai really needs a new model
heh, of course, but he probably already knows that...

Hmm...maybe the cannon should be a bit weaker? This cannon is the strongest one of "all the catapults/cannons" that I've seen in Glest. :/ maybe around 200 less...or at least 100.

Hagekura

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #90 on: 5 November 2010, 06:48:58 »
Thx for everyone who have tested my mod and giving me beneficial suggestions!
I'll consider all of your feedbacks and they will be reflected in next version!

The building models are as good as anything seen in Glest thus far (Castle, Yakura and Dojo are my favorites), only the rice paddy could do with a little remodeling to make it look less like a solid cube. I also like the way the models have a slight Japanese look about their dimensions without making them look cartoonish.
yeah,the paddyfield is one of the early models I have made and I'm also thinking which needs to remodelling.
but there are many incomplete unit models I must make first,after I complete all modellings,I want to redo these discontent models.

The animations are generally good but the running animation for offensive units needs to have its timing adjusted, it looks like they are running on the spot. The death animations are smooth and imaginative, not just the usual fall-in-a-straight-line type. 
maybe unit's animation when they charge needs to more speed slow down?
or I have to redo model's animation?anyway,I'm not get used to both modelling and animation yet,
these Issues will be fixed in the future when I get more experiences.

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.
In fact,my faction is magitech/megapack compatible.I made them in separate techtree because of simple reason omega already told to you.I didn't use special resources,neither special attack/armor types nor altered damage-multipliers,so you can simply copy and paste my faction in magitech or megapack techtree's faction folder,then you can play with them.

And to clear things up a bit, the "case problem" isn't that uppercase is bad (though you should use all lowercase to prevent accidents), it's just that you must use the same case for something all the time. This is better explained with an example:
Suppose we have a file name "Swordman.g3d". In the xml, we say the model is called "swordman.g3d". Notice that the file has an upper case S, so case sensitive operating systems (such as linux) will be looking ONLY for the lowercase variety, and the upper case is considered a whole separate file (it's possible to have two files named "A" and "a" on linux, but NOT possible on windows (and should be entirely avoided)). However, even if you are careful, don't use uppercase in unit names because GAE will throw an error designed to prevent modders from doing so (which can be a pity with units that need forced case). Regardless, just use all lowercase, because no matter how careful you are, someone can easily still make that mistake. There's also a tool, if I recall, for linux operating systems that will convert all case, and is probably available on Titi's site.
Thank you,now I get things more clearly.I will not use Uppercase filenames from now on.

hey, i played the new version, and it's cool.

i do have some concerns though:
the music has got to go, it was very distracting and felt like it just droned on (noisily).
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
the armored samurai really needs a new model
the defensive towers could have a range increase (14?)
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.

that is it.
Maybe you are cherishing the fine music piece from OST of Lastsamurai I used in the one I handed to you,aren't you? ;D

I agree with that Arquebuser is a bit too powerfull,likewise it was in the real world.
I had many adjustment abuot the unit's stats.If i made them more realistic,I must decrease their fire-rate and increase damage.or consideration of gamebalance,I would make them less powerfull or increase their price.
but we also have to consider that you need a some investment for buildings and upgrades before get the unit.
maybe we must have a lot of debates about the unit's stats.

and about armoured_samurai,ofcourse I will create a new model for him.I'm going to create whole new models for units except worker(only do retexturing and it is enough,I think).though about modelling armoured samurai,there might be a lot of difficulties modelling him :dead:. Have you ever seen an armor which samurai wore at that time?
Like this one↓

to say the least,It's a challenging especially for novice modellar like me :dead:.but I'll try.

the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.
It's an interesting suggestion,but do I need to edit a damage-multipliers to achieve that?

Hmm...maybe the cannon should be a bit weaker? This cannon is the strongest one of "all the catapults/cannons" that I've seen in Glest. :/ maybe around 200 less...or at least 100.
OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.
coz Its fire-rate is very low,and needs a lot of time to recruit,and has no-splash damage.

Thank you all!
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #91 on: 5 November 2010, 07:02:41 »
to say the least,It's a challenging especially for novice modellar like me :dead:.but I'll try.
I can see why it would be challenging, but you don't really seem to be a novice modeler for Glest...  :O others, yes, but then almost everyone in this community would be...anyways, good luck on creating that model.  :thumbup:

Quote
OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.
coz Its fire-rate is very low,and needs a lot of time to recruit,and has no-splash damage.
Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #92 on: 5 November 2010, 10:41:42 »
I also played it a bit now and it was fun. Sadly my system seems to have a problem with the sounds and glest crashes after 5-10 minutes of playing with problems in my soundlib  :scared:. I will investigate/test more on a newer Linux version because I am quite shure its not your fault, but a buggy soundlib in my system.

What I have seen so far was really good!
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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #93 on: 5 November 2010, 12:01:24 »
It also needs to be improved, as compared a number of units it should be something missing.

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #94 on: 5 November 2010, 15:10:02 »
Really good, I LOVE the sounds. They make this mod so unique. I hope there shall be more nice work like this in the future!

P.S this totally needs a Japanese tileset.... It feels strange in the normal Glest forests.
« Last Edit: 5 November 2010, 15:12:04 by Psychedelic_hands »

Mirage2777

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #95 on: 5 November 2010, 19:36:19 »
It also needs to be improved, as compared a number of units it should be something missing.

You can't fairly criticize the number of units in a mod when it's still in its alpha.   

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #96 on: 6 November 2010, 02:11:29 »
Ignore these critism ... There are always guys like this .

For your info, I think i was able to fix my sound problems. You are using a lot of sound formats in your mod ( different types of partly very unusual wavs ). This somehow confused my sound system ( and I bet others might have trouble too ) . I recalculated all wav files to a quite common 22050Hz 16bit and Stereo. Then everything was fine! The linux command  I used was this:

Code: [Select]
for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done   ( start it in the units directory )

Maybe this can be done in the final version to make it more compatiblel? I will happily do this for you if you need help.

Another thing i saw is that your background music is really huge! Maybe that can be shrinked a bit ? At least recalculate it with 128 kbit instead of 225 or something like this  now. The result will be much smaller. This can be done with audacity for example.
« Last Edit: 6 November 2010, 02:15:05 by titi »
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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #97 on: 6 November 2010, 07:07:01 »
Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...
I've changed cannon's attack strength to 700 to 900 :thumbup:

It also needs to be improved, as compared a number of units it should be something missing.
As Mirage2777 said to you,this is alpha.There will be more units in the proper version.

Really good, I LOVE the sounds. They make this mod so unique. I hope there shall be more nice work like this in the future!

P.S this totally needs a Japanese tileset.... It feels strange in the normal Glest forests.
Thanks fella!I agree with you that it needs a Japanese tileset.I also want that.sadly,I don't know about making a new-tilesets.but maybe in future,I might try.

It also needs to be improved, as compared a number of units it should be something missing.

You can't fairly criticize the number of units in a mod when it's still in its alpha.   
Thank you for telling him that :thumbup:

For your info, I think i was able to fix my sound problems. You are using a lot of sound formats in your mod ( different types of partly very unusual wavs ). This somehow confused my sound system ( and I bet others might have trouble too ) . I recalculated all wav files to a quite common 22050Hz 16bit and Stereo. Then everything was fine! The linux command  I used was this:

Code: [Select]
for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done  ( start it in the units directory )

Maybe this can be done in the final version to make it more compatiblel? I will happily do this for you if you need help.

Another thing i saw is that your background music is really huge! Maybe that can be shrinked a bit ? At least recalculate it with 128 kbit instead of 225 or something like this  now. The result will be much smaller. This can be done with audacity for example.
Danke,Herr meister! :D
by following your advice,I've converted almost every sound files to 22050Hz/16bit/Stereo.
I also recalculated the music with 128kbit.I'm going to upload fixed version of alpha.
thx for the important information! :thumbup:
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #98 on: 6 November 2010, 19:30:36 »
Quote
Yagura's resources stockpiles reduced to 150.
Hmm...I wonder if this would really make a difference, as it still holds resources...but you explained the reason why, so I guess that's ok...
Quote
I've changed cannon's attack strength to 700 to 900  :thumbup:
Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)

Alright, going to test the 3rd alpha :)
edit: just had a nice game of 2 vs 1 mega!!! It was fun :) We beat them... :)
I noticed that the construction model for the castle is way too big...it should be a bit smaller

and here is a guide that "notsogood" made: http://guideguy.atspace.com/

Hagekura

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Re: Japanese Faction mod [WIP] First Alpha Released!
« Reply #99 on: 7 November 2010, 10:02:36 »
Thanks for playing with my mod and nice Guides!ultifd man. :D
I'm going to add your guide at the 1st post of the thread.

Quote
I've changed cannon's attack strength to 700 to 900  :thumbup:
Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)
This is a difficult matter to decide.because cannonballs of cannons used at that time were a just a chunk of metal or plumbum.there weren't HE rounds or Shrapnel rounds.so it could kill only one man if hit him exactly.Cannons were used for purely a siege purpose or threaten enemy by its large sound.but I'll give the cannon splash damage(and lower attack strength)and try some tests.If the result of the test feels good for me,I'll give them a splash damage.

Alright, going to test the 3rd alpha :)
edit: just had a nice game of 2 vs 1 mega!!! It was fun :) We beat them... :)
I noticed that the construction model for the castle is way too big...it should be a bit smaller
Maybe you guys had a gg :thumbup: I'm glad to hear that.
and about castle construction model,OK,I'll make it a bit smaller.
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

 

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