Author Topic: RELEASE 3 IS OUT!!! LINUX, PC, OSX!  (Read 172925 times)

anonymousjim

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Re: Annex: BETA 1 RELEASED!!!
« Reply #250 on: 11 September 2011, 17:50:15 »
dang, I'm really wishing I could play this!  I've tried pretty much everything, it just still won't work  :(

ultifd

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Re: Annex: BETA 1 RELEASED!!!
« Reply #251 on: 11 September 2011, 18:07:14 »
dang, I'm really wishing I could play this!  I've tried pretty much everything, it just still won't work  :(
What's the problem?  :-X

anonymousjim

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Re: Annex: BETA 1 RELEASED!!!
« Reply #252 on: 11 September 2011, 18:12:51 »
shows the splash stuff but as soon as the menu music starts (before the menu appears) it crashes without explanation.  Logging does nothing nor does re-installing or changing the menu g3d.  All the assets seem to be in order, it just doesn't work.  Weirder still, megaglest works fine

Omega

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Re: Annex: BETA 1 RELEASED!!!
« Reply #253 on: 11 September 2011, 18:26:01 »
Perhaps try and copy just the tilesets and faction onto an existing MegaGlest installation, and see if that works.
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tomreyn

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Re: Annex: BETA 1 RELEASED!!!
« Reply #254 on: 15 September 2011, 10:10:39 »
When you say "logging does nothing", did you enable debug logging in your glestuser.ini, using the DebugMode=True option? Also, did you run the game from a 'cmd.exe' prompt window (on Windows) / from a terminal window (on Linux/FreeBSD)?
« Last Edit: 15 September 2011, 10:16:25 by tomreyn »
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titi

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Re: Annex: BETA 1 RELEASED!!!
« Reply #255 on: 16 September 2011, 11:07:05 »
anonymousjim which operating system ? (windows?)
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Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #256 on: 24 September 2011, 19:41:46 »
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
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SnEptUne

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Re: Annex: BETA 1 RELEASED!!!
« Reply #257 on: 8 October 2011, 18:43:58 »
Here's a minimal package with only the base_battle techtree.  This version can be ran from megaglest, it will not have annex's full customization of course.

To install, simply unzip the content into the factions/techs folder.  (~/.megaglest/techs on linux)

Code: [Select]
http://www.mediafire.com/?4wwu6x946tgl0x6
« Last Edit: 15 April 2016, 15:30:39 by filux »

Ishmaru

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Re: Annex: BETA 1 RELEASED!!! Not dead either!
« Reply #258 on: 10 November 2011, 05:58:08 »
Hi sorry for lack of updates... Don't have any free time these days :(

Still there is some work being done, Mainly fixing balance issues from playing multiplayer.

Some Balance/aesthetic changes,

15 More Credits Per Crystal (now last lobger)
Population cap increased to 80 (per faction)
Hero Resistance reduced
Removed Meeting point to non producing structures.
Scout Drones now available from barracks in tier 1
Population penalty for Harvesters and Defense structures Increased to 5
Bunkers do more damage.
Reduced repair speed for grunts
Workers no longer repair vehicles
Factories auto repair ground vehicles near them
Hangars auto repair air vehicles near + above them
Icons appear above units during certain actions such as repairing, building, placing explosives, and using super weapons
New "Mobile Refinery" Unit allowing for easy harvesting far away from base. Only 1 allowed at a time.
Vehicles now rotate with ground
Stages are more 3D, more dramatic height differences
New Semi-Transparent Hud :)

Video of Mobile Refinery, Auto Repair, and Action Icons:
https://www.youtube.com/watch?v=F2-3a6HyK6o

In the works / testing
New tilesets- "Toxic High" and "Toxic Low"
Variation factions based on "Alliance" faction. Same units but with their own strengths and weakness. Similar to "Advance Wars" or Field Commander (PSP)
Concept of Rival Faction "The Northern Empire", A High Tech Race, with powerful mechanized infantry.

I having a hard time dealing with missing data due to the loss of my old computer many months ago, much of the data lost was for Chasm, which isn't in any better shape than it was a year ago but from what i still have i did a little video to show what game was like:
https://www.youtube.com/watch?v=J5K3kqfr7GM
« Last Edit: 10 November 2011, 06:10:03 by Ishmaru »
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
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will

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Re: Annex: BETA 1 RELEASED!!!
« Reply #259 on: 10 November 2011, 06:31:35 »
absolutely, staggeringly, beautiful :)

excellent resume portfolio also

makes me wonder how the engine might better sport grass and such, so that close up units actually seem to be in contact with the ground...

Hagekura

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Re: Annex: BETA 1 RELEASED!!!
« Reply #260 on: 10 November 2011, 08:25:45 »
The Action Icons looks very nice. :thumbup:
Autorepairs units near the facilities Idea sounds very good, it's logical and convenient.
The mobile refinery's design is great, as always.

Judging from the Video, chasm was less futuristic than Annex and was close to modern-day combat? I feel sorry for you crashed the datas.
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ElimiNator

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Re: Annex: BETA 1 RELEASED!!!
« Reply #261 on: 10 November 2011, 16:55:04 »
I saw that the tank tracks are moving, did you animate each piece and slowly make it go around?
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Mr War

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Re: Annex: BETA 1 RELEASED!!!
« Reply #262 on: 10 November 2011, 20:35:03 »
I love playing the beta of this mod, it has great models, consistent art style, very playable.

Chasm looked really amazing too, such a shame.

Re tank tracks, imperial and industarons have moving tracks but these look smoother.

wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #263 on: 11 November 2011, 16:43:48 »
Its really saddening that you lost so much for chasm mod, it reminded me of early WW2 in the Winter war

Mr War

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Re: Annex: BETA 1 RELEASED!!!
« Reply #264 on: 11 November 2011, 17:30:34 »
Snap! That's exactly the atmosphere I got as well.

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #265 on: 11 November 2011, 22:19:45 »
Thanks, Glad it seems everyone likes the new changes :) This should improve the multiplyer experience.

Pretty much I lost my working data folder, ex my .max + .psd files, all I have is the semi broken version in which I used to make this video.

And Yes chasm was a World War 2 like experience, with some vehicles inspired, though bit cartoonified, from real weapons in ww1 - end of ww2, including Panther Tank, Me 262, FT17, and M3 Halftrack.

Tracks are individually animated, by attaching them to a spline/path. In the same way as MRLS, and Battle Tank from Annex.

Also to answer Will: the units appearing to be off the ground is because i modeled them a bit off the ground on purpose, as for versions earlier than 3.5.3, "rotated climb" didn't work so I raised units off ground so that their treads did not go below the ground.
Annex: Conquer the World Release 4 For Pc Mac + Linux
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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #266 on: 12 November 2011, 23:43:25 »
I just noticed something, at one point in the clip, one of the tanks driving by teh base turns its turret, how did you get it to do this?

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #267 on: 13 November 2011, 01:58:07 »
I just noticed something, at one point in the clip, one of the tanks driving by teh base turns its turret, how did you get it to do this?
Oh that's just part of its idle animation. There is no way to actually rotate a turret :P



After playing Enemies and Allies Mod learned that particles now have start / stop times added to them, which Eliminator used to create muzzle flashes. Since i had muzzle flashes in the model themselves i wanted to use particles to give a light effect around muzzle flash. I did this to test how it would look. I like it!
https://www.youtube.com/watch?v=Qpc79rh27SY

So far new particles only cause slightly less frame rate than before, and can be turned off for lower end machines.
Have some issues doing rocket flares though... >_<
Multiple particle Projectiles doesn't seem to be working anymore, Though not really sure if it even was fully working before...

Oh and this is the "Toxic" tileset whose lighting is green.

Edit by Omega: Merged double post
« Last Edit: 13 November 2011, 06:23:13 by Omega »
Annex: Conquer the World Release 4 For Pc Mac + Linux
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Hagekura

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Re: Annex: BETA 1 RELEASED!!!
« Reply #268 on: 13 November 2011, 06:29:20 »
Yeah what a big feature we have missed, don't you think?
With the new particle muzzle flashes, your mod looks more fantastic! :thumbup:
I've also tested the particle start-time and end-time feature. I can't upload videos but I will upload screenshot of mine later.
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Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #269 on: 13 November 2011, 06:56:45 »
Thanks man!
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Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #270 on: 13 November 2011, 12:06:13 »
TL:DR Liked it, Ingame Music was horrible tho Along with some other issues.

I could do a review but instead im just going to say my opion

+ things
tank tracks! Looks very good(could use some improvement to make them perfect)
Particles for building construction,(Primitive but they add to the imagination factor).
Loads fast (at least on my PC, i do have the game installed on my SSD so).
Menu Music is good (but gets a little borring in the long run)

- Things
TARGETING, The targeting makes micromanaging units so difficult and i lost alot of units on that account.
Ingame music is plain horrible, it does not fit anything but the tempo that suggests a battle, otherwise the music is too harsh, and you are in the long run better of with turning it off

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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #271 on: 13 November 2011, 18:45:56 »
I just played 3 games and found several things that took away from the fact that your mod is awesome. Gameplay, models and everything along those lines was fantastic, however, the AI really doesn't use much later tech, the highest equipment the Mega CPU used was gunships, tanks, and flak rockets, otherwise, everyone spammed infantry and the IFV's. This means that a lot of the awesome late game things like the EML robot, bombers and Harriers went completely unused. Another thing I didn't like was that defences take from your population amount, its understandable but it means that you can never have a medium between offensive and defensive strength, since you don't have the population to do both. Otherwise, I discovered that the gunships are extremely devastating to everything, especially infantry, provided that they don't run into other gunships and rockets. The Harrier is near useless against AI since they barely build aircraft. I only built the bomber once and it was cool, but never did anything because I won before it got into teh fight. The secondary attacks are really cool and probably awesome in MP play but teh AI doesn't use them. Other then this, I loved your mod and there is nothing that is a major fault with the game, most of the problems are from teh Glest AI. Keep up the good work :thumbup: :thumbup: :thumbup: :thumbup: :)

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #272 on: 13 November 2011, 19:30:40 »
Ingame music is plain horrible, it does not fit anything but the tempo that suggests a battle, otherwise the music is too harsh, and you are in the long run better of with turning it off

I thought they went well with Annex, Whats the general opinion about music?

I just played 3 games and found several things that took away from the fact that your mod is awesome. Gameplay, models and everything along those lines was fantastic, however, the AI really doesn't use much later tech, the highest equipment the Mega CPU used was gunships, tanks, and flak rockets, otherwise, everyone spammed infantry and the IFV's. This means that a lot of the awesome late game things like the EML robot, bombers and Harriers went completely unused. Another thing I didn't like was that defences take from your population amount, its understandable but it means that you can never have a medium between offensive and defensive strength, since you don't have the population to do both. Otherwise, I discovered that the gunships are extremely devastating to everything, especially infantry, provided that they don't run into other gunships and rockets. The Harrier is near useless against AI since they barely build aircraft. I only built the bomber once and it was cool, but never did anything because I won before it got into teh fight. The secondary attacks are really cool and probably awesome in MP play but teh AI doesn't use them. Other then this, I loved your mod and there is nothing that is a major fault with the game, most of the problems are from teh Glest AI. Keep up the good work :thumbup: :thumbup: :thumbup: :thumbup: :)

Yes the AI has all sorts of issues. The Ai have on occasion surprised me and have built Eml Walkers and Mrls, but it is very rare and they produce them long after I have my own, and I probably already won by then :P I dont know what to do as changing stuff would break the balance, I think their is a way to give unit priorities to the Ai so maybe now we could have ai with full use of its tech tree.

As for Turrets, I currently have Population cap at 80 which is ten higher than before so maybe with those extra 10 you could use for defense? As Titi stated once that turrets are very strong so I don't want players gong into turtle mode without any penalty? I tend to go all out offense in all RTS I play :P

Yea im thinking of making harriers and bombers build faster, to promote their use more.

Thanks for the feedback. :)
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #273 on: 13 November 2011, 19:34:21 »
About the music, I think its perfectly fine and fitting for your theme.
The population complaint is probably because I like a defensive strategy with hit and run raids from my main base, which reminds me, can you make it possible for units to level up after a certain number of kills, currently it only affects the falcon which is kinda saddening

Mr War

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Re: Annex: BETA 1 RELEASED!!!
« Reply #274 on: 13 November 2011, 20:28:51 »
Re the AI not building advanced units. Not perfect solutions but i use 3 tricks which help:
A) put a build limit, like 3, on the barracks type production facilities so that it doesn't just spam the most basic production facilities
B) don't have too many production building types
C) put max unit counts on basic units so that they cannot spam too many and they switch production queue to other units