Author Topic: RELEASE 3 IS OUT!!! LINUX, PC, OSX!  (Read 149180 times)

ElimiNator

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Re: Annex Conquer The World Anounced:
« Reply #75 on: 12 March 2011, 05:20:46 »
@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
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ultifd

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Re: Annex Conquer The World Anounced:
« Reply #76 on: 12 March 2011, 06:09:40 »
Are the Chasm images on deviant art dark or hard to see on your screen?
Somewhat, but it's fine. Perhaps you should just adjust your screen's settings...  :-\

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #77 on: 12 March 2011, 06:41:56 »
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles.  :P

Are the Chasm images on deviant art dark or hard to see on your screen?
Somewhat, but it's fine. Perhaps you should just adjust your screen's settings...  :-\
@ultifd What I feared. :look:... Ill try to brighten it the only way i can think of is brightening the textures, its just hard cause i don't have something to aim for...
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ElimiNator

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Re: Annex Conquer The World Anounced:
« Reply #78 on: 12 March 2011, 06:59:17 »
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles.  :P
Cool.
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Re: Annex Conquer The World Anounced:
« Reply #79 on: 12 March 2011, 12:30:25 »
has been said often but; cant wait to get this to play  :D
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...

the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-style

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Re: Annex Conquer The World Anounced:
« Reply #80 on: 12 March 2011, 16:02:09 »
@Ultfid Ill upload video when i find it. If not Ill make a new one! Meanwhile try not to post it anywhere don't want my phone number plastered all over net. ;)
Are the Chasm images on deviant art dark or hard to see on your screen?

@Whyvern Not sure what you mean by how but i replaced the "impaled" object with various objects such as buildings, shacks, water towers, empty lots, and broken down cars. Each occupy about 3x3 space much like "Big Rock" and are chosen at random by the engine.

@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
Thats cool, sorry if I was confusing, making tilesets looks like fun

Omega

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Re: Annex Conquer The World Anounced:
« Reply #81 on: 12 March 2011, 19:00:52 »
Wow, that's amazing Ishmaru! Very creative usage of tilesets. Albeit, they will only work on specially made maps as a result, but it's very impressive all the same! :o
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Re: Annex Conquer The World Anounced:
« Reply #82 on: 13 March 2011, 02:44:42 »
Thats cool, sorry if I was confusing, making tilesets looks like fun
It is! Its actually fun to break the tileset mold and explore different possibilities!
Wow, that's amazing Ishmaru! Very creative usage of tilesets. Albeit, they will only work on specially made maps as a result, but it's very impressive all the same! :o
Thanks! Yea its a problem since tileset is radically different It would only work with special maps and the maps may not work with any other tileset.
has been said often but; cant wait to get this to play  :D
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...
Thanks ^^

I will upload Chasm but i have some things need fixing before I do. As of now a beta release of Annex is higher priority.
the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-style
Maybe i think Future Glest (Glest 4 hopefully) changes should focus on making its easier to make mods that focus on large scale battles. Thats my biggest grief with The Annex Project. I'm thinking of limiting to 2-4 player maps, due to the lag issue created by large armies. Maybe a 6 player map to test if that many players are even possible. I'm also worried about multiplayer issues due to large armies.
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ultifd

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Re: Annex Conquer The World Anounced:
« Reply #83 on: 15 March 2011, 00:19:15 »
How will those huge mountains work in MG? Invisible blocker objects, everywhere?

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #84 on: 15 March 2011, 14:42:07 »
How will those huge mountains work in MG? Invisible blocker objects, everywhere?
Not everywhere. Mountains are larger but not huge. The easiest way to set up a mountain is to use a brush of radius 3. one click and put a single mountain square in the middle. And you got a perfect collision barrier. Like in photo:

(click to show/hide)
Btw.
I remember hearing something about defining a tileset object height in megaglest for air units. Cant seem to find how to do it anywhere. :look:
« Last Edit: 15 April 2016, 16:29:02 by filux »
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Omega

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Re: Annex Conquer The World Anounced:
« Reply #85 on: 18 March 2011, 04:19:42 »
I remember hearing something about defining a tileset object height in megaglest for air units. Cant seem to find how to do it anywhere. :look:
Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:
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Zoythrus

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Re: Annex Conquer The World Anounced:
« Reply #86 on: 18 March 2011, 15:58:01 »
in some ways, i kinda wish that air units would stay a consistent height from the ground, so that you can actually have an animation for a ground unit that can become and air unit. and also, as Omega said, flying an air unit into a mountain sucks.

Omega

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Re: Annex Conquer The World Anounced:
« Reply #87 on: 18 March 2011, 18:39:09 »
in some ways, i kinda wish that air units would stay a consistent height from the ground, so that you can actually have an animation for a ground unit that can become and air unit. and also, as Omega said, flying an air unit into a mountain sucks.
They do fly a consistent height.
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Re: Annex Conquer The World Anounced:
« Reply #88 on: 18 March 2011, 20:08:10 »
sorry, i meant to say a "static" height from the ground. only downside with that is that they would "ride" the contours of the land below

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #89 on: 19 March 2011, 23:31:10 »
Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:
Really, that's not good the mountains are taller and air units would fly into them... Ill create a request.

sorry, i meant to say a "static" height from the ground. only downside with that is that they would "ride" the contours of the land below
They already ride the surface of the ground so you can animate ground to air morphing and vice-versa, I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.
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ElimiNator

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Re: Annex Conquer The World Anounced:
« Reply #90 on: 20 March 2011, 04:42:04 »
I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.
Yes, I have air units that die and fall to the ground. The height is about 5 squares in blender.
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Re: Annex Conquer The World Anounced:
« Reply #91 on: 20 March 2011, 09:16:41 »
Its about 5 units by default, right?  If the tileset has it adjusted, or there are adjustments for the highest model, or such, it could vary?

Oh for bone-base animations with IK for this stuff.  Or other, simpler ideas?

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Re: Annex Conquer The World Anounced:
« Reply #92 on: 20 March 2011, 12:13:42 »
For the sake of death animations I'd like the air unit height not to vary too much, or maybe use some system so that it returns to the default level during the beginning of the death animation as to make it as smooth as possible.
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Re: Annex Conquer The World Anounced:
« Reply #93 on: 13 April 2011, 06:14:45 »
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.
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ultifd

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Re: Annex Conquer The World Anounced:
« Reply #94 on: 13 April 2011, 06:21:49 »
Get well soon! (For your own benefit, not for the mod...)  :thumbup: I've been sick for sometime too...
Sounds great! Everything should also be OK since MG is most likely going to release before next week, so that seems to fit everything.
Hmm...water sounds causes lags? Really?

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Re: Annex Conquer The World Anounced:
« Reply #95 on: 13 April 2011, 18:38:53 »
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.
Get well soon! The screen shots and videos rock, I'm itching to play it!!!!

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Re: Annex Conquer The World Anounced:
« Reply #96 on: 14 April 2011, 16:38:52 »
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.

Here some recent screens. I was experimenting on trying to fake bloom effects. As well as re designed the MRLS and Destroyer.
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_2.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_4.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_1.jpg[/img]

This was done playing around with Fog/ particles/ and brightness levels of textures. Unfortunately all the added particles are taxing on the system. So lower end machines will have to disable them.

Thanks Ultifd/Mr War for your concern! I hope to be well soon.

@Ultifd For me water sounds does cause lag but that may just be my sound card, when i bought my computer i got the lowest end sound card so i can have the best video card I could get. Even so You cant hear the water sounds since they are drowned out by the music. So i removed it anyways, no point having to compute something not heard anyways.
« Last Edit: 15 April 2016, 16:29:29 by filux »
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Mr War

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Re: Annex Conquer The World Anounced:
« Reply #97 on: 14 April 2011, 16:43:16 »
gorgeous

ultifd

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Re: Annex Conquer The World Anounced:
« Reply #98 on: 14 April 2011, 21:44:37 »
Wow, looks AWESOME! I really can't wait for the release!
Quote
@Ultifd For me water sounds does cause lag but that may just be my sound card, when i bought my computer i got the lowest end sound card so i can have the best video card I could get. Even so You cant hear the water sounds since they are drowned out by the music. So i removed it anyways, no point having to compute something not heard anyways.
Oh, I see. Perhaps, but if the music is louder than yeah...

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #99 on: 15 April 2011, 04:33:41 »
Thanks! Glad you guys like the changes. It is taxing though so need an good machine. I wish i had one. :P I put these in but cant use em to much...
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