Author Topic: [New mod] Navy Versus Pirates.  (Read 7250 times)

Coldfusionstorm

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[New mod] Navy Versus Pirates.
« on: 6 December 2011, 12:56:46 »
Fully open source mod.

If there is enough interest i will pickup this mod, also go to feature request and vote for water units, wich is kinda a prerequsite for this mod!

This will be a full fledged mod and be fuled by the glest community!

Sound artists.
-None-

Music artists.
-None-

Moddelers.
-None-

Animation.
-None-

Lead game designer.
Coldfusionstorm

Game design.
-None-

XML writing.
-None-

Texturing
-None-

1. Priority - Ship models
2. Priority - XML files. (On hold)
3. Priority - Texturing
4. Priority - Sound
5. Priority - Music

Tasks

Modeling 2 ships, one for navy one for pirates
-None-

Create XML for The mod
coldfusionstorm

Have a moddb entry up for the mod.
-None-

Cannon sounds when firing
MuwuM


Done Tasks

-None-

« Last Edit: 13 December 2011, 19:58:04 by Coldfusionstorm »
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Pizza90

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Re: [New mod] Navy Versus Pirates.
« Reply #1 on: 6 December 2011, 18:13:15 »
Hi a mod like that would be very cool in my opinion! But if you do that please make it working with the megaglest techtree..or few people will play it! I'd like to help, but i dont know how to write code  and im still a newbie with blender (even if im working on a faction) but if you want i can help you finding free sounds and free music for the mod :)
I translated Megaglest in italian and i keep the translation updated.

Ishmaru

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Re: [New mod] Navy Versus Pirates.
« Reply #2 on: 6 December 2011, 19:12:48 »
Well a navy mod without ship to ship combat kind of defeats the point, unless mg is going to get water units too. Maybe there is a way to fake water units on megaglest, but the easiest way is gae.
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wyvern

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Re: [New mod] Navy Versus Pirates.
« Reply #3 on: 6 December 2011, 19:55:06 »
I'd like some more description on how you envision this mod, do you have any techtree, concept art etc. Then I'll try to make up my mind, I can give ideas but at the moment thats just about it.

Hagekura

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Re: [New mod] Navy Versus Pirates.
« Reply #4 on: 6 December 2011, 20:19:47 »
Is this mod about sailing ship era naval fights like English Privateer vs Spanish fleet?
Or Somalian pirates vs UN Fleets?
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MuwuM

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Re: [New mod] Navy Versus Pirates.
« Reply #5 on: 6 December 2011, 21:45:44 »
As you are looking for Sound artists and Music artists, are you looking for an artist who does:  select/cut/modify   OR  compose/play music (instruments)/record sounds ?

I think I could do some of that but need more information like:

  • theme (Caribbean: England, Spain OR modern military)
  • how detailed should sounds be:
    • sound effects
    • spoken voice
    • pseudo spoken voice (like Sims)

    • one sounds per important unit (selection or attack or ...),
    • multiple sounds per important unit (selection, attack, ...),
    • one sounds per unit (selection or attack or ...),
    • multiple sounds per unit (selection, attack, ...),
    • multiple sounds per action (some for selection, some for attack,...)
    • ...
     
 

I could also do some unit xml's (not expirienced with particles but with other MG stuff)

Examples

Selected music:
  • Caribbean: England, Spain
Code: [Select]
[url=http://www.jamendo.com/en/track/338954]http://www.jamendo.com/en/track/338954[/url] (by Mattias Westlund, CC-BY )
[/li]
[li] modern
http://www.jamendo.com/en/track/760462 (by ALISA MIRONOVA , CC-BY-SA )
[/li]
[/list]

Selected Sound effects:
  • Caribbean: England, Spain
Code: [Select]
[url=http://soundbible.com/909-Cannon.html]http://soundbible.com/909-Cannon.html[/url] (by nps.gov, Public Domain, should be CC-0 )
Code: [Select]
[url=http://soundbible.com/858-Angry-Pirate.html]http://soundbible.com/858-Angry-Pirate.html[/url] (by Mike Koenig, CC-BY )
[/li]
[li] modern[/li][/list]
Code: [Select]
[url=http://soundbible.com/1880-416-Barrett-Sniper-3x.html]http://soundbible.com/1880-416-Barrett-Sniper-3x.html[/url]
    (by Mike Koenig , CC-BY)
    [/li]
« Last Edit: 15 April 2016, 04:37:12 by filux »

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #6 on: 7 December 2011, 15:15:20 »
Im not intending the mod to be historically accurate,and i am thinking of keeping it to Battleships,/steamships.

if somebody makes a REALLY good case about it, it could be changed, but im not much inclined since today's ship's are borring to say the least.

I tought about steam-punk machines, but its really not what i want, i want the feeling of being the captain of a ship, (or fleet).

Obviously, This would need to be figured out first, since The with the fleet thing its more like a Normal RTS, and the captain ship, would be more like a hero mod.

Sound effects are a first, i want the feeling of tree breaking when a cannon ball hits, the ship falling apart with each hit. and the Explosion sounds should be FAT, i don't want squish cannons

It would be nice to have cannons historically accurate, that would be kinda cool.

SCALE.
Ship's are going to be HUGE, On the long term, there is going to be a crew on deck. So models will have to be proportioned for that, so the scale is right, when the scale is right you can just enlarge/make it smaller in blender.

There is currently
nothing in existence for the mod, that's why i said i would pick it up before beginning to make XML's.
« Last Edit: 7 December 2011, 15:54:27 by Coldfusionstorm »
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Mr War

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Re: [New mod] Navy Versus Pirates.
« Reply #7 on: 7 December 2011, 16:27:50 »
Good luck

GAE has ships so maybe start there, although at least when I was modding GAE the AI didn't work for profucibg water units. John had a collection of boats.

Sounds like you are starting with a huge mod. Mods take ages, even for sloppy workers like me or industrious modders like eliminator/vbros.

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #8 on: 7 December 2011, 17:39:55 »
The point was that it would be a comunity effort, i _can't_ work on this full scale, however much i want, IRL requires attention all the time, and GIS also needs my hands.
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Omega

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Re: [New mod] Navy Versus Pirates.
« Reply #9 on: 7 December 2011, 21:54:22 »
Off topic has been axed by yours truly. It was the result of a misunderstanding (read Mr War's line again), and completely irreverent to this discussion. In the future, take such to private messages please. Bickering and attacking each other is by no means productive.

As for my opinions on the mod itself, I think it should be for GAE, since MegaGlest doesn't support water units in the meantime, and even when MegaGlest does, why not make a MegaGlest and GAE mod, rather than focusing on a single engine.

As well, I question how well such a project will really turn out. We've had very mixed results in "collaboration" projects, and they tend to take an exceedingly lengthy time to complete, have issues with involvement, and overall end up just being a mess (whereas a bunch of people meeting in a room every morning can be fairly productive, when we factor in the difficulty of distributing the latest versions of files (obviously git or svn would be the best approach, but in the retrospective, they're also incredibly complex), the fact everyone works as a volunteer in their own time, the mixed experiences and styles of others (ever seen a messy person try and work with a neat-freak?), etc, it becomes... well, a mess).

With that being said, it can work out, after all, Dark Magic did eventually work out (more than a year later), but it would be quite difficult. Throw in the fact that the "lead game designer" cannot fully commit to the project (why not finish GIS first, or fully abandon it, then work on this?), my spidey senses are leading towards the project ultimately ending poorly. Of course, you're more than welcome to prove me wrong, and should it succeed, it has great potent.
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Hagekura

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Re: [New mod] Navy Versus Pirates.
« Reply #10 on: 7 December 2011, 22:29:39 »
Agreed. While you have an ongoing project, you shouldn't dabble in another project.
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Mr War

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Re: [New mod] Navy Versus Pirates.
« Reply #11 on: 7 December 2011, 22:56:47 »
The Alliance collaborative faction for Sci-Fi pack was done and dusted in a month or two :D ;p

but like I said, this mod seems very ambitious, and from the open positions list seems like it'd be heavily dependent on others.

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #12 on: 8 December 2011, 18:51:55 »
I have no intention of making anything that isn't multiplayer, if somebody wants to keep a GAE version up of the mod, they are free to do so.

And, This won't take time from my other game, (G.I.S), As this would/should be a community effort, the total time each individual put in should be less than what you normal would for a mod, since modders wont have to do XML, ext,ext,ext.
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ElimiNator

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Re: [New mod] Navy Versus Pirates.
« Reply #13 on: 9 December 2011, 17:23:47 »
Well you cant use MG for this because it dosen't have water units yet. And you cant use GAE because then no one will play it. Id say wait a bit for MG to add water units or GAE to fix multiplier.

Are you having this mod old ships or new?
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Re: [New mod] Navy Versus Pirates.
« Reply #14 on: 10 December 2011, 04:48:00 »
And you cant use GAE because then no one will play it.
You know, I used to hate it when people say this, but I've finally found a use for it: LOLWUT??

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Re: [New mod] Navy Versus Pirates.
« Reply #15 on: 10 December 2011, 05:16:00 »
Group projects in this community have proven thus far to be a boondoggle.  A partnership of a couple people can do pretty well (e.g. sci-fi pack), but any time someone has had a "everybody pitch in" project, it has either taken ages to complete or faded away unfinished.  If you look at all the finished mods around here, they are almost all one-person projects.  A lot of this is because organizing people in this community is like herding cats.  I had a pretty solid plan for how Dark Magic was going to get done, but hardly anybody followed through on any of their intentions (I'm including myself), and I ended up having to do a lot of the heavy lifting on my own.  Everybody has their own issues to which to attend, and everybody works at their own pace and within their own schedule, and getting an international community that spans all age groups to work together is just not easy.

Add to that the fact that you want something multiplayer-friendly and with water units, plus the fact that you've already got another project... I think this mod has a snowball's chance in Hell. :(

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #16 on: 10 December 2011, 12:28:11 »
Mr, War it is, and this is also why its OS, Since i don't want anything licence over it.

Anyway, As a act of good faith, il fix up a base XML tree the next couple of days, you know, 2 factions, 2 ships.

For now, il just upload the tech tree here.(when its done).

Also, Did anyone WANT to contribute to this?.
If you can that would be great.

Also, If anyone could setup a SVN, and give explantion how to use SVN from a developer side, that would be great.

Or git, whatever is easist, Personally ive never gotten GIT to work on Windows, and havent tried on Nix.
« Last Edit: 10 December 2011, 13:58:57 by Coldfusionstorm »
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Omega

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Re: [New mod] Navy Versus Pirates.
« Reply #17 on: 11 December 2011, 04:40:53 »
I had a pretty solid plan for how Dark Magic was going to get done, but hardly anybody followed through on any of their intentions (I'm including myself), and I ended up having to do a lot of the heavy lifting on my own.  Everybody has their own issues to which to attend, and everybody works at their own pace and within their own schedule, and getting an international community that spans all age groups to work together is just not easy.
And to think you weren't even the mod's creator. Modman started the mod, like, a year before he handed leadership to you in his attempt to make it a group project. Then it took another year or so to finish the mod.

Also, If anyone could setup a SVN, and give explantion how to use SVN from a developer side, that would be great.

Or git, whatever is easist, Personally ive never gotten GIT to work on Windows, and havent tried on Nix.
I'd say go with git. It's replacing SVN all over (I've heard of people go from SVN to git, but never git to SVN). GAE converted to git a while ago, and MegaGlest is pondering the concept (or so Softcoder said). Neither are necessarily a breeze to learn, but if you are dedicated, you won't experience much trouble. If you can learn how to use Blender - even basically - git should be easy for you. They have plenty beautiful documentation over at GitHub.
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Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #18 on: 11 December 2011, 09:45:42 »
so, what i heard so far, is that people arn't interested enough to do any of it, or are just commenting, wich is fine, il just put my own efforts on hold.
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Re: [New mod] Navy Versus Pirates.
« Reply #19 on: 12 December 2011, 17:49:57 »
I would help a bit if this mod could be played once its finished.
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Re: [New mod] Navy Versus Pirates.
« Reply #20 on: 12 December 2011, 18:28:13 »
i would do the audio stuff, if others do the modelling stuff, only sound is a bit boring so focus should be models, but I can't do the modelling.

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #21 on: 13 December 2011, 07:17:15 »
I would help a bit if this mod could be played once its finished.

Thats the plan anyways, but if you can do just 2 ship models

One like this:
Code: [Select]
http://www.eske-style.co.nz/images/Endeavour.jpg
And one like tihs:
Code: [Select]
http://1.bp.blogspot.com/-6tLf-Lq147A/Tn2hPZ7dXlI/AAAAAAAAJTc/EbvwvMAj-as/s640/black+pearl.jpg
This is just the concept tho, for now i would be happy with two boats and a mast and a sail in the middle
« Last Edit: 15 April 2016, 04:38:07 by filux »
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Mr War

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Re: [New mod] Navy Versus Pirates.
« Reply #22 on: 13 December 2011, 09:18:29 »
I've got too much on to commit to another project.

I must admit I'm still very confused that this seems to be a naval mid for a game engine that doesn't have water units. Maybe if you take long enough to build it water units will have been added to MG.

Or you could create flat maps with a blue tile set and have all the buildings as "on water"

Coldfusionstorm

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Re: [New mod] Navy Versus Pirates.
« Reply #23 on: 13 December 2011, 11:00:18 »
I did not say it would be for MG only,this would also be a good test to see what engine i should make my own mod run on.

What you suggest is also a possibility

both GaE and MG is a possibility.

(mumbles and rambles something about a certain merger)



i would do the audio stuff, if others do the modelling stuff, only sound is a bit boring so focus should be models, but I can't do the modelling.

If you would start with just simple cannon sounds that would be great. Il update the main post when you reply with a answer.

Edit by Omega: Merged DP.
« Last Edit: 14 December 2011, 06:16:41 by Omega »
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MuwuM

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Re: [New mod] Navy Versus Pirates.
« Reply #24 on: 13 December 2011, 13:10:31 »
ok, will look for cannon sound ... (I'm sorry, that I don't have an ancient cannon at home  ;) so it won't be 100% realistic. But in movies sound aren't real in most cases.)

 

anything