Author Topic: MegaGlest Refit - Desert Nomads  (Read 50926 times)

Omega

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Re: MegaGlest Refit - Desert Nomads
« Reply #100 on: 2 January 2013, 02:00:45 »
I haven't learned the horrible new way Blender works, I have 2.62 but I never use it.
I gotta be honest. With all due respect, you're being a bit stubborn about versions. Yes, there's a big UI change, but it's a part of life, and from my personal experience, it's much easier to use with the new user interface once you learn it. You just have to give it time. At least a few days of practice. After all, you didn't just jump into Blender 2.4x right off the bat, did you? As well, the majority of hotkeys are unchanged. A minority have been changed to be more logical, but the vast majority (all the ones that I can remember) are unchanged. If you're like most 2.4x users, you mostly use hotkeys anyway, right? The biggest change is that the spacebar now opens a menu to search ALL functions (if I recall correctly, the 2.4x Blender used the spacebar to add objects). So if you know what a feature is called but don't know where it is on the menus or the hotkey, no fuss, just hit space and type the name. Say you want to extrude (hotkey "e") but can't remember the hotkey and don't know where it is in the menus (heck, I don't know offhand, though could probably find it easily enough), just hit space and type "extrude".

That's really it. Sure, some things are moved around and can be a pain to search for, but once you've found it, you now know where it is. The search function helps tremendously. Tons of new features were added in the 2.5x and 2.6x line (that's right, you're not one, but two generations behind). And 2.62 isn't the latest version either, it's 2.65.

And then there's addons. Sure, Blender 2.4x has addons, but they're all outdated now. If you want any new addons, they're not going to work with 2.4x unless they predate the 2.5x series and retained downloads for older versions (like the G3D support addon). In fact, let's look at the G3D support addon. The older versions actually have some bugs in them. They work, but not the way they're supposed to. You can't set the no-select flag (recently implemented into MegaGlest), you can't toggle between alpha and team colour independent of single or double sided objects. But beyond that, let's look at making things a bit more productive. Take the Dynamic Spacebar Menu addon, for example (which comes bundled with the 2.6x series, but is disabled by default; you can enable it in the user preferences). Without it enabled, spacebar brings up this menu:


Enable it and we got a more comprehensive menu to help you find stuff.


Of course, it's not a replacement for 2.4x's UI, but it's an alternative that makes it even easier to find the commands you're looking for. If you're emotionally attached to Blender 2.4x's colour scheme, you can get that back from changing the colour scheme in the user preferences:


Sure, even then, the UI is slightly different, but I'm of the opinion that Blender would be very much useable for a 2.4x user. The only critical change is getting used to using the search feature.

You're by no means required to upgrade on others behalves, but this is a community project, and the compatibility of models across generations of Blender remains to be seen.
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ElimiNator

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Re: MegaGlest Refit - Desert Nomads
« Reply #101 on: 2 January 2013, 02:32:23 »
There are other changes you didn't mention that are a pain in the neck, however Ill do models for this project in the new blender.
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #102 on: 2 January 2013, 07:09:11 »
Hey guys, could help us populate the "Unit Stats" tab of Nomad spreadsheet?

https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c

Psychedelic_hands

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Re: MegaGlest Refit - Desert Nomads
« Reply #103 on: 2 January 2013, 09:05:23 »
Just saying, Dynamic spacebar is my favourite thing ever. I recommend everyone to use it... I don't understand why it isn't default....

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Re: MegaGlest Refit - Desert Nomads
« Reply #104 on: 2 January 2013, 11:13:49 »
Just saying, Dynamic spacebar is my favourite thing ever. I recommend everyone to use it... I don't understand why it isn't default....
I virtually never use it... but it is nifty.

Blender 2.6+ please. Just ask if you have issues we'll help. <off-topic/>
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ElimiNator

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Re: MegaGlest Refit - Desert Nomads
« Reply #105 on: 2 January 2013, 17:28:17 »
Just saying, Dynamic spacebar is my favourite thing ever. I recommend everyone to use it... I don't understand why it isn't default....
What do you mean by "Dynamic space bar", what does it do? Its not default?
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MightyMic

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Re: MegaGlest Refit - Desert Nomads
« Reply #106 on: 2 January 2013, 18:05:27 »
User Preferences -> Addons
It's third in the "All" Category

Example of before and after:





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Re: MegaGlest Refit - Desert Nomads
« Reply #107 on: 2 January 2013, 19:08:37 »
Cool, Ill be enabling that.
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Re: MegaGlest Refit - Desert Nomads
« Reply #108 on: 3 January 2013, 04:05:54 »
Hey, anyone know what happened to Muwum?

MoLAoS

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Re: MegaGlest Refit - Desert Nomads
« Reply #109 on: 3 January 2013, 04:13:29 »
That crack cocaine. It gets so many of the young ones. Sad times.

Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #110 on: 3 January 2013, 04:16:10 »
That crack cocaine. It gets so many of the young ones. Sad times.
Hahaha....

wciow

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Re: MegaGlest Refit - Desert Nomads
« Reply #111 on: 4 January 2013, 00:23:20 »
Blender 2.6+ please. Just ask if you have issues we'll help. <off-topic/>

I'm itching to get started modeling for this project but...

Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #112 on: 4 January 2013, 00:42:59 »
Blender 2.6+ please. Just ask if you have issues we'll help. <off-topic/>

I'm itching to get started modeling for this project but...

Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?
Simple, get Win7.  ;)

Hey, I just noticed that the Nomads are missing two important things: a siege unit and a logo. How are they supposed to demolish structures or identify themselves?
« Last Edit: 4 January 2013, 00:55:30 by Zoythrus »

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Re: MegaGlest Refit - Desert Nomads
« Reply #113 on: 4 January 2013, 01:11:19 »
Blender 2.6+ please. Just ask if you have issues we'll help. <off-topic/>

I'm itching to get started modeling for this project but...

Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?

Win 7/8. Or blender.org.

Zoy: How about a log carried by 4-6 men, like a human powered battering ram. Maybe assisted by cavalry..?
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #114 on: 4 January 2013, 01:25:15 »

Zoy: How about a log carried by 4-6 men, like a human powered battering ram. Maybe assisted by cavalry..?
That's what the Njord use. Why not a sand golem that throws massive rocks? That would be epic!

ElimiNator

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Re: MegaGlest Refit - Desert Nomads
« Reply #115 on: 4 January 2013, 01:27:34 »
Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?
What do you mean "Ubuntu uses 2.62" is that the Blender version?
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Re: MegaGlest Refit - Desert Nomads
« Reply #116 on: 4 January 2013, 01:30:45 »
How about a "rock ballista"!?
Sand golem is a bit too much like magic..
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ElimiNator

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Re: MegaGlest Refit - Desert Nomads
« Reply #117 on: 4 January 2013, 01:32:20 »

Zoy: How about a log carried by 4-6 men, like a human powered battering ram. Maybe assisted by cavalry..?
That's what the Njord use. Why not a sand golem that throws massive rocks? That would be epic!
Sand golem sound too fantastical to me, how about a big catapult / trebuchet?
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Re: MegaGlest Refit - Desert Nomads
« Reply #118 on: 4 January 2013, 01:36:44 »

Zoy: How about a log carried by 4-6 men, like a human powered battering ram. Maybe assisted by cavalry..?
That's what the Njord use. Why not a sand golem that throws massive rocks? That would be epic!
Sand golem sound too fantastical to me, how about a big catapult / trebuchet?

Save that for Rome and Tech, I was thinking a ballista that shoots rocks instead of bolts.
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MightyMic

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Re: MegaGlest Refit - Desert Nomads
« Reply #119 on: 4 January 2013, 01:39:12 »
Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?

I think you can just replace the executables in the blender install location. (You'd need to unpack the *.tar.bz2)
That's what I do when I update blender in Windows
Hope that helps

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Re: MegaGlest Refit - Desert Nomads
« Reply #120 on: 4 January 2013, 01:46:17 »
Elim, it's okay if some factions are more fantastic than others. I think that a more magical artillery would fit them best. What if they were summoned by a Magus, but had a limited lifetime?

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Re: MegaGlest Refit - Desert Nomads
« Reply #121 on: 4 January 2013, 02:18:23 »
Elim, it's okay if some factions are more fantastic than others. I think that a more magical artillery would fit them best. What if they were summoned by a Magus, but had a limited lifetime?

Eh no, I'd really rather not see this faction get very fantastical... The magus is enough.
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ElimiNator

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Re: MegaGlest Refit - Desert Nomads
« Reply #122 on: 4 January 2013, 02:31:05 »
Elim, it's okay if some factions are more fantastic than others. I think that a more magical artillery would fit them best. What if they were summoned by a Magus, but had a limited lifetime?

Eh no, I'd really rather not see this faction get very fantastical... The magus is enough.
Agreed
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #123 on: 4 January 2013, 02:39:02 »
I personally see the Magic, the Nomads, and the Woodsmen as more "fantastical," while the Romans, Njord, and Tech are more "realistic." It creates a nice balance.

Ultimately, though, it's Muwum's call.

Psychedelic_hands

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Re: MegaGlest Refit - Desert Nomads
« Reply #124 on: 4 January 2013, 02:42:03 »
Tech realistic?

Honestly, If we don't add any (or hardly any) fantasical units, we should drop tech and magic. Because otherwise then we're in the same boat as the original Megapack and they will stick out like a sore thumb.