Author Topic: Goblin faction  (Read 11978 times)

wciow

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Goblin faction
« on: 9 February 2015, 17:04:14 »
This is the official thread of the Goblins faction for Megaglest.

The current release is- Asglarek
                                    Bozkan
                                   
Code: [Select]
[url=http://www.tinyupload.org/ac287woko2m] Cimiz[/url]
Comments and feedback are of course welcome below  :swordman:
« Last Edit: 3 April 2016, 13:59:28 by filux »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

tomreyn

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Re: Goblin faction
« Reply #1 on: 9 February 2015, 18:24:53 »
Good luck there, Wciow!

There are some Goblin models in Flare, which may be liberally licensed. I couldn't tell how much work it would involve to transform these models to Blender / MG, though. Also, those appear to be very small now that I look at them on OGA.
« Last Edit: 9 February 2015, 18:31:19 by tomreyn »
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weedkiller

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Re: Goblin faction
« Reply #2 on: 10 February 2015, 18:44:11 »
I would like some goblin similar unit like the little lordoftherings moria orcs.
it could make basic footmen and archer.

http://www.deguizz.fr/4484-thickbox_default/masque-moria-orc-le-seigneur-des-anneaux-luxe.jpg
http://img-nex.theonering.net/images/scrapbook/1383.jpg
http://blogs.oregonstate.edu/bioacoustics/files/2014/06/20130218015123Orc_moria.jpg

some basic concept, just good enough to replace the nothing..


EDIT: i did a quick moddeling.. luckily the face looks better
« Last Edit: 11 February 2015, 18:47:10 by weedkiller »

John.d.h

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Re: Goblin faction
« Reply #3 on: 13 February 2015, 01:54:28 »
Flame throwers!  Magical curses!  Wolf riders!  Repeating crossbows!  All will fall before the onslaught of the goblin swarm! :wicked:

There are some Goblin models in Flare, which may be liberally licensed.
All content in FLARE is CC-by-SA or compatible.

I couldn't tell how much work it would involve to transform these models to Blender / MG, though.
AFAIK one would need only to UV map the model and bake a/the texture before exporting.

Quote
Also, those appear to be very small now that I look at them on OGA.
And too cute, but that might be okay for a worker unit: http://opengameart.org/content/goblin-lumberjack

wciow

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Re: Goblin faction
« Reply #4 on: 17 February 2015, 02:11:18 »
Thanks for the feedback and ideas guys  :thumbup:

I slipped out a release at the top of the thread. Its not really playable as it only has a couple of fighting units, but it should give an idea of the factions overall flavour. I'm saving the wackier goblin units for the next releases  :scientist:
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Carl the Great

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Re: Goblin faction
« Reply #5 on: 17 February 2015, 04:03:40 »
So much animations! Is your faction intended to be used for swarming strategies?
Note that there are no destruction models yet.
Can you please post a list of (proposed and released) units?
Thanks!  ;)

kagu

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Re: Goblin faction
« Reply #6 on: 17 February 2015, 11:15:01 »
It's not working for me , it says there is no factions then after I click play , it crashes.
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atze

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Re: Goblin faction
« Reply #7 on: 17 February 2015, 13:56:26 »
It´s really good job.  :thumbup: :)

It's not working for me , it says there is no factions then after I click play , it crashes.

Alket it´s works. That is not a techtree this is a faction, you need put it in a faction folder --> .../tech/for_example_megapack/faction.  ;)

« Last Edit: 17 February 2015, 14:22:38 by atze »
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weedkiller

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Re: Goblin faction
« Reply #8 on: 17 February 2015, 17:47:05 »
as always very good quality, wciow  8)

another unit suggestion: Goblin grenadier throwing with dynamite

wciow

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Re: Goblin faction
« Reply #9 on: 17 February 2015, 23:22:37 »
Thanks for the comments. There will be a unit similar to the grenadier at some point, but probably not the next release.

Can you please post a list of (proposed and released) units?

Released.
fungus farm - a basic food production and storage unit which creates slaves and bosses. unit production will probly move to a seperate building at some point.
hoard - storage unit and drop off for gold,stone,wood resources.
War totem - basically a barracks building for basic warrior/archer units.
slave - basic worker unit.
boss - weak melee unit which can speed up worker gathering at the cost of worker health.
warrior - basic melee unit, quite weak.
archer - basic ranged unit, quite weak.
crusher - a heavier armoured melee unit with better attack.

Proposed (next release)
Geomancer - magic unit with various spells probly including an earthquake.
earth totem - production/upgrade building for the geomancer.
fire totem - production unit for pyromancers and fire dancers
pyromancer - magic unit with destructive ranged fire spells.
fire dancer - short ranged unit with a powerful molotov attack.

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

titi

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Re: Goblin faction
« Reply #10 on: 18 February 2015, 00:00:05 »
This mod has a nice touch and welcome back wciow :D.
I especially like the totem :)

Some hints:
teamcolor: ( color the bracelets / necklet / earrings )
To make it easier for testers, you can provide it as its own techtree using faction links if you want it to be played with MG-factions. ( To see how to do it look at east vs mega from the modcenter)
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Hagekura

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Re: Goblin faction
« Reply #11 on: 18 February 2015, 13:21:06 »
The models are superb! Really have a nice atmosphere. but worker(slave) unit doesn't have repair skill, so can't repair buildings.
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wciow

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Re: Goblin faction
« Reply #12 on: 19 March 2015, 16:03:26 »
New release Bozkan.

This is still a heavily WIP faction so some bits are half finished, but I'd rather put out regular releases to get some feedback whilst I work on the mod.

New units in this release are - Geomancer, Pyromancer, firebelly, fire totem and earth totem.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

wciow

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Re: Goblin faction
« Reply #13 on: 24 April 2015, 03:22:06 »
New release Cimiz

Not sure if anyone tested the last release but I'm going to post another one anyway  :P

There is only 1 completely new unit (the hovel) in this release but the other units have been finished and polished.

If anyone does test this comments are welcome  :)
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

titi_son

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Re: Goblin faction
« Reply #14 on: 24 April 2015, 14:05:11 »
Looks really good until now :D

But do you know why this does not work with megaglest 3.11.1? I needed to use the git version

And i think you forgot to export some meshes on the firebelly because i get this errors but that does not matter much (only in idle and move animation):
Code: [Select]
Warning: Particle system is trying to find mesh'stick.003', but just found:
'burn.001, stick.002, cloth.002, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_idle.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail
Warning: Particle system is trying to find mesh'burn.001', but just found:
'stick.003, cloth.003, ' in file:
'/home/tscharn/.megaglest/techs/fantasy_pack/factions/goblins/units/firebelly/models/belly_move.g3d'
meshPosFail
meshPosFail
meshPosFail
meshPosFail
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wciow

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Re: Goblin faction
« Reply #15 on: 28 January 2017, 14:35:53 »
Hello, after nearly 2 years here is an update on the progress of my goblins faction  :)

Still not finished but getting closer  :|

http://www.filedropper.com/goblinspreview

P.S could someone host this in a more permanent place please.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

titi

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Re: Goblin faction
« Reply #16 on: 29 January 2017, 23:39:23 »
wooohoooo :D welcome back wciow!

Update:
Looks like your uploaded version has some bugs. Some animations were missing.
To test its better to have all this in its own techtree. I made one called golblins including all megapack factions ( made with faction links ).

So here is a fixed version in its own techtree: http://titi.megaglest.org/goblins/goblins.7z

@wciow: use latest git version to build mods! Error messages ( especially about xml problems ) are much more userfriendly in this versions.
Either check it out for yourself, or download from snapshots: http://snapshots.megaglest.org/. ( unpack data and binary in the same NEW directory, DON'T put in your current MG installation directory )
« Last Edit: 30 January 2017, 00:03:52 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wciow

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Re: Goblin faction
« Reply #17 on: 30 January 2017, 10:22:19 »
Hi Titi, thanks for making a tech tree.

I've downloaded and am now testing the faction in the latest dev snapshots.

Seems like there is a problem with spawning the firebelly's dummy fire unit. This error doesn't happen in 3.12 release, just the dev branch.

Code: [Select]
*ERROR* [2017-01-30 10:12:44] In [game.cpp::update Line: 2779] Error [arrayIndex >= getCellArraySize(), arrayIndex = -1290 w = 128 h = 128
Stack Trace:
/home/will/Downloads/mg_dev/megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb08ebd] line: 346
/home/will/Downloads/mg_dev/megaglest() [0x9b40a7]address [0x9b40a7]
/home/will/Downloads/mg_dev/megaglest:Glest::Game::UnitUpdater::spawnAttack(Glest::Game::Unit*, std::string, int, int, int, int, bool, Shared::Graphics::Vec2<int>)address [0x9b8f6c] line: 382
/home/will/Downloads/mg_dev/megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9bc113] line: 302
/home/will/Downloads/mg_dev/megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9ee2ae] line: 718
/home/will/Downloads/mg_dev/megaglest:Glest::Game::World::update()address [0x9f4d40] line: 877
/home/will/Downloads/mg_dev/megaglest:Glest::Game::Game::update()address [0x57ce9b] line: 2164
/home/will/Downloads/mg_dev/megaglest:Glest::Game::Program::loopWorker()address [0x6d2158] line: 494
/home/will/Downloads/mg_dev/megaglest:Glest::Game::glestMain(int, char**)address [0x6bc2f3] line: 5708
/home/will/Downloads/mg_dev/megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6c2c26] line: 5974
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f90e95ac830] line: 0
/home/will/

Edit by Arch: Took off spoiler tags because it didn't expand to fit code box making it incredibly hard to read.
« Last Edit: 30 January 2017, 12:01:55 by -Archmage- »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

titi

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Re: Goblin faction
« Reply #18 on: 1 February 2017, 01:18:23 »
Uhm oh .... I will look at this, maybe a bug I introduced, thanks for reporting.
(Update:  indeed a bug  ... fixed in git now )
« Last Edit: 1 February 2017, 22:56:02 by titi »
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andy_5995

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Re: Goblin faction
« Reply #19 on: 25 February 2017, 18:56:59 »
I made a 7z for this, using the one titi provided.

I noticed some unnecessary files in the goblins directory, so I used --validate-techtrees=goblins=purgeUnused

That reduced the size from 90+MB to 68MB

I versioned this one to avoid data mismatches when new previews are released for testing/feedback.

It contains faction links to the 7 megapack factions.

goblins_A1.7z
size: 68610324
9c925c4528c415974209296544aeecfd

The download is also available on my MG server.

Maybe we can get you some more feedback soon. Thanks for the mod, wciow

val-gaav

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Re: Goblin faction
« Reply #20 on: 24 April 2018, 11:44:27 »
The links are dead so I have uploaded the last version of goblins I had :
http://www.mediafire.com/file/q98o114fjnfnfzc/goblins_preview.zip
The faction is mostly finished so it is a pitty that it seems frozeen for now. Anyway the models are very nice. Great work.

BTW Wciow what is the license for your work ? Does this statement from 2011 still holds true also for goblin mod ?
Hmm, its been a while since I made the Undead mod. From what I can remember it is all made by me with just a few photos from burningwell which are Public Domain.

I like to release all of my works as Public Domain. Some mods such as Dwarves contain parts of magitech (mainly sounds) and the last "official" release by Archmage was marked with some CC license, which I don't mind.

I recently looked into helping the Planeshift RPG project and then recoiled in horror when i saw their licensing terms. Basically I get bored by licensing stuff so anything released by me will usually be Public Domain unless it contains someone else work which requires a certain license.