Author Topic: Re-Mastering the Egypt Faction (Big Update January 2017!)  (Read 20720 times)

KIRCHATAAA

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #75 on: 3 May 2017, 20:16:19 »
Dude it feels like a whole new faction great job!

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #76 on: 26 December 2017, 01:54:40 »
We tested this several months ago, with titi. Did he ever get back to you with his feedback?

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #77 on: 26 December 2017, 11:04:28 »
I think the _A1 download is slightly out of date.

Here's is a 7z I made from Archmage's GitHub repo. It contains 7 factions links to the original factions, plus his Egypt remaster

file size: 51979969
megapack_egypt_remaster_A2.7z

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #78 on: 27 December 2017, 04:33:00 »
I haven't gotten any recent feedback, no.

And thanks, I'll add it to the main post.
Current MG Projects - Egypt Remastered! - [Redacted] 2.0 (Honestly waiting for Steam to happen) :(

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andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #79 on: 10 January 2018, 17:48:11 »
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

1. The dead Ibis doesn't look quite right to me.



2 . The Sphinx's "fire from the sky" is cool, but seems out of place, and can be a little confusing if you're not used to it.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.

Everyone who's played the mod seems to really enjoy the new graphics and it receives a lot of compliments, Archmage

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #80 on: 14 January 2018, 06:19:52 »
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P

Current MG Projects - Egypt Remastered! - [Redacted] 2.0 (Honestly waiting for Steam to happen) :(

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Kinrove

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #81 on: 14 January 2018, 10:17:17 »
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.

3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.


I have just edited the texture of the underwear, to make the underwear different than the worker.


@Archmage, if you could allow me to push the change, I will do that.
Besides that, congratulations for the graphics of this faction, I played a little bit with this one lately, to see in the game the models and all i can say is It's working pretty well.

Your animations are very neat, I like them a lot!


andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #82 on: 15 January 2018, 00:28:19 »
Thanks for the feedback!

1) How so?

2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.

3) That's a texture edit you could do yourself if you wish.  :P

1) I think the flying units from the other factions don't fall to the ground. The Thunderbird splits into pieces and dissolves, and the Holy Valkryie kind of "drips" into non-existence.

Nothing worth changing if you're not working on that project anymore. I don't think anyone's going to complain. :)

2) Oh.. it would be welcome by me. :) If you ever do any more work on that faction, I'll ask around and see what kind of interest there is.

3) Hmmm.. I'll keep that in mind. If it's something a noob graphic artist could handle, I'll try some experimenting. thanks for the tip.

@Kinrove
Quote
I have just edited the texture of the underwear, to make the underwear different than the worker.

Great work!

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #83 on: 15 January 2018, 05:47:58 »
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)
Current MG Projects - Egypt Remastered! - [Redacted] 2.0 (Honestly waiting for Steam to happen) :(

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andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #84 on: 21 January 2018, 16:36:24 »
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts.  :P

2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.

3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those.  :O

@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.

@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.

I'm assuming that'll give you guys all the access you could ever need.  8)

@Kinrove, yes, please do make a pull request to update that spearthrower!

@Archmage: Yes, that's plenty of access! Thank you. I usually never need push access; I do things through pull requests on forks. But at least this way, you won't have to worry about approving the PR and merging, which I think is your goal if it's not a faction you plan to work on anymore.

Cheers!
 

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #85 on: 15 January 2019, 20:15:44 »
I wanted to inquire about the status of adding this into MG data. Would individual pull requests for each new model be the best way to go? Or does titi want to test it more? What's the desired, official process for integrating new models into the data repo?

titi

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #86 on: 25 January 2019, 13:48:12 »
I suggest that we first make it available in the mod center. Other factions can be linked or directly embedded in this mod.
Suggested name for the techtree: MG_HD or MG_Next_Gen
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #87 on: 25 January 2019, 20:50:14 »
Ok.. I've prepared it for the mod center.

The download link

The CRC is 1226368227

The preview image

titi or tomreyn, if you want to give me access to the mod center, I'll add this.


andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #88 on: 25 January 2019, 22:32:31 »
I'll need to make a change or 2 and repackage

It's got that multi-select bug where the main gets selected along with the workers.

Ok.. I've prepared it for the mod center.

The download link

The CRC is 1226368227

The preview image

titi or tomreyn, if you want to give me access to the mod center, I'll add this.

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #89 on: 26 January 2019, 18:50:07 »
To match the tags from the existing MG data, I've added the
Code: [Select]
<uniform-selection value="true"/> tag to all buildings, which prevents buildings from getting selected along with workers.

New CRC is 3566900563

Download link

EDIT: Oh, I should include the moddb page... https://www.moddb.com/engines/megaglest-engine/downloads/mg-next-gen

Anyone, especially Archmage should let me know if I should make changes to the listing, or if you'd like it removed so you can add it under your own account, if you have one.

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #90 on: 26 January 2019, 20:57:29 »
titi wanted it versioned, so here it is again

https://www.moddb.com/downloads/mirror/173755/114/d6687f9d0495ed28767500df96fec8a5
2407668096

titi

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #91 on: 26 January 2019, 22:34:43 »
its in mod center now
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

andy_5995

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #92 on: 27 January 2019, 00:11:13 »
its in mod center now

Cool :) On the headless server too?

titi

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Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« Reply #93 on: 27 January 2019, 00:25:48 »
yes, but it might only show up after next game on headless. And we already played some games using it ;-)

Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

 

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