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Question: If you have played v 10.07.27, please rate your playing experience(s)
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Author Topic: GLADE Team Project: Dark Magic  (Read 94381 times)
titi
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« Reply #525 on: September 30, 2009, 03:59:22 AM »

Yes, lets get back on topic!

Here is something to do:
For every building we have, we need construction and destruction models! Everyone who made a building, please create it!

@modman
Which other units are missing yet?
Please give us a list what is still missing and if its already assigned to someone, tell us who has to do what!

@all:
And for all, we should start with playing and balancing dark magic to tech and magic!
I think modman should manage this process. He should start with a new version which should be basically balanced including all units( replace missing ones with other models)! Probably its a good idea to start a new thread here in the forum to discuss the balancing problems!
Please keep the CPU player in mind, he should also be able to play Dark Magic!

When we have this new version, we should also start creating sounds for the existing models/units now!

What about the icons for this faction who will make them? Gameboy the icon god?

We should really try to finish this mod this year and there is still a lot to do!!!
« Last Edit: September 30, 2009, 08:09:36 AM by titi » Logged

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« Reply #526 on: September 30, 2009, 07:49:37 AM »

I thought I made an icon background...I could make the real ones, but i'll do that only when all the models r done. and pls don't call me "god" Tongue
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« Reply #527 on: September 30, 2009, 09:43:29 PM »

I think that he should be a knuckle walker.
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« Reply #528 on: September 30, 2009, 11:10:53 PM »

I'll answer for Modman since he seems to be missing in action (but that's life sometimes...).

The following units are still missing.

Works in progress:
  • Wyvern (assigned to Wciow, looks pretty much done)
  • Gargoyle (Ayrin volunteered for it, no idea if it's started yet or not)
  • Sheol Temple (I started texturing it, but can't finish it now.  Here are the files for someone else to try it: Mediafire link, Filefront link.)

Units that haven't been started (need volunteers!) (click links for concepts):

Construction models: As far as I know, the only building with a construction model is the Sorcery Runes.  All others still need to be made.

Icons: All research icons are done.  Icons for Dark Elder, Dark Mage, Devil Machine, and Sorceress are done.  All others still need to be made.

Sounds: We have some sounds for the Alliyp, Blood Fountain, and Oblivion Portal.  All others still need to be made.
« Last Edit: September 30, 2009, 11:22:54 PM by John.d.h » Logged

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« Reply #529 on: October 01, 2009, 06:27:24 AM »

We did the Shadow Walker, except for the texture, but I guess we're changing concept.

Also, I made a slight start on the Morlock, you can download it here. Someone can finish it, if I don't work on it more this Weekend.
« Last Edit: October 01, 2009, 06:32:48 AM by archmage101 » Logged

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« Reply #530 on: October 01, 2009, 07:38:51 AM »

I will make the Imp ok?
But It will have no wings!
It will crawl on the ground like an animal. Ok?
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« Reply #531 on: October 01, 2009, 07:43:11 AM »

Small wings on the back would be perfect, but make sure modman approves first.
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« Reply #532 on: October 01, 2009, 07:55:57 AM »

Nearly all these creatures have little wings in the concept arts. I think it will not look good if they all look like crippled dark birds.
It will only look ugly ....
« Last Edit: October 01, 2009, 09:46:07 AM by titi » Logged

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« Reply #533 on: October 01, 2009, 03:59:24 PM »

Nearly all these creatures have little wings in the concept arts. I think it will not look good if they all look like crippled dark birds.
It will only look ugly ....
Just use your best judgment.  I've seen enough of your work to know you'll come up with something good.
It will crawl on the ground like an animal. Ok?
I remember Modman saying it should run like a dog would run with only two legs, in case that helps.  I think we were planning on making this a size 2 unit, so it can be spread out a bit and bent over.  I think it will be easier to model it without wings to begin with, and if it doesn't look good, it should be easy to add them.
« Last Edit: October 01, 2009, 04:02:44 PM by John.d.h » Logged

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« Reply #534 on: October 03, 2009, 08:10:00 PM »

The Imp looks like a kangaroo; it is about that size too.  It would be nice though if it would run kind of move like a kangaroo, but less smoothly.  This is because the unit is evil, and maybe has a limp, maybe not (whichever you prefer).  The whole idea of this unit, though, is that in the XML it will resemble the Horseman/Drake Rider, because both Magitech factions already have quick units (I call them recon because they serve little other tactical purpose).  So with that in mind, the unit is about as fast as a Drake.  I think the attacking animation should be with the claws, amplifying the whole "wild animal" feel of the unit.
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« Reply #535 on: October 03, 2009, 10:04:48 PM »

Yes, but the imp could retain small wings, and very powerful hind legs, (like the kangaroo).  The claws would be attached to the wings, but at the end, and the wings would be muscular.  Please send me the static blend, before you animate, or texture.  Maybe for running it could take giant bounds where it tries to gain air by flapping its wings.
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« Reply #536 on: October 06, 2009, 07:09:46 PM »

Alright, I’ve finally got around to zipping up Dark Magic, with a few bug fixes.  I need to give John credit he deserves for spotting the Dark Mage existence bug.  This was simply a failure on my part when I wanted to change how the Dark Mage was produced, and so had I deleted the Acolyte’s morph skill.  I have since fixed this.  The Dark Mage is now produced by the Sorcery Runes, what I think it a happy medium between morphing from the Acolyte and being produced by the Sorceress.

Personally, I have been concentrating most of my critical thinking devoted to Dark Magic to the Morlock.  It is the one unit which seems rather out of place.  There needs to be some rethinking of the Morlock because it is both the weakest and cheapest unit in all of civilized (standard Magitech-compatible) Glest factions.  Please note that if you are modeling the Morlock, do not fret because all of this is XML-based and will not affect any modeling work expectations.

There are several possibilities around the Morlock.  Right now, I still have to decide which options I like best, and think of some more.  Once I do think of them though, I will share them with you, discuss, explain, and show the pros and cons of each.  I’ll also make a corresponding poll, which in this case just constitutes a change of the current one.

I'll include the download link when it finishes uploading, but if not, it's at the Filefront account "Glest Files".
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« Reply #537 on: October 06, 2009, 08:49:37 PM »

Download Dark Magic v 6.3

Enjoy! Wink
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« Reply #538 on: October 06, 2009, 10:44:52 PM »

Thanks will add to
GUE
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« Reply #539 on: October 06, 2009, 11:15:12 PM »

I need to give John credit he deserves for spotting the Dark Mage existence bug.
Always happy to help. Smile

Quote
Personally, I have been concentrating most of my critical thinking devoted to Dark Magic to the Morlock.  It is the one unit which seems rather out of place.  There needs to be some rethinking of the Morlock because it is both the weakest and cheapest unit in all of civilized (standard Magitech-compatible) Glest factions.  Please note that if you are modeling the Morlock, do not fret because all of this is XML-based and will not affect any modeling work expectations.
My current concept is that the Morlock is an underground cave-dweller, so it would probably be a little smaller than a person, and very hunched over, probably a knuckle-walker.  The knuckle-walking posture wouldn't make him take up too much space because it's small, maybe roughly chimpanzee size, but probably a little larger.  I'm also thinking he would attack with claws, so it would probably be a fast attack but have low damage, making it very ineffective against heavily-armored units, but decent against lightly-armored ones.  Its general appearance is like somewhat human-like, with three-fingered hands and three-toed feet, shaggy hair on parts of its body, and very ugly.

Like this image: http://www.morbidmonster.com/Horrora/Morlock.jpg

Where my concept differs from this image is as follows: I think the cloth garment it's wearing would be a good place for team color, and we could make it look more like an animal pelt.  I also think we should not make it so blue, but more of a pale "I live underground" look since pigmentation serves no purpose in the absence of light.  The more I think about it, the more I'm unsure about the knuckle-walking idea, but I think that if it's going to walk upright, it should have some sort of primitive weapon, like a club or stone axe, so I'm thinking EITHER
    a) it walks/runs on its knuckles and fights with claws
    OR
    b) it walks upright like a human and fights with a weapon
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« Reply #540 on: October 07, 2009, 05:01:11 PM »

thanks for posting on filefront modman Smile

wow wtf i cant download it! every time i press 'download now' the page just reloads! ??? it doesnt download!

it worked once then someone unplugged the modem thinking it was something else and the download got broken then i cant seem to download it!
« Last Edit: October 07, 2009, 05:22:09 PM by Kung Fu Panda » Logged

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« Reply #541 on: October 07, 2009, 06:07:41 PM »

John, I think his pose should be in between A & B.
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« Reply #542 on: October 07, 2009, 08:57:14 PM »

thanks for posting on filefront modman Smile
No problem.  I set up an account for Glest Mods, called Glest Files, and I chose the file hosting service carefully.

wow wtf i cant download it! every time i press 'download now' the page just reloads! ??? it doesnt download!
Works fine for me...

Where my concept differs from this image is as follows: I think the cloth garment it's wearing would be a good place for team color, and we could make it look more like an animal pelt.  I also think we should not make it so blue, but more of a pale "I live underground" look since pigmentation serves no purpose in the absence of light.  The more I think about it, the more I'm unsure about the knuckle-walking idea, but I think that if it's going to walk upright, it should have some sort of primitive weapon, like a club or stone axe, so I'm thinking EITHER
    a) it walks/runs on its knuckles and fights with claws
    OR
    b) it walks upright like a human and fights with a weapon
I like option b better because it is what I originally imagined.  Besides, it might be hard to see it, and I kind of want it to have a pipe or other primitive hand held weapon.
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« Reply #543 on: October 08, 2009, 12:08:14 AM »

Important!  Something I noticed about GMD's Moon Mod is that their textures aren't GPL-compatible, so I just want to make sure that ours are.  So, where are each of you getting your textures (if you aren't making them from scratch)?  If you're basing them on photos or something, I just need to verify that the source of the photo is entirely okay for us to use.
/Important

I like option b better because it is what I originally imagined.  Besides, it might be hard to see it, and I kind of want it to have a pipe or other primitive hand held weapon.
Sounds good to me, except that a pipe or club would do impact damage, which would make the unit just about useless against other light units.  I was thinking something more like a stone axe or spear, or maybe (even better) a meat cleaver, since Morlocks are supposed to be man-eaters.
« Last Edit: October 08, 2009, 12:30:34 AM by John.d.h » Logged

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« Reply #544 on: October 08, 2009, 04:29:03 AM »

Some problems in the current release:

- There are still missing animations in the xml-setup for the acolyte.
acolyte_walking_harvesting.g3d and acolyte_walking_gold.g3d are not used yet!

- The death animation for the sourceress is much too fast!

- The attack animation of the sourceress is a bit too fast and doesn't look really good in my opinion. Why didn't you use my shot setup?

- the gods bane is much too strong and I think its too big. What do you think ?
 
- the wyverns are much much too strong  and the whole faction currently is too strong.

For the imp:
Its nearly finished, but I have no screenshot yet. Death- charge- and attackanimations are missing yet ( I'm a bit slow, because the egypt mod steals my time  Smile )

 
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« Reply #545 on: October 08, 2009, 06:08:41 AM »

Once you get a very well balanced version, I'd like to check it's balance in my spectators map.
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« Reply #546 on: October 08, 2009, 12:56:28 PM »

A first screenshot of the imp:

The red parts are the team color beside the face which is always brown/red.

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« Reply #547 on: October 08, 2009, 01:45:17 PM »

Very nice, but some suggestions:

1- Make the legs as round looking as possible
2- Make the feet into three clawed feet
3- Overall, try to make it look more animal like.
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« Reply #548 on: October 08, 2009, 03:33:52 PM »

Imps where reasonably straighter they have tiny wings arent capable of flying plud that looks like a mini t rex]
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« Reply #549 on: October 08, 2009, 03:46:40 PM »

I like the overall look, but I think the hands right now look more like paws.  It might be good to split them into two or three fingers each.  Also, the legs look very rectangular.  I'd wait for Modman to give his opinion before making any changes, though.
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