Poll

If you have played v 10.07.27, please rate your playing experience(s)

Five stars - Magitech quality
4 (15.4%)
Four stars - above average
14 (53.8%)
Three stars - average
7 (26.9%)
Two stars - below average
0 (0%)
One star - painful
1 (3.8%)

Total Members Voted: 10

Voting closed: 15 July 2016, 11:49:45

Author Topic: GLADE Team Project: Dark Magic  (Read 278496 times)

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1075 on: 24 May 2010, 23:33:49 »
It's one of the best projects, kinda high quality, nice, fun...etc.
but it's ok.  ::)
Someone can sticky this once modman gets back to finishing this...  :thumbup:

emscape

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Re: GLADE Team Project: Dark Magic
« Reply #1076 on: 26 May 2010, 18:02:55 »
the aliyp model download doesnt work properly:(

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1077 on: 27 May 2010, 01:00:06 »
the aliyp model download doesnt work properly:(
where?  :|
EDIT: NVM, but still...maybe old models?  :|

emscape

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Re: GLADE Team Project: Dark Magic
« Reply #1078 on: 27 May 2010, 16:40:49 »
its  in the main post, but the download link links to a filefront location that doesnt exist anymore

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1079 on: 28 May 2010, 00:13:11 »
its  in the main post, but the download link links to a filefront location that doesnt exist anymore
Yeah,I know... well, I think modman is busy...err...   :|

titi

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Re: GLADE Team Project: Dark Magic
« Reply #1080 on: 8 June 2010, 23:06:02 »
I'm working on this again now , trying to make a MG version.
first screens:


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

jda

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Re: GLADE Team Project: Dark Magic
« Reply #1081 on: 9 June 2010, 19:14:16 »
You added particle effects to the Shadow walker, didn't you?

I must say I never was that big a fan of unit particles but those shadow walkers finally do look shadowy!  8) :thumbup:
(sorry, Omega, your model is great but it was way  too skinny IMO; those particles add not only an etherial feeling but some volume too, which was highly needed! ;) ).

Good work, titi. :)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?

Trappin

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Re: GLADE Team Project: Dark Magic
« Reply #1082 on: 10 June 2010, 05:41:07 »
Very nice, titi.

When do you expect to release this as a MG faction?

Dark Magic is Creative Commons cc-by-sa v3 / GNU General Public License?

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #1083 on: 10 June 2010, 06:57:50 »
Good work, titi. :)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?
Seconded. :thumbup:

Dark Magic is Creative Commons cc-by-sa v3 / GNU General Public License?
Yes, the former of the two.

wyvern

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Re: GLADE Team Project: Dark Magic
« Reply #1084 on: 10 June 2010, 13:13:59 »
Looks cool :o :o

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1085 on: 11 June 2010, 04:51:15 »
Hmm, as I have said before, somewhere else, looks great.  ::)
Still... the fire-reddish does look very good but I'd try something darker, indigo maybe?
Third?  :|

Hmm, I find no reason for this topic to be unstickied anymore...well there are the same reasons...  ::)
Modman, do something...  ::)
I think he will tomorrow, or on the 12th...  ::)
Cause he is finished tomorrow on his studies I think...school.

Trappin

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Re: GLADE Team Project: Dark Magic
« Reply #1086 on: 15 June 2010, 18:05:04 »
Maybe Shayco2 can help with new or improved model voices and background sounds?

Gabbe

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Re: GLADE Team Project: Dark Magic
« Reply #1087 on: 15 June 2010, 18:13:28 »
He is working on a improved MegaPack why not if this is going to be there...? ::) :| :|

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #1088 on: 15 June 2010, 18:56:11 »
New sounds and voices are always welcome. :thumbup:

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1089 on: 15 June 2010, 23:48:13 »
Maybe Shayco2 can help with new or improved model voices and background sounds?
Maybe, I think he is going to help on the egyptian faction first...though.

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Re: GLADE Team Project: Dark Magic
« Reply #1090 on: 16 June 2010, 00:59:08 »
To respond to the stickying this topic thing: I'll sticky it if Modman asks me too and gives or I see a good reason to do so. Of course, if Titi wants, he can sticky it.
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modman

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Re: GLADE Team Project: Dark Magic
« Reply #1091 on: 28 July 2010, 06:16:27 »
I realize that with this post I am bumping this topic up a great deal.  But I have good reason.  Tonight I played Megaglest with Dark Magic installed, and I thought the faction played pretty well.  I changed something, and then I was uploading earlier tonight.  There was some kind of server error though ("IO server error" or something like that) and so I will try again tomorrow.  The biggest enhancement this version will have is almost all of the icons are done.  Hopefully there are no bugs.

If the release is any good, I don't think it would be unreasonable to sticky this topic for a while.

So again, new release coming tomorrow; most icons are finished.  Download and give feedback please. ;)

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1092 on: 28 July 2010, 06:26:39 »
Tonight I played Megaglest with Dark Magic installed, and I thought the faction played pretty well.  I changed something, and then I was uploading earlier tonight.  There was some kind of server error though ("IO server error" or something like that) and so I will try again tomorrow.  The biggest enhancement this version will have is almost all of the icons are done.  Hopefully there are no bugs.
Yeah, I also had that error too before, when trying to upload something. But it should work...
Cool, DM might even be in the megapack later, if someone/people think so, and of course if so needs to be balanced.
Quote
If the release is any good, I don't think it would be unreasonable to sticky this topic for a while.
Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
Quote
So again, new release coming tomorrow; most icons are finished.  Download and give feedback please. ;)
Awesome, once you do, I'll try to find the time and try it. I hope it won't have any problems like there was in
v 10.02.08...

Thanks, awesome. The bumping of this thread was ok IMO, it isn't like other usual bumps.  :thumbup:

John.d.h

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Re: GLADE Team Project: Dark Magic
« Reply #1093 on: 28 July 2010, 15:51:16 »
Sweet, been waiting for this. :thumbup:

Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
Good catch.

modman

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Re: GLADE Team Project: Dark Magic
« Reply #1094 on: 28 July 2010, 17:46:21 »
Oh yea.  Particles.  Well, I never really understood the particle effects when I tried to do them, but if others want to give them a try that would be great.

ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1095 on: 28 July 2010, 18:32:28 »
Sweet, downloading! EDIT: I see you changed some of the names...of the units/buildings.

Yeah, which reminds me. The "week" for sticking Malv. Rising is over...oh well I got nothing against that, just point out.
Good catch.
Yeah,
point>pointing*


Omega

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Re: GLADE Team Project: Dark Magic
« Reply #1096 on: 29 July 2010, 03:09:12 »
I could do the particle effects, as I did develope a great understanding when playing with them for the MG page at the Glest Guide, but I think it's easier to point out how to help you, since I have no time on my hands :(.

First of all, see the MG article on the Glest Guide.

Second, did you know that the MegaGlest G3D viewer has a way to load particle XMLs? This ONLY works for particle projectiles and unit particle systems (not splashes as of 3.3.5.1). However, it is the ULTIMATE way to learn, since copy my default XML from the MG Glest Guide article and play around with the values to see what they do can be very fun and very educational. Enjoy.
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ultifd

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Re: GLADE Team Project: Dark Magic
« Reply #1097 on: 29 July 2010, 04:55:21 »
Hmm...Regarding particles, I think titi "worked" on that already, if not finished. We probably just need to wait after he is back, around Early August...
Not sure if he did for all of the units/defensive buildings, but at least the shadow walker.
He told me on IRC too sometime before he left...

wciow

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Re: GLADE Team Project: Dark Magic
« Reply #1098 on: 29 July 2010, 12:32:41 »
Good stuff Modman  :)

DM actually plays much better than I remember it! Its almost at Magitech quality now, jsut a few things need improving. I really should dig up the old .blends for the morlock and have another crack at the animations.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Gabbe

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Re: GLADE Team Project: Dark Magic
« Reply #1099 on: 29 July 2010, 13:06:34 »
whos the troll voting painfull?!?!?

 

anything