Author Topic: Sci-fi Pack - Industarons BETA  (Read 49970 times)

Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #150 on: 11 June 2011, 19:23:48 »
Might have to simplify this to reduce polys.


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« Last Edit: 11 June 2011, 22:06:10 by Mr War »

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #151 on: 11 June 2011, 19:34:16 »
The patch was applied to SVN HEAD.
I also re-uploaded the fixed version as a 7z. 15 mb less :)
http://k002.kiwi6.com/hotlink/gspc8j40q2/williame_glest_sci_fi_pack_2308750.7z

Ishmaru

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #152 on: 11 June 2011, 20:23:58 »
OMG space ballistic missile!!! Awesome!
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will

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #153 on: 12 June 2011, 21:05:38 »
https://github.com/williame/glest-sci-fi-pack/zipball/industarons_dev updated again, now with that big missile (animated projectile)

Ideal using the map "scifi ghost town" and the tileset "scifi twilight" that's included

I can see lots that needs doing, we've likely noticed things, but please give feedback, suggestions, point out shortfalls and so on so we find out what we hadn't noticed... :)

Industarons start with the heavy missile launcher for testing purposes.  This is still a long way from any kind of playability - we're in release early, release often mode.

(Although Mr War says he'll be taking a break for a bit right now, so maybe not releasing that often)

The next big need is the mushroom cloud for the MIRV thingy - Anybody done them before?  (How?)

I imagine multiple projectile and splash effects here... more code patches needed?

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #154 on: 14 June 2011, 22:36:02 »
I tried it too today and its really good :)

some suggestions:
the build up and harvest part of the game takes very long, while the fights are ultra fast ( compared to other glest mods ). Maybe this can be changed.  Much faster harvesting/building or slower fighting. I would prefer a faster harvesting/building and a tiny bit slower fighting as its really too fast to really play the attack and fight with a good micro management in a battle.

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Gabbe

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #155 on: 14 June 2011, 23:10:20 »
My suggestion would be mainly higher resolution and detail on textures ;)

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #156 on: 15 June 2011, 00:43:51 »
My suggestion would be mainly higher resolution and detail on textures ;)
That's a bad idea. As it is, Glest has trouble loading too many large images. That's what was giving Mrise a lot of trouble a bit back, and until it's fixed (if ever), avoid using more than 256x256 for most units or up to 512x512 for larger units.
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Re: Sci-fi Pack - Industarons ALPHA
« Reply #157 on: 15 June 2011, 03:32:40 »
I tried it too today and its really good :)

some suggestions:
the build up and harvest part of the game takes very long, while the fights are ultra fast ( compared to other glest mods ). Maybe this can be changed.  Much faster harvesting/building or slower fighting. I would prefer a faster harvesting/building and a tiny bit slower fighting as its really too fast to really play the attack and fight with a good micro management in a battle.

My opinion but I think combat is just fine at its speed. Its just takes FOREVER to get game going...

Art style is great! Love tileset and map!

I know its early alpha but Industrons seems highly inferior power to Martians at least for its tanks.
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Re: Sci-fi Pack - Industarons ALPHA
« Reply #158 on: 15 June 2011, 14:45:56 »
Sorry for beeing offtopic, but why are big textures a problem now we have texture compression?
Ok those people with very old or crappy hardware are lost, but we cannot let them set the standard forever.

regarding the combat speed again, I had serious trouble to mange a fight with 4 groups of tanks and 3 groups of flying units. Although they where bound to grouping numbers via hotkey it was nearly impossible to manage a proper fight. ( but maybe I am getting too old :P )
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Re: Sci-fi Pack - Industarons ALPHA
« Reply #159 on: 15 June 2011, 18:06:46 »
I know Mr War isn't around so I'll jump in...

Absolutely spot on about the gameplay.

We just wanted to give you a tasteful te style of the new faction before Me War has a short, well earnt rest.

Am working on party particles code for the mod now...

Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #160 on: 17 June 2011, 02:56:11 »
Yep only Will modding this for next couple of weeks, need to focus on other things. But I expect more amazing particles and effects when I return ;D

Mr War

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Re: Sci-fi Pack - Industarons tech tree
« Reply #161 on: 4 July 2011, 22:45:47 »

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #162 on: 4 July 2011, 22:47:59 »
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #163 on: 4 July 2011, 23:02:34 »
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X

please not that blue color with red text... Maybe dark grey with orange text fits faction better.

New heavy missle looks awsome so your not doing cluster thing anymore?

Infantry is awsome! but are chariots sucide units???
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Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #164 on: 4 July 2011, 23:12:37 »
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X

please not that blue color with red text... Maybe dark grey with orange text fits faction better.

New heavy missle looks awsome so your not doing cluster thing anymore?

Infantry is awsome! but are chariots sucide units???
thanks guys

Heavy missile launcher has been re-done to fit better with side, but missile is still same MIRV one.

Infantry animation still needs work - walks like thunderbirds. The Chariot is stylistically based on WW2 sabotage subs used by Italy and Britain, but in Industarons it's a hover-bike used for patrol, reconaissance and light fire support. It's fast but fragile.

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Omega

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #165 on: 4 July 2011, 23:52:25 »
First thing to note, the loading screen MUST be a power of two.

Secondly, a plain blue background is pretty unexciting. Why not take a page from Military with a background image and some heavy styling?
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Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #166 on: 5 July 2011, 22:04:39 »
[big]Beta Release of Sci-Fi Pack with Industarons and Martians[/big]. Requires MG 3.5.2

Feedback welcomed

Sorry for uploading to MediaFire, but such is life....
[big]Download Tech Tree (7zip)
Download Sci-Fi Twightlight tileset (7zip)
Download Sci-Fi Ghost Town map[/big]
Note that Map and Tile set are intended for use together.

To-Do;
  • Some die animations
  • upgrades etc
  • Fine tuning of balancing (need feedback!!!)
  • more tile sets and maps

Changes pending, awaiting next MG Release
  • multiple skill animations
  • Multiple animated projectiles with animated multi-particle splashes, eg MIRV/Nuke
  • Non-rotated tile set objects such as walls.
  • HUDs
  • Units using spawn attacks, such as Swarm Fighter

« Last Edit: 5 July 2011, 22:21:53 by Mr War »

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #167 on: 6 July 2011, 01:29:52 »
Nice tileset, but some of the tiles are just a tad repetive. It would also be nice if you would use the addons format to package, since all three versions of Glest can support that better (Glest/MG will extract it directly inside the Glest folder and GAE can place it in the addons directory). Note that it must be a non-solid 7z for that to work; More information

« Last Edit: 18 June 2016, 18:23:27 by filux »
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Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #168 on: 6 July 2011, 16:36:57 »
People have probably already seen this video in the multiple projectile thread in MG section. This is animated projectile and multi-particle splash for tactical ballistic missile ("heavy missile") unit. Thanks to Will for this!!! Very cool I think, will be in Beta as soon as stable MG release with these features.
https://www.youtube.com/watch?v=8lWqZM0zSaA

And loading screen
« Last Edit: 6 July 2011, 20:59:49 by Mr War »

Mr War

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Re: Sci-fi Pack - Industarons ALPHA
« Reply #169 on: 6 July 2011, 22:33:22 »
Improved BETA - 7zip faction folders. [big]Download[/big]

[big]Heavy missile[/big]


Tactical ballistic missile carrier. Very long ranged and hard hitting 'super weapon' but slow to fire (requires EP), with poor mobility and weak defenses.

[big]Chariot[/big]


Light reconnaissance, patrol and fire support hover bike.

[big]Wave Tank[/big]


Heavy tank with powerful solar heat ray weapon

Edit by Omega: Fixed very very broken BBCode, also the loading screen image looks great, but isn't a factor of 2! (will crash some older graphics cards)
« Last Edit: 6 July 2011, 23:18:38 by Omega »

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Re: Sci-fi Pack - Industarons BETA
« Reply #170 on: 7 July 2011, 01:17:44 »
How do the Heavy Missile's wheels turn?  I guess that's the reason for the poor mobility. ;)  Anyway, I would really look into fixing up the seams on those wheels.

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Re: Sci-fi Pack - Industarons BETA
« Reply #171 on: 7 July 2011, 20:35:08 »
this zip contains some fancy new particles to be used with the latest MG SVN.

Watching the flying saucer fly is pleasing, and the heavy missile has a bit more oomph than previous missiles and is well worth the patience building and deploying ;)

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Re: Sci-fi Pack - Industarons BETA
« Reply #172 on: 7 July 2011, 23:47:01 »
I just wanted to send out a warning about the <anim-hp-bound> tag, its renamed now see:
https://forum.megaglest.org/index.php?topic=7360.msg75254#msg75254
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Perplesso

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Re: Sci-fi Pack - Industarons BETA
« Reply #173 on: 30 July 2011, 10:26:45 »
Hi all,

firstly, a little preamble: I have both MegaGlest and GAE. Over all, GAE allows games to be saved, MegaGlest doesn't.

So, I'm trying to make this mod compatible with GAE. Incompatibility of this mod is very little: the only problems I've found (and fixed) are:
- some icons have a 65x65 size, which is not a power of two. Solution was simple: I've slightly reduced size of those icons to make them acceptable for GAE.
- value of emission_rate in baseship/light_particle.xml, baseship/light_particle2.xml and barracks_module/light_particle2.xml was not accepted by GAE due to presence of decimal dot: I've approximated it to nearest integer values.

But, there is another, weirder, problem. While trying to start a game with this mod, all models seem to be loaded, but at the end, game does not start, an error message appears instead:

"Exception: texture dimensions are not both a power of two"

The weird things are that:
- error appears loading every combination of factions: Industarons+Industarons, Martians+Martians, Martians+Industarons.
- I've checked the size of ALL .bmp images and .TGA textures after correcting sizes: they are ALL a power of two now

WHY?

P.S. Please, please, PLEASE, Glest is an awesome project, why splitting it in TWO projects which will become more and more incompatible?
Stop forking and start merging, BEFORE IT'S TOO LATE!

Mr War

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Re: Sci-fi Pack - Industarons BETA
« Reply #174 on: 30 July 2011, 10:48:01 »
Hi, we are in the process of adding another faction, the Alliance (https://forum.megaglest.org/index.php?topic=7366.0). The latest working copy of the Sci-Fi Pack uses a lot of recent functionality in MG (multiple/animated projectile particles, multiple models per skill, unrotated tile set objects etc) so will be even less GAE compatible although anyone is free to make a GAE port whenever it's stable.

 

anything