Myth Adds now for marius instead of pment...
Myth Adds now for marius instead of pment...
http://profile.myspace.com/index.cfm?fu ... =177867395
well now that pmnet is gone.... time for a new
movie overlay and advertising push for mariush
any thoughts .... myspace youtube etc......
promote yourstuff with links to marius instead of pmnet....
I need to change out the header page if anyone wants to
use it let me know.... or i f you have a better one.... (the text on the movie....
well now that pmnet is gone.... time for a new
movie overlay and advertising push for mariush
any thoughts .... myspace youtube etc......
promote yourstuff with links to marius instead of pmnet....
I need to change out the header page if anyone wants to
use it let me know.... or i f you have a better one.... (the text on the movie....
if one does not learn from the failings of the past they are likely to suffer its return.
Yay im the first to reply!
So you no longer all doom and gloom, Pointy?
Last time i saw you ya seemed pretty bummed out at the end of MWC07.
Now that Pm is gone and mnet has risen higher then before, things look pretty f-ing peachie id say!
How about show all the new features and enhancements that have been added to myth since the last bungie update for myth 2 and what its like now with all the new Projectmagma Marius.net features.
Heres another idea for something to put in a Myth promo Video.
Dead villagers that are all over the ground and then Rise to attack those nearby as torn up zombie villagers!
Hey we could really use some flesh eating zombie villagers from you man...i asked ooga about the ones you said he had in the poser files you told me you gave him, and he said he got a 5 min crash course in poser and how to use it! Thus learned nothing because of the short time frame ~8^(
They are in Our Story A LOT and we will have a cool dead rise function for them through scripting.
be great to work with you again Point!
-Renwood
So you no longer all doom and gloom, Pointy?
Last time i saw you ya seemed pretty bummed out at the end of MWC07.
Now that Pm is gone and mnet has risen higher then before, things look pretty f-ing peachie id say!
How about show all the new features and enhancements that have been added to myth since the last bungie update for myth 2 and what its like now with all the new Projectmagma Marius.net features.
Heres another idea for something to put in a Myth promo Video.
Dead villagers that are all over the ground and then Rise to attack those nearby as torn up zombie villagers!
Hey we could really use some flesh eating zombie villagers from you man...i asked ooga about the ones you said he had in the poser files you told me you gave him, and he said he got a 5 min crash course in poser and how to use it! Thus learned nothing because of the short time frame ~8^(
They are in Our Story A LOT and we will have a cool dead rise function for them through scripting.
be great to work with you again Point!
-Renwood
Persica purnus constans dum orbis exustio. Exsequor exequor!
myth 1.7 Marius
not so gloomy.... I could see the end playmyth was leading to so i gotdiscouraged.... anyway marius looks like a bright potential
I guess the question should be
should we be pimping marius and 1.7 myth.... instead of 1.6
I guess the question should be
should we be pimping marius and 1.7 myth.... instead of 1.6
if one does not learn from the failings of the past they are likely to suffer its return.
1.7 BABY!
ZOMBIES POINT!!! ZOMBIEEEEEEESSSS!! Their coming to Eat you!
Cant wait to get my peachie little hands on that new colormap detailing feature. and make an entire new set of maps and redue some of the ones really pretty far along for the myth IV campaign!
But it seems it has to use some kind of transparent texture to layer over the mesh..how do we go about making those and putting them in? is it just kinda simple like making a normal grass texture and then making it semitransparent? if we want to use it on Snow, rocky mountain side, sandy beaches or water texturing how do we go about it?
hmm i wonder
-Ren
ZOMBIES POINT!!! ZOMBIEEEEEEESSSS!! Their coming to Eat you!
Cant wait to get my peachie little hands on that new colormap detailing feature. and make an entire new set of maps and redue some of the ones really pretty far along for the myth IV campaign!
But it seems it has to use some kind of transparent texture to layer over the mesh..how do we go about making those and putting them in? is it just kinda simple like making a normal grass texture and then making it semitransparent? if we want to use it on Snow, rocky mountain side, sandy beaches or water texturing how do we go about it?
hmm i wonder
-Ren
Persica purnus constans dum orbis exustio. Exsequor exequor!
is there a 1.7 new in the works page?
is there a 1.7 in the works page to let us know what to
look forward to or prepare for.....
sounds like the color map thing is a m3 carryover......
as far as bit maps etc... will they be over
256x256 pixels?
look forward to or prepare for.....
sounds like the color map thing is a m3 carryover......
as far as bit maps etc... will they be over
256x256 pixels?
if one does not learn from the failings of the past they are likely to suffer its return.
- iron
- Site Admin
- Posts: 2006
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We'll also distribute the detail texture & map tags in a seperate plugin / download from 1.7. That means that we can keep updating it over time (and hopefully include contributions from other mapmakers etc) without making everyone re-download 1.7 - also we can keep the 1.7 dl's size as small as possible.
We have a library of about 80 or so textures already, on average at 512x512 size. For your own maps, you'll be able to use your own textures and include them in your plugins.
One thing to note - the detail textures will only be visible in OpenGL. We don't have anyone with D3D programming skills to add it to that renderer, and of course its not something you can do in software mode
We have a library of about 80 or so textures already, on average at 512x512 size. For your own maps, you'll be able to use your own textures and include them in your plugins.
One thing to note - the detail textures will only be visible in OpenGL. We don't have anyone with D3D programming skills to add it to that renderer, and of course its not something you can do in software mode
Sweet Jesus! Iron and Myrd!! man that is some exciting news guys!
you guys carried over the morale code from myth 3 into myth 2 so units near a sphere of influence of heros would get a vetting up type affect.
could there be the opposite affect? like THE LEVLER scares the shit out of people or just gets them kinda depressed when they are within his "anti Morale" radius?
would be cool for gameplay. way to combat it would be have the hero with the + morale lead troops against the bad guy with - morale and would cancel each out kinda or your vets would stay at the level they were.
-Renwood
you guys carried over the morale code from myth 3 into myth 2 so units near a sphere of influence of heros would get a vetting up type affect.
could there be the opposite affect? like THE LEVLER scares the shit out of people or just gets them kinda depressed when they are within his "anti Morale" radius?
would be cool for gameplay. way to combat it would be have the hero with the + morale lead troops against the bad guy with - morale and would cancel each out kinda or your vets would stay at the level they were.
-Renwood
Persica purnus constans dum orbis exustio. Exsequor exequor!
morale
I have tested the
morale a lot in cwr and im not sure it works unless the (h
"hero" gets a kill is that right? in other words if officers and flag bearers dont actually fight and just stand near the others is there really an
effect or maybe do i have
the effects simply set too low to really see the advantage
tried fighting two firelines against each other one with officers the other withou out seemed even ....
morale a lot in cwr and im not sure it works unless the (h
"hero" gets a kill is that right? in other words if officers and flag bearers dont actually fight and just stand near the others is there really an
effect or maybe do i have
the effects simply set too low to really see the advantage
tried fighting two firelines against each other one with officers the other withou out seemed even ....
if one does not learn from the failings of the past they are likely to suffer its return.
MYTH PR 1.6 or 1.7
Marius PR ideas for myth 1.6 or for 1.7 if its coming before too long
Movie Contest
Screen Shot Challenge
Map Making Previews tagsets etc..
Movie Contest
Screen Shot Challenge
Map Making Previews tagsets etc..
if one does not learn from the failings of the past they are likely to suffer its return.
Sounds like a good way to implement that new feature. I assume if someone doesn't have the detail texture 'plugin' and they play on a map that HAS the detail texture it will just show the standard bitmap?iron wrote:We'll also distribute the detail texture & map tags in a seperate plugin / download from 1.7. That means that we can keep updating it over time (and hopefully include contributions from other mapmakers etc) without making everyone re-download 1.7 - also we can keep the 1.7 dl's size as small as possible.
Not whining or complaining, just looking forward to 1.7 - is there any timetable for when 1.7 will be released/finalized?
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.