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Archives (read only) => Vanilla Glest => Announcements => Topic started by: martiño on 27 May 2008, 23:25:37

Title: Glest 3.2-alpha1
Post by: martiño on 27 May 2008, 23:25:37
Hello,

As you might already know, we are working on Glest 3.2, which will include scripting as a major feature, we want to share what we've done so far, so I've uploaded a patch to:

http://www.glest.org/files/misc/glest_p ... alpha1.zip (http://www.glest.org/files/misc/glest_patch_3.2-alpha1.zip)

To install it delete the scenarios folder of your Glest installation and unzip it over.

Everything is in the svn too, however I don't think the building scripts cope with the LUA code, we will work on that soon.

The 3 main scripted scenarios added are:

Basic Tutorial: Tutorial to guide the player through the tech faction
Advanced Tutorial: Tutorial to guide the player through the magic faction
Storming: Simple scripted scenario where you have to protect a summoner while you attack several villages

Please give us some feedback.

Thanks.
Title: topic
Post by: @kukac@ on 28 May 2008, 13:31:10
Can I ask you that are there any way to change the language of the tutorials?
Title:
Post by: martiño on 28 May 2008, 13:39:27
Yes, every tutorial has a lang file in the same folder as the tutorial, we didn't have the time to translate them yet.
Title:
Post by: Elven on 28 May 2008, 16:02:41
Quote from: "martiño"
Yes, every tutorial has a lang file in the same folder as the tutorial, we didn't have the time to translate them yet.


in what languages will be the tutorial?

i will translate to slovak very soon... will be the slovak language added to official release?
Title:
Post by: ZaggyDad on 28 May 2008, 16:05:03
One thing you need to do is add a new location for each new option in the menu.

Edit: And, you misspelled required (you spelled it requiered... :wink:

~Zaggy
Title:
Post by: martiño on 28 May 2008, 16:31:05
Quote from: "ZaggyDad"
One thing you need to do is add a new location for each new option in the menu.

Edit: And, you misspelled required (you spelled it requiered... :P ) in the advanced tutorial, near the beginning, in the part about energy. But it's still really good.

~Zaggy


Cool thanks for the feedback, we will fix ot.
Title:
Post by: toph on 28 May 2008, 16:32:38
I played the first tutorial and it worked fine for me, well done! ;)
Title:
Post by: ZaggyDad on 28 May 2008, 16:45:09
Quest-log?

~Zaggy
Title:
Post by: toph on 28 May 2008, 16:50:45
Something like that:

http://http://wiki.guildwars.com/wiki/Quest_log
Title:
Post by: erandur on 28 May 2008, 19:02:45
Pretty impressive, creating storylines shouldn't be that hard now... Or at least something similar, if you feel like creating a new map for each scenario. :) Either way, I'm sure beautiful things can be done with this. Such as in-game tutorials, for new players... Good job!
Title:
Post by: Jamesgamer on 29 May 2008, 00:26:49
2 Questions...

1) Could you put in an "easy" level CPU for new player practice?
2) So this probably wont work if i have GAE already? =) Hope they can be made compatible soon  :D
Title:
Post by: StrikingPheonix on 29 May 2008, 09:18:55
This is great news.

Scripting means that campaigns can be made. Possibilities are huge.
Title:
Post by: weedkiller on 29 May 2008, 10:13:07
Great Job!
Theres so much potential in this. I looked in the xmls and the scriptsettings are easy to understand like it was with the xml-units before.
However, is there a way to get special maps with different event-locations? I got that with startlocation of the players, maybe i can put special trees on the map so i get its positions by call and then can cast an army there  8) .
Ok, i theres lots of possibilities to build nice missions of that. I will try making one soon.
Title:
Post by: martiño on 29 May 2008, 13:04:23
There are two mayor things missing in the scripting, that we will add in the future:

- Trigger regions: The ability to define regions in the map and events related to them (I'm using the start locations as a placeholder at the moment)

- Timers: The ability to specify time-based events.
Title:
Post by: Jamesgamer on 29 May 2008, 15:41:27
Before releasing this for final, perhaps you could add in more m/p support (I would like chat available in the "new game" screen, for things like "I want magic" or "lets do a 2 vs 2")
 :D
Title: topic
Post by: @kukac@ on 29 May 2008, 16:30:35
Can be there multiplayer/cooperative scenarios?
Title:
Post by: martiño on 29 May 2008, 17:46:37
Not at the moment, but is something we will definitely look into in the future.
Title: topic
Post by: @kukac@ on 29 May 2008, 17:50:44
I'm thinking, that if we change the language for "magyar", then the scenarios' language file would be also changed for example "storming_magyar", and if that file does not exist, then it would use english as default.
Title:
Post by: ZaggyDad on 30 May 2008, 15:06:35
Btw, you should make it so that when you lose a scenario, it forces you to exit (I wasn't guarding the summoner in storming, and she got killed, but I continued the game, and I won it anyway (Though it didn't bring up the you win dialog...). ).

~Zaggy
Title:
Post by: Mészáros Tamás on 4 June 2008, 05:14:36
Quote from: "@kukac@"
Can be there multiplayer/cooperative scenarios?

Interest. But I think more object in game...  8)
Title:
Post by: Jamesgamer on 5 June 2008, 01:51:39
Quote from: "@kukac@"
Can be there multiplayer/cooperative scenarios?


YesYesYesYesYesYesYesYesYesYesYesYes (Hmmm, this reminds me of SSBB--lots more co-op support :-)
Title:
Post by: quantumstate on 5 June 2008, 13:39:03
This looks really good, it will be allow more interesting map cases to be made.  A possible improvement that could be added would be to allow custom sounds to be played based on some kind of trigger.
Title: Finish
Post by: Mészáros Tamás on 11 June 2008, 05:34:16
When finished the alpha version? ::)
Title: Re: Finish
Post by: ttsmj on 11 June 2008, 15:22:40
Quote from: "Mészáros Tamás"
When finished the alpha version? ::)


soon... don't worry
Title: Crash
Post by: titi on 13 June 2008, 08:18:13
The new 3.2 alpha 1 crashes when playing the scenario "Storming"!
I only get "Segmentation Fault" at the moment :(.

This happens on linux( I didn't try it in windows yet ). We tried it about 10 times and could never finish the scenario without a crash.

The tutoriels run fine( but we didn't played them completely ).
Title:
Post by: jrepan on 13 June 2008, 15:25:27
I am using Linux too and I got Segmentation Fault in "Advanced tutorial". Backtrace:
Code: [Select]
#0  0x00000000004227cf in Glest::Game::ScriptManager::onMessageBoxOk ()
#1  0x000000000041874b in Glest::Game::Game::mouseDownLeft ()
#2  0x00000000004b7cf9 in Shared::Platform::Window::handleMouseDown ()
#3  0x00000000004b7e49 in Shared::Platform::Window::handleEvent ()
#4  0x000000000043eddd in Glest::Game::glestMain ()
#5  0x000000000043f125 in main ()
Title: I Can Help...
Post by: Alexfolland on 4 July 2008, 03:31:04
Hey, I got windows. I could test it on windows if you like.
Title:
Post by: Omega on 12 July 2008, 17:08:46
Ok, I'm trying to make my own tutorial. I got everything to work except the fighting the enemies bit at the end. On my custom tutorial, I had it so you would search and fight the enemies at the end. Now, the tutorial is for my own custom factions, but it always says unit not found 'keep' when i removed the eep and left the rest in, it said unit not found 'minion'.
Whats wrong? Should I try making the enemy the same faction as me?

Heres the part I wrote: Note you won't recognize the units, but it may help: (NOTE: this is just the last part, it all works until it gets to the defeat_enemy objective.


      </unitCreatedOfType>         
      <unitCreatedOfType type="holy_one">
         if objective=='produce_holy_one' then
            showMessage('HolyOneBrief', 'WellDone')
            showMessage('CommandGroupBrief', 'Armies')
            showMessage('GroupNumberBrief', 'Armies')      
            showMessage('FinalMission', 'Armies')   
            objective= 'defeat_enemy'   
            setDisplayText('DefeatEnemy')
            createUnit('demon', 1, startLocation(1))
            createUnit('demon', 1, startLocation(1))
            createUnit('demon', 1, startLocation(1))
            createUnit('minion', 1, startLocation(1))
            createUnit('shadow_source', 1, startLocation(1))            
         end
      </unitCreatedOfType>   
      <unitDied>
         if objective=='defeat_enemy' and unitCount(0)==0 then
            clearDisplayText()
            setPlayerAsWinner(1)
            endGame()
         end
      </unitDied>
   </scripts>
</scenario>