MegaGlest Forum
Archives (read only) => Vanilla Glest => Announcements => Topic started by: martiño on 27 May 2008, 23:25:37
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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.
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Can I ask you that are there any way to change the language of the tutorials?
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Yes, every tutorial has a lang file in the same folder as the tutorial, we didn't have the time to translate them yet.
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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?
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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
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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.
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I played the first tutorial and it worked fine for me, well done! ;)
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Quest-log?
~Zaggy
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Something like that:
http://http://wiki.guildwars.com/wiki/Quest_log
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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!
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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
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This is great news.
Scripting means that campaigns can be made. Possibilities are huge.
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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.
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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.
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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
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Can be there multiplayer/cooperative scenarios?
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Not at the moment, but is something we will definitely look into in the future.
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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.
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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
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Can be there multiplayer/cooperative scenarios?
Interest. But I think more object in game... 8)
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Can be there multiplayer/cooperative scenarios?
YesYesYesYesYesYesYesYesYesYesYesYes (Hmmm, this reminds me of SSBB--lots more co-op support :-)
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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.
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When finished the alpha version? ::)
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When finished the alpha version? ::)
soon... don't worry
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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 ).
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I am using Linux too and I got Segmentation Fault in "Advanced tutorial". Backtrace:
#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 ()
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Hey, I got windows. I could test it on windows if you like.
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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>