MegaGlest Forum
Archives (read only) => Vanilla Glest => Announcements => Topic started by: martiño on 12 July 2008, 00:07:21
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This version fixes a few bugs in the scripting, adds the tileset "Dark Forest" and the new map "River Crossing". It also supports widescreen resolutions, with improved text rendering.
The full list of new features is:
- LUA scriting
- New tileset: Dark Forest
- Tutorials
- New maps
- Improved text tendering
- Added sound effect for chat messages
- Changed loading screen
- Removed IP from new game screen
- Removed Api Info screen
The sourcecode and data is in the svn. A patch with the data and the windows exe is available here:
http://www.glest.org/files/misc/glest_3.2-beta2.zip (http://www.glest.org/files/misc/glest_3.2-beta2.zip)
(Edit: changed to beta2)
Martiño.
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I'm downloading it right now, you've tested it right?
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hehe...nice game, hope that the new screen is nice :)
*edit
okay...I'm giving up: How can I compile it under Linux?
-> make doesn't work
-> jam doesn't work
so what?
I've done the following:
-> svn co https://glest.svn.sourceforge.net/svnro ... t/trunk/mk (https://glest.svn.sourceforge.net/svnroot/glest/trunk/mk)
-> svn co https://glest.svn.sourceforge.net/svnro ... unk/source (https://glest.svn.sourceforge.net/svnroot/glest/trunk/source)
cd'ed into mk/linux and then
./autogen.sh
./configure
jam
sudo jam install
but...after jam has finished, there was no binary in the directory...
same with make
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I liked so much the upgrade. You really take into account the players oppinion, the tutorials are great!
Now, I'm just waiting for new factions and maybe army formations... ;)
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How do you install it on linux? I'm looking forward to trying this one out.
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Can you tell me what I did wrong? I'm making my own tutorial, but everything wors until it gets to the 'beat the enemy part' It however, is with my own factions. It says unit not found 'xxx' and it happens to every enemy unit. Heres what I wrote:
</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>
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Crash
Version: v3.2-beta1
Time: Sat Jul 12 13:14:31 2008
Description: Access violation (Reading address 0x28)
Address: 0043FFA0
this was the log. i had the megapack v2 and beta1... playing multiplayer
crashed everytime afer a few minuets...
any ideas?
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Thanks for the info. Can you try playing without the megapack? Does it still crash? did it crash before beta1?
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here is a linux binary:
http://www.glest.org/glest_board/viewtopic.php?p=17038 (http://www.glest.org/glest_board/viewtopic.php?p=17038)
Up to now we had no crashes with the megapack.( we played 2 singleplayergames now ).
@igpf: Which setup did you play exacly with the megapack?
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Titi, do you have a proper script to build the game in Linux with the Lua and stuff? Can you send it o me so we can put it in the svn?
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No I don't have one :(
Its linked "handmade"
I don't really understand how to include a new (statical) library into the build process.
The problem is that the lua scripting is provided only as a statically linked lib.
But I will try again this evening to find a proper fix.
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Crash
Version: v3.2-beta1
Time: Sat Jul 12 13:14:31 2008
Description: Access violation (Reading address 0x28)
Address: 0043FFA0
this was the log. i had the megapack v2 and beta1... playing multiplayer
crashed everytime afer a few minuets...
any ideas?
Could you please download the patch again and make the game crash? I've changed the exe so now the game generates a minidump file, that has much more information, if you send it to us it would be of a lot of help.
Regards.
Martiño.
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Hi,
I'm on a linux system (Ubuntu 8.04) and I've detected some errors in the beta:
First: If I select "Shadow Mapping" I get a grey screen when I join a game. (with projected it works...)
In the log there is the following entry
Couldn't process event: OpenGL extension not supported: GL_ARB_shadow_ambient, required for Shadow Mapping
do I need a special lib for that? Or maybe it is my graphic card driver (nvidia).
Third thing: The game crashed!
I've started the basic tutorial and when the game told me to harvest wood/stone I selected a worker and gave him the order to harvest wood...he walked to the trees and then the game crashes.
In the log there is only one entry
Segmentation fault
I'll start the game via console now to reproduce the seg fault and maybe I can get more information about that...
btw.: very nice game :(
*edit
okay, it seems that the game crashes only in the tutorial mode...in normal the game runs just fine
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Trying to launch the bin i get this error:
libxerces-c.so.27: cannot open shared object file: No such file or directory
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Ok searched for libxerces in synaptic and found it, dowloaded it and now I've got a different problem. Looks like the data folder is empty. By keeping the old data folder everything works. The tileset is missing a forest xml, so I also kept the old tileset and added the new darkforest folder in there.
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You need 3.1.2, and unzip this file over it.
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If someone has a crash in linux, here is a linux binary with full debuginfo in it:
( attention big 9,5 MB packed 35 MB unpacked ! )
http://www.titusgames.de/glestbin/glest ... bug.tar.gz (http://www.titusgames.de/glestbin/glest.bin_3.2.beta1_debug.tar.gz)
( I don't have problems up to now )
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I'll try it this afternoon...btw: why there is no debug info by default? would be better IMO
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Why removed IP? :roll:
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Hi, I'm trying the Beta1 on Mac OS X. When I tried "basic tutorial" Glest crashed.
Immediately after clicking the OK button on message box, clicking the castle made Glest crash. The OK button was located over the castle.
The problem occurred in messageQueue.pop() of ScriptManager::onMessageBoxOk(). It looks Glest needs time to recognize the message box is closed. In fact, if I wait for a few seconds since clicking the OK button, Glest doesn't crash.
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I had the same problem (Linux, Ubuntu 7.04, 64bit 4G RAM).
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No, it is not waiting that prevents the crash, it's moving your mouse. You can wait hours without moving your mouse and then click. It will crash.
EDIT: Not always.
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Ok guys thanks for reporting the problem, I think I've fixed it, could you guys download latest from the SVN and try again?
Thanks.
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i had to patch source/shared_lib/include/platform/sdl/platform_util.h to compile it. but the problem still exists. after clicking the third Ok button it crashs with Segmentation fault. maybe i made something wrong.
my changes:
source/shared_lib/include/platform/sdl/platform_util.h line 79,80:
void install(string dumpFileName) {}
virtual void handle() = 0;
i made a backtrace with gdb:
#0 0x08130233 in Shared::Util::Properties::getString ()
#1 0x08073d87 in Glest::Game::Lang::getScenarioString ()
#2 0x080609ae in Glest::Game::ScriptManager::onMessageBoxOk ()
#3 0x0806682d in Glest::Game::Game::mouseDownLeft ()
#4 0x08127847 in Shared::Platform::Window::handleMouseDown ()
#5 0x08127961 in Shared::Platform::Window::handleEvent ()
#6 0x080969e5 in Glest::Game::glestMain ()
#7 0x08096e96 in main ()
hope that helps.
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Dit you get my changes?
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yes, i tried the latest revision (rev173).
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um?
I don't really understand what you mean with svn. :-[
I'm sorry, that is not the part of computers I'm at home in.
(I did some research but didn't find anything (is it stadvervoer nederland? don't think so...))
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I have the same problem as Yggdrasil's post. The tutorial always failed.
One more thing. I found Glest sometime stopped at TextRenderer2DGl::begin() called from Game::Renderer::renderTextShadow(). I think Renderer::renderConsole() makes "rendering" variable in textRenderer conflict. It calls renderTextShadow() after textRenderer->begin(). Right?
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One more thing. I found Glest sometime stopped at TextRenderer2DGl::begin() called from Game::Renderer::renderTextShadow(). I think Renderer::renderConsole() makes "rendering" variable in textRenderer conflict. It calls renderTextShadow() after textRenderer->begin(). Right?
I think i have the same problem. You get it when you select a building and then rightclick somewhere on the ground (not only in tutorials).
glest.debug: shared_lib/sources/graphics/gl/text_renderer_gl.cpp:29: virtual void Shared::Graphics::Gl::TextRenderer2DGl::begin(const Shared::Graphics::Font2D*): Assertion `!rendering' failed.
Aborted
i was able to work around the problem with the ok messages.
source/glest_game/game/script_manager.cpp:
paste this in the if-clause at line 102 ( if(!messageQueue.empty()) ):
if(messageQueue.size() > 1){
messageQueue.pop();
messageBox.setText(wrapString(lang.getScenarioString(messageQueue.front().getText()), messageWrapCount));
messageBox.setHeader(lang.getScenarioString(messageQueue.front().getHeader()));
}else{
messageBox.setText(wrapString(lang.getScenarioString(messageQueue.front().getText()), messageWrapCount));
messageBox.setHeader(lang.getScenarioString(messageQueue.front().getHeader()));
messageQueue.pop();
}
or use this patch in source/glest_game/game:
http://http://www1.inf.tu-dresden.de/~s1445051/rev173_script_manager.patch
The problem was a queue with only one element. You first delete it with pop and then tried to get the next with front which fails.
From my workaround i would expect the last message twice but it's all fine. Don't know why. My first thought was to move pop at the end of the if-clause but then you get the first message twice and the last is missing. That's somehow weird.
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Thanks a lot for your bug reports, I've fixed everything and it is up again in the SVN.
Regards.
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Why removed IP? I dont know my local ip
Heh, neither do I. I use a laptop and roam a lot. I think (just think) the IP is displayed as the original number in the 'join game' menu. I can't test it though because some idiot stole my name in irc.freenode.net
Oh, if I get my hands on that guy...
IDENTITY CRISIS, SOMEONE'S PRETENDING TO BE ME!
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I still see this posts. Where the mods ?
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Only administrators have right to delete/edit posts in the Announcements forum.
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Ouch that is a great pity in this case.
Ok