MegaGlest Forum

Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: silnarm on 7 August 2009, 02:46:44

Title: GAE 0.2.12b
Post by: silnarm on 7 August 2009, 02:46:44
0.2.12b

Windows (32 bit) (https://sourceforge.net/projects/glestae/files/glestae_binaries_win32/0.2.12b/glestadv-win32-0.2.12b.zip/download)

Linux (32 bit x86) (https://sourceforge.net/projects/glestae/files/glestae_binaries_linux/0.2.12b/glestadv-0.2.12b-x86.bz2/download)

A small data package (http://sourceforge.net/projects/glestae/files/glestae_data/0.2.12a/glestadv-data-0.2.12a.tgz/download) is required, to be extracted in your glest directory (not needed if you downloaded it for 0.2.12a).

Complete list of changes (http://sourceforge.net/apps/trac/glestae/query?group=status&milestone=0.2.12b)

====================================================

0.2.12 Features:

The pathfinder defaults to the Greedy Search algorithm, with a node limit of 1024, both the algorithm and the node limit can be adjusted in the options menu.

LUA powered scenarios seem to work Ok, but this hasn't been tested extensively yet, please report any issues you find with it.

The new movement fields are,
any_water, unit may travel on any submerged cell.
deep_water, unit may only travel on deep submerged cells.
amphibious, unit may travel on any land or submerged cell.
There is a graphical glitch when an amphibious unit crosses the 'shore' (it 'jumps' up/down a bit).

A 'starting unit' with 'any_water' or 'deep_water' will probably crash the game, giving you a message about building a better map, this is because the unit couldn't be placed at the start location.  Amphibious units should be fine though.

Unit's can be spawned into the new fields from LUA, so while the only way to get a unit in the deep_water field in a regular game is with a morph (amphibious unit -> deep_water unit), in scenarios ships can be spawned in the water.

Please feel free to leave feedback and/or bug reports here, thanks!
Title: Re: GAE 0.2.12
Post by: gameboy on 8 August 2009, 14:12:02
Yay!!! water units.... i might try to make a mod for this  :o 8)
Title: Re: GAE 0.2.12
Post by: wciow on 8 August 2009, 14:45:49
I tested the new version for a while and found two bugs:

1 - Water units using the amphibious tag seem to walk on the water rather than through or under it.

2 - I tried to play Heretik's simple TD scenario. The units were placed wrongly and the Ghouls were not attacking as they should. I have played this scenario fine on Vanilla 3.2.2.

Testing was done on Vista with a vanilla 3.2.2 install with only Gae 0.2.12 files and Heretik's scenario added.
Title: Re: GAE 0.2.12
Post by: gameboy on 8 August 2009, 14:47:22
take a look at the Elven boat i made in 5 mins :D
(http://www3.mediafire.com/imgbnc.php/a039d1689161ac088bf567f7f60a6c2b5g.jpg) (http://www.mediafire.com/imageview.php?quickkey=xnd0jqhncwf&thumb=4)
i only have to make a texture for it and we're done XD
Title: Re: GAE 0.2.12
Post by: John.d.h on 8 August 2009, 23:59:54
I'm very excited about the prospect of water units in future mods.  I'll probably incorporate a few into Sun and Moon eventually.  I tried out this version of GAE today and here is my... um... undocumented feature report, hopefully with plenty of pictures with which to reproduce the events.

Battle Machines aren't supposed to fly, are they?  Somehow, when this Technician (http://i25.tinypic.com/11lklrs.jpg) began to morph, he entered the air field.

Not only did he hover above the ground, but once he morphed he could actually walk/fly right over trees (http://i32.tinypic.com/2uhssq0.jpg), and enemy melee units could not target him.

The strangest part is that there was another Technician standing right next to where this Battle Machine first formed, and he was auto-repairing him from that spot (http://i30.tinypic.com/qrjexw.jpg), even from across the map!

Here's a shot (http://i32.tinypic.com/oiaa8y.jpg) of my flying Battle Machine passing next to an enemy that appears to have taken advantage of the same glitch.

Interestingly enough, the flying Battle Machines use their melee attacks (normally only able to target ground units) on each other when flying, as well as on ground units, but ground-based Battle Machines fire arrows at flying ones.  This is on GAE 0.2.12 running on Windows Vista with an unmodified Magitech tech tree from Glest 3.2.2.

Also, I couldn't get Free Camera to work.  Does it work the same way as vanilla Glest, or is there something different you need to do?  Mouse scrolling seemed to be less responsive, but maybe that's because I was running it in windowed mode (couldn't figure out how to do full screen).  Also, the game seemed to run a little slower than vanilla Glest, but that could have been my imagination.  I don't mean like it was running choppy or anything, just like the game speed had been set a little lower than usual.

Lastly, my game ended quite unintentionally. (http://i25.tinypic.com/3525i4g.jpg)

Edit: Fixed one of the links.
Title: Re: GAE 0.2.12
Post by: silnarm on 9 August 2009, 01:35:10
1 - Water units using the amphibious tag seem to walk on the water rather than through or under it.
2 - I tried to play Heretik's simple TD scenario. The units were placed wrongly and the Ghouls were not attacking as they should. I have played this scenario fine on Vanilla 3.2.2.
1. This was actually the intention, allowing units that can walk/swim underwater is on the cards for the future, but it creates a whole lot of problems I don't want to consider just yet :)

2. Thanks, will check that one out.

take a look at the Elven boat i made in 5 mins :D

Looks nice, just a warning though, it wont look so good changing directions in game. The models are rotated to their new facing very quickly, causing 'long' units to twist rather suddenly, but don't despair... I do plan to fix this...

Battle Machines aren't supposed to fly, are they?  Somehow, when this Technician (http://i25.tinypic.com/11lklrs.jpg) began to morph, he entered the air field.
...
Hmm... I thought I'd fixed this back up, but obviously not... the root cause of this problem is that the battlemachine and archer both claim they can fly in the xml.  I had to change a lot of code to do with fields obviously... and I had both archers and battle machines flying all the time for a while ;)

You're always in free camera mode in GAE, middle mouse to rotate view, ctrl + middle mouse to pan.

We have more 'levels' of game speed in GAE, can be changed with +/- as usual, our normal may be slower then vanilla glest's, I'm not sure.

Quote
Lastly, my game ended quite unintentionally. (http://i25.tinypic.com/3525i4g.jpg)

Ahhh, that's one of mine... I love a descriptive error message!

Thanks for the reports.
Title: Re: GAE 0.2.12
Post by: ElimiNator on 9 August 2009, 04:15:38
COOL!!!!
This Is so neat!
But there are some bugs still.
I don't know if you ever played pirates but I made it so you can make pirate ships and it crashed.
(Not at first of course.)
For example If you morph a amphibious unit to a all water or deep water unit and there is no water or deep water in the map it crashes. You should make it so the units half to be in the water and/or the deep water to build or morph.
Title: Re: GAE 0.2.12
Post by: John.d.h on 9 August 2009, 04:26:53
You're always in free camera mode in GAE, middle mouse to rotate view, ctrl + middle mouse to pan.
So WASD keys don't work for it anymore?  I'm afraid I don't have a three-button mouse and I had to turn off the scrolling feature on my touchpad because I keep triggering it accidentally.
Title: Re: GAE 0.2.12
Post by: silnarm on 9 August 2009, 05:50:31
But there are some bugs still.
and there'll be plenty more to find yet!

For example If you morph a amphibious unit to a all water or deep water unit and there is no water or deep water in the map it crashes. You should make it so the units half to be in the water and/or the deep water to build or morph.

Umm.. I did. I will admit it hasn't been well tested yet, but I have morphed land -> amphibious and amphibious -> deep_water without problems, if you try the latter while on land you get the 'invalid position' message.  What happened just before the crash? Could I see the xml?

So WASD keys don't work for it anymore?  I'm afraid I don't have a three-button mouse and I had to turn off the scrolling feature on my touchpad because I keep triggering it accidentally.

Check your keymap.ini file, in mine they are now shift+W, shift+A etc.
A & S are hooked up to attack and stop commands, and D select next damaged unit, but if you don't want to use those, just remove the values after the '=' and then delete the 'Shift+' before all the CameraPitchXXX and CameraRotateXXX.
Title: Re: GAE 0.2.12
Post by: Omega on 10 August 2009, 05:40:54
Yay, BTW: could anyone do me a favor? Because of my internet, could someone give me a 7z with just this and all the files it needs, including the ones from glest 3.2.2. In short, I need everything in the main folder, the data folder, and anything else included in the GAE release. No techtrees, no tilesets, no maps. I have all that, but am missing some other files due to the disc from my friend being corrupted, and my internet is such a pain for downloading 3.2.2!

Anyone who can download at 500kbs+ can help without too much trouble.

Thanks in advance! ;)
Title: Re: GAE 0.2.12
Post by: John.d.h on 10 August 2009, 19:57:36
@Omega: I'm on it.  Will post in a few.

Edit: Here it is, 18mb compressed to 6.3mb.

http://www.mediafire.com/file/hlmfznzgxxt/gae_0.2.12_glest_3.2.2.7z
Title: Re: GAE 0.2.12
Post by: Omega on 11 August 2009, 08:25:34
Thank you so much john. I hope in the future that my phone company will hold true to its words and expand its high speed internet out where I live. I don't see why not. It's one of the most reliable companies in Canada, and being biased in saskatchewan, there is no reccession, and hasn't been one since good old '30s, in which case I was too young to remember anything! ;D

Ah, good ol' scripting, I missed you!
Title: Re: GAE 0.2.12
Post by: ElimiNator on 11 August 2009, 14:33:26
Ok so I have a amphibious unit (A pirate.) and he wants to build and/or morph and/or somon a boat he should half to go into shallow water, But he can do it in shallow water or on land.) And the same for the all water boat he should only be able to build and/or morph and/or somon the deep_water boat in deep water.(And the same for morphing back.)

Hmmm to bad you cant't make half water half land unit so it sits on the shore.?.?.?.
Title: Re: GAE 0.2.12
Post by: John.d.h on 11 August 2009, 19:16:04
Hmmm to bad you cant't make half water half land unit so it sits on the shore.?.?.?.
I think currently the best way to do it is to have your pirate be a land unit, and then have him morph into a raft with wheels or something like that, which would be amphibious, and then when he takes the raft out into the water he can build/summon/morph into a bigger boat.  Alternatively, I think he could go out on his raft and build a shipyard on the water.
Title: Re: GAE 0.2.12
Post by: ElimiNator on 12 August 2009, 05:40:02
Yes but you can do water stuff on land and deep water stuff in shallow water.
Title: Re: GAE 0.2.12
Post by: Omega on 14 August 2009, 08:24:05
Best version of GAE yet!!!

Works 100% flawless for me, haven't seen so much as a single glinch, although I admit, I've yet to try the new lua (will soon!) and haven't tried the new fields yet either (once again, will soon!), but I must say, I'm impressed. I also noticed one really neat thing. While the shift+w, etc; camera keys are normally annoying, I don't have to use them anymore! By holding down my MMB, I can move the mouse to rotate the camera, and scroll the MMB to zoom. So far, I love it, and haven't seen any of the things these guys are complaining about. Windows to the rescue?

However, big issue: I really, really need the source. I've checked the sourceforge page where you uploaded the binaries, but the only source is old. I also really need any updated dependancies. BTW, is the language file correct, is is this just the version that John uploaded for me? I edited what I noticed, but there seemed to have been a few missing language nodes, all unique to this version (zones [the new fields], the path finding in the options window, etc;). Did you remember to update that?

Fast replies for the source code and dependencies are greatly appreciated!
Title: Re: GAE 0.2.12
Post by: assassin on 14 August 2009, 08:34:30
Getting the source is a bit complicated... You have to use the SVN. I think in Windows the easiest way to use svn is here:
http://tortoisesvn.tigris.org/
Then download the source from the SVN:
https://glestae.svn.sourceforge.net/svnroot/glestae/trunk/source/
Title: Re: GAE 0.2.12
Post by: silnarm on 14 August 2009, 08:44:25
  For the moment, it's SVN or nothing. Sorry... will package up a source zip over the weekend.  As for the dependencies, you may want to wait, Hailstone recently replaced Xerces with TinyXML, while this was done some time ago now it still hasn't made it's way to trunk, but I'm personally happy that it works as intended, and hope to reintegrate it with trunk this weekend, this knocks a whole lot off the size of the dependencies package, and halves the size of our executable to boot!

  I don't know how far away from release you are, but GAE-0.2.13 might be worth waiting for.
Title: Re: GAE 0.2.12
Post by: assassin on 14 August 2009, 09:18:02
As for the dependencies, you may want to wait, Hailstone recently replaced Xerces with TinyXML, while this was done some time ago now it still hasn't made it's way to trunk, but I'm personally happy that it works as intended, and hope to reintegrate it with trunk this weekend, this knocks a whole lot off the size of the dependencies package, and halves the size of our executable to boot!

Nice... But why did Glest use Xerces in the first place?
Title: Re: GAE 0.2.12
Post by: Omega on 14 August 2009, 11:44:11
I think I'll wait. Not only will it save me the hassle of getting the source, dependancies and all, but the next version should be better anyway.

Besides, I got other work to do for now. ;)
Title: Re: GAE 0.2.12
Post by: ElimiNator on 14 August 2009, 15:20:47
I couldn't click on scenarios?
Title: Re: GAE 0.2.12
Post by: hailstone on 15 August 2009, 00:09:28
this knocks a whole lot off the size of the dependencies package, and halves the size of our executable to boot!
which makes the new GUI dependencies not seem as large ;D

I think xerces could still be used with an external application to test the validity of xmls and provide better error messages for mod makers. Something like http://tools.decisionsoft.com/schemaValidate/ or http://sunsite.berkeley.edu/ead/tools/schema_validate/ but we would need to create a schema file.
Title: Re: GAE 0.2.12
Post by: -Archmage- on 7 September 2009, 06:53:19
I'm trying to get GAE but what do I do. I have a 64-bit system I don't know where to download it for 64-bit.
Title: Re: GAE 0.2.12
Post by: hailstone on 7 September 2009, 09:57:02
There is no 64-bit version. The 32-bit version should work on a 64-bit OS.
Title: Re: GAE 0.2.12
Post by: -Archmage- on 7 September 2009, 12:39:34
I'll try it.
Title: Re: GAE 0.2.12
Post by: Fluffy203 on 11 September 2009, 20:15:49
GAE is out and stable or is this just a release cause if its stable , i have alot of questions =)
Title: Re: GAE 0.2.12
Post by: Omega on 12 September 2009, 04:59:01
It's not stable, I'll tell you that, but it is working, and pretty good. Expect some unknown crashes every now and then, and no method of protection by saving the game (BROKEN!) or possible other features (BROKEN?).
Title: Re: GAE 0.2.12
Post by: Fluffy203 on 12 September 2009, 05:09:47
can i mod in it ?
Title: Re: GAE 0.2.12
Post by: silnarm on 12 September 2009, 09:11:20

0.2.12 is not stable, I just found a nasty ... err, bug... in the path finder [and by 'bug', I of course mean 'embarrassing oversight'].

expect a 0.2.12a soon.
Title: Re: GAE 0.2.12
Post by: Fluffy203 on 12 September 2009, 18:40:12
lmao ok , i guess i'lll wait till you guys get this thing stable enough so i can mod in it =P
Title: Re: GAE 0.2.12
Post by: silnarm on 13 September 2009, 00:37:52
lmao ok , i guess i'lll wait till you guys get this thing stable enough so i can mod in it =P

It's stable enough to mod with, and 0.2.12 logs XML errors and tries to load as much as possible before bailing, so while the game itself will crash eventually, for testing purposes it's a lot nicer than vanilla Glest.

Title: Re: GAE 0.2.12
Post by: Fluffy203 on 13 September 2009, 00:45:58
Ok then i think i will have to start experimenting with it  ;D
Title: Re: GAE 0.2.12
Post by: silnarm on 23 September 2009, 10:29:42
Bug fixes for all!

Or just windows users for the moment,
https://sourceforge.net/projects/glestae/files/glestae_binaries_win32/0.2.12/gae-0.2.12a.zip/download
Title: Re: GAE 0.2.12a
Post by: wciow on 23 September 2009, 16:57:42
Yay, hopefully this will stop the random CTD on windows which happens in about 1/10th of my games.

I haven't noticed any particular cause and there is no error message, just a random crash.

good job guys  ;D
Title: Re: GAE 0.2.12a
Post by: silnarm on 24 September 2009, 01:30:49
There was one nasty bug in the path finder & one related to the morphing between fields that were potential 'crash points' in waiting, they've been fixed up, so I indeed hope this sorts out the problem! Please let us know if it doesn't...
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 24 September 2009, 16:51:43
I cant download it  >:( ???
Title: Re: GAE 0.2.12a
Post by: daniel.santos on 24 September 2009, 19:05:14
I cant download it  >:( ???
You're going to have to provide more information than "I cant download it" before I'm going to look at anything.  What URL? What web site?  Etc.
Title: Re: GAE 0.2.12
Post by: ElimiNator on 24 September 2009, 19:59:48
Bug fixes for all!

Or just windows users for the moment,
https://sourceforge.net/projects/glestae/files/glestae_binaries_win32/0.2.12/gae-0.2.12a.zip/download
This is the download I am talking about wen I click on it it goes to source forge and on the top of the page it says:
The "/glestae_binaries_win32/0.2.12/gae-0.2.12a.zip" file could not be found or is not available. Please select another file.
Title: Re: GAE 0.2.12
Post by: silnarm on 24 September 2009, 22:27:17
Sorry, it got moved on the server... see first post for valid links for windoze & linux.
Title: Re: GAE 0.2.12a
Post by: daniel.santos on 25 September 2009, 17:30:04
crap, that was my fault, lol!

Personally, I'm not crazy about the way files are laid out, maybe we can open a discussion for this :)
Title: Re: GAE 0.2.12a
Post by: Omega on 25 September 2009, 21:39:08
I downloaded earlier. Worked for me.

Now my opinion:

AWESOME! Nice to see 0.2.12 as it should have looked. On the other hand, the language files are STILL incomplete. Also, you tried to adapt english to becoming en. DO NOT DO THIS! Don't you see? You'll break the ini and every scenario that uses a language file. I made mine back to normal for the military mod. Took me a moment to figure out how this worked. Not so sure I like that language list text file. Made it a pain in the ass to have just english in military (since all lines are different, it must be limited to separate translations). Not to mention you sure do have a lot of languages.

Saved game doesn't work well with scripted scenarios (just try it with storming. You'll see what I mean).

Also not so sure I liked making yet another folder called gae for these. What was wrong with having the gae_scenarios folder? The languages fitted fine with normal glest as well. But don't change it now. I spent an hour fixing military to be perfect for 0.2.12a.

A short question: Is the zlib and two versions of xerces DLLs necessary? I want to clear military from any unnessessary files, and glest SEEMS to run fine without them. Just like the opinion of someone a little more skilled.

No seen crashes, everything seems to work fine. Good job. Still waiting for 0.2.13 for the FINAL of military (TIMERS!!!).
Title: Re: GAE 0.2.12a
Post by: Omega on 25 September 2009, 23:14:40
Sorry for the DP.

I hate indirect links that's why the new version of the Glest Guide has downloads for Glest and GAE, both with TRUE direct links.

Here's the windows version of GAE:
http://softlayer.dl.sourceforge.net/project/glestae/glestae_binaries_win32/0.2.12a/gae-0.2.12a.zip (http://softlayer.dl.sourceforge.net/project/glestae/glestae_binaries_win32/0.2.12a/gae-0.2.12a.zip)

They aren't easy to get. A separate program must follow the packets to detect where they come from. The best method is to use download helper, which is meant for videos, such as youtube, but this is really the same principal. Has saved me much wear and tear, especially if you want to use external download managers such as FDM.
Title: Re: GAE 0.2.12a
Post by: hailstone on 26 September 2009, 01:25:40
Quote
A short question: Is the zlib and two versions of xerces DLLs necessary? I want to clear military from any unnessessary files, and glest SEEMS to run fine without them. Just like the opinion of someone a little more skilled.
You will get an error if it uses them. So it should be fine to remove them.

Quote
I hate indirect links that's why the new version of the Glest Guide has downloads for Glest and GAE, both with TRUE direct links.
You won't get the fastest mirror if you use the direct link and for someone that is around the other side of the world (like me) you are better off downloading the normal way. My ISP also gives unmetered downloads for using their mirror.  ;D

Quote
Personally, I'm not crazy about the way files are laid out, maybe we can open a discussion for this
Sure, I was just using the way Glest has theirs organised.
Title: Re: GAE 0.2.12a
Post by: silnarm on 26 September 2009, 02:27:51
Quote
A short question: Is the zlib and two versions of xerces DLLs necessary? I want to clear military from any unnessessary files, and glest SEEMS to run fine without them. Just like the opinion of someone a little more skilled.
zlib1.dll is no longer needed, for 0.2.12 (and 0.2.12a) you (should?) still need xerces...

Quote from: Hailstone
Quote
I hate indirect links that's why the new version of the Glest Guide has downloads for Glest and GAE, both with TRUE direct links.
You won't get the fastest mirror if you use the direct link and for someone that is around the other side of the world (like me) you are better off downloading the normal way.

Indeed, "Problems with the download?"
(http://i687.photobucket.com/albums/vv231/silnarm/glest/directlink.png)
Use that one, not Omega's ;)
Title: Re: GAE 0.2.12a
Post by: Omega on 26 September 2009, 10:29:57
You still need xcerces? So why does it seem to work without it?

Meh, sourceforge's links seem to change a lot, so mine wouldn't work ideally any more anyway, but I personally prefer links that you can see on a page, click, and then WITHOUT going to some dumb waiting page or thank you or confirmation page, you go straight to the file download. For example, to download the megapack, rather than going to titusgames.de (http://titusgames.de), we could go straight to http://titusgames.de/megapack_v4.7z (http://titusgames.de/megapack_v4.7z).

Of course, such seems impossible with sourceforge. But with ones own web server, they can cut out the thank you's, confirmations, select a files, and other stuff that everyone hates. Going off webpage is always so slow too.
Title: Re: GAE 0.2.12a
Post by: jda on 8 October 2009, 13:54:26
The sourceforge.net page shows 0.2.12a linux binaries for 64bit architecture only (I need 32) and there is no source for 0.2.12a (only for 0.2.12).

So what if I want gae 0.2.12a in 32 bit Linux? Any clues?...  ???
Title: Re: GAE 0.2.12a
Post by: Yggdrasil on 8 October 2009, 16:38:40
You could checkout the tag in svn:
Code: [Select]
$ svn co https://glestae.svn.sourceforge.net/svnroot/glestae/tags/0.2.12a/ glestae-0.2.12a
and build it.
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 8 October 2009, 16:50:46
Why not just get a 64-bit computer. :D
Title: Re: GAE 0.2.12a
Post by: Omega on 9 October 2009, 03:46:03
Ah, enough archmage. 32 bit DOMINATES the computer world. No reason to get a 64 bit computer when 90%+ programs (windows) are 32 bit. Sure its backwards compatible, but just how much remains to be told...
Title: Re: GAE 0.2.12a
Post by: jda on 9 October 2009, 09:49:46
Thanks for the tip Yggdrasil! Getting it now... :)

@ archmage101
This discussion is completely off-topic BUT you might want to check something such as:
http://ubuntuforums.org/showthread.php?t=765428
And please note I do have a 64bit machine! (see above for pros and cons of 64 vs 32 bit). And my 64bit computer actually came with Vista 32bit (NOT 64!) pre-installed...
And besides... buying a computer isn't quite like buying a t-shirt, is it?...  :D
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 9 October 2009, 14:03:37
Yah, I know I was just kidding, but 64-bit computers can run 32-bit programs, my laptop has program files for both 32 and 64-bit.
Title: Re: GAE 0.2.12a
Post by: jda on 9 October 2009, 22:55:34
Ok, gae 0.2.12 fixed the problem I had with loading savegame files.

I can now successfully save a game and resume it later by reloading it into gae.
I can also have more than one savegame file and choose the appropriante one from the savegame file chooser.

BUT if, in the file chooser, I click right arrow when displaying the last file (to see the next file, cicle over to the first or just stop) or if I click the left arrow when displaying the first file, I get this:
Code: [Select]
Node "settings" doesn't have 1 child(ren) named  "scenarioPath"

Tree: settings (description mapPath tilesetPath techPath thisFactionIndex factionCount factions (faction (type playerName control team startLocationIndex )  faction (type playerName control team startLocationIndex )  faction (type playerName control team startLocationIndex )  faction (type playerName control team startLocationIndex )  )  )

Hence, though it's fully functional, a wrong click may inadvertedly make gae crash...
Hope that helped. :)
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 19 October 2009, 20:22:16
Ok, I've finally got some errors, this time I approached from the console.

Error:
Code: [Select]
Seth@Kelley-2009:/usr/share/games/glest$ ./glestadv
./glestadv: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required by ./glestadv)

I really want to play GAE but I need to get rid of these/this error(s)(may be more in the future).
Title: Re: GAE 0.2.12a
Post by: hailstone on 19 October 2009, 22:25:31
You might need to update libstd. http://mailman.archlinux.org/pipermail/arch-general/2009-May/005173.html

Thanks Jda, I wasn't able to reproduce the bug though.
Title: Re: GAE 0.2.12a
Post by: Omega on 19 October 2009, 23:37:00
Archmage uses linux?!? But he was saying before how my installer (for windows) didn't work for him. Odd why GAE wouldn't work on both linux and windows. Generally that means driver or hardware, not software error. Still, try Hailstone's solution and see if it works.

@hailstone: Save game works fine for me, as does load game. I was unable to get jda's bug too (windows). How is 0.2.13 coming? I haven't heard much progress and really need it for the military final.
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 19 October 2009, 23:48:24
Omega I have three computers.
Title: Re: GAE 0.2.12a
Post by: hailstone on 21 October 2009, 07:25:22
Quote
How is 0.2.13 coming? I haven't heard much progress and really need it for the military final.
I can't really speak for Silnarm or Daniel but it seems they have been working on the multiplayer and pathfinder among some other smaller things. I'm investigating another 2 GUI libraries that might be more suited to what Daniel wants since they have animation features.
Title: Re: GAE 0.2.12a
Post by: Fluffy203 on 28 October 2009, 21:58:40
is there anyway possible to allow the modder to add custom way point cursors such as the big red arrow?
Title: Re: GAE 0.2.12a
Post by: hailstone on 28 October 2009, 23:20:30
Not currently. This is hard-coded into the game.
Title: Re: GAE 0.2.12a
Post by: Fluffy203 on 28 October 2009, 23:30:33
are you guys looking in to the possibility of making it xml editable or at least able to be easily coded cause i would love it if you guys did  ;D
Title: Re: GAE 0.2.12a
Post by: John.d.h on 31 October 2009, 01:47:52
Is it possible to make an emanation with an upgrade requirement?  I was planning on having a unit with a health regen emanation and an additional EP regen emanation that only becomes active after researching a particular upgrade.  I looked at the GAE Guide on the wiki, but couldn't find the answer.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 31 October 2009, 17:11:15
Is there a download for Linux?
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 2 November 2009, 02:18:19
??? whatd you say.
Title: Re: GAE 0.2.12a
Post by: silnarm on 2 November 2009, 03:20:00
Is it possible to make an emanation with an upgrade requirement?  I was planning on having a unit with a health regen emanation and an additional EP regen emanation that only becomes active after researching a particular upgrade.  I looked at the GAE Guide on the wiki, but couldn't find the answer.

I'm unsure on the actual answer to this, but the ideal answer would of course be 'Yes'.  I'll check this out at some point, and if the answer if currently no, it will be yes in the near future.

Is there a download for Linux?

Yes, see first post.

??? whatd you say.

It said, "I'm a cut-n-paste spambot"
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 2 November 2009, 16:33:29
When I try to run this (yes, I did install the data package) it gets "The application failed to initialize properly (0xc0150002). Click on OK to terminate the application." Does anyone know what the problem could be?

Edit: Wait, does 0.2.12a act as a patch from 0.2.12?

Edit: Oh, never mind. It's still crashing with 0.2.12.

Edit: I just realized that normal Glest is also crashing with the same error, along with the configurator. I suppose this should now be moved to a different forum, but I'm to lazy to do so.
Title: Re: GAE 0.2.12a
Post by: hailstone on 2 November 2009, 21:54:16
Make sure you have the latest service packs and .Net Frameworks installed.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 3 November 2009, 07:26:13
OK thanks.  :)
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 3 November 2009, 19:07:16
Wen I try to run the glestadv executable it says cannot execute binary file .

Plz help?
Title: Re: GAE 0.2.12a
Post by: hailstone on 3 November 2009, 21:50:13
Where did you get the binary file (so I can try reproduce the problem)?
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 3 November 2009, 23:13:05
The first page of this topic, Here (http://sourceforge.net/projects/glestae/files/glestae_binaries_linux/0.2.12a/glestadv-0.2.12a-generic-x86_64-pc-linux-gnu.tbz2/download) is a direct link.
Title: Re: GAE 0.2.12a
Post by: hailstone on 4 November 2009, 01:23:05
Are you using a 64-bit operating system? There is no 32-bit binary available for 0.2.12 at the moment.

Edit: fixed up my meaning.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 4 November 2009, 02:15:28
How can you tell how many bit your OS is?
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 4 November 2009, 02:16:47
And where is the 32-bit binary?
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 4 November 2009, 03:02:30
Well, I know where you can find it in Windows but I'd recommend just looking it up.
Title: Re: GAE 0.2.12a
Post by: hailstone on 4 November 2009, 03:43:34
Sorry I meant there's not one. I've uploaded 32bit linux binary for trunk revision 305.

https://sourceforge.net/projects/glestae/files/glestae_binaries_trunk/revision_305/glestadv_r305_32bit_linux.tar.gz/download

Quote
How can you tell how many bit your OS is?
uname -m (works for me on Xubuntu). It says i686 for 32 bit.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 4 November 2009, 04:26:37
OK thanks I tell you what happens.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 4 November 2009, 04:30:54
YES!!!

It works! thanks
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 4 November 2009, 15:32:01
The windows binary is 32 bit, right?
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 4 November 2009, 19:04:26
No I have Linux but it is 32-bit.
Title: Re: GAE 0.2.12a
Post by: silnarm on 4 November 2009, 20:11:14
The windows binary is 32 bit, right?

Correct.
Title: Re: GAE 0.2.12a
Post by: ElimiNator on 5 November 2009, 21:24:49
There is a bug in your water units first of all amphibious units won't attack land units, and you need to make it so you can't build all_water and deep_water units on land because then they get stuck.
Title: Re: GAE 0.2.12a
Post by: Omega on 8 November 2009, 11:45:01
Question: After reinstalling vista, I can play glest, but not GAE. I think its a dependancy problem. What are ALL 3rd party things needed for GAE? I know DirectSound8 and OpenGL are, but seeing Glest works, I'm going to assume I have those, though I realized recently I have no method of knowing what versions of DirectX and OpenGL/AL I have. How do I find that out, and what else could I be missing.

If not too much, could someone ZIP (or somehow archive) win32 executables for installing/updating/whatever for all needed dependancies? I can't download at all at home really, and the school lets me download EVERYTHING except exe's, so any other file extension saves me so much trouble.

But at least answer the question please! Also, I sure could use this for the GAE installer. How can I find out if someone has these things installed (ie, a file to search for). GAE is widely incompatible with people mainly because they do not have what they need, such as OpenGL to play the game, and the error messages SUCK which helps no body (ideally, the first thing the game should do is run something from the console that can check to see if the needed prerequisites are there, such as attempting to conduct a OpenGL function, or an OpenAL function, or a DirectSound8 function, etc;
Title: Re: GAE 0.2.12a
Post by: silnarm on 8 November 2009, 12:11:24

It's probably Lua ?? that's my fault, I insisted on linking with a DLL because I'm an idiot. If not, maybe zlib, but I think in 0.2.12a that's linked statically.

Of course, the lua dll should be/is in the 0.2.12a zip ... so, I'm stumped...
Title: Re: GAE 0.2.12a
Post by: Omega on 8 November 2009, 13:27:04
I have the Lua DLL. You have to remember, my Glest Folder is EXACTLY the same as it was before I reinstalled windows, thanks to backup. So back to my question, what is needed other than directX and OpenGL?!? Those kind of dependencies!

BTW, tests have shown that the zlib seems unneccessary. GAE seemed to run fine without it, though I still have that DLL, along with two versions of xcerces and a lua DLL!
Title: Re: GAE 0.2.12a
Post by: jda on 8 November 2009, 15:50:42
I have the Lua DLL. You have to remember, my Glest Folder is EXACTLY the same as it was before I reinstalled windows, thanks to backup. So back to my question, what is needed other than directX and OpenGL?!? Those kind of dependencies!

BTW, tests have shown that the zlib seems unneccessary. GAE seemed to run fine without it, though I still have that DLL, along with two versions of xcerces and a lua DLL!
Very wild guess:
Could it be Vista's installation messed up some permissions? I guess it should not be it if you have one user with administrator rights...
Also as you restored some backups from the old install... some library or something with strange permissions?...
Or maybe one of them crazy Windows firewalls NOT asking you to confirm an action tried by GAE (or maybe you accidentally told it to block it and to remember your choice?...)?...
I'm pretty sure you should have some clue... What does GAE tell you on the console? Nothing at all?
Title: Re: GAE 0.2.12a
Post by: Omega on 9 November 2009, 15:51:48
Console is blank, which generally is standard with a missing media or dependency. Will update DirectX and OpenGL, though I doubt that's the problem, since irrlicht works...

Permissions are all fine, and UAC is DISABLED. Firewall tried turning off (COMODO), along with the antivirus and defense+ to no success, bearing in mind vanilla glest works...
Title: Re: GAE 0.2.12a
Post by: hailstone on 10 November 2009, 00:17:53
I tried running GAE in a virtual machine yesterday and it closed with no error message until I turned on the 3D Acceleration.
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 10 November 2009, 03:14:08
Never mind about my problems, it's working now that I updated my graphics cards.

Edit: I mean, my graphics card's driver. :D

Edit: Now that I've tried this release, I think that it should have some way of telling whether to have the unit underneath water, and how far to put him under. Perhaps it could be with the ability to define a fraction of the distance down into the water it should go...say 0.5 would make it so that the unit would be half submerged, etc. And if you set it to a negative, say -0.5, the unit would sit half the depth of the water over the water. Otherwise, you could have it be the distance that the unit always is under the water. Then, with either method, you could have submarines, and things like that.

Btw, Silnarm, I don't see the "jump" you were talking about. What d'you mean?

Edit: Oh, now I see it. I guess it's switching to the kind of stay-at-ground-level-thing too soon.

Btw, I just ran into an exception. I was going to the options screen, and as soon as I clicked the button, I got the error message:
Exception: Value not found on list box: en

It sounds like it couldn't read a english language file, but I don't see why it would wait till the options screen to run into it.

Btw, when GAE crashes without an exception, you should set the screen settings back to normal (if possible).
Title: Re: GAE 0.2.12a
Post by: silnarm on 11 November 2009, 04:14:25
Edit: Now that I've tried this release, I think that it should have some way of telling whether to have the unit underneath water, and how far to put him under. Perhaps it could be with the ability to define a fraction of the distance down into the water it should go...

You can have your boats 'in' the water by translating them a bit below the XZ plane in your modelling software.  Submersibles / Amphibians is a possibility for the future, but I don't want to get too far ahead of myself ;)

Quote
Btw, Silnarm, I don't see the "jump" you were talking about. What d'you mean?

Edit: Oh, now I see it. I guess it's switching to the kind of stay-at-ground-level-thing too soon.

Yeah, when it changes from 'land' to 'water', it does it all at once, re-engineering the move skill is a task for the future that will fix it (and make all sorts of other goodies possible).

Quote
Exception: Value not found on list box: en

We re-arranged the data a bit, and it resulted in a few problems... the solution to this one is to delete your glestadv.ini and let the program generate a new one, pointing to the expected location/name of the lang file.

Quote
Btw, when GAE crashes without an exception, you should set the screen settings back to normal (if possible).
Yeah, Sorry! The exception handling, and lack of in some places, is something that really needs to be looked at... that's not a fun job though...
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 11 November 2009, 05:06:12
I think you guys should have a GAE installation topic.
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 12 November 2009, 01:46:20
You can have your boats 'in' the water by translating them a bit below the XZ plane in your modelling software.  Submersibles / Amphibians is a possibility for the future, but I don't want to get too far ahead of myself ;)

I didn't mean to make the boats be 'in' the water, but if you implemented that feature, it could be used to more easily adjust the height of the boats, too.

Edit: GAE just crashed in the middle of my game, and all the command line said was:
"R6025
- pure virtual function call"
Title: Re: GAE 0.2.12a
Post by: silnarm on 14 November 2009, 03:46:50
Edit: GAE just crashed in the middle of my game, and all the command line said was:
"R6025
- pure virtual function call"

Thanks zaggy, that is an odd error message, might be an interesting one to track down, how far into the game were you? what factions were involved? Anything else that might help re-create it ?? (eg, had just completed upgrade X, or just built my firts Y, that kind of thing).

Title: Re: GAE 0.2.12a
Post by: silnarm on 14 November 2009, 04:56:48
Is it possible to make an emanation with an upgrade requirement?  I was planning on having a unit with a health regen emanation and an additional EP regen emanation that only becomes active after researching a particular upgrade.  I looked at the GAE Guide on the wiki, but couldn't find the answer.

Ok, finally looked into this, not currently possible. I have created a ticket for it, https://sourceforge.net/apps/trac/glestae/ticket/10
Title: Re: GAE 0.2.12a
Post by: John.d.h on 14 November 2009, 11:07:59
Okay, no biggy.  I can do a work-around pretty easily that will achieve almost the same outcome.

Also, I just tried the 0.2.12a version, and I have no bugs to report.
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 15 November 2009, 21:22:46
Thanks zaggy, that is an odd error message, might be an interesting one to track down, how far into the game were you? what factions were involved? Anything else that might help re-create it ?? (eg, had just completed upgrade X, or just built my firts Y, that kind of thing).

I don't think there were any special circumstances, it just happened suddenly somewhat far in the game (I hadn't really attacked anyone yet, but I'd gotten pretty far with the resources). I suppose it might be able to be recreated if I (or maybe someone else) played a game for long enough.

Edit: I forgot to say which factions it was. I'm almost positive I was Magic, and I'm not sure about the other players.
Title: Re: GAE 0.2.12a
Post by: Omega on 16 November 2009, 16:41:27
"R6025
- pure virtual function call"
I've seen that error at least a dozen times when playing military on GAE. It's not as common on 0.2.12a as it was on the earlier version, but almost always happens every few games, especially in scenarios. Because I generally only see it on my GAE-ized faction, I think its a GAE bug concerning some feature added to the XMLs (at one point I REMOVED EVERY effect tag because this error was stockpiling every bloody game.

I hope you find the source of it, as I was unable to pin it down, and it happened almost randomly, even when I wasn't attacking or issuing a command. The best chances of re-creating it is by playing a long game in military. I found the place that sends the error in one of the shared c++ files (I think) but the circumstances needed to throw the error was all greek to me. ;)
Title: Re: GAE 0.2.12a
Post by: John.d.h on 18 November 2009, 06:44:24
I found a minor graphical error while trying out water travel.

(http://img198.imageshack.us/img198/9743/waterglitch.th.jpg) (http://img198.imageshack.us/i/waterglitch.jpg/)

As you can see, the water seems to develop random "land blotches", circled here in red.

GAE 0.2.12a, Windows Vista, Naval faction, "The Island" map.  Not sure how to find my graphics card info.

Edit: Also while playing the same faction, I noticed that buildings defined for the "any_water" field can be built on land too.
Title: Re: GAE 0.2.12a
Post by: silnarm on 18 November 2009, 08:08:19
I found a minor graphical error while trying out water travel.
...
As you can see, the water seems to develop random "land blotches", circled here in red.

GAE 0.2.12a, Windows Vista, Naval faction, "The Island" map.  Not sure how to find my graphics card info.

Edit: Also while playing the same faction, I noticed that buildings defined for the "any_water" field can be built on land too.

Thanks John, will look into that graphical glitch, seems a strange one! Allowing water units to be produced on land was reported by Eliminator a while back, that's been fixed, as have numerous other bugs in our 'bugfix release' ;).
Title: Re: GAE 0.2.12a
Post by: hailstone on 18 November 2009, 09:20:08
Not sure how to find my graphics card info.
Go to options menu then click "Api info". The details are at the top.
Title: Re: GAE 0.2.12a
Post by: John.d.h on 18 November 2009, 09:35:27
Okay, no idea what you meant by that, but I ran dxdiag and it looks like it's "Mobile Intel(R) 965 Express Chipset Family".
Title: Re: GAE 0.2.12a
Post by: ZaggyDad on 18 November 2009, 16:39:04
Okay, no idea what you meant by that, but I ran dxdiag and it looks like it's "Mobile Intel(R) 965 Express Chipset Family".

Wow, you used the built in graphics adapter? I wouldn't've thought that would run too well.

Edit: What Hailstone meant is that you go into the Glest (or GAE) menu and click on options, then click Api Info.
Title: Re: GAE 0.2.12a
Post by: John.d.h on 18 November 2009, 21:11:25
I didn't even know we had such a menu.  I guess that goes to show how little time I actually spend playing.  GAE does much better with my graphics than Vanilla Glest does.  I don't get all kinds of weird rainbow anomalies around the fog of war in GAE.
Title: Re: GAE 0.2.12a
Post by: silnarm on 19 November 2009, 02:09:22
Okay, no idea what you meant by that, but I ran dxdiag and it looks like it's "Mobile Intel(R) 965 Express Chipset Family".

....  GAE does much better with my graphics than Vanilla Glest does.  I don't get all kinds of weird rainbow anomalies around the fog of war in GAE.

Interesting... my girlfriends laptop has an Intel chipset in it, can't remember exactly what atm, but when I first found Glest I put it on her computer, and found the water was way screwy, and had to disable 3D-textures to fix it.  I don't think I ever tried GAE on it though.  Do you have 3D-Textures enabled for water? I might have to steal her computer for a bit... you know, for scientific purposes :)
Title: Re: GAE 0.2.12a
Post by: John.d.h on 19 November 2009, 03:45:48
Yes, I have 3D textures enabled.  I managed to reproduce the anomaly on Glest 3.2.2, Dark Forest tileset, but only in windowed mode.  Full-screen seems to work fine, as does GAE, both showing the water normally.

(http://img27.imageshack.us/img27/2145/rainbowwater.th.jpg)
Click for full size. (http://img27.imageshack.us/i/rainbowwater.jpg/)

In other news, in GAE when I click the Options button, I get this fatal error:

(http://img34.imageshack.us/img34/3672/errordq.th.jpg)
Click for full size. (http://img34.imageshack.us/i/errordq.jpg/)
Title: Re: GAE 0.2.12a
Post by: hailstone on 19 November 2009, 05:59:19
Thanks John. Options menu error has been fixed. see https://sourceforge.net/apps/trac/glestae/ticket/26
Title: Re: GAE 0.2.12a
Post by: wciow on 22 November 2009, 20:30:46
Anyone else tested GAE with Windows 7 yet?

Vanilla 3.2.2 works perfectly out of the box but GAE is not working. :(

I'm currently using the 64 bit home version. I've installed and reinstalled GAE numerous times on my Vista machine so I'm pretty sure I have all the required data. GAE just spits out a couple of blank error logs and quits. 

Is there a compatitbility issue between the 32 bit binary (and/or dependancies) and the 64 bit OS, which isn't present in standard Glest?  ???

Title: Re: GAE 0.2.12a
Post by: hailstone on 22 November 2009, 22:14:20
I'm using the 32-bit Windows version on 64-bit Windows XP. I'll try on my brother's machine.
Title: Re: GAE 0.2.12a
Post by: Zoythrus on 23 November 2009, 01:44:21
absolutely off topic, but when shall we expect to see the next release of GAE? what new stuff shall it have in it?
Title: Re: GAE 0.2.12a
Post by: silnarm on 23 November 2009, 03:31:16
absolutely off topic, but when shall we expect to see the next release of GAE? what new stuff shall it have in it?

Actually, completely on topic... 0.2.12b will be out very soon, with absolutely no new features.

For people wishing to try out the new Lua functions and the blend mode options for particle systems, there will be an experimental version coming soon after, once we merge it all with the bug-fixes from 0.2.12b.

Title: Re: GAE 0.2.12a
Post by: -Archmage- on 23 November 2009, 13:11:10
Quote
blend mode options for particle systems

Ooo what's that?
Title: Re: GAE 0.2.12a
Post by: Zoythrus on 23 November 2009, 23:16:31
if 0.2.12b has nothing new, then how is it different from 12a?
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 23 November 2009, 23:29:01
Bug fixes probably. What else?
Title: Re: GAE 0.2.12a
Post by: Zoythrus on 23 November 2009, 23:47:28
maybe...but new features would be nice...
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 24 November 2009, 00:18:24
No, features are useless if bugs aren't fixed!
Title: Re: GAE 0.2.12a
Post by: Zoythrus on 24 November 2009, 00:36:58
true...maybe we can compromise...we should get bug fixes AND new features!
Title: Re: GAE 0.2.12a
Post by: -Archmage- on 24 November 2009, 00:43:02
Well, I currently can't even play GAE 2.12a so all I want is bug fixes.
Title: Re: GAE 0.2.12a
Post by: John.d.h on 24 November 2009, 03:52:21
If they constantly added new features, they'd never achieve a stable release.  Any time you add new features, you add a whole slew of new bugs.  If you add just a couple features at a time, then it's easier to tell what's causing the bugs, which makes them easier to fix.

Well, I currently can't even play GAE 2.12a so all I want is bug fixes.
If you can't get GAE to work on any of your three computers, with multiple operating systems, then it's not a problem with GAE and it's not a problem with your computers.  You're just doing something wrong.
Title: Re: GAE 0.2.12b
Post by: silnarm on 24 November 2009, 04:18:01
0.2.12b

Windows (32 bit) (https://sourceforge.net/projects/glestae/files/glestae_binaries_win32/0.2.12b/glestadv-win32-0.2.12b.zip/download)

Linux (32 bit x86) (https://sourceforge.net/projects/glestae/files/glestae_binaries_linux/0.2.12b/glestadv-0.2.12b-x86.bz2/download)

A small data package (http://sourceforge.net/projects/glestae/files/glestae_data/0.2.12a/glestadv-data-0.2.12a.tgz/download) is required, to be extracted in your glest directory (same one as for 0.2.12a).

Complete list of changes (http://sourceforge.net/apps/trac/glestae/query?group=status&milestone=0.2.12b)

Several very nasty bugs were removed, in particular moving large units near the edges of the map was dangerous... and target tracking particle systems were also dangerous (ie, these things led to crashes).

I've done some stress testing, while I'd like to do some more with different tech-trees, I did a few and I think this one might actually be stable :)  If you do experience any mid-game crashes, please report which tech-tree and factions you were using, thanks!

Apologies to anyone who had problems with 0.2.12a, the move to the 'gae directory' system was probably not something we should have rushed into a bug-fix release... lesson learnt.

That system is in place however, all that means to you is that's where language files are, and also where gae looks for scenarios, if you had a 'gae_scenarios' folder, you will want to move the contents of it into 'gae/scenarios/'.

Title: Re: GAE 0.2.12a
Post by: Zoythrus on 24 November 2009, 04:18:17
If they constantly added new features, they'd never achieve a stable release.  Any time you add new features, you add a whole slew of new bugs.  If you add just a couple features at a time, then it's easier to tell what's causing the bugs, which makes them easier to fix.

well, why cant we get both?

but definitely, i want to see the "units not attacking even if they are attacked" bug fixed
Title: Re: GAE 0.2.12a
Post by: wciow on 24 November 2009, 11:08:56
but definitely, i want to see the "units not attacking even if they are attacked" bug fixed

Yeah that is really annoying!

Regarding bug fixes vs features, I think the programmers have taken the right approach in slowing down the feature creep and fixing the bugs. The aim should be for 0.3 to be as stable as 3.2.2 Glest (possibly more so in the case of multiplayer games :) )
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 24 November 2009, 12:20:53
Hey, your data package is called gelstadv-data-0.2.12b. :P
I'm trying the new version on my Moms CPU right now.

I think I made some stupid mistake when installing, but I have one log file that says something besides log file.
It says:
Code: [Select]
Log file

1: Core data

So I'm kinda assuming that I installed something wrong.
Title: Re: GAE 0.2.12b
Post by: ZaggyDad on 24 November 2009, 14:53:49
I think I made some stupid mistake when installing, but I have one log file that says something besides log file.
It says:
Code: [Select]
Log file

1: Core data

So I'm kinda assuming that I installed something wrong.

Actually, mine has even more. Did you try starting a game before you got that log? It looks like it's a log of starting a game...but yours is missing a ton.

Mine contains:
Code: [Select]
Log file

1: Core data
28: Tileset: tilesets/dark_forest
34: TechTree: techs/magitech
34: Resource type: techs/magitech/resources/energy
34: Resource type: techs/magitech/resources/food
34: Resource type: techs/magitech/resources/gold
34: Resource type: techs/magitech/resources/stone
34: Resource type: techs/magitech/resources/wood
34: Faction type: techs/magitech/factions/tech
34: Unit type: techs/magitech/factions/tech/units/aerodrome
35: Unit type: techs/magitech/factions/tech/units/air_ballista
37: Unit type: techs/magitech/factions/tech/units/airship
38: Unit type: techs/magitech/factions/tech/units/archer
39: Unit type: techs/magitech/factions/tech/units/barracks
40: Unit type: techs/magitech/factions/tech/units/battle_machine
41: Unit type: techs/magitech/factions/tech/units/blacksmith
42: Unit type: techs/magitech/factions/tech/units/castle
43: Unit type: techs/magitech/factions/tech/units/catapult
44: Unit type: techs/magitech/factions/tech/units/cow
44: Unit type: techs/magitech/factions/tech/units/defense_tower
45: Unit type: techs/magitech/factions/tech/units/farm
46: Unit type: techs/magitech/factions/tech/units/guard
47: Unit type: techs/magitech/factions/tech/units/horseman
48: Unit type: techs/magitech/factions/tech/units/ornithopter
49: Unit type: techs/magitech/factions/tech/units/pig
50: Unit type: techs/magitech/factions/tech/units/swordman
51: Unit type: techs/magitech/factions/tech/units/technician
53: Unit type: techs/magitech/factions/tech/units/technodrome
54: Unit type: techs/magitech/factions/tech/units/worker
55: Upgrade type: techs/magitech/factions/tech/upgrades/advanced_architecture
55: Upgrade type: techs/magitech/factions/tech/upgrades/blade_weapons
55: Upgrade type: techs/magitech/factions/tech/upgrades/piercing_weapons
56: Upgrade type: techs/magitech/factions/tech/upgrades/robotics
56: Upgrade type: techs/magitech/factions/tech/upgrades/shield_level_1
56: Upgrade type: techs/magitech/factions/tech/upgrades/shield_level_2
56: Upgrade type: techs/magitech/factions/tech/upgrades/stables
56: Upgrade type: techs/magitech/factions/tech/upgrades/training_field
56: Faction types
56: State cells
56: Heightmap computations
60: Initialising PathFinder
60: Compute minimap surface
60: Generate elements
60: Creating AI for faction 1
60: Initializing renderer
63: Waiting for network
63: Starting music stream
63: Launching game
128: Game
129: World
129: Minimap
129: Tech tree
129: Tileset
129: Cells

Edit: Actually, it might be a good sign, since my glest.log file contains that, just without the "1:" in it.

Edit: No, actually, it's undoubtedly an overall loading log, so it means more good than bad. (Though it would've meant that even if it weren't overall loading that it was logging.)
Title: Re: GAE 0.2.12b
Post by: hailstone on 24 November 2009, 15:00:16
Sorry everyone. I was in the middle of releasing when the internet was unavailable for a day. It is still unstable (ie. disconnecting every few minutes) so I'm not sure when I'll be able to upload an installer.

Thanks for getting the other files sorted Silnarm. I fixed up the data filename.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 24 November 2009, 15:08:49
Zaggy, I double-click the GlestAE 0.2.12b executable, and it goes into fullscreen mode and the screen goes black, then right when you think you're going to hear the entry music, it crashes with a "bing".
Title: Re: GAE 0.2.12b
Post by: silnarm on 24 November 2009, 15:41:17
Code: [Select]
Log file

1: Core data

So I'm kinda assuming that I installed something wrong.

Doh! That mini data package was incomplete :-[

It only had the new 'gae' directory, there is the menu related textures as well ... 'core' data.  The game would have run if you had an old version of GAE, but on top of a fresh Glest install would fail just as you describe.

please use the 0.2.12a package. (http://sourceforge.net/projects/glestae/files/glestae_data/0.2.12a/glestadv-data-0.2.12a.tgz/download)

Sorry!
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 24 November 2009, 16:05:47
Thanks! :)
You may want to fix the links on the first post and any other places you posted a link to the 2.12b data.

AAAAAAAAAAAAAAWWWWWWWWWWWWWWWWWW YYYYYYYYYYYYYEAAAAAAAHHHHHHHHHHHHHHHH! It WORKED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thanks!
Want me to make an installer for Windows?
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 24 November 2009, 22:52:31
Two things:

1- My Dad would like to see the source code.

2- I need 64-bit binaries for linux.
Title: Re: GAE 0.2.12b
Post by: silnarm on 25 November 2009, 02:32:55
Two things:

1- My Dad would like to see the source code.

https://sourceforge.net/apps/trac/glestae/browser/tags/0.2.12b/source

Quote
2- I need 64-bit binaries for linux.

Will have to get back to you on that one...
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 25 November 2009, 02:48:08
Quote
Quote
2- I need 64-bit binaries for linux.

Will have to get back to you on that one...

Ok, maybe I'll try the 32-bit binary, I'll post any progress I make.

It works, thanks!
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 25 November 2009, 03:32:44
Bug Report:
I was playing my old Eleminion mod, and when I fired the "shoot_three_arrows" GAE froze...
I'll get the log error(s).

Edit:
Quote
I'll get the log error(s).
Doesn't appear to be any.....

The particle effect uses a rectangular(and not a square) image, could that be the problem, GAE seems to have problems with things that don't have square dimensions...
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 25 November 2009, 06:51:13
Bug Report:

Kubuntu 9.10 64-bit, using 32-bit binary.

Code: [Select]
Crash
Version: Advanced Engine v0.2.12b
Time: Wed Nov 25 01:09:19 2009
Description: SIGSEGV: address not mapped to object
Address: 0x287fbdb0
Backtrace:
./GAE-0.2.12b.bin [0x819fb98]
[0xf77c8410]
/usr/lib32/dri/fglrx_dri.so [0xf4c9de6e]

=======================
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 25 November 2009, 07:10:02
Silnarm, maybe you'll want to add this to your first post...

Little Linux installation guide:
(Note: This is for users who installed Glest 3.2.2 with add/remove, synaptic, or Kpackage manager. But this guide will easily work using modified versions of these commands...)

Download this (http://upload.ps/o0ei7ay0yo7a/GAE-Linux.7z.htm) file.

Extract all contents of the "GAE-Linux" directory into: "/usr/share/games/glest", be sure to unselect the "extract into sub-folder" check-mark(in Ark archiving tool).

Open Terminal.
-Type command: cd /usr/share/games/glest
--Type command: sudo chmod 777 GAE-0.2.12b.bin
(note to silnarm: I renamed the binary, because the name was long and annoying to type)

Done.

Type in the terminal: "./GAE-0.2.12b.bin", to start the game.

I'm not sure about 32-bit users, but 64-bit users are almost definitely going to encounter problems, post them, and I'll post a fix, if there is one, I went through about 5 lib errors, all solved with getlibs.


Would you mind if I put together I stand-alone linux package for this? I love this release, it's the most stable one I've played, and a lot of fun!
Although, as you can see I've posted bugs already.........

Sorry if I'm doing to much work without being asked.......or asking........but I'm itching to work with GAE, it's been so long since I had a good long game of GAE.
I'm thinking about making a Linux installer, but I think I should wait for a release like 0.3(hoping that it is stable) to make installers.

Sorry for my quadruple posting, but I like to post each bug separately.
Title: Re: GAE 0.2.12b
Post by: silnarm on 25 November 2009, 23:57:46
Bug Report:
...
The particle effect uses a rectangular(and not a square) image, could that be the problem, GAE seems to have problems with things that don't have square dimensions...

Any chance I could convince you to apply the attack skill and command to a magitech unit, and bundle up the modified unit xml with the particle projection xml and texture, ensure it crashes the same way, then attach it to this ticket #41 (http://sourceforge.net/apps/trac/glestae/ticket/41) ? If I can make it happen here, I can track it down, if you can make it easy for me to make it happen here, it will probably get fixed ;)

Bug Report:

Kubuntu 9.10 64-bit, using 32-bit binary.

Code: [Select]
Crash
...
/usr/lib32/dri/fglrx_dri.so [0xf4c9de6e]

This would seem to be a problem with OpenGL drivers, did Glest 3.2.2 run ok on this computer before you tried GAE?

Regarding packaging... Hailstone was going to package up Installers I believe, before his internet problems.  Not my area of expertise, so I'm just gonna leave that and hope Hailstone gets back on the grid soon.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 26 November 2009, 00:39:02
Yea, I can do that this weekend probably.



Quote
did Glest 3.2.2 run ok on this computer before you tried GAE?

I didn't have any problems.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 00:22:48
Bug Report: Crashed when I clicked on the ground..... :P

Code: [Select]
Crash
Version: Advanced Engine v0.2.12b
Time: Sat Nov 28 19:18:50 2009
Description: SIGSEGV: address not mapped to object
Address: 0x2d672c70
Backtrace:
./GAE-0.2.12b.bin [0x819fb98]
[0xf778d410]
./GAE-0.2.12b.bin [0x81ba414]
./GAE-0.2.12b.bin [0x81ba7f2]
./GAE-0.2.12b.bin [0x80955b5]
./GAE-0.2.12b.bin [0x8095980]
./GAE-0.2.12b.bin [0x8064b36]
./GAE-0.2.12b.bin [0x8068ac9]
./GAE-0.2.12b.bin [0x80ab3de]
./GAE-0.2.12b.bin [0x80b261a]
./GAE-0.2.12b.bin [0x80b2816]
/lib32/libc.so.6(__libc_start_main+0xe6) [0xf6dfcb56]
./GAE-0.2.12b.bin [0x804f1c1]
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 00:26:07
AI Issue Report:

The AI cannot figure out how to play Elves.....
Although, I think that is because of a setting that might have screwed up the ally.........

Do not put any effort into this issue, as I can't be certain that this is the AI's fault, it's probably mine.......
I'll edit this post after I have confirmed whether this is an issue or not.

BTW this is with Elves 0.9.6-BETA, unreleased.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 00:30:42
Bug Report: Crashed kind of randomly, don't know what caused it....

Code: [Select]
Crash
Version: Advanced Engine v0.2.12b
Time: Sat Nov 28 19:29:03 2009
Description: SIGSEGV: address not mapped to object
Address: 0x28e18b0c
Backtrace:
./GAE-0.2.12b.bin [0x819fb98]
[0xf7797410]
/usr/lib32/dri/fglrx_dri.so [0xf422a7d0]
Title: Re: GAE 0.2.12b
Post by: silnarm on 29 November 2009, 00:54:01
What tech-tree and with which factions?
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 01:17:24
Both with regular Tech.
I'm sorry, but it may be my CPU..... I did the Kubuntu upgrade option, and I've heard that it can screw a lot of things up on your Kubuntu installation.

Both of the errors I reported look like lib errors and other OpenGL stuff.......

But still I'd like to know if this is an error or not.
Title: Re: GAE 0.2.12b
Post by: assassin on 29 November 2009, 11:35:49
Yeah, I wish I hadn't "upgraded" to Ubuntu 9.10
Title: Re: GAE 0.2.12b
Post by: Loronal on 29 November 2009, 14:19:27
hey arch why dont you just hit alt+f2 and type in kdesu dolphin. This opens up dolphin with all sudo privileges no need to run sudo commands in terminal. If you're not the main user go to terminal and type in Sudo -i
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 16:25:12
Dude, I use Krusader Root Mode.
Title: Re: GAE 0.2.12b
Post by: Loronal on 29 November 2009, 17:52:53
Okay whatever. I use gae on windows.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 November 2009, 18:11:27
It's so much better on Linux! :D
Title: Re: GAE 0.2.12b
Post by: hailstone on 30 November 2009, 06:13:39
I've uploaded Linux and Windows installers for 0.2.12b. You will still need any dependencies for Linux. I'll take any comments and apply it to the next version that I make an installer. It is too large to upload often (180MB for two installers).

https://sourceforge.net/projects/glestae/files/glestae_installers/

Edit:
These are standalone installers for Linux and Windows containing all the data needed and binary for GAE 0.2.12b 32bit (the directory structure is also valid for Glest 3.2.2 - xerces dll and ini files not included). The folder gae_scenarios has been moved (and renamed) to gae/scenarios.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 30 November 2009, 15:05:28
Dude, those are GIGANTIC!
They are definitely standalone installers not a Glest ---> GAE patch.
Title: Re: GAE 0.2.12b
Post by: jda on 30 November 2009, 19:05:45
This is NOT about the installers!

I've downloaded the source bzipped tar archive and I want and know how to build it.

My question is: can I just install gae 0.2.12b over my currently installed 0.2.12a?
If not, could you please inform me about what I should remove from my currently "shared" glest 3.2.2 / gae 0.2.12a folder?

TIA :)
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 30 November 2009, 20:04:53
0.2.12b uses the same data as 0.2.12a so just replace the executable/binary.
Title: Re: GAE 0.2.12b
Post by: hailstone on 30 November 2009, 22:01:41
The data wasn't updated for the 0.2.12a/b tags.  :-[

http://glestae.svn.sourceforge.net/viewvc/glestae/branches/0.2.x/data/game/

That looks to be up to date.

Installing 0.2.12b over 0.2.12a should work.

PS: I've updated my last post to be clearer about what is included.
Title: Re: GAE 0.2.12b
Post by: Omega on 1 December 2009, 00:21:59
BLAST IT! Still won't work for me, which is puzzling since it worked before my windows reinstall, which returned my computer to factory conditions. I updated my graphics card to the newest version, and Irrlicht works fine on any driver include OpenGL and Direct3D, and the error message is so useless that it kinda frustrates me BAD!
Title: Re: GAE 0.2.12b
Post by: jda on 1 December 2009, 04:32:00
Thanks, I'll build 0.2.12b and copy it over 0.2.12a then. :)

The data wasn't updated for the 0.2.12a/b tags.  :-[

http://glestae.svn.sourceforge.net/viewvc/glestae/branches/0.2.x/data/game/

That looks to be up to date.

Installing 0.2.12b over 0.2.12a should work.

PS: I've updated my last post to be clearer about what is included.
How about using Autopackage (http://autopackage.org/) for the Linux installer. The project's site is under reconstruction so there's not much info about it at this moment.

But in brief, here is how it proceeds when you run an autopackage-installer:
1. Checks to see if the Autopackage Software Manager (graphical software manager, pretty much like synaptic for .deb's or urpmi or yum for .rpm's) is already installed in the system;
  1a.1. If the ASM is not yet installed on your system, the user is prompted (in a text terminal) if he/she wants to download and install it - clicking yes will perform these actions.
  1a.2. The script simply hands control of the installation to it and that's it.
  1b. If the AMW is already on your system, the script simply hands control of the installation to it and that's it.
This is why an autopackage adds barely no oversize to the actual package: the included installer is a minimal script to just install the actual installer which is a powerful tool that can be used for any other autopackage package in the future! You download the actual installer ONCE! All you download from then on are the actual applications you want on your system! ;)
2. The actual installer (ASM) checks for dependencies (they may have been installed through your distro's standard software manager) and automatically advises to, downloads and installs the missing dependencies! (I am unsure whether it installs them using your standard software manager or rather downloads and builds them all regardless of)
3. The application you want to install (e.g. GAE) is built from source and installed for you! This is the best way to have a program working at its best for your machine, as it was built with the libraries you have on the machine it'll be used on. Of course, it is also the less user-friendly way to install something on your system. Or rather was til you use autopackage. ;)
4. The installer takes care of integration to your desktop, namely placing menu-items, for the Autopackage Package Manager (in your system menu as 3rd Party Applications) as well as for the application you installed with it.
5. The Package Manager let's you uninstall the autopackage programs you installed just as easily as you would uninstall from a .deb or .rpm. ;)

For the end-user, it's a great way to have a package effortlessly installed to suit your system.
For the developper (I suppose it won't be harder than configuring another installer?) it's easy to publish new releases in one package only, regardless of architecture (32 or 64 bit, though I guess a PowerPC and other architectures might also work, just as long as they're running Linux) and Linux ditro.

Just a thought, you might want to take a look at it for the next GAE release.

EDIT: Added link to the Autopackage site on my first reference to it.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 2 December 2009, 16:19:57
 :(
GAE-0.2.12b AI can't play Elves.................

The sad thing is that regular Glest AI can...............

Edit: Actually neither AI can actually get past building some buildings, they don't produce anything......
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 2 December 2009, 17:07:49
Good News!

To answer your question:
Quote
Anyone else tested GAE with Windows 7 yet?

Yup, it works great!
Although, neither worked until I updated my driver.....
Title: Re: GAE 0.2.12b
Post by: jda on 3 December 2009, 09:15:19
:(
GAE-0.2.12b AI can't play Elves.................

The sad thing is that regular Glest AI can...............

Edit: Actually neither AI can actually get past building some buildings, they don't produce anything......
I thought you'd fix that in Elves 0.9...? You pro'lly changed something in later releases that reverted that fix. This if completelly offtopic here though! ;D
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 3 December 2009, 13:17:08
Just to answer you, 0.9 did fix it but now for some reason it won't work.........................
We need to look at previous version and try to get to one that has a fixed AI.

Last OT post.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 10 December 2009, 16:04:27
GAE 2.12b generic report:

Just tried playing a game with a 128x256 map, it worked.
That issue is gone!
Title: Re: GAE 0.2.12b
Post by: Loronal on 11 December 2009, 12:49:52
Okay getting ready to put gae on a 32 bit ubuntu computer
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 11 December 2009, 13:17:05
Ok, if you have trouble look at this (https://forum.megaglest.org/index.php?topic=4508.msg35322#msg35322).

What are you installing too?
A custom Glest installation.
Or one from the add/remove.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 16 December 2009, 14:27:05
Code: [Select]
Exception: Error opening log fileglestadv.log
What's wrong?



Also, I have a fix available for 64-bit users:

Error: "error while loading shared libraries: libxerces-c.so.28: cannot open shared object file: No such file or directory"
Solution: Install Getlibs and type this command: "getlibs <path to Glest installation>/<GAE Binary>".
It should take care of the libxerces errors.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 16 December 2009, 14:30:49
Quote
Code:

Exception: Error opening log fileglestadv.log

What's wrong?

SOLVED

Solution: Must change the permissions on the "glest" directory.

GAE-0.2.12b now works on this Linux computer, please refer any 64-bit users having trouble to this or to me, because this is the third time I've got GAE working on Linux.
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 2 January 2010, 02:23:52
Error Report:

Code: [Select]
Crash
Version: Advanced Engine v0.2.12b
Time: Fri Jan  1 21:10:15 2010
Description: SIGSEGV: address not mapped to object
Address: 0x10
Backtrace:
./GAE-0.2.12b.bin [0x819fb98]
[0xf770a410]
./GAE-0.2.12b.bin [0x8055997]
./GAE-0.2.12b.bin [0x8051082]
./GAE-0.2.12b.bin [0x80694df]
./GAE-0.2.12b.bin [0x80ab442]
./GAE-0.2.12b.bin [0x80b261a]
./GAE-0.2.12b.bin [0x80b2816]
/lib32/libc.so.6(__libc_start_main+0xe6) [0xf6d7bb56]
./GAE-0.2.12b.bin [0x804f1c1]

=======================

The solution, would probably be a 64-bit binary.
Title: Re: GAE 0.2.12b
Post by: hailstone on 13 January 2010, 03:32:22
Have you been able to reproduce this crash?
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 13 January 2010, 04:27:06
Not exactly, but I've seen similar errors.
Title: Re: GAE 0.2.12b
Post by: Omega on 24 January 2010, 02:57:15
Ok, now that I got it working for me, I started going back into developing Military's last few scenarios. However, I can't remember the new lua code and can't find the posts that contain them. I especially need to use the 'detect if player is in area' and timer functions., as well as want to play with everything possible to make sweet scenarios that nobody's ever seen before (that's what makes military so unique: every scenario is scripted and no two are alike).

Fast responses appreciated, as I stated I'd get this done before the end of the week.

--

In another topic, can anyone give me a quick walkthrough on how to use a Windows SVN to get the source for the latest GAE (0.2.12b)?
Title: Re: GAE 0.2.12b
Post by: silnarm on 24 January 2010, 03:47:23
However, I can't remember the new lua code and can't find the posts that contain them. I especially need to use the 'detect if player is in area' and timer functions.
There are no new Lua functions in 0.2.12.

The new functionality for 0.2.13 (and all the old stuff) is documented at http://sourceforge.net/apps/trac/glestae/wiki/LuaReference

The experimental build http://sourceforge.net/projects/glestae/files/glestae_snapshots/0.2.X/gae_0.2.X1-win32.zip/download will be needed to test things.

Quote
In another topic, can anyone give me a quick walkthrough on how to use a Windows SVN to get the source for the latest GAE (0.2.12b)?

I'll assume you actually want the code that will become 0.2.13, which is in the 0.2.x branch.
I'll also assume you don't want to download all the data, in which case you want to check out just the source folder.

1. Get TortoiseSVN.  http://tortoisesvn.net/downloads

2. Make a new directory somewhere, right click and select 'SVN Checkout...', enter:
https://glestae.svn.sourceforge.net/svnroot/glestae/branches/0.2.x/source

Only do this once, if the connection bugs-out while doing the check-out, just right click the folder it created and select 'SVN Update'

3. Remember that the project files expect all the dependencies in a folder called 'deps' two levels up from the source folder, the checkout will create the 'source' folder so the deps would need to be one level up from the directory you created.
Title: Re: GAE 0.2.12b
Post by: Omega on 25 January 2010, 19:31:18
Oh yeah, I found that experimental version shortly after my post (on the second page). So far, everything works well, except the fact the very bottom of the models are cut off, which you stated was because of the debug texture's layer (when will you fix that? Seems to me it could be fixed by having that layer closer to the surface (I don't know a measurement unit of glest, but assuming a model is 6 feet tall, an inch should do.
Title: Re: GAE 0.2.12b
Post by: silnarm on 26 January 2010, 00:44:29
I think I did push it down a bit closer to the actual terrain already, and better than that I changed the colour callback to supply the value in a pas-by-reference paramater so it can return a bool, indicating whether that cell needs to be rendered or not, so it doesn't even render the transparent ones anymore.

Anyway, the only new Lua stuff I've added recently has been to assist debugging the engine, so I see no point doing a new experimental build just yet. The debug overlay stuff is all conditionally compiled, it doesn't exist in a 'normal' build.
Title: Re: GAE 0.2.12b
Post by: Omega on 26 January 2010, 16:28:22
Anyway, the only new Lua stuff I've added recently has been to assist debugging the engine, so I see no point doing a new experimental build just yet.
Maybe, but if you fixed the transparent layer, I'd really love to have the exe. Alternatively, have you uploaded it to the SVN yet so I can build it myself? Say, is there any new dependancies for this? I do believe that you put in tinyXML...?
Title: Re: GAE 0.2.12b
Post by: emscape on 29 January 2010, 11:31:11
now an official request should be: 8 players & 4 teams as in the topic
Title: Re: GAE 0.2.12b
Post by: -Archmage- on 29 January 2010, 12:09:23
No, first we need to get all the little things standing in it's way.
Somebody would probably need to add something to the AI, I mean the current AI is so unstable it only works 100% on some computers, I mean adding more players....., god the AI is almost definitely going to need some work. :P

8 players and 4 teams?

We already have 4 teams, how about 8?
Title: Re: GAE 0.2.12b
Post by: ElimiNator on 17 February 2010, 08:02:21
Yes, but we would need a lot of new maps.
Title: Re: GAE 0.2.12b
Post by: Omega on 25 February 2010, 16:27:39
Well, that's the big problem with 8 players, as you do need a lot more maps, as well as a new map editor. And maps are unlikely to be backwards compatible (perhaps it would be a good idea to support Titi's map formula instead, which is XML based).

We couldn't have only four teams, since then we'd only be able to have team games with eight players (free for all, ftw!).

I've been following your maillist, so 0.2.13 should be out very soon...