MegaGlest Forum

MegaGlest => MegaGlest => Topic started by: titi on 13 January 2010, 23:18:43

Title: MegaGlest (MAIN)
Post by: titi on 13 January 2010, 23:18:43
This is a deprecated topic! Please visit megaglest.org (http://megaglest.org)






Wiki (https://docs.megaglest.org/MegaGlest)  --  Welcome to MegaGlest! (http://www.megaglest.org)   --  [/color]Screenshots (http://megaglest.org/screenshots.html)
                  [/color]Project Homepage on SourceForge (https://sourceforge.net/projects/megaglest/)

Latest Full MegaGlest Release - 3.4.0 (https://forum.megaglest.org/index.php?topic=6506.0)
(http://titusgames.de/screens/mparticles/005-screen73.jpeg.small.jpeg) (http://titusgames.de/screens/mparticles/index.html)

  • 5 new factions
  • Many new tilesets
  • 2 more AI players
  • Cross platform multiplayer
  • Masterserver
  • New maps and scenarios
  • New particles
  • Attack Alarm system
  • extended Lua support
  • .....
-----------------------------------------------
For more info about Megaglest please visit the new homepage  http://www.megaglest.org (http://www.megaglest.org)

MegaGlest Release History:
Code: [Select]

Version 3.4.0:
- new attack alarms use visual and audio cues to indicate when and where you or your team are under attack
- new auto router configuration for Internet hosted games will auto port forward (for UPNP enabled routers)
- new network file transfer system current allows servers to send missing maps and tilesets to clients
- new IRC client built into the Internet lobby (uses freenode's megaglest-lobby channel)
- improved sound handling for better stability and smoother game play
- CPU AI players now can have their resource multiplier manually changed
- new fog of war setting allows showing resources on the map at game start (thanks GAE team)
- many new commandline options (try --help to see)
- texture compression for video cards that support it
- improved AI players are much harder to defeat
- new Romans_beta faction in megapack
- new language translations
- new tilesets, maps, scenarios and tutorials
- G3D Viewer enhancements including PNG screenshots with alpha transparency option
- performance improvements for both rendering and network play
- FreeBSD support has been added in this release
- bugfixes discovered in 3.3.7.2

Version 3.3.7.2:
- Bugfixes discovered in 3.3.7

Version 3.3.7:
- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvements
- Map Preview in game lobby
- Added ability to pick a random faction in the game lobby
- Added ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.

Version 3.3.6:
- More performance updates to rendering and game updating
- Improved network play for slower clients (new game options for lagging players)
  - Added the ability to toggle Pause or Disconnect for lagged clients per game
  - Better error detection of network state
- Updated client and server lobby screens to show more game information
- Added more per game changable settings for network games
- Updated support for GAE pathfinder (but should ONLY be used in single player mode as network use is experimental)
- Added new commandline parameter for modders to validate their techtrees, usage:
  ./glest --validate-techtrees
- Added new commandline parameter to display openGL driver information, usage:
  ./glest --opengl-info
- Added support for Open Suse
- Fixed bugs where invalid IP addresses were used for NIC's that are not active
- Added the ability to turn OFF sounds via the options menu
- Some bug fixes and changes were made to the AI
- Fixed issue where command queues and multi-unit selecting was broken
- Fixed map editor for windows users where tooltips didn't show properly and memory corruption.

Version 3.3.5:
- Added loads of Network features (See below)
- Added multi-platform network play support
- network performance improvements.
- Added master server support to help the community find online Internet games.
- Added Internet lobby to display Internet Game Hosts.
- Added client lobby where clients may chat and configure their player
  settings before the game begins.
- Added Network LAG checking for network games.
- Added Server / Local based AI control for Network games.
- Added customizable hotkey support
- Introduced native Linux 64 bit binaries and installer
- added queued commands (hold shift while continue clicking future unit commands)
- added new maps, tilesets and improved particle effects
- fixed many bugs found during the release cycle.
- added particle viewing support in the G3d Viewer

Version 3.3.4.3:
- Fog of war in scenarios is fixed

Version 3.3.4:
- Fixed multiplayer related crashes from 3.3.3
- 'M'-key to redisplay faded messages
- Some fontwork again
- Windows is using OpenAL as default
- Waterbug fixed. Walking in water volume is now releated to the camera position.

Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- [color=red]Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.[/color]
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.

Version 3.3.1:
- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 )
- network consistency checks are reported more user friendly (on server and client )
- all network related errors should be handled with a dialog and doesn't crash glest any more.

Version 3.3.0:
- New multiplayer version of megaglest! It should be much more stable now
  and less choppy than original glest !
- New disconnect messages and chat in connect menu .....
- Now with several particles for every skill!
- black particles!
- Fire with smoke for every "burnable" unit ( even walking/flying ones )
- 8 player support
- Individual particle systems for damage indication
- More particles everywhere in the data
- New snow
- Ingame option to switch off all the new particles ( for slow machines )
- Morphing ground units to flying units
- Damage-all switch in splash definition works now
- Linux editor/g3dviewer/configurator are working and part of the linux
  distribution too now
- New maps
- New tileset scrubland
- Editor with lots of comfort functions and 8 player (*.mgm) support.
  The editor includes things like undo/redo, brush copy , mouseover display now

since Version 3.2.3:
- Only needed factions are loaded ( thanks silnarm ).
- a weeker CPU player was added for real beginners
- two new CPU players were added ( CPU-Mega and CPU-Easy )
- much much more data compared to glest ( factions/maps/tilesets ...)

Previous Releases:
Version - 3.3.7.2 (https://forum.megaglest.org/index.php?topic=6054.0)
Version - 3.3.7 (https://forum.megaglest.org/index.php?topic=6010.0)
Version - 3.3.6 (https://forum.megaglest.org/index.php?topic=5785.0)
Version - 3.3.5 (https://forum.megaglest.org/index.php?topic=5679.0)
Version - 3.3.4.3 (https://forum.megaglest.org/index.php?topic=5397.0)
Version - 3.3.4 (https://forum.megaglest.org/index.php?topic=5311.0)
Version - 3.3.3 (https://forum.megaglest.org/index.php?topic=5283.0)
Version - 3.3.2 (https://forum.megaglest.org/index.php?topic=5277.0)
[/color]Versions prior to 3.3.2 are disorganized, and do not have one specific topic, feel free to hunt around for earlier versions though.
Title: Re: megaglest 3.2.3 beta2
Post by: -Archmage- on 13 January 2010, 23:39:15
I'll try to build the 64-bit binaries.
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 14 January 2010, 00:56:39
titi, I installed glest2.2.2 and use your 3.2.2.3 beta1. my two computers: one to do the server, one to do the client, the client server directly connected to the IP, the network does not use super-CPU the game settings, but the game was 3-5 minutes automatically disconnected when the client, I ask you: what is the solution? you please help me!
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 14 January 2010, 08:53:16
Are both 32 bit Linux computers? Or is one of them a 64bit linux?
I think 64bit and 32bit linux cannot play with each other without getting out of sync after a while even if they use the same binary!

And I'm asking again, does glest 3.2.2 work in multiplayer for you?
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 14 January 2010, 09:12:03
hi, titi! for your question my answer is yes! I use the system is 32bit ubuntu8.04, I have also installed the glest 3.2.2 and work in multiplayer mode, but the problem still occurs, please help me!
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 14 January 2010, 09:23:45
Version of the game are using a version of the same!
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 14 January 2010, 10:02:26
Can you start client and server in a console and post the output of client and server here? Start "glest.bin" directly, not "glest"!

Currently I have completly no idea whats wrong then. Maybe I have to test it with my boys but up to know we had no problems.
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 14 January 2010, 11:33:45
titi, on the matter I am very sorry, my brother put ubuntu8.04 installed on VMware Workstation6.5 on and put glest3.2.2 installed in the above, he is also another machine so loaded, and then use VMware Workstation6.5 virtual network card and the computer's physical network adapter connected together overseas, and the other station is the same setting, is why we have the following error:

# 2 Error connecting socket for IP: 192.168.1.68 for Port: 61357 err = -1 errno = 115 [Operation now in progress] EINPROGRESS in connect () - selecting

Apparent recovery for connection sock = 9, err = 1, errno = 0

Valid recovery for connection sock = 9, err = 1, errno = 0

But I would like to know why, why this error occur?

Two computers on the VMware Workstation6.5 inside ubuntu8.04 can PING each other ping IP-pass.
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 14 January 2010, 11:45:55
titi, I would like to ask you a question: glest.ini inside "ServerPort = 6666" How do I set it? My Port number is: 61357. as a client-side inside the glest.ini how should like to set this port it?
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 14 January 2010, 12:19:29
titi, I would like to ask you a question: glest.ini inside "ServerPort = 6666" How do I set it? My Port number is: 61357. as a client-side inside the glest.ini how should like to set this port it?
Sorry I don't really understand what you are talking about ( bad english )

And for the VMs: I think this is a major problem. Glest has serious problems with multiplayer and different platforms/compilers.
VM's use parts of the base OS to handle some systemcalls. Due to this effect you will always get out of sync with this kind of setup.
Maybe its working when both ( client and server ) are on the same OS with the same VM version and running the same guestOS, but thats really nothing we will care about now.
This multiplayer problem is the biggest issue glest currently has and there is absolutly no solution yet :( .
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 15 January 2010, 01:07:46
Ok, I think I found the bug which crashes the CPU-Mega.
I will release a beta 3 tomorrow, its to late for me now ....

for those who can't wait:

in ai.cpp near:
void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){

replace
Code: [Select]
if(
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)

with this:
Code: [Select]
if(
unit->getCurrCommand()!=NULL &&
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)

unit->getCurrCommand() can be null ......
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 15 January 2010, 02:02:13
Maybe I did not too clear description of the problem, but I would like to ask: Do you tomorrow, upcoming beta3 version of it can really run in a virtual machine, and an online Battle???

I am referring to is that in the virtual machine to install the same version of the OS (ubunut8.04) and glest3.2.3beta3???
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 15 January 2010, 02:05:39
titi, I ask you this: tomorrow's release will only update the ai.cpp this file?, or have other updates???
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 15 January 2010, 04:23:21
titi, please answer me!

Please give me some help!
Title: Re: megaglest 3.2.3 beta2
Post by: John.d.h on 15 January 2010, 04:36:24
Patience...
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 15 January 2010, 11:11:53
1. I'm a complete noob in C++. I never did something like this before! This is the first thing I ever did in C++!
2. Due to 1. I cannot fix the multiplayer problems yet. Multiplayer has the same problems in
    glest 3.2.2 and up to now nobody knows how to fix it.
3. In beta3 I will try to add a patch for xerces 3.0 and maybe one little fix silnarm send me.
   The behaviour will not change in beta3 , but I hope it will not crash anymore when using the Mega CPU.

If all this works I will release a final megaglest 3.2.3. This will maybe released later as its own full release containing the megapack V5 ( and no more magitech ).
Title: Re: megaglest 3.2.3 beta2
Post by: Super Tom on 15 January 2010, 12:21:18
titi, you are too modest, and multiplayer online Battle Mode you were not tested in the problem do not do??

How do you think that ultra cpu model will result in system crashes??
Title: Re: megaglest 3.2.3 beta2
Post by: titi on 15 January 2010, 14:23:02
Ah sorry!  I wanted to say problems with the "Mega CPU" not the ultra one. I corrected it above.
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 16 January 2010, 13:49:21
hopefully stable now please test beta3 ( it includes patches for xerces 3.0 now too )
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: silnarm on 16 January 2010, 16:18:12
Yep, stability achieved  :)

I managed to not be the first casualty against 3 mega-cpu opponents.
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: -Archmage- on 16 January 2010, 16:25:00
I need to know a little bit more about the xerces patch.....
Is there anything special I need to do, what do I need to have installed??
I tried to compile beta3, it still wants xerces, and I have it!
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 16 January 2010, 18:39:09
Windows binary available ( thanks again silnarm! ):
http://www.titusgames.de/glest_3.2.3_beta3_win32.zip
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 16 January 2010, 23:36:39
linux_x68_64 available:

http://www.titusgames.de/megaglest3.2.3-beta3_x68_64_linux_bin.tar.bz2

( @archmage: there was no problem with building this! My friend used libxerces28-dev and he had to install liblua5.1-0-dev in addition)
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: -Archmage- on 17 January 2010, 05:00:29
Well, I have problems.
Tell me what he did and what he did to solve the problems, and I'll try to compile another binary.
If all goes well, then I'll provide you with 64-bit binaries.
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 17 January 2010, 10:21:11
He installed the mentioned libs and did what you did. I think he didn't had xerces3 installed.

Does this binary work for you? He was not willing to test it and I cannot test it :( . 
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: -Archmage- on 17 January 2010, 18:04:31
It runs! :)

Could you ask him what libs he had installed to compile, and any tricks/commands to get by certain problems?
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: modman on 18 January 2010, 00:32:51
I am eager to test this new version for Windows!  Hopefully it doesn't crash. :)
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 18 January 2010, 20:01:25
Please give me feedback!

Please also tell me if everything is working fine for you. I want to release this as stable!
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: -Archmage- on 19 January 2010, 00:40:15
Can I have a reply so that I can stop wondering...?
Title: Re: megaglest 3.2.3 beta3 ( updated to beta3 )
Post by: titi on 19 January 2010, 09:35:29
Yes :), sorry

As I already said, he simply did this and had no problems! I told him on the telephone what to do:

1. install the following packages with synaptic:
libsdl1.2-dev  ( maybe a newer version is available on your system )
libxerces28
libxerces28-dev ( better uninstall libxerces3.xxx-dev )
libopenal-dev
libvorbis-dev
jam
automake
liblua5.1-dev

2. unpack my source release

3. in source directory say:
./autogen.sh
./configure
jam

After this a glest file should be there. If not post the exact error message.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 19 January 2010, 13:08:06
Thank you.
Details was what I was after. :)
I'll try compiling tonight.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 19 January 2010, 16:23:06
Did you had any problems with beta3 when playing?
Please give me feedback! Even a simple "No problems here" would be good.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 19 January 2010, 16:41:53
If someone could tell me how to comile on Windows, I could compile a 64-bit Windows binary. ;)
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 19 January 2010, 16:45:34
There is really no need to do this, you will only get an incompatible binary for multiplayer gaming!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 19 January 2010, 21:44:39
I know but when you want to play single-player, you get the advantage of a 64-bit system when you use a 64-bit binary, and besides, people can use either one, one for multiplayer and one for single-player.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: modman on 20 January 2010, 01:23:00
I tested the Mega AI (I think that's what it's called).  I only found one bug, and it was not the same one as before.  The bug I found was that when you have a building which does only upgrades, and all of the upgrades have been finished, the resources at the top will be darker, like the upgrade buttons are.  For example, the Divination Crystal in Dark Magic researches "hellfire" and "aeromancy".  Once I had researched both and they were finished researching, the resource icons get darker if you select that building, but they go back to normal if I deselect the building.

I was playing with fog of war disabled, if that matters.  I really wanted to see what the Mega AI was doing.

I noticed a nice AI feature.  My defensive buildings seemed to attack opposing defense before other buildings, which were in the order of proximity.  Nice work!  I think there was another AI feature I noticed, but I forgot it.  Oh yea, they attacked my base from different positions I think.  My base had a back entrance, and I didn't expect the AI to ever attack there, because it usually just attacks from a straight line from its base.

Teaching the AI game tactics would be a nice feature.  For example, the AI could just randomly turtle sometimes, or sometimes use other methods.  This would be something you could choose in the game setup, or just set to random.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: John.d.h on 20 January 2010, 02:45:26
The bug I found was that when you have a building which does only upgrades, and all of the upgrades have been finished, the resources at the top will be darker, like the upgrade buttons are.
You've been playing Glest for HOW long, and you just noticed that? :P

Same thing happens with the Summoner sometimes, especially if she's just standing.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: modman on 20 January 2010, 02:50:18
Oops.  Ok, then I guess I found no bugs! :-[ ;D

Actually, I did just notice that...or maybe I noticed it and then forgot it?

Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: John.d.h on 20 January 2010, 02:53:31
I've always wondered what the purpose of that was.  It could be a bug.  I really don't know.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: modman on 20 January 2010, 02:56:24
Well, I think it is a bug because I have a suspicion that the same effect is put on both the research icons and the resource icons.  For this reason, I suspect it is a tiny graphics bug.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 20 January 2010, 03:25:09
Titi, when compiling I always get this error:

configure: error: Please install xerces-c

I have all the packages you specified...........but a few of them of slightly different names than the ones I have.........
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 20 January 2010, 09:29:39
Thanks a lot! Finally some feedback! I think this beta3 is OK and I will release megaglest_3.2.3 this weekend.
Things in the Mega AI I changed are:
- it produces more fighters
- it has a cheat factor of 4 instead of 3 in the ultra CPU ( if it collects 1 gold it collects 4 gold )
- it balances the production of units, so no more buildings with 10 outstanding commands and another one without any commands....
- it attacks randomly. Its a bit more complicated, but in general 5 - 40 fighters are needed to start an attack
- if there are not enough produce buildings of one kind, new ones are build
- units which are currently producing (summoner for example) are not used to attack, because they would stop their produce commands
- and maybe some more things I don't remember right now.

@archmage:
libxerces28-dev is really installed?
maybe its called libxweerces-c++-28-dev ?
Which Linux exactly do you use, Ubuntu?

update @archmage:
Execute the following:
sudo apt-get install libxerces28-dev
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 20 January 2010, 13:58:00
Quote
libxerces28-dev is really installed?
Yes.....
Well, it's called libxerces-c28 and libxerces-c2-dev

Quote
maybe its called libxweerces-c++-28-dev ?
Uh, I'll see if that exists...nope.

Quote
Which Linux exactly do you use, Ubuntu?
Kubuntu 9.10

Quote
sudo apt-get install libxerces28-dev
I know that won't work but I'll try it anyway.

Here's some info:
Package libxerces28-dev is not available, but is referred to by another package.
This may mean that the package is missing, has been obsoleted, or
is only available from another source
However the following packages replace it:
  libxerces-c2-dev
E: Package libxerces28-dev has no installation candidate
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 20 January 2010, 14:13:18
thats not good, it should be there. Thats the reason why it didn't compile.
You should check your settings -> repositories in synaptic if there is something missing or not active ....

update:
check this: https://launchpad.net/ubuntu/karmic/armel/libxerces-c2-dev/2.8.0-3
I think you maybe have to install
libxerces-c2-dev

please try it before you start editing your repositories.......
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 20 January 2010, 14:20:05
I had one thing inactive and activating it caused me to receive an error message when I reloaded the packages.

I have that package already.
I tried to get the package you posted, but I don't have an "armel" architecture so it doesn't work.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 20 January 2010, 14:38:31
so do you have installed either
libxerces-c2-dev
or
libxerces28-dev

now?
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 20 January 2010, 15:07:32
I've had libxerces-c2-dev installed since forever. :P
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 20 January 2010, 15:17:17
Lets stop this, I don't know how to help you  :'( , I don't have your system and I don't know whats wrong .
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 20 January 2010, 16:31:02
@archmage: Tell me if you read this, I want to remove all the build discussion from this topic, because its really offtopic in some way and noone else wants to read it.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 20 January 2010, 16:38:39
Well, the whole point of this is to find out what is wrong, and please do not remove this discussion.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: Super Tom on 21 January 2010, 02:30:08
Hello, titi! I now have a new problem: you can not rely on glest3.2.2 to run 3.2.3beta3?

My personal approach is: first install glest3.2.2 and then inside the map and model as well as some resource files are copied down into the other folder, and then glest3.2.2 to unload.

Finally, I glest 3.2.3beta3 that I started to back up well into the folder, and then run it, but if doing so must be installed: libopenal-dev, libxerces27-dev and lua5.1-dev. Whether there is any good method can not install these things, so glest 3.2.3beta3 up and running it independently??? please help me!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 21 January 2010, 09:27:11
I don't understand what you are talking about  :-\ , I think you are using some automatic translation to english?

But talking about the libs you are right. Maybe I should include liblua5.1 in the libs directory too!
Libxerces comes with my  distribution  ( in the libs directory ). To use it you should start glest not glest.bin.
Libopenal is something different this should be installed on the computer! I cannot distribute it, because newer versions of libopenal maybe support more soundcards. But you don't have to install the -dev libs, the ones without -dev are enough.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: Super Tom on 21 January 2010, 12:14:23
titi, I was living in Germany Aachen, I am a high school student, my English is not very good, we can only use translation tools to translate German into English, I am very sorry! I would like to ask you a question: Why glest3 .2.2. bin installer can be directly installed on the UBUNTU operating system, why run when not allowed to install glest3.2.3beta3 of libxerces27-dev and lua5.1-dev

These procedures? I mean, do you understand it??? My English is not good, please forgive me!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 21 January 2010, 12:20:24
I'm German too please send me a personal message so I know what you want.

Aehm.... ich komme auch aus Deutschland! Vielleicht sollten wir einfach auf deutsch ueber PMs weiterreden das ist dann einfacher :)
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: Super Tom on 21 January 2010, 13:05:05
I ask: Do you live in Germany, which city? I used the proxy address in the browser websites in other countries I also changed my computer time zone, Oh, so visit the Asian side of the site easier for some! Please do not be surprised for this purpose, but also ask for you understanding!
I understand that personal information I have already said, I lived in Germany Aachen is a high school student, I liked the game, my brother liked!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 21 January 2010, 13:59:55
Please use the personal Message for further conversation and keep this thread clean! I already send you a personal Message! Click on "My Messages" above.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: ElimiNator on 21 January 2010, 17:12:46
It is realy good thanks, Titi.  ;D
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: emscape on 21 January 2010, 17:45:45
thx Titi,

only one question,

since u know how to write the AI, how must a faction be built to work properly, because my factions wont ai!

thx
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 21 January 2010, 20:16:15
For future reference don't say "my factions won't AI", that makes no sense because AI=Artificial Intelligence(just a tip).
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 00:06:39
@emscape: please ask this in a separate thread again, I will answer you there and please exactly what the problem is with your faction. Tell me what does not work.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: Super Tom on 22 January 2010, 02:10:59
titi, today I re-loaded onto a ubuntu8.10 system, but with my brother to connect a local LAN, when the Battle of the following issues emerged: "# 2 Error connecting socket for IP: 192.168.1.12 for Port: 61357 err = -1 errno = 115 [Operation now in progress] EINPROGRESS in connect

Why is that? We are using the real machines, there is no virtual machine.

I like this operation: First Open Terminal, then use the cd command into the game installation directory (glest3.2.2), and then execute the command:. / Glest.bin entered the game screen, click on "Join Game" button, and then enter the service side of IP addresses, the last and then click the Connect button, the information you are prompted for a connection. me and my brother after the completion of a Battle to end the game is ready to shut down the computer when the Terminal was found inside such a prompt will appear a message: # 2 Error connecting socket for IP: 192.168.1.12 for Port: 61357 err = -1 errno = 115 [Operation now in progress] EINPROGRESS in connect

We later repeated tests and found that this problem only occurs on the client side, no matter who the client machine to do, just click on Connect button to complete the connection to the server, Terminal which appears like an error message Please help I am, how to solve this problem, this issue, I am a headache! you can try, you will find the problem, glest3.2.3beta3 will be such a problem!
By the way: My brother is also a real machine using the machine, and is no longer a virtual machine!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 10:10:49
this should work!
Does the game start and you can play? Or does the error occure immediatly when connecting?
If you can't connect to your brother, maybe some kind of firewall is the problem that blocks port .

Please discuss this in in this section (https://forum.megaglest.org/index.php?board=12.0) in your own thread and not here, its really offtopic!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 10:18:53
New project ( and svn! ) at sourceforge for megaglest:
https://sourceforge.net/projects/megaglest/

There is still something missing ( especially the data ) because my internet connection is really slow when uploading. I will fix this the next days. Sourcecode and betareleases are uploaded and represent the 3.2.3_beta3 version currently.

I will release 3.2.3 this weekend. When this is done I will checkin the multiplayer fix https://forum.megaglest.org/index.php?topic=4934.0
and we go for 3.2.4 beta1.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 22 January 2010, 12:50:17
Once you have a complete release, could you send me the packages for Windows Linux and Linux 64-bit and I will make installers.
I mean, just put it all together, in a pack all ready so if I stuck it somewhere and ran it, it would run.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 13:14:22
These packs are already available for the beta3 ( see first post or the sourceforge downloads ).
So you can already try to build such an installer, but I think I will also try to build something like this ( eventually linux only :/ because I have no windows to test/build the things ).

I think I will release the megapack5 too with this or with the upcoming megaglest 3.2.4! 
So megapack_v5 will be a part of megaglest. It will be its own full game release!
By the way, magitech will NOT be included in megaglest, because tech and magic are already in the megapack!
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 22 January 2010, 13:16:16
Are you going to build the new version of the Megapack off the update I sent you a while ago?
BTW< I can build Windows and Linux installers.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 14:17:24
Well .... :-[ :-[ no . It somehow get lost....
I also had a new version with changes and it was not easy to know what was changed where made by you and what I already changed. I didn't use a version controlsystem up to now so I didn't had a real history :( .
Is there something I should really look at?  You talked about some better particle effects please tell me what I really should look at. I have to take over the changes manually because I don't want to loose what I did.!  ( where is the download  for your improved version? :-[ )
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 22 January 2010, 14:39:03
Yes, hold on I'll find it...
Also, yes, I played around with the particle effects a bit, and made some minor other changes, you could probably mix some of my changes in with yours.

Searching for it.......

I found a reply from you in my PMs dated November 10th, but I remember that you didn't respond right away so I sent another message, and that second message is the oneI got a reply too, so look in the October/November range of your PMs.
If you want I can try to find the download on the hosting sites I use.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 15:02:32
!! Personal Messages!
I found it , but its no longer there :
http://upload.ps/bjd774heq5br/Megapack_V5-WIP.7z.htm

Lets hope Its still at home on my harddisk.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 22 January 2010, 15:50:21
I probably still have it on my computer at my Dads, but I'll wait to hear from you whether you find it or not.
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: modman on 22 January 2010, 21:42:42
I think I found a bug.  I tried to create a scenario, and when I wrote '???CpuMega???' in the AI part (where I would normally write Cpu or Cpu_ultra or whatever it is) Glest crashed, and it said something about how '???CpuMega???' isn't applicable. ???
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: -Archmage- on 22 January 2010, 21:46:28
That's probably because the question marks aren't part of the name, they're are just put there because the language files don't have a CPU Mega entry.
(Right? :P)
Title: Re: megaglest 3.2.3 beta3 ( beta3 is release candidate! please give feedback )
Post by: titi on 22 January 2010, 22:58:40
right!
This has to be corrected in the language files.
You have to call it cpu-mega according to cpu-ultra
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 23 January 2010, 20:53:08
Here is the stable megaglest 3.2.3: ( currently available linux/linux64 and sourcepackage )
http://sourceforge.net/projects/megaglest/

For more details see first post!
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 25 January 2010, 09:53:11
windows binaries are available now ( thanks silnarm )

https://sourceforge.net/projects/megaglest/files/
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 25 January 2010, 12:47:14
Full game data is available in SVN now ( factions menu and so on .... )
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 25 January 2010, 13:05:25
Titi, for installers just give me the data and I'll mix the binaries and the data and create standalone installers, or if you want I can just do a patch, but as far as I know you want a standalone game...

Don't worry Linux will be covered as well.
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 25 January 2010, 13:22:56
I cannot send you the data, because its too big. I needed 6 hours to upload everything to the svn!

I cannot test it here, but please try it with this command in linux:
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/data megaglest/data

This should download the current data state from the svn without .svn directorys. I didn't tried to setup a full game with this yet, but I think it should work.
Compared to original glest I modified a lot: menu, new tilesets no more magitech and so on ....

And please tell me what kind of installer you will build and what you are using for it. I didn't do something like that before.
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 25 January 2010, 13:50:52
I'll build Windows executables and Linux binary files using InstallJammer.

Edit: Sorry, I really don't understand svn, and I'm not anywhere near a Linux computer until Tuesday night.
Title: Re: megaglest 3.2.3 ( release! )
Post by: Omega on 25 January 2010, 19:57:51
Haven't posted for a while...

May I offer a few serious suggestions? Firstly, the question mark adding is EXTREMELY easy to fix, and IMO, it should be removed (unless you want it to check to see if we're in debug mode, where it should appear). Let's face it, people with bad translations or scenarios are just TERRIBLY screwed up by those ?'s.

(Dirty fix is just to have the function return s rather than "???"+s+"???". A cleaner way is to prevent it from calling that function alltogether. I can't remember the exact source...)

Also, do you plan on adding any new lua anytime? It would be nice to have all the lua in GAE available...
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 25 January 2010, 23:20:57
The ??? are just there because this String is missing in the language file of current glest data.
Its already fixed in the svn.
https://megaglest.svn.sourceforge.net/svnroot/megaglest/data/glest_game/data/lang/
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 25 January 2010, 23:49:53
Psst: How do you download from svn?
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 25 January 2010, 23:53:51
Single files ( language files for example )?
In the Browser right mouse button "save as" :)
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 26 January 2010, 00:23:53
How about the whole thing?
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 26 January 2010, 00:31:21
Code: [Select]
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/data megaglest/data
Or you have to wait for a full release  ::)
Title: Re: megaglest 3.2.3 ( release! )
Post by: GonArchimago on 26 January 2010, 13:53:26
Some guidance is available to install?

I don't know how to install it.
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 26 January 2010, 13:58:08
Well, since you're Windows, all you have to do it download the Windows package and put the .exe and anything else into your "C:\Program Files\Glest_3.2.2" folder.
Title: Re: megaglest 3.2.3 ( release! )
Post by: GonArchimago on 26 January 2010, 14:03:10
I don't know what are the data from Windows but I think these are the files that I download ( in a .rar archive) :

glest.exe
lua5.1.dll
xerces-c_2_8.dll

Am I right?

Or am I missing files?

And what improvements provides to the game?
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 26 January 2010, 14:06:20
.rar?
No, it shouldn't be a .rar.........

Hold on...
Title: Re: megaglest 3.2.3 ( release! )
Post by: GonArchimago on 26 January 2010, 14:07:59
Sorry, I meant .Zip

And the archive name's "megaglest_3.2.3_win32.zip"
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 26 January 2010, 14:09:35
Oh, ok, was it this (http://downloads.sourceforge.net/project/megaglest/megaglest_3.2.3/megaglest_3.2.3_win32.zip?use_mirror=superb-dca2).
Title: Re: megaglest 3.2.3 ( release! )
Post by: GonArchimago on 26 January 2010, 14:13:14
Well, I copied the files to the folder "Glest_3.2.2" but the only change I noticed was the version of the game. He said Version 3.2.3.
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 26 January 2010, 14:54:07
It's not a different game( ::)), it has some changes, for one, there are two new levels of CPU. :D
Title: Re: megaglest 3.2.3 ( release! )
Post by: hailstone on 27 January 2010, 01:01:34
I think it would be good to use the TinyXML code from GAE. It should work if you replace shared_lib/xml and copy tinyxml folders. The only other changes needed would be removing xerces and adding the tinyxml folder to the build system.

Edit: And recompiling of course.
Title: Re: megaglest 3.2.3 ( release! )
Post by: -Archmage- on 27 January 2010, 01:08:28
So maybe that means I'll be able to kick xerces's @$$ out the door!!! :D
Title: Re: megaglest 3.2.3 ( release! )
Post by: titi on 27 January 2010, 10:45:40
Lets test the new multiplayer version of megaglest today! It should be much more stable and less choppy than original glest !
Go here for Details:
https://forum.megaglest.org/index.php?topic=4934.msg37943#msg37943
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: ElimiNator on 27 January 2010, 17:14:42
This is realy good, even beter then GAE.
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: assassin on 27 January 2010, 18:51:09
?
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: Omega on 27 January 2010, 20:34:53
I think he means GAE... Please watch your spelling. Really big difference there! :o

I'm not sure I agree. MegaGlest is great, better than Glest 3.2.2, but the less lua, lack of autoreturn, autorepair is significant. And the multiplayer makes little difference to me at the time since I can't play multiplayer...
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: modman on 28 January 2010, 02:12:03
Save game is another nice feature in GAE...

I still play magaglest because of the better AI.
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: titi on 28 January 2010, 23:47:17
If anyone wonders why there is still no installer ..... I have massive problems with my inet connection and have to share one with my neighbour for now. I cannot upload anything( not anything big) at the moment without getting into trouble with my neighbour ( his line is beeing neerly blocked when I upload ).  :-\ We have to wait

I will balance the megapack a bit meantime.

Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: -Archmage- on 28 January 2010, 23:57:12
Once you get it all good and stable I'll build installers for Windows and Linux.
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: titi on 29 January 2010, 09:12:52
3.2.3 is good and stable! But maybe the linux binary distribution should include some more libs .....
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: -Archmage- on 29 January 2010, 12:03:52
Good! :)
I'll get to work as soon as I can get the latest data, and binaries.
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: titi on 2 February 2010, 12:54:42
Here is a windows release of the latest megaglest beta!
Please test it!

Whats new?
- much more stable network and much less choppy multiplayer in general
- much less traffic in network games
- chat before the game starts
- automatic client disconnect messages, if someone leaves the game
...

https://forum.megaglest.org/index.php?topic=4934.msg38146#msg38146

UPDATE: looks like the windows version doesn't work yet :/
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: ElimiNator on 3 February 2010, 02:20:29
Is the staic resourse fix in this one?
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: titi on 3 February 2010, 11:53:36
ask your father :)
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: aaris on 3 February 2010, 16:57:47
I have a problem playing MegaGlest on my computer. It just simply won't start. Every time I click on the executable in windows, an error dialog appears saying that Glest couldn't start because of invalid or incorrect settings. The dialog also states that if I reinstall the program, it might fix the error. I tried reinstalling, but it didn't work. I am convinced that it has something to do with how old my computer is (I'm buying a new one soon). The normal Glest executable works though, so why shouldn't the MegaGlest exec work.

Furthermore, my graphics card is nvidia and is so crappy and old that it doesn't support "3d textures" and "shadows". In order to play Glest, I have to disable these two things. Maybe that's why I'm getting the startup error?

Thanks in advance.
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: titi on 3 February 2010, 20:03:32
I think it has something to do with the glest.ini.
Copy your glest.ini from your working glest to megaglest. And don't use the latest megaglest for windows use version megaglest 3.2.3.
Title: Re: megaglest 3.2.3
Post by: Loronal on 3 February 2010, 21:25:11
This would be more popular if you put it in synaptic
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 3 February 2010, 21:42:09
Quote
This would be more popular if you put it in synaptic

How do you even do that? ???
Title: Re: megaglest 3.2.3 ( multiplayer test of new beta today!! )
Post by: ultifd on 3 February 2010, 23:54:23
I have a problem playing MegaGlest on my computer. It just simply won't start. Every time I click on the executable in windows, an error dialog appears saying that Glest couldn't start because of invalid or incorrect settings. The dialog also states that if I reinstall the program, it might fix the error. I tried reinstalling, but it didn't work. I am convinced that it has something to do with how old my computer is (I'm buying a new one soon). The normal Glest executable works though, so why shouldn't the MegaGlest exec work.

Furthermore, my graphics card is nvidia and is so crappy and old that it doesn't support "3d textures" and "shadows". In order to play Glest, I have to disable these two things. Maybe that's why I'm getting the startup error?

Thanks in advance.
This one?
(http://img687.imageshack.us/img687/4427/megaglest.jpg) (http://img687.imageshack.us/i/megaglest.jpg/)
I guess I'll just try the older version...
The older version is great!
Nice... I miss some stuff in GAE.. but the other better features make up for that.  :)
Title: Re: megaglest 3.2.3
Post by: aaris on 4 February 2010, 12:47:26
I think it has something to do with the glest.ini.
Copy your glest.ini from your working glest to megaglest. And don't use the latest megaglest for windows use version megaglest 3.2.3.

I don't understand what you mean by this. Does Megaglest have an ini file of its own? What I usually do is install the latest version of Glest (which works perfectly). Then I install MegaGlest which completely ruins the install.

For the record, I am using version 3.2.3
I will post a version of my glest.ini, but later. I'm not using my home computer right now.   
Title: Re: megaglest 3.2.3
Post by: titi on 4 February 2010, 14:01:19
How to install megaglest:

-  install glest 3.2.2

- Before you start save glest.exe and xerces-c_2_8.dll form the glest 3.2.2 installation directory to another directory.

Installation:
In the zip-file called:megaglest_3.2.3_win32.zip from here: https://sourceforge.net/projects/megaglest/files/megaglest_3.2.3/megaglest_3.2.3_win32.zip/download
are these three files:
xerces-c_2_8.dll
lua5.1.dll
glest.exe

unpack/copy those to your glest directory.
Now it should work. ( it works here on windows XP service pack 2 )
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 4 February 2010, 15:10:01
Please, do not call it 'glest.exe', I refuse to do backup crap, when all you have to do is call it 'megaglest3.2.3.exe'. :-\
Title: Re: megaglest 3.2.3
Post by: modman on 5 February 2010, 03:19:48
I personally call them glest_3.2.3_beta[insert beta version here].
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 5 February 2010, 12:47:12
I would call the .exe megaglest-beta-[version].exe to avoid confusion.
Title: Re: megaglest 3.2.3
Post by: aaris on 5 February 2010, 16:54:11
Absolutely no luck. It's not working at all. It keeps saying that something is incorrect with configuration. I wouldn't pay to much attention to my problem though. Like I said before, my computer is ancient and will be replaced by another in less than 2 weeks from now (HP is in the process of building it right now).

In case you still choose to pursue this, my video card is an nvidia geforce2 MX (Just go right ahead and laugh. My new computer will have a 1gb ati radeon, though). As I stated previously, this card does not support shadow and 3d textures so I have to disable them. In addition, in order to play the game at a reasonable speed, I have to lower the colorbits and depthbits from 32 to 16. I also have to change the resolution to 800 x 600. All of that work just to get 25 fpm. It's worth it though, because I love this game. It is possible that all of these changes are messing with MegaGlest. Or maybe it is a hardware problem.

Anyway, I can't express how happy I am that I'm getting a new computer. Can you imagine doing anything with a computer that has a 64mb videocard (And I'm a graphic designer/web designer/java programmer  :-[)? Anyway, thanks for help.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 5 February 2010, 17:45:10
Dude, we all have that problem!
Hold on, I'll test this new version...
Title: Re: megaglest 3.2.3
Post by: aaris on 5 February 2010, 17:47:30
Wait, What? I assumed that you got it to work on your computer, Archmage
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 5 February 2010, 17:48:37
Well, if you look back, or in the other topic where they talk about it more, you'll see that nobody has got it working...
Title: Re: megaglest 3.2.3
Post by: aaris on 5 February 2010, 17:51:15
Then how could it be stable if nobody has gotten it to work.  I'm relieved to here that I'm not the only one having this problem.  ;D
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 5 February 2010, 19:05:21
Oh, wait, nvermind I was thinking about the 3.2.4 beta, yes 3.2.3 is stable.
Title: Re: megaglest 3.2.3
Post by: aaris on 5 February 2010, 23:45:51
 :(
Title: Re: megaglest 3.2.3
Post by: titi on 6 February 2010, 00:40:26
I repackaged the linux 3.2.3 release, ist should work on more distributions now.
Title: Re: megaglest 3.2.3
Post by: titi on 6 February 2010, 00:56:26
If anyone is interested in the data for megaglest 3.2.3 ( tilesets/factions ..... including updated egypt faction)
This is the command to download it:
Code: [Select]
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/tags/release-3.2.3/data/
Maybe someone with a fast internet connection can make a 7zip-file from this and upload it somewhere?
( In the 7zip should be glest_game not data )

If you have downloaded this, simply add the binary and you have a full megaglest 3.2.3 install
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 6 February 2010, 04:29:42
Quote
Maybe someone with a fast internet connection can make a 7zip-file from this and upload it somewhere?

That would be me, I volunteer to get a Linux package setup(32 and 64 bit), and get a Windows package setup later, then I'll make installers.
Title: Re: megaglest 3.2.3
Post by: softcoder on 6 February 2010, 05:00:00
Ok thanks to Silnarm, here's the 64 bit binary for Mega-Glest:

http://www.soft-haus.com/glest/code/megaglest_64bit_3.2.4-4beta.tar.gz (http://www.soft-haus.com/glest/code/megaglest_64bit_3.2.4-4beta.tar.gz)
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 6 February 2010, 05:15:21
Titi, I did the SVN download, but where the heck did it put it?!?!
Title: Re: megaglest 3.2.3
Post by: titi on 6 February 2010, 12:39:21
?? you put it into a directory of your choice!
Thats a full megaglest installation, only the binaries are missing in this installation
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 6 February 2010, 15:45:16
I just put the command you posted into a terminal Window, I really don't know anything about svn, it just confuses me, you'll have to tell me more, because it never asked me where to put it.
Title: Re: megaglest 3.2.3
Post by: titi on 6 February 2010, 15:49:00
It puts the result to the place where you are standing.

So if you are at /home/archmage  its in your home directory ( which is the default when you open a terminal )
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 6 February 2010, 15:54:47
I don't know where I was, I didn't navigate anywhere, but I did install svn through terminal....maybe that threw it off, because it isn't in my /home/seth directory.

Wait never-mind, I found it, it was in my /home/seth directory, though it was called data, and I didn't notice it before.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 6 February 2010, 16:39:01
The 3.2.3 32-bit binary works for me! :)
I'll still include the 64-bit binary, just in-case....

Expect an uploaded package soon, installers will be done later...

EDIT:
I'll have a 7-zip package for both Windows and Linux(32and 64-bit) combined, in about an hour! :)
It's uploaded, I'll send it too you Titi.
Title: Re: megaglest 3.2.3
Post by: titi on 7 February 2010, 15:17:32
Here is archmages package ( Why didn't you post the link? )
Code: [Select]
[URL=http://upload.ps/b65y91h3pm5k/MegaGlest-3.2.3.7z.htm]MegaGlest-3.2.3.7z - 153.0 Mb[/URL]
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 16:59:49
I wanted to run it by you first.

PLEASE NOTE: This package is for Windows and Linux, it's all setup, don't worry there are instructions included to help.

Also Titi, you may want to add this to the first post. :)
Title: Re: megaglest 3.2.3
Post by: titi on 7 February 2010, 17:14:00
Shure i will add it, but I think there is a little problem with windows yet  :/
Please come to the chat to discuss.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 17:18:48
D*mn!
Upload.ps is being so mean!!!
I'll have to transfer the file to my laptop so I can upload to filefront.
Title: Re: megaglest 3.2.3
Post by: ultifd on 7 February 2010, 18:20:15
Here is archmages package ( Why didn't you post the link? )
Code: [Select]
[URL=http://upload.ps/b65y91h3pm5k/MegaGlest-3.2.3.7z.htm]MegaGlest-3.2.3.7z - 153.0 Mb[/URL]
32 bit or 64 bit?  ???
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 18:59:49
NEW DOWNLOAD(!!!):
Code: [Select]
[url=http://download334.filefront.com/uagd2niy5j1g/15526059/MegaGlest-3.2.3.7z]MegaGlest-3.2.3.7z - Filefront Download[/url]
Don't worry(unless you use Mac), this is for Windows and Linux(32 and 64-bit!)!

Linux people, read the Linux README!
Title: Re: megaglest 3.2.3
Post by: titi on 7 February 2010, 19:06:32
does the windows version work?
Using wine it says liblua5.1.dll is missing.........
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 19:16:22
Uh-oh... ???
Hold on... :(

EDIT: There is a problem, I'll remove the previous downloads.
Title: Re: megaglest 3.2.3
Post by: titi on 7 February 2010, 19:36:01
Another reason why it was never possible for me to release such a package is the different format of glest.ini for windows and linux.

I suggest its better to provide only the data without any binaries/ini files and so on. All this platform specific stuff should be in its own package. One for windows, one for linux32 und one for linux64bit.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 19:46:52
No, you don't have to separate Linux stuff, I'll prepare the Windows crap, and then the Linux.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 20:05:36
New packages being uploaded! :)
Title: Re: megaglest 3.2.3
Post by: titi on 7 February 2010, 20:38:26
ok, while you are uploading here is something that will come with the next version of megaglest, more particles :)

My first test was a burning unit which can move ...

(http://www.titusgames.de/fire.jpg)
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 22:13:56
Thank you! :D
Now we can do cool units, also you need to make it so you can change it's appearance and location.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 7 February 2010, 22:16:55
NEW PACKAGES!!! :)

Code: [Select]
[url=http://www.filefront.com/15527497/MegaGlest-3.2.3-WIN.7z]Windows[/url]
[url=http://www.filefront.com/15527507/MegaGlest-3.2.3-LINUX.7z]Linux(32 and 64-bit)[/url]

Linux people, read the readme!

ENJOY! :D
Title: Re: megaglest 3.2.3
Post by: modman on 8 February 2010, 03:50:00
ok, while you are uploading here is something that will come with the next version of megaglest, more particles :)

My first test was a burning unit which can move ...
Cool!  How do I do that?  This effect would be great for the Gargoyle!  And it should be easy to do too!
Title: Re: megaglest 3.2.3
Post by: John.d.h on 8 February 2010, 04:03:49
Cool!  Maybe the GAE folks can take a look at that code and get some working particles in the <effects> tag.
Title: Re: megaglest 3.2.3
Post by: titi on 8 February 2010, 08:16:42
This is just a hack for now, but I'm aiming for a real implementation. The first thing that I saw are bugs with the fire:
The fire doesn't stop burning if the unit regenerates itself.
The fire calculation is based on the initial MaxHealth and not on the one which is really there after upgrades.
And the property "burnable" of a unit can be set to moving unit too now. Thats all you see on the screenshot now  8).
But I'm working on skill related particles now.
Title: Re: megaglest 3.2.3
Post by: Super Tom on 8 February 2010, 08:39:45
Dear titi, I would like to ask you about: Megapack V5 was provided when??
Title: Re: megaglest 3.2.3
Post by: Super Tom on 8 February 2010, 08:51:30
Dear titi, please answer me, thank you!
Title: Re: megaglest 3.2.3
Post by: titi on 8 February 2010, 10:12:02
There is no megapack V5 ! Its part of megaglest now.
Read the first post or use Archmages downloads to get the data.
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 8 February 2010, 12:55:07
Please put my packages on the first post if you haven't already, you're likely to get many more downloads, because with my packages all you have to do is unpack and play.
Downloading data and then binaries can be confusing to newbies, I got confused when I first joined the boards. :P
Title: Re: megaglest 3.2.3
Post by: Super Tom on 8 February 2010, 13:36:55
Dear titi, I would like to know when megapack V5 will be released and available for download??? Thank you!
Title: Re: megaglest 3.2.3
Post by: Super Tom on 8 February 2010, 13:40:51
I like ancient Egypt, I ask: When will there be a formal version of it??? Test version of the ancient Egyptian elements in less formal version of the ancient Egyptian elements can enrich it???
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 8 February 2010, 14:30:40
For the final time, MegaPack is part of MegaGlest, there will be no formal V5 release!
Do not ask again.
Title: Re: megaglest 3.2.3
Post by: ElimiNator on 8 February 2010, 16:59:20
ok, while you are uploading here is something that will come with the next version of megaglest, more particles :)

My first test was a burning unit which can move ...
Wow It looks cool!
Title: Re: megaglest 3.2.3
Post by: titi on 9 February 2010, 21:30:29
Yes. I'm getting better!  ;D ;D
The blue thing are skill related xml-defined particles!!

(http://www.titusgames.de/particles.jpg)
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 9 February 2010, 22:32:45
Nice, what version will these particles be in? :)
Title: Re: megaglest 3.2.3
Post by: titi on 9 February 2010, 22:46:02
I don't no. 3.2.4 is nearly done, so I vote for 3.2.5 :). This gives me time to give you a nice result :) .

Its too cool to play with these effects !!!!
(http://www.titusgames.de/particles2.jpg)
Title: Re: megaglest 3.2.3
Post by: modman on 9 February 2010, 23:21:05
What if the fire could be team color?  That would be great!
Title: Re: megaglest 3.2.3
Post by: John.d.h on 9 February 2010, 23:24:53
The blue thing are skill related xml-defined particles!!
Could you explain a little more about that, or should I just wait and see?
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 10 February 2010, 00:01:31
John, I think he means that the setup of these new particles is the same as the projectile and splash's setup. ;)
Title: Re: megaglest 3.2.3
Post by: titi on 10 February 2010, 00:05:51
right, its not exactly the same but similar ( yet )

@modman good idea, I should add a switch for that :)

Currently i have one big problem, the particles are also visible in the dark fog of war zones :( .
I really have to fix this first!

Title: Re: megaglest 3.2.3
Post by: -Archmage- on 13 February 2010, 08:50:18
Since you are already planning for 3.2.5, maybe getting the 3.2.4 downloads setup here would be a good idea. ;)
Title: Re: megaglest 3.2.3
Post by: glest master on 13 February 2010, 20:11:33
is it free to download and intrustions plz
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 13 February 2010, 21:22:57
For god's sake it's free, why are you asking? ::) :P

3.2.3 Downloads (https://forum.megaglest.org/index.php?topic=4930.msg38501#msg38501)

Have Fun!
Title: Re: megaglest 3.2.3
Post by: Scenariole on 15 February 2010, 05:17:24
Yay noob AI! Now I can have lots of fun having 3 noob AIs trying to own me yet they can't :P Just like being a school bully lol
Title: Re: megaglest 3.2.3
Post by: ultifd on 15 February 2010, 06:00:18
In MegaGlest 3.23, which factions are updated...?  ???
Just wondering...  :)
the only one I know that is updated is the Egypt faction...
Title: Re: megaglest 3.2.3
Post by: titi on 15 February 2010, 08:21:36
Yes, thats right, only some minor fixes, for some balancing problems we found.
Title: Re: megaglest 3.2.3
Post by: Super Tom on 15 February 2010, 08:45:01
Dear titi, I would like to know glest3.2.4 when the final version will be released come? An update regarding what it does, the new faction or the other what??? Thanks
Title: Re: megaglest 3.2.3
Post by: aaris on 15 February 2010, 18:31:11
This post is just a follow up from the problem I was having with my old computer and the startup error i was receiving. I now have a new computer and I no longer get that problem. Furthermore, megaglest doesn't work on my windows 7 os, but it does on my kubuntu linux os. In windows 7, the program fails upon startup and says that it cannot find a glest log file. If you need more info, just let me know.

Dear titi, I would like to know glest3.2.4 when the final version will be released come? An update regarding what it does, the new faction or the other what??? Thanks

Dude, you're annoying
Title: Re: megaglest 3.2.3
Post by: titi on 15 February 2010, 18:59:30
1. Does glest 3.2.2 work for you in windows7?

2. How did you install it ? Maybe you installed glest 3.2.2 in admin context  and megaglest in normal user context? Windows7( and  think vista too) have a strange behaviour when writing in "protected" areas like Installations.... They don't really write in the path you tell them, they have some kind of shadow in the users profile.
Title: Re: megaglest 3.2.3
Post by: aaris on 15 February 2010, 19:00:24
yup. 3.2.2 works perfectly on Windows 7. Definitely a megaglest problem. Thing is that GAE is giving me startup problem as well (it's funny how I got errors before because my computer was too old, but now I'm getting errors because it's too new).
Title: Re: megaglest 3.2.3
Post by: titi on 15 February 2010, 19:22:45
How did you install megaglest?
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 15 February 2010, 20:15:04
Yah, and what version.
I'm running MegaGlest3.2.3 on Windows7 fine!
3.2.4 doesn't work though, and as far as I know nobody has it working!
Title: Re: megaglest 3.2.3
Post by: ultifd on 15 February 2010, 20:42:11
I use Windows 7, and it works fine...  :)
32 bit or 64 bit?  ???
Title: Re: megaglest 3.2.3
Post by: softcoder on 15 February 2010, 20:52:13
My wife has a windows 7 laptop (64 bit) and the binaries i built for mega-glest 3.2.4 work just fine on her laptop.

So what is the exact error that you get (or problem)?
Title: Re: megaglest 3.2.3
Post by: ultifd on 15 February 2010, 20:59:57
Yeah and it works fine and windows 7 32 bit too.  :)
Title: Re: megaglest 3.2.3
Post by: -Archmage- on 15 February 2010, 21:16:14
My laptop is 64-bit. :D

Use my packages, I know that they work.
Title: Re: megaglest 3.2.3
Post by: titi on 15 February 2010, 23:03:32
I think this is the latest Windows Beta of the 3.2.4-4 branch.
http://www.soft-haus.com/glest/code/glest_3.2.4-4-beta1_win32-release.7z
Title: Re: megaglest 3.2.3
Post by: titi on 16 February 2010, 01:33:29
New Beta version available with particles and latest network fixes. Currently src and linux32bit only.

The source: megaglest-source-3.2.4-1-beta2.tar.bz2 (https://sourceforge.net/projects/megaglest/files/megaglest-source-3.2.4-1-beta2.tar.bz2/download)
The binary(with needed libs):megaglest3.2.4-1-beta2_i386_linux_bin.tar.bz2 (https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_linux_bin.tar.bz2/download)

For the particles:
this is a working particle file ( called unit_particle_proj.xml for example):
Code: [Select]
<?xml version="1.0" standalone="yes"?>
<unit-particle-system>
        <texture value="true" path="../dark_mage/images/particle.bmp" luminance="true"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="0.5"/>
    <direction x="0" y="1" z="0"/>
    <color red="0.0" green="0.0" blue="1.0" alpha="0.8" />
    <color-no-energy red="0.0" green="1.0" blue="0.0" alpha="0.6" />
        <radius value="1.0" />
        <size value="0.3" />
        <size-no-energy value="0.3" />
        <speed value="4.5" />
    <gravity value="0.5"/>
        <emission-rate value="5" />
        <energy-max value="50" />
        <energy-var value="0" />
        <fixed value="false" />
        <relative value="true" />
        <teamcolorNoEnergy value="true" />
        <teamcolorEnergy value="false" />
</unit-particle-system>

and this is the way its made in the unit.xml ( the above shown file was called unit_particle_proj.xml):
Code: [Select]
...
        <skill>
            <type value="move"/>
            <name value="move_skill"/>        
            <ep-cost value="0"/>
            <speed value="180"/>
            <anim-speed value="120"/>
            <animation path="models/walking.g3d"/>
            <particle value="true" path="unit_particle_proj.xml"/>
            <sound enabled="false"/>
        </skill>
...

If anyone uses the new particles, please post some screenshots and tell me what you think about it!

more details tomorrow ....
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: wciow on 16 February 2010, 15:15:15
Will test tonight when I finish work and let you know  ;D

Edit: Linux only atm, can somebody build the source in windows pleeeease  ;)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 16 February 2010, 20:32:25
my first screenshot  ;D ;D ;D

UPDATE: Damn there is an error in the relative switch, it doesn't work in the current version ( but its already fixed here in my local copy :) ).  This switch is used if you want to to turn the particle system together with the unit.

Golem with sparks, normal campfire and in the middle campfire upgrading.
(http://www.titusgames.de/forum/fire.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 16 February 2010, 22:11:35
Wow looks cool, can you change the collor and make it smaler/biger?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 16 February 2010, 22:52:30
of course!

Up to now you can change:

color ( energy/noEnergy+Teamcolor )
direction of the effect
speed
particles to use
offset
if it should rotatate wit the unit or not
...

Maybe I will add other emitter types too, currently only flamelike things are possible ( but they can be heavily modified! )
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 00:01:49
Looks great, nice job!  :)
Cool.
Too bad my linux comp sucks...
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 17 February 2010, 00:29:50
Thanks Titi, these are great, enhancements to what you have may be requested, but for now that's damn good!
All we need now is a stable release for Windows and Linux(32 and 64-bit), then I'll set up some packages!

Also, could you organize the first post differently, with my packages on top(because they are the easiest way to install this), and development links near the bottom, if you don't know what I mean, could you PM me the code for that post, with links and all, so I can re-organize it to show you?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: John.d.h on 17 February 2010, 00:35:34
Cool!  Do you plan on merging this into GAE as well?  Particles are one of the big things that are missing from the <effects> section.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 17 February 2010, 00:55:04
@Archmage: ok?
@John:I will try to merge it to GAE when its done.

A new linux version is available now
and by the way, there is a windows release from softcoder too ( I don't know which version exactly maybe still with the little particle bug )

https://sourceforge.net/projects/megaglest/files/

I didn't update the data yet, because that takes a while, but I'm working on it. I just want to mention that these particle thing is compatible with glest 3.2.2! They just willl not show up in glest 3.2.2 of course.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 17 February 2010, 03:08:02
Thanks for changing the first post, that's about what I had in mind. ;)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 03:20:35
In the stable version, (3.23) why does it show the opponents' stats?
Maybe I configured it bad...
How can I make it so it doesn't...
(http://img695.imageshack.us/img695/3698/magicsmeared.th.jpg) (http://img695.imageshack.us/i/magicsmeared.jpg/)
Thanks.  :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 17 February 2010, 03:28:19
Actually I think it's stupid that in GAE you can't see your opponents stats!
I mean you're practically god! You can do all this stuff, but for some reason you can't even tell the status of your enemies that are like 10-20 feet below you, I mean........why wouldn't you be able to? ??? :P ::) ;D :D
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 03:40:43
Actually I think it's stupid that in GAE you can't see your opponents stats!
I mean you're practically god! You can do all this stuff, but for some reason you can't even tell the status of your enemies that are like 10-20 feet below you, I mean........why wouldn't you be able to? ??? :P ::) ;D :D
Yeah, but then it wouldn't be much of as a "surprise"...  :-\
I mean, is it like a option in MegaGlest...?
I don't remember being able to see your opponents' stats in the original Glest.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: John.d.h on 17 February 2010, 03:50:27
Being able to see your opponents' stats takes a lot of the guesswork and strategy out of gameplay, and that's a bad thing in my opinion.  Maybe for "easy" AI, you should be able to (so it would give you a little advantage in the military intelligence department, and allow you to learn a bit), but definitely not for any other settings.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 17 February 2010, 04:14:07
I would make it an option while setting up a custom game, because I'm actually neutral on that subject, just kinda don't want it sometimes. :P
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 17 February 2010, 10:23:11
I want to see the stats! I like it :) and its a big help when tuning the AI for example or editing scenarios.
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.

Even in real world if you can see someone in the real world, you can also see what he is doing! So for me its really OK and I don't like it without the stats.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: silnarm on 17 February 2010, 11:07:14
I want to see the stats! I like it :) and its a big help when tuning the AI for example or editing scenarios.
If you are tuning AI, you probably want more information than that, and you know how to get it, for regular gameplay, it's akin to cheating.  Why should you know what command a enemy worker is executing? If you see him mining gold, you know... if he is wandering about apparently aimlessly, why should you know?

Quote from: titi
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.
Knowing a building is upgrading and knowing what it is upgrading are two completely different things.

Quote
Even in real world if you can see someone in the real world, you can also see what he is doing!
So you see someone walking down the street, and you can say "yes of course, he's on the way to do his banking"? If you see him walk into a bank, maybe... but then maybe he works there... in any case, if you see him just walking down the street, you can tell what he is doing? I think not.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 17 February 2010, 11:49:25
Well, you are right, but I like it the way it is and for me its not cheating because everyone can see it.
I don't want to change the current behaviour, I love it like it is.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: aaris on 17 February 2010, 14:16:22
@titi

My problem concerning megaglest and the startup error has been fixed. I'm sorry for saying that it was a megaglest problem, because it wasn't. I had permissions established that stopped the program from accessing needed files. I changed my permissions and now megaglest works perfectly. Thanks for all of the help everyone. Once again, I'm sorry for kind of wasting your time.

PS: I checked to see if this was the problem I was having on my old computer, but it was not. Like I said, I believe that to be a hardware problem. 
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 19:26:41
Well I think being able to see your opponents' stats is great, but it should be optional...  :-\
Cause yeah, now it's easier to play...  :P
I guess that's a good thing.  :-\
Is there a updated windows version now of megaglest so I can try out the particles yet?  ???
Thanks  :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 17 February 2010, 19:36:18
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download (http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 17 February 2010, 19:37:08
In original Glest you can see your opponents stats. ::)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 19:52:35
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download (http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download)
Thanks.  :)
In original Glest you can see your opponents stats. ::)
Well... I don't remember that.   ::)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 17 February 2010, 20:02:55
We found another bug with the particle system, teamcolorNoEnergy and teamcolorEnergy switch are interchanged :/ .
I already fixed it , but its not in svn yet  :-\ .
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 17 February 2010, 20:12:03
I see. 
It seemed like the AI doesn't respond...
I mean I just played a game where it was a 2vs2 Magic and tech, and my ally didn't "respond" when I got attacked...
Then again, maybe I need to improve.  :-\
I didn't see any particles though.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 17 February 2010, 20:51:31
How do you make the particals move with the unit, like a guy holding a torch?

The partical don't go with the torch wen it turns, I tryed fixable true and false but it didn't help.

(http://photos-e.ak.fbcdn.net/hphotos-ak-ash1/hs256.ash1/18368_1320513383188_1541414237_810783_6371763_n.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 17 February 2010, 21:35:01
@ElimiNator: the switch is "relative", but there was a bug in my very first version, maybe you need a up to date version.

@ultifd: the Ai behaviour is excatly the same as in glest 3.2.2 only Mega/EasyCPU is different. And the particles don't show up yet if you don't know how to edit xml-files. The data is not changed yet. If you are just a gamer  you'll have to wait, because the data setup will take a while.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: modman on 17 February 2010, 23:18:32
I want to see the stats! I like it :) and its a big help when tuning the AI for example or editing scenarios.
If you are tuning AI, you probably want more information than that, and you know how to get it, for regular gameplay, it's akin to cheating.  Why should you know what command a enemy worker is executing? If you see him mining gold, you know... if he is wandering about apparently aimlessly, why should you know?

So...this should be turned off necessarily for multiplayer games (ie not an option).  For games on your own computer against an AI, either there should be a "testing mode" where a ton of info is visible, or the non-friendlies' stats should be visible.  This is so testers may have to go out of their way to configure the game this way, but it is still a possibility.

Quote from: titi
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.
Knowing a building is upgrading and knowing what it is upgrading are two completely different things.

It is important to know both of those things if you are testing, even though they are different.  Say one upgrade costs a ton of resources, and another costs little.  As a tester, I want to be able to see what is happening.  This is because even though I want to make it an expensive upgrade (let's say it gives your units a ton of sight or something), I may find the AI never utilizes the upgrade for a long time.

Quote
Even in real world if you can see someone in the real world, you can also see what he is doing!
If this were so, spies would have to look for another job! ;)

Apart from the stats discussion, I would like to say that I eagerly await a release for Windows!  I'm going to make a new poll in the Glade topic over what engines Dark Magic will be compatible with.  I hesitate to release more than one version, because things get confusing then (and I have to upload twice).  Is MG backwards compatible with vanilla Glest?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 02:06:52
maybe you need a up to date version.
Where can I get it?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 18 February 2010, 02:11:09
@ultifd: the Ai behaviour is excatly the same as in glest 3.2.2 only Mega/EasyCPU is different. And the particles don't show up yet if you don't know how to edit xml-files. The data is not changed yet. If you are just a gamer  you'll have to wait, because the data setup will take a while.
Yeah I figured that out.
Thanks.  :)
Although sometimes the AI behavior is "silent"... but I only experienced that with GAE.
 :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 02:46:45
With the new update is the code supposed to look like this?

Code: [Select]
<?xml version="1.0" standalone="yes"?>
<unit-particle-system>
        <texture value="true" path="images/par.bmp" luminance="true"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="1"/>
    <direction x="0" y="1" z="0"/>
    <color red="0.0" green="0.0" blue="0.0" alpha="0.8" />
    <color-no-energy red="0.0" green="0.0" blue="0.0" alpha="0.6" />
        <radius value="0.8" />
        <size value="0.6" />
        <size-no-energy value="0.3" />
        <speed value="3" />
    <gravity value="0.5"/>
        <emission-rate value="4" />
        <energy-max value="20" />
        <energy-var value="0" />
        <fixed value="false" />
        <relative value="true" />
        <teamcolorNoEnergy value="true" />
        <teamcolorEnergy value="true" />
</unit-particle-system>
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 06:24:34
Never mind it works.  :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 18 February 2010, 13:07:31
Hi, titi! Ask you how the development of a new kind of particle system in it??? I'm looking forward to the new particle system as soon as possible the emergence of! Thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 18 February 2010, 13:43:01
Hey tom, the perticles are already in the latest beta! Just the data setup is missing and this will take a while.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 16:34:14
Here is some of the stuff I used particles for.

(http://photos-a.ak.fbcdn.net/hphotos-ak-snc3/hs387.snc3/23653_1321290522616_1541414237_812953_1890032_n.jpg)

Are the colors black gray or brown available yet?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 18 February 2010, 16:42:13
Is there anyway to use these particles for an action(like healing)?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: wciow on 18 February 2010, 19:30:27
Been playing with the new particles, great fun and doesn't seem to cause an undue lag to the system  ;)

Can someone post a better explanation of the new tags in the unit particles.

Paticles loik a bit weird at night because they don't get darker or cause any light. It would be awesome to have a light which matches the particle colour.

(http://f.imagehost.org/0374/particles.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 21:23:05
Is there anyway to use these particles for an action(like healing)?
Yes as you can in the far right of my pic, see the monk is healing the swords man.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 18 February 2010, 22:13:19
That's cool.
When I press "Esc", it's supposed to pause the game... right? or do I actually have to press "p" for it to pause...
Anyways I'm confused about this... because I never actually press P to pause the game, I press Esc, and it usually works.
Sorry if this is kinda OT.  :-\
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 18 February 2010, 22:38:37
In GAE escape pauses the game but In mega glest I thing you need to press p i think.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 19 February 2010, 00:27:46
Things I'm working on and I'm thinking about:
1. unlimited amount of particle system for one unit
( maybe I have to change the syntax a bit to how to setup it in a unit )
2. dark particles ( but this will be a hard one, but we will see..... )
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 19 February 2010, 00:48:13
You should probably have put that in code.
Code: [Select]
In GAE escape pauses the game but In mega glest I thing you need to press p i think.
I see.  :(
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 19 February 2010, 00:53:49
Actually 'p' pauses the game on Glest, MegaGlest, and GAE, Esc is used if you wish to exit the game. :)

Quote
You should probably have put that in code.

Titi, will probably come along and fix his post. ;)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 19 February 2010, 00:57:02
Actually 'p' pauses the game on Glest, MegaGlest, and GAE, Esc is used if you wish to exit the game. :)
Yeah, but usually I press Esc to pause the game, and it works. For GAE and Original Glest at least...
 :-\
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 19 February 2010, 01:06:50
You seem to confuse Glest and GAE. ::) :P
In Glest esc doesn't pause the game.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 19 February 2010, 01:13:46
what happens, does the game work or does it crash?

update: I looked at your xml again, it looks ok...

Which OS do you use and how did you install it?

Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: silnarm on 19 February 2010, 01:21:41
2. dark particles ( but this will be a hard one, but we will see..... )

Actually, Daniel added code for this to GAE some time ago, revision 261
http://sourceforge.net/apps/trac/glestae/changeset/261/

The log message has links to the forum topic and wiki pages.  He just enumerated all the blend functions & modes available in opengl, which I thought wasn't very useful.  The wiki (and the forum topic, I think) explain which modes to use for dark particles, I'd recommend wrapping just those up and adding an optional attribute, perhaps called 'mode' ie,
Code: [Select]
<mode value='normal'/>
 <!-- Or... -->
 <mode value='dark'/>

... making it an optional attribute which defaults to 'normal' of course ;)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 19 February 2010, 01:25:26
Thanks silnarm !

Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 19 February 2010, 08:27:36
You seem to confuse Glest and GAE. ::) :P
In Glest esc doesn't pause the game.
I see... cause I don't remember.  ::)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: wciow on 20 February 2010, 13:34:43
Hmm I just attempted an online windows game with MegaGlest 3.2.4-beta-2.

When I tried to connect it said connected but then freezes. clicking any buttons makes it crash with a "socket error" message.

It does this even when offline  ???
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 20 February 2010, 16:17:49
Looking into the windows build as we speak.

Alright, updated the win32 build on sourceforge with bug fixes for windows. I ran some tests and was able to play a quick game between linux without problem. While this isn't formally supported yet we hope to fully support it in the future.

https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download (https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 21 February 2010, 01:07:23
Hi, softcoder! I would like to ask you about: megaglest 3.2.4_beta2 for linux version of it also have such problems??? Thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 21 February 2010, 01:16:24
Hi, softcoder! I would like to ask you about: megaglest 3.2.4_beta2 for linux version of it also have such problems??? Thank you!
What issues? He did not state that he had any issues...  :-\
Looking into the windows build as we speak.

Alright, updated the win32 build on sourceforge with bug fixes for windows. I ran some tests and was able to play a quick game between linux without problem. While this isn't formally supported yet we hope to fully support it in the future.

https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download (https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta2_i386_win32_bin.7z/download)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 21 February 2010, 01:19:57
Hmm I just attempted an online windows game with MegaGlest 3.2.4-beta-2.

When I tried to connect it said connected but then freezes. clicking any buttons makes it crash with a "socket error" message.

It does this even when offline  ???
Hi, softcoder! I would like to ask you about: megaglest 3.2.4_beta2 for linux version of it also have such problems??? Thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 21 February 2010, 02:06:31
I tested connecting the windows version to a linux server hosting glest. As stated by wciow:

Quote
Hmm I just attempted an online windows game with MegaGlest 3.2.4-beta-2.

When I tried to connect it said connected but then freezes. clicking any buttons makes it crash with a "socket error" message.

I saw that the linux socket code needed to be fixed. Now it works and windows users can play network mode, and also it is possible for mega-glest users to play windows vs linux users (however I don't know if this will create problems during game play as it isn't fully tested yet)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 21 February 2010, 02:09:04
Cool, but do you know if it will work with macs now?
mac - windows
or
mac- linux
etc...
 :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 21 February 2010, 03:11:31
Hi, softcoder! Ask you this: Does the code in the SVN has been updated, in the 'megaglest - Revision 23' where the code is fixed socket layer BUG? I specifically asked a yes linux version!

By the way: WINDOWS code that how to compile under ubuntu??? Thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 21 February 2010, 03:48:44
Sorry I'm tired and my posts are fully making sense!

I fixed Windows Socket code (which had some connection and processing bugs left over from porting the linux network changes to win32).

The code is now all checked into svn.

If someone with a MAC checks out the code from svn they may likely be able to compile and play vs windows and linux clients. If I had a MAC I would produce a MAC build (but I don't).

Thanks

EDIT:

Tom all code is in SVN (linux and win32 and MAC???)

But the compiled win32 binary (made with VC++2008 express) is already on sourceforge for download.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 21 February 2010, 05:15:31
 please tell me: win32 code in linux how to compile it, do not rely on vs2008.net?

Thanks!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 21 February 2010, 05:17:04
I would suggest you to PM him.  :-\
No offense.  ::)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 21 February 2010, 12:10:24
Hi, titi, please come here! I would like to ask you this: how you like a particle system???
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 21 February 2010, 14:05:09
ok here is improved version of the new particle system. You can have multiple particle systems per skill now.
For example one for fire and one for smoke  in a campfire....

The syntax has changed a bit now , because several particle systems are possible:
her is an example from the campfire:

      <skill>
         <type value="stop" />
         <name value="stop_skill"/>      
         <ep-cost value="0" />
         <speed value="300" />
         <anim-speed value="40" />
         <animation path="models/campfire.g3d" />
         <particles value="true">
            <particle-file path="fire_particles2.xml"/>
            <particle-file path="smoke_particles.xml"/>
         </particles>
         <sound enabled="false" />
      </skill>

Current changes are only in the megaglest svn in the sourcecode. I will release a (linux)binary late.

For crossplatform multiplayer:
I think the game will get out of sync again with cross platform gaming, but we will see , please test it!

here a screenshot of the fire with smoke :
(http://www.titusgames.de/screens/fire2.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: -Archmage- on 21 February 2010, 15:33:03
Awesome!

Now, all I'm waiting for is a stable 3.2.4 release. :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 21 February 2010, 23:43:44
Me too!
I will not add anymore features. Now we only need to proof that its especially stable in multiplayer and hopefully my changes are working too.
Feedback and testing is needed from everyone. Please report successful testings too!

Here is the new linux beta binary:
https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-1-beta3_i386_linux_bin.tar.bz2/download

By the way, in the svn you can also find the latest campfire setup now.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 21 February 2010, 23:55:04
Cool! Too bad I'm not using my "gaming" computer.  :P
Also, too bad there is no mac version...  :( Maybe we should try to contact KaSek? ( the author of the Mac 3.21 Port)
See here: https://forum.megaglest.org/index.php?topic=5073

Can't wait till I can test the new version though.  :D
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 22 February 2010, 01:02:57
I'll get a windows build up on sourceforge on monday.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 22 February 2010, 01:05:46
Cool! the I wanted to put 2 particals but it didn't work, now it will.
You can have as many as you want right? Like 1 to 10?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 22 February 2010, 01:41:46
Do you want to build 10 bonfire??? It should be able to be effective! Fanatical bonfire party!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: modman on 22 February 2010, 01:47:11
Me and Mark played a bit on multiplayer, and we found a small discrepancy.  On my computer, there was rain, but Mark's did not have rain.  I would not really call this a bug; this is why I called it a discrepancy.

This was using beta-2 on Windows Vista.

//EDIT

Tried out the new map editor.  It is nice, but I am wondering: is anything besides menus changed?

Also, how is the g3d viewer different?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 22 February 2010, 05:46:01
Hi, titi! I've been using megaglest3.2.4-1-beta3_i386_linux, as well as the latest indian version of the svn, I have no problem with the construction of bonfire, but with the construction of a bonfire of red stone on the human bodyand there is no flame particle effects, may I ask: how kind possession in order to make it flame particle effects???
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 08:16:38
@Elimnator: yes, as many as you want ( as long as the hardware can do it :) )

@modman: no there is nothing really new in the editor, I only changed the menus.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 22 February 2010, 09:42:38
Hi, titi! I would like to know how to make the fire flame appeared on the red Golem physical particle effects, would you please help me, thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 10:54:54
the golem particles are not available yet for public  ;D
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: wciow on 22 February 2010, 11:43:23
WOOHOO!! successful test of linux playing against windows over the internet!

I was using the win binary posted by Softcoder on the last page against Politiker who was using Titi's linux binary from the last page.

Game started and ran beautifully with little lag for about 20 minutes. Unfortunatley it crashed due to the Unit ID bug which I know Softcoder is working on fixing atm.

Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: silnarm on 22 February 2010, 12:04:45
... Unfortunatley it crashed due to the Unit ID bug which I know Softcoder is working on fixing atm.

I hate to be the bearer of bad news, but that's an unsuccessful test.  The 'Unit ID bug' is no bug, it's a synchronisation error, your simulations were not the same... sorry  :(
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 12:20:58
I also think that it is the typical out of sync bug. Please lets not focus on crossplatform gaming yet, lets just focus on a stable 3.4.4 version.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: softcoder on 22 February 2010, 15:37:40
Ok, so if they got the unitid bug in mega-glest, then its likely a synch issue. For now lets just say x-platform play is not supported so that we can focus on stability of existing features (like titi says).

In other words.. go ahead play xplatform multi-player.. just don't complain if you have issues :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 21:36:29
Black particles :)

It was very easy to do this! Most of the things were already integrated in glest :) .
So I couldn't resist ( it will be in 3.2.4 too but Its not yet in svn )

This is the optional line which can be set in every particle description from now:
<mode value="black"/>
( Hint: Attention, the luminance switch has a big effect with this. better set it to true! )

(http://www.titusgames.de/screens/fire3.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 21:40:27
@Andrew Clark: I splitted the topic, please continue discussion in new thread:

https://forum.megaglest.org/index.php?topic=5079.msg39618#new
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 22 February 2010, 21:49:56
COOL! Where do you right the value in the xml?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 21:52:17
yes, and I will checkin soon so you can test it
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 22 February 2010, 22:33:08
Here is a shot of a 4 partical unit,
(http://photos-h.ak.fbcdn.net/hphotos-ak-ash1/hs461.ash1/25354_1325680152354_1541414237_823083_1681234_n.jpg)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 22 February 2010, 22:54:11
cool screenshot!

Black particles are in svn now!  ( there is no data changed yet, only code!)

needed xml-code in the particle definition:

<?xml version="1.0" standalone="yes"?>

<unit-particle-system>
       <texture value="true" path="images/particle.bmp" luminance="true"/>
   <mode value="black"/>
   <primitive value="quad"/>
   <offset x="0" y="0.7" z="0"/>
   <direction x="0.3" y="1" z="0"/>
   <color red="0.1" green="0.1" blue="0.1" alpha="0.33" />
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 23 February 2010, 00:21:31
Hey softcoder, is this (https://forum.megaglest.org/index.php?topic=4930.msg39388#msg39388) the latest version? (windows)... thanks.  :)
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 23 February 2010, 01:14:47
Dose the black work in attack particles too?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 23 February 2010, 01:15:25
Hi, titi! Ask: the golem particles when the public???
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ElimiNator on 23 February 2010, 01:50:49
Hi, titi! Ask: the golem particles when the public???
I think he is saying when will the campfire and fire-golem particles in indian be released.
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 23 February 2010, 03:16:15
yes, you are right, I said that this would mean, thank you!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 23 February 2010, 03:38:07
the black does not work!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: ultifd on 23 February 2010, 03:39:34
the black does not work!
Do you mean black particles?
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: Super Tom on 23 February 2010, 03:54:06
Yes !
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: madmanntis on 23 February 2010, 04:43:44
Wow. I have not been around in some time. I had read up a bit on Megaglest when it was first coming out with features such as loading only used factions, but PARTICLE EFFECTS!!!!!??? THAT'S AWESOME!!!  ;D

I'm not sure who exactly to thank! Titi I imagine! Maybe Silnarm? Anyone else? Well, whoever you are, thanks and keep up the impressive work!
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: titi on 23 February 2010, 10:19:49
Can anyone please confirm working windows multiplayer for megaglest?
I really want to release the 3.2.4 !
Title: Re: megaglest (3.2.4_beta2 with particles available! )
Post by: wciow on 23 February 2010, 10:29:54
I will try but whenever I am on IRC there are never any windows players to test with  :(

I can't do a home network so online is the only option.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ElimiNator on 23 February 2010, 13:27:37
I work fine on linux but Ill test it on windows in a sec.

Where is the latest windows binary?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 23 February 2010, 15:19:52
Please ask softcoder for the windows, version its your dad . ;D  ;)  ;)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ElimiNator on 23 February 2010, 17:57:34
He is gone on a trip, for 10 days. he just left to day so I can't.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 23 February 2010, 21:51:07
Uuh does this mean 10 days without a windows build?
Can someone help us out?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: -Archmage- on 23 February 2010, 22:07:45
Silnarm, maybe?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ElimiNator on 23 February 2010, 22:11:34
For now just keep adding things and in 10 days it will be a relay good windows release.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 23 February 2010, 22:34:57
meanwhile i will change a lot of xmls ( particles yeah )
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: Super Tom on 24 February 2010, 00:43:50
Hi, titi! First, I would like my hair too much information on the behavior I apologize! But I would like to know results did not produce the black particles and fire-golem body is not flame Why is this??? You please tell me! thanks!
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 24 February 2010, 00:57:14
I checked in a lot of data in SVN now! The indians are nearly fully particalized :) . Try it, it's really fun!
I found one bug( and fixed it ) when working on the indians. Don't use a tileset which has fog enabled for the moment.

Whats new?
- lots of cool desctruction particles
- improved golem particles
- horsemen with dust
- final campfire
and maybe more

to download only the indians use:
Code: [Select]
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/data/glest_game/techs/megapack/factions/indian
Not the best screenshot but better than none  ;D
(http://www.titusgames.de/screens/fire4.jpg)

Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 24 February 2010, 01:07:08
Too bad I use Windows...  ::)   :-\
In the screenshot do you update the totem? It looks different...  :-\
 :)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 24 February 2010, 01:09:34
no the totem is the same beside the death particles of course, but its a shot taken from the side where you can see a texture problem :-\.

(update: I will not solve this! )
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: Super Tom on 24 February 2010, 03:34:47
Oh, because the totem problem is found in your own, so we just want you to solve this problem as soon as possible, I have not made rubbish, this is just a request, thank you!
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: softcoder on 24 February 2010, 16:27:50
Just an FYI:

The latest data-only archive has the latest beta xml's etc.. and is located at:

https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_data.7z/download (https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_data.7z/download)

This should let people see some of the great work Titi has been up to!
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: softcoder on 24 February 2010, 16:46:16
I do have the mega-glest source code and intermittment Internet Access, So perhaps by this weekend if all the stuff is checked into SVN I may be able to compile a windows build.

(sitting in London, England right now but not sure how accessible high speed will be in South Africa, but at least I can wear my Ubuntu cap and it will mean something there :) )

thanks

EDIT:

The latest win32 binary (compiled today) is at:



https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_i386_win32_bin.7z/download (https://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_i386_win32_bin.7z/download)

Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: Omega on 24 February 2010, 16:55:09
Ooh, just seen the newest version! Black particles FTW! Great job titi.

@Silnarm, can we expect this in GAE?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 24 February 2010, 20:18:18
I think GAE already has black particles! Look here:
https://docs.megaglest.org/GAE/Projectile_Particle_XML
Its more complicated, but should work too, but I choosed a more simple way for megaglest.
If there are no bad conflicts I will try to add the megaglest system to GAE too when its done.

update:
@softcoder: Thanks a lot for the kind words!  And thanks for the windows version and the data package too  :D. I still have problems with my internet connection, so huge uploads are still a serious problem for me.

For all :
Currently megaglest3.2.4-2-beta3 is available as a full (beta)release with data! Binaries for linux32 are available!
Hint: Try the indians and please report mutilplayer success for windows!!

available as usual here:
https://sourceforge.net/projects/megaglest/files/

(update: windows version is broken, so no windows yet :/ )
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 00:13:08
I get this error with the latest version...(windows...)  :-\  :(
Maybe it is just related to me but I'm not sure...
Basically it is a acces violation... c0000005... still don't know though.
I'm download the data though and I'l test it later...
----------------------------(DMP File)
Microsoft (R) Windows Debugger Version 6.11.0001.404 X86
Copyright (c) Microsoft Corporation. All rights reserved.

Loading Dump File [C:\Program Files\MegaGlest\glestv3.2.4-2-beta3.dmp]
User Mini Dump File: Only registers, stack and portions of memory are available

Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path.           *
* Use .symfix to have the debugger choose a symbol path.                   *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
Windows 7 Version 7600 MP (2 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS Personal
Machine Name:
Debug session time:
System Uptime: not available
Process Uptime: 0 days 0:00:34.000
.......................................................
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(1788.180): Access violation - code c0000005 (first/second chance not available)
eax=07420a00 ebx=07420aa8 ecx=00000006 edx=00000074 esi=07420a68 edi=0030e190
eip=778564f4 esp=0030de50 ebp=0030de60 iopl=0         nv up ei pl zr na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00200246
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for ntdll.dll -
ntdll!KiFastSystemCallRet:
778564f4 c3              ret
----------------------------
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 00:17:05
Did it crashed instantly or did you play while it crashed? If it is crashed instantly its maybe a bad windows build :/ .
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 00:18:24
Did it crashed instantly or did you play while it crashed? If it crashed instantly its maybe a bad windos build :/ .
It crashes instantly, when "it" is trying to load the files...after you "setup" the game.
 :-\

Besides it has worked for me 100% (well 99) for all the time before...  ::)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 00:19:49
is there a logfile?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 00:21:36
Yes,it's a DMP (Dump, I think) file...
I loaded it with the tools from M$$$ that I downloaded...
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 00:22:48
no, not the .dmp-file something like glest.log

update: and does the same data work with version 3.2.3? ( please test it again )
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 00:24:48
no, not the .dmp-file something like glest.log


Quote
Log file

Core data
Tileset: Evergreen
TechTree: Megapack
Resource type: Energy
Resource type: Food
Resource type: Gold
Resource type: Housing
Resource type: Stone
Resource type: Wood
Faction type: Indian
Unit type: Archer
Well I guess basically when it loads the first unit, it crashes.  :-\ I tried it with a different faction, same thing...  :(
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 00:57:15
same problem here :/
I think the windows build is broken, I will rename it .... by this still no windows version yet :/

( this was hard to test
1. I didn't start my windows for about a year
2. I bought a new motherboard in this time
=> driver insatallation orgie
3. Anti Virus program Problems ....
but finally it did start, sadly without success )
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 00:58:25
same problem here :/
I think the windows build is broken!

( this was hard to test
1. I didn't start my windows for about a year
2. I bought a new motherboard in this time
=> driver insatallation orgie
3. Anti Virus program Problems ....
but finally it did start, sadly without success )
Sorry for the trouble,  :(

Cause windows is...  ::)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ElimiNator on 25 February 2010, 02:39:47
Here is a pic of a flame swordsman I made, to bad we could not have the particles move with the anim some how, his sword needs to stay pretty much stationary.
(http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/hs423.ash1/23449_1327793245180_1541414237_828199_7349890_n.jpg)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: John.d.h on 25 February 2010, 02:59:11
to bad we could not have the particles move with the anim some how
My thoughts exactly.  I want to make a unit with a torch, but I think the attack animation would be problematic.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: Little Helper on 25 February 2010, 02:59:30
Can titi or some one make the AI EVEN MORE HARDER?  ::) pLEASE!!!
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ElimiNator on 25 February 2010, 03:21:38
Why? did you beat a CPU mega? If so what faction was it?
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 25 February 2010, 03:54:50
Here is a pic of a flame swordsman I made, to bad we could not have the particles move with the anim some how, his sword needs to stay pretty much stationary.
(http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/hs423.ash1/23449_1327793245180_1541414237_828199_7349890_n.jpg)
Cool.  8)

Can titi or some one make the AI EVEN MORE HARDER?  ::) pLEASE!!!
Yeah... lol
edit the XMLs...  ::) :P
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: silnarm on 25 February 2010, 05:00:22
to bad we could not have the particles move with the anim some how
My thoughts exactly.  I want to make a unit with a torch, but I think the attack animation would be problematic.

I was looking through Blender's Python interface a few days back, looking for a way to 'tag' a mesh. In the end Hailstone pointed out that you can get the mesh name, which I assume can be set in Blender, and I decided that would be sufficient for my purposes (me5's request for 'turrets' that can rotate independent of the rest of the model).

There should however be a way to 'tag' vertices (and/or edges) with 'meta' information.  Have any of you Blender pros seen anything like this from within Blender?? If it's there we should be able to get that info from python and export it as well, and then this becomes possible.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: John.d.h on 25 February 2010, 05:11:01
I was looking through Blender's Python interface a few days back, looking for a way to 'tag' a mesh. In the end Hailstone pointed out that you can get the mesh name, which I assume can be set in Blender, and I decided that would be sufficient for my purposes (me5's request for 'turrets' that can rotate independent of the rest of the model).
Yes, you can assign both a mesh name and an object name (default is whatever shape it started out as, e.g. "Cube").  I think the only difference is that object names are for meshes and other things (lights, cameras, etc), whereas the mesh name is obviously just for meshes.

Quote
There should however be a way to 'tag' vertices (and/or edges) with 'meta' information.

Have any of you Blender pros seen anything like this from within Blender?? If it's there we should be able to get that info from python and export it as well, and then this becomes possible.
You can assign and name vertex groups, if that's what you mean.  Maybe you could have a way to refer to that vertex group by name?  I'm not sure what information you can assign to the vertex group other than weight, but I'll have a look and see what I can find.


Edit: Okay, I think I found something!  You can assign user-defined properties (strings, ints, floats, booleans, and timers) to objects under the "logic" button, for use in Python scripts and whatnot.  For example:
(http://img40.imageshack.us/img40/1525/blenderproperties.jpg) (http://img40.imageshack.us/i/blenderproperties.jpg/)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: wciow on 25 February 2010, 09:32:08
Good find John  ;)

I think it would be simplest to keep seperate parts of a model as seperate objects. Trying to work with vertex groups will be much more tricky from both a code and model perspective. Trying to put different properties from the logic tab on a single mesh may not be so good.

This way we may sacarafice a small amount of model quality for big gains in ease of use.
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 10:40:50
I also thought about mesh related particles, but I think its hard to do something like this without a bone based model format.
If you want to use the g3d format for this, you maybe can do it with some of the ideas given here.
You have named meshes which you can probabaly can refer too. So you can use a fake mesh with only two vertices in it. You'll need 2 vertices, because you also need a direction for the particle effect. So one vertice is not enough.
All this looks a bit complicated to me. Maybe its better to support another model format one day ( ogre or whatever )

Thinking about particles in general some more realistic ideas for the moment:

- Individual "burning" particle systems for every unit which indicate a damage ( an improved version of the "burnable" switch in the xmls ) .
- other particle emitter types not only "flames" for example:
   flashes
   electric shocks
   something that rortates around the unit
   ....
   I think there are endless possibilities!

Improved shots:
  Currently only one particle system are used for a shot. But it would be cool to have more of them ( one is a "bullet" the rest is some eyecandy  ;D ).
  new trajectory types for the shots
  smoke behind the projectiles ( maybe this can be done with several particle systems for one shot )
  and so on.

And another, not particle related idea:
Animated objects in the tileset! By this you can have trees moving in the wind.
(Maybe animated models in shots too :) )

Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: titi on 25 February 2010, 11:16:09
Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )

https://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: silnarm on 25 February 2010, 11:50:02
Edit: Okay, I think I found something!  You can assign user-defined properties (strings, ints, floats, booleans, and timers) to objects under the "logic" button, for use in Python scripts and whatnot.  For example:
Thanks John, I think that's all meant for the inbuilt Blender Game Engine, but if the BGE can get it from Python, I don't see why we can't.

You have named meshes which you can probabaly can refer too. So you can use a fake mesh with only two vertices in it. You'll need 2 vertices, because you also need a direction for the particle effect. So one vertice is not enough.
If we can 'tag' vertices, you can just use existing vertices on the model, for a point source, like John's torches, it's a simple as that, for Eliminator's sword, yes, it gets a bit trickier, but still doable with only a very minor change to the G3D file format.

Worth looking into I think.

Quote
... Maybe its better to support another model format one day
Yes, ultimately that would be good.

Quote
( ogre or whatever )
no comment.

Quote
Thinking about particles in general some more realistic ideas for the moment:[/b]
   ....
   I think there are endless possibilities!
Yes, much fun can be had here  ;D

Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )
np :)
Title: Re: megaglest (3.2.4_beta3 with black particles available! )
Post by: ultifd on 26 February 2010, 00:05:43
Finally a working windows version!  Thanks a lot Silnarm! ( I already tested it in windows XP )

https://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download

Thanks Silarm.

Yeah it "works" now, but I am confused...Should I overwrite the files from the betas to megaglest 3.23 or Orginal Glest 3.22...?  ???
 ::)
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: Little Helper on 26 February 2010, 00:15:58
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ultifd on 26 February 2010, 00:25:30
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o
:P
Anyways I was playing megaglest w/ indians and I saw some particles... yay.  :)
Only saw the spearman's particles...
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ElimiNator on 26 February 2010, 01:06:10
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai  :o
what faction/s were they?
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: modman on 26 February 2010, 01:10:44
I think GAE coders were talking about a variable AI whose difficulty you could specify during game set up.  There would be other factors too, like aggressiveness, and how much it would know about you (like where you begin the game from).
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ElimiNator on 26 February 2010, 01:32:40
Titi dose team color work in the attack and splash particles?
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: titi on 26 February 2010, 09:20:18
@Eiliminator: No, teamcolor in attack and splash particles are not possible yet. Is there really a need for this?

@Little Helper: I think its impossible to beat 3 Mega-CPUs! The only way you can do something like this is a buggy faction setup the AI cannot play! Maybe a very strange map setup can cause this too!
If you want something challenging play the following setp:
map: Domination Islands, you in slot one and all Mega-CPUs playing egypt in the other slots ....good luck  ;D
If you can do this please make a screenshot and i will work on the CPU player again  ;)

@ultifd:
Are you shure you had the new data when playing? The indians have particles in a lot of places!
for example:
campfire and campfire destructed
golem and golem destructed
horsemen is throwing some dirt when running
destruction effects for all burnable units like tents, reed ...

By the way, we are currently setting up the particles in all the other factions!

Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: -Archmage- on 26 February 2010, 13:10:30
Well, when you've got the data all ready and you have stable 3.2.4 binaries out, then packages will be on their way! :D
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ElimiNator on 26 February 2010, 15:13:40
@Eiliminator: No, teamcolor in attack and splash particles are not possible yet. Is there really a need for this?
YES! It would be realy cool and fun!
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: titi on 26 February 2010, 19:05:43
ok its done, but I still have to test it.
By the way, teamColor particles had a problem in the current version because it was a "teamcolor" not a faction number related color  ...
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ElimiNator on 26 February 2010, 21:58:36
Thanks.  :)
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ultifd on 27 February 2010, 00:05:00
@ultifd:
Are you shure you had the new data when playing? The indians have particles in a lot of places!
for example:
campfire and campfire destructed
golem and golem destructed
horsemen is throwing some dirt when running
destruction effects for all burnable units like tents, reed ...
Well... actually it was trying it out a MegaCPU and well...  ::)
 :-[
Quote
By the way, we are currently setting up the particles in all the other factions!
Great.  :D
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: titi on 27 February 2010, 00:41:33
Tech with particls is checked in too now.
Same with all code changes for particle teamcolor and morphing units to flying units.

@ultifid: I hope we soon see another cool video showing the new particles  :)
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ultifd on 28 February 2010, 00:38:08
Tech with particls is checked in too now.
Same with all code changes for particle teamcolor and morphing units to flying units.

@ultifid: I hope we soon see another cool video showing the new particles  :)


Sweet, I hope so too.
I have a problem though with the way I my games go...  ::)
They are either too fast, too slow, they allies die first, they are too powerful, they suck...etc.  ::)
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: titi on 28 February 2010, 00:41:16
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

Just a little info what I'm currently working on .......

Just started my first 8 player game! Its working here for me!!! Have to test more tomorrow!
It works Ingame and in the map editor! Maybe i have to limit the real network player size to 4 due to bandwidth limits, but for the moment I have 8 real players! So big network coop battles ( on new maps of course ) vs CPU players will be possible soon!!
I think this will be great fun!
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ultifd on 28 February 2010, 00:42:54
Whoa, already?  ::)
Multiplayer or with CPUs...?
wowz.  ::)  :P
I wonder if softcoder will have a hard time though...
SmileySmileySmiley...  ;D
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: titi on 28 February 2010, 00:44:08
I only started a game with 8 teams, thats all for the moment, but I think/hope/wish that it works too for network players!
Title: Re: megaglest ( soon with 8 teams!! )
Post by: -Archmage- on 28 February 2010, 00:58:34
Awesome!!! 8)
Maybe I'll help create some new larger maps for a new release!!! ;D
Title: Re: megaglest ( soon with 8 teams!! )
Post by: ultifd on 28 February 2010, 01:09:10
Man, I have to try a 4vs 4 player game. That would be awesome! Then, MEGA CPU. But I have to try to polish my skills first. Then again, if the 4 CPUs gang up on me... well...  ::)  :P
But now wouldn't it be harder for the AI/CPU to play?  ???
Then if I record that...well...  ::)
But then my Comp will explode. Joking of course, but...
Title: Re: megaglest ( soon with 8 teams!! )
Post by: John.d.h on 28 February 2010, 01:11:25
Maybe when it gets standardized, we can schedule a big international Glest party. ;)
Title: Re: megaglest ( soon with 8 teams!! )
Post by: -Archmage- on 28 February 2010, 01:14:27
At my house!!! ;D ;D ;D

JK. :P

Anyway how would we have the party? ::) :P
Title: Re: megaglest ( soon with 8 teams!! )
Post by: ultifd on 28 February 2010, 01:15:04
Maybe when it gets standardized, we can schedule a big international Glest party. ;)
Well, that would be interesting... 1vs1vs1vs1vs1vs1vs1vs1?  ::)
But then there is the problem of our OS... we are all not using linux, windows, mac... etc.  :P
But interesting to think about.
Of course, then some people are better than others... so there might be some unfairness.
Of course, if this really happens, I will record it. I might have to use my 64 bit 8gb comp though.
For the time I'm still alive though.
Title: Re: megaglest ( soon with 8 teams!! )
Post by: John.d.h on 28 February 2010, 01:16:57
At my house!!! ;D ;D ;D

JK. :P

Anyway how would we have the party? ::) :P
I mean in the sense of a big group of people playing against each other across the globe... not an actual party with chips and dip. :P

Maybe when it gets standardized, we can schedule a big international Glest party. ;)
Well, that would be interesting... 1vs1vs1vs1vs1vs1vs1vs1?  ::)
But then there is the problem of our OS... we are all not using linux, windows, mac... etc.  :P
But interesting to think about.
Good point, but Linux live CDs are easy to make.  That way everybody would be on the same page, so to speak.
Title: Re: megaglest ( soon with 8 teams!! )
Post by: ultifd on 28 February 2010, 01:18:44
At my house!!! ;D ;D ;D

JK. :P

Anyway how would we have the party? ::) :P
I mean in the sense of a big group of people playing against each other across the globe... not an actual party with chips and dip. :P

Archmage, you pay for us to come.  ::)
 :P Joking
Title: Re: megaglest ( soon with 8 teams!! )
Post by: Little Helper on 28 February 2010, 01:59:22
FINALLY!!! NOW I CAN VERSUS ALL 8 MEGA's  ::) CAN'T wait!
Title: Re: megaglest (3.2.4_2_beta3 windows working now! )
Post by: ultifd on 28 February 2010, 03:57:38
Quote
@ultifd:
Are you shure you had the new data when playing? The indians have particles in a lot of places!
for example:
campfire and campfire destructed
golem and golem destructed
horsemen is throwing some dirt when running
destruction effects for all burnable units like tents, reed ...
I still don't see it. Was recoding a video and I didn't see it.
I probably compiled it badly...  am I supposed to overwrite the files in megaglest stable or Orignal Glest?
I don't see stuff like...
(http://www.titusgames.de/screens/fire2.jpg)
Title: Re: megaglest ( soon with 8 teams!! )
Post by: ElimiNator on 28 February 2010, 07:32:10
8 player! cool! now me, all my bros and dad can join up, with some CPUs to boot!

FINALLY!!! NOW I CAN VERSUS ALL 8 MEGA's  ::) CAN'T wait!
7 you mean, and if they are all on a team you WILL NOT win.
Title: Re: megaglest ( soon with 8 teams!! )
Post by: titi on 28 February 2010, 09:39:37
@ultifd:

1: download this:
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_data.7z/download

2:download this:
http://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download

These two packages should be a full megaglest installation. Put them in their own directory and it will work!
Title: Re: megaglest ( soon with 8 teams!! )
Post by: titi on 28 February 2010, 13:50:07
8 players should work now.
I checked in and linux binary will hopefully follow soon

Can someone (silnarm?) please create/test a windows build? I don't even know if it compiles, because i cannot test it here.

To play with 8 players you'll need 4 new teamcolors! download them here:
http://megaglest.svn.sourceforge.net/viewvc/megaglest/data/glest_game/data/core/faction_textures.tar.gz?view=tar
they have to be placed in you megaglest installation under:
data/core/faction_textures

Of course you'll need a 8 player map too to play with 8 players. These can be created with the new editor
Title: Re: megaglest ( soon with 8 teams!! )
Post by: silnarm on 28 February 2010, 14:29:58
Can someone (silnarm?) please create/test a windows build? I don't even know if it compiles, because i cannot test it here.

Compiles cleanly, haven't tested it just yet...

Quote
To play with 8 players you'll need 4 new teamcolors! download them here:
http://megaglest.svn.sourceforge.net/viewvc/megaglest/data/glest_game/data/core/faction_textures.tar.gz?view=tar

Did someone forget to add four new files to the repository ?  :P

Quote
Of course you'll need a 8 player map too to play with 8 players. These can be created with the new editor

Any chance you could stick one of these in the repo as well ?
Title: Re: megaglest ( soon with 8 teams!! )
Post by: titi on 28 February 2010, 15:59:32
Did someone forget to add four new files to the repository ?  :P

Uuhh thanks, its hopefully all in now.

Compiles cleanly, haven't tested it just yet...

good news!

Quote
Any chance you could stick one of these in the repo as well ?
I still have no such map :/. Only a plane with 8 start points ....
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 28 February 2010, 21:41:58
@ultifd:

1: download this:
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_data.7z/download

2:download this:
http://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download

These two packages should be a full megaglest installation. Put them in their own directory and it will work!
Oh, stupid me... I should have known that already...thanks.  :)
EDIT: But if I do that, I am still missing the glest.ini/other files...  ::) So do I take the original Glest.ini?
(http://img528.imageshack.us/img528/1172/59679133.jpg) (http://img528.imageshack.us/i/59679133.jpg/)
Now, I wonder who is going to create that new 8 player map... ::)  :P
EDIT:NVM, I think it works now...took the stuff from stable megaglest 3.23... :P
(http://img689.imageshack.us/img689/1166/mg2.jpg) (http://img689.imageshack.us/i/mg2.jpg/)
windows cr@p... :P
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: titi on 28 February 2010, 22:07:59
yes use the glest.ini from original glest
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 28 February 2010, 22:40:54
yes use the glest.ini from original glest
Yeah, it works...kinda...the Indians didn't do anything though...as I was saying in the new map thread.
I got to see the new particles though...Now I'll upload videos, nothing special since there wasn't any "battles" though.  :-\
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: titi on 28 February 2010, 23:01:18
What do you mean with "the indians didn't do anything"? They didn't even move?
We have no such problems here in linux, everything works as usual  :-\
Probably you used a easy-cpu which really doesn't attack a lot?

Can anyone establish these problems?
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 28 February 2010, 23:04:08
There will be a video later.  ::)  :P
(http://img7.imageshack.us/img7/2429/battl.jpg)
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: titi on 28 February 2010, 23:11:27
ressources harvested 0 for all CPUs??
I think this is a problem! Maybe its the map, I will download to test too.
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 28 February 2010, 23:34:19
Yeah, that will be good.
Editing the faulty Indians video now...
but for now...

Glest: Campfire Particles (http://www.youtube.com/watch?v=xmUm3TE9PP8)

Glest: Firegolem Particles (http://www.youtube.com/watch?v=ji-kh0sfn-c)

 :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
 ::)  :P
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: titi on 28 February 2010, 23:51:16
I tested it now( and played a game ) and i didn't see this problem here in linux.
I think this is something window or build specific  :-\ .
Which version did you use exactly? Was it your own build?

Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 1 March 2010, 00:34:06
Code: [Select]
[URL=http://img402.imageshack.us/i/57938857.jpg/][IMG]http://img402.imageshack.us/img402/6452/57938857.jpg[/img][/URL]Is this all the files I need? maybe I should use the glest.ini from Original GLest, not stable megaglest 3.23...
EDIT: I just played/started a game with indians as me, norsemen as my ally and tech and magic as my opponents...they behaved the same way... maybe I compiled it wrong?
Then, when I tried to take a screenshot with the "E" key it crashed...weird.
Although I usually use my 3rd party SS taker...
------------------------
I tested it now( and played a game ) and i didn't see this problem here in linux.
I think this is something window or build specific  :-\ .
Which version did you use exactly? Was it your own build?
I did this
@ultifd:

1: download this:
Code: [Select]
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta3_data.7z/download
2:download this:
Code: [Select]
http://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download
These two packages should be a full megaglest installation. Put them in their own directory and it will work!
Then I added the other files needed such as the glest.ini file to the "package"
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: titi on 1 March 2010, 00:34:26
...
Sometimes this happens...it seems to be a "semi-regular"
 thing for me.

This bug is is not something "regular"  :'(.  Lets hope this isn't anything serious!
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ultifd on 1 March 2010, 00:35:23
...
Sometimes this happens...it seems to be a "semi-regular"
 thing for me.

This bug is is not something "regular"  :'(.  Lets hope this isn't anything serious!
I just updated my post.
It's regular for me. Probably Compiling issues.
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: modman on 1 March 2010, 00:44:19
What is the format for the particles XML?  Everything I try, I always get this:
Code: [Select]
[img]http://img231.imageshack.us/img231/1641/errorej.png[/img]
I tried using a particle_splash, because it would make the most sense, and also a particle_proj (even though I expected it not to work.

Could someone post their particle XML for me?  Thanks.
Title: Re: megaglest ( svn version with 8 teams!! )
Post by: ElimiNator on 1 March 2010, 01:05:24
Ok here is mine,

This is what you but in the unit xml,
Code: [Select]


<skill>

<type value="upgrade" />

<name value="upgrade_skill"/>

<ep-cost value="0" />

<speed value="300" />

<anim-speed value="150" />

<animation path="models/temple.g3d" />
<particles value="true">
<particle-file path="upgrade.xml"/>
</particles>

<sound enabled="false"/>

</skill>

And this is the particle xml,
Code: [Select]
<?xml version="1.0" standalone="yes"?>
<unit-particle-system>
        <texture value="true" path="images/par.bmp" luminance="true"/>
    <primitive value="quad"/>
    <offset x="0" y="-0.5" z="0"/>
    <direction x="0" y="1" z="0"/>
    <color red="0.0" green="0.0" blue="0.0" alpha="0.8" />
    <color-no-energy red="0.0" green="0.0" blue="0.0" alpha="0.6" />
        <radius value="2" />
        <size value="0.6" />
        <size-no-energy value="0.3" />
        <speed value="3" />
    <gravity value="0.5"/>
        <emission-rate value="4" />
        <energy-max value="20" />
        <energy-var value="0" />
        <fixed value="false" />
        <relative value="true" />
        <teamcolorNoEnergy value="true" />
        <teamcolorEnergy value="true" />
</unit-particle-system>
Title: megaglest3.2.4-2-beta4 ( 8 player version )
Post by: titi on 1 March 2010, 01:23:14
@modman: Or you look at the megaglest data there are several examples now!

Ok here we go....
new beta version megaglest3.2.4-2-beta4:
Whats new?:
- Fire with smoke for every "burnable" unit ( even walking/flying ones if you want )
- 8 player support
- new particle systems for damage indication
- more particles everywhere  ;D
- new snow
- ingame option to switch off all the new particles ( for slow machines )
- morphing ground units to flying units
- damage-all switch in splash definition works now


Download:

Attention!! There are several data changes in this release! ( you'll need a new glest.ini for example! )
To get the data its currently best to download directly from svn here:
http://megaglest.svn.sourceforge.net/viewvc/megaglest/data.tar.gz?view=tar

The binaries are here as usual ( 8 player editor is included ):
https://sourceforge.net/projects/megaglest/files/

The data package represents a full megaglest installation with all needed parts beside the binarys and so on.
Extract the data somewhere and the binary too and you'll have a full megaglest installation.

Maps wanted:
I still have no fun and good 8 player map, maybe someone can create something like that?
Best would be a 4 vs 4 map where the first 4 slots play versus the last 4 slots.

UPDATE:
Windows version is available too now https://sourceforge.net/projects/megaglest/files/
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 1 March 2010, 01:54:20
8 player support but with no 8 player map.  ::)  :P
How would we create one...
Maybe when there is a windows build, it will fix my problem...hopefully.
Usually they just build one building, then all of the attacking units go attack....
 ::)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 1 March 2010, 02:26:26
Why don't we add more player brushes to the Glest map tool?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Trappin on 1 March 2010, 08:02:11
Quote
titi: Maps wanted-
I still have no fun and good 8 player map, maybe someone can create something like that?
Best would be a 4 vs 4 map where the first 4 slots play versus the last 4 slots.

Quote
Silnarm: I will test your changes out tonight zombiepirate, if it doesn't crash on me I'll merge in titi's changes and get some binaries together for people to play with.

Are we waiting for the merged megaglest map editor / zombiepirate map editor package release? Is there a new windows compatible megaglest map editor available for download?

15 pages of megaglest beta testing comments and a new map editor project in a thread labeled "I'd like to help out". titi, please start a new map editor thread on the map forum - the information concerning two separate map editor project builds is scattered, incomplete and confusing.

Megaglest

Are you adding new features OR working towards a stable, finished product? Will the first stage of this project to be done in a few more weeks? couple months?

Thanks.

Title: Re: megaglest (beta version with 8 teams!! )
Post by: silnarm on 1 March 2010, 08:49:02
15 pages of megaglest beta testing comments and a new map editor project in a thread labeled "I'd like to help out". titi, please start a new map editor thread on the map forum - the information concerning two separate map editor project builds is scattered, incomplete and confusing.

I take it you won't mind if I beat him to it, map editor dev topic has been started,
https://forum.megaglest.org/index.php?topic=5117.0

Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 1 March 2010, 10:12:06
@Trappin: No we will release a new stable version soon! I'm just waiting for sofcoder to come back.
3.2.3 was released on 23 January, its the stable version for the moment.
After this network code was improved by softcoder. We first wanted to release this state, but we didn't get any reports of successful windows network gaming up to now ( and I still know a little bug :/ ). And softcoder left for a 10 day trip now.

Facing these delays, I decided to continue my work, but you are right I should stop now and focus completly on a release.
What I wanted to do with the particles is done now. While doing this I just saw how easy it was to add 8 player support, so I couldn't resist....

@all: of course the current megaglest map editor supports 8 teams now!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 1 March 2010, 10:50:08
Windows version is available now ( with 8 player editor ). Thanks again silnarm!
https://sourceforge.net/projects/megaglest/files/

Please report the bug with non harvesting! I still didn't see this bug in windows and linux :( .

Update: silnarm reported CPU-easy problems now which might be a problem of the CPU-easy implementation, but does anyone see these problems for normal CPU or stronger too?

Update2: I try and try in Windows, but I cannot establish this problem yet. For me everything is fine, I started about 20 games now with CPU-Easy and map beta_elbe_canal. For me everyone starts harvesting :( . Maybe it has something to do with the current megaglest data? I'm using 3.2.2 data with megapack v4 (mailnly) to test on windows.  Does anyone ever see such an effect with original glest 3.2.2 too?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 1 March 2010, 14:45:18
I've decided that I'll do installers this time. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 1 March 2010, 14:51:31
Very good idea!
I promise not to work on the code anymore for a while, only bugfixes( if there are any serious )!
If I really want to do something I'll test or I do some data changes, I think that's ok.

I really want to go for a stable release now.

( or I create a new tileset :)  )
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 1 March 2010, 14:57:32
Maybe we should use a ticket system like GAE. :)

Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 1 March 2010, 15:26:49
Well, maybe, but a managed one! I don't like the fact that everyone can create tickets. This should only be done by the team members  ( usually only by one of the team members, the ticket god :) ! )
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 1 March 2010, 15:59:47
I think all team members(whoever they are...) should be able to make a ticket, then the "ticket god" manages them to make sure they there are only one of each kind and no huge unimaginable features. :D

The thing is, who would the team members be?

EDIT: Just thinking after reading a post in translations.......maybe we could add some new languages. ;)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 1 March 2010, 18:32:12
Titi is there a Linux map-editor that has 8 team brushes?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 1 March 2010, 19:43:04
Read all the posts here you haven't read and then remove that question, the answer is already here. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 2 March 2010, 00:11:54
Windows version is available now ( with 8 player editor ). Thanks again silnarm!
https://sourceforge.net/projects/megaglest/files/

Please report the bug with non harvesting! I still didn't see this bug in windows and linux :( .

Update: silnarm reported CPU-easy problems now which might be a problem of the CPU-easy implementation, but does anyone see these problems for normal CPU or stronger too?

Update2: I try and try in Windows, but I cannot establish this problem yet. For me everything is fine, I started about 20 games now with CPU-Easy and map beta_elbe_canal. For me everyone starts harvesting :( . Maybe it has something to do with the current megaglest data? I'm using 3.2.2 data with megapack v4 (mailnly) to test on windows.  Does anyone ever see such an effect with original glest 3.2.2 too?

Yay, so fast...  ::)  :P

I'll have to test it later though.../report any problems since I only have time to post on the forums...  :-\
EDIT: Same problem. I'm just going to try to re-compile my data then... they first produce a building, then they just produce more "workers"...They also send each of the attacking units to attack the opponents...
Weird.  :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 2 March 2010, 00:23:47
The map editor with 8 brushes failed. I tested the map editor with 8 player brushes put them in the map and click save as and then it pops up saying map editor..etc has stop working and then goes saying finding a solution. I am using windows 7
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 2 March 2010, 00:33:02
The map editor with 8 brushes failed. I tested the map editor with 8 player brushes put them in the map and click save as and then it pops up saying map editor..etc has stop working and then goes saying finding a solution. I am using windows 7
hmm...

another bug is that I try to take a screenshot by pressing "E", then it crashes...  ::)  :-\
Code: [Select]
[URL=http://img222.imageshack.us/i/errorss.jpg/][IMG]http://img222.imageshack.us/img222/5208/errorss.jpg[/img][/URL]
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 2 March 2010, 00:52:44
Quote
The map editor with 8 brushes failed. I tested the map editor with 8 player brushes put them in the map and click save as and then it pops up saying map editor..etc has stop working and then goes saying finding a solution. I am using windows 7

Does the original map editor work?



Quote
another bug is that I try to take a screenshot by pressing "E", then it crashes...  Roll Eyes  Undecided
Code: [Select]
[img]http://img222.imageshack.us/img222/5208/errorss.jpg[/img]

Permissions error, you have to change the permissions on your Glest directory so something without sudo powah, can access it. ;D
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 2 March 2010, 01:45:50
Glest map editor does not there are 8 player brushes but no visuals of them like color what so ever. I open a map with the new 8 player map editor place "invisible 6-8 player brushes" and place in the map without knowing where they are because I can't see it, next I click "save" but if I click save as the map editor will not respond and pops up with a loading bar saying, "looking for solutions". Anyways I click save and ran megaglest-3.2.4-2-beta4 and then created a new game with all those 8 player slots on top and change the map to the one I saved with the new glest map editor and I still can't add more player slots because the map max is still 4 after placing those invisible player brushes. WHY IS THAT? anyways I hope you fix this!! :D. I am using windows 7, with no user account control with full admin rights to glest.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 2 March 2010, 01:50:21
Aha!

A solution to maybe both your issues, Little Helper(it is weird saying that!)

Did you install the new team colors. That's the most likely reason why you can't see the players, and I could imagine it crashing the editor... :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 2 March 2010, 01:53:05
Now that you said that...Its like having new clear eyes for my blindness!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 2 March 2010, 01:58:04
But still why does it say max 4 players?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 2 March 2010, 01:58:45
Quote
But still why does it say max 4 players?

Where does it say that?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 2 March 2010, 02:12:42
In the new game menu screen on the bottom of the map name when your selecting the game's map. Still the map editor should of have colors for the new player brushes there is still no color brushes 5-8 or else it wont be there.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 2 March 2010, 02:45:39
Quote
another bug is that I try to take a screenshot by pressing "E", then it crashes...  Roll Eyes  Undecided
Code: [Select]
[img]http://img222.imageshack.us/img222/5208/errorss.jpg[/img]

Permissions error, you have to change the permissions on your Glest directory so something without sudo powah, can access it. ;D
What? explain eh... sorry I'm not...
Anyways, the behaviors...
I also re-compiled it too...  :-\
Code: [Select]
[URL=http://img42.imageshack.us/i/sdsdc.jpg/][IMG]http://img42.imageshack.us/img42/8233/sdsdc.th.jpg[/img][/URL] [URL=http://img9.imageshack.us/i/sdssdx.jpg/][IMG]http://img9.imageshack.us/img9/9715/sdssdx.th.jpg[/img][/URL] [URL=http://img175.imageshack.us/i/sdds.jpg/][IMG]http://img175.imageshack.us/img175/2056/sdds.th.jpg[/img][/URL] [URL=http://img524.imageshack.us/i/sdsdds.jpg/][IMG]http://img524.imageshack.us/img524/5582/sdsdds.th.jpg[/img][/URL] ::)  :P
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 2 March 2010, 10:08:04
For the problems mentioned here:
Little Helper: you have to start map_editor.exe not glest_editor.exe! I don't know why it has a different name....

ultifids screenshot problems( I assume you are talking about megaglest ingame shots ):
Does the directory screens exists? Do you have accessright in this directory ?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 2 March 2010, 12:12:47
Titi: I already asked him something like "Do you have accessright in this directory ?"...



Quote
Quote from: -Archmage- on March 01, 2010, 20:57:32
Quote
another bug is that I try to take a screenshot by pressing "E", then it crashes...  Roll Eyes  Undecided

Permissions error, you have to change the permissions on your Glest directory so something without sudo powah, can access it. Grin
What? explain eh... sorry I'm not...
Anyways, the behaviors...

You need to change the permissions on your Glest directory so that anything can access it, do you know how to do that?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 3 March 2010, 00:50:39
Never mind I don't have a "screens" folder, thanks.  :)

I think I still have the problems with the factions in the "megapack"...Dark Magic CPU is fine...  ::)  :P
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 00:56:36
Ok...
I'm preparing a beta4 release with installers, please stand by...

Oh yes, I have a question...Where is the Windows build for the latest map editor?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 00:57:12
@ultifd:please give me more details!
Which OS are you using exactly?
Which megaglest version?
Do you use the precompiled binary?
How did you download the data?
Do you use a separate megaglest install or are the things mixed up with normal glest and GAE ?

@archmage: Use this GAE editor for windows its the most up to date and should work for megaglest too:
https://sourceforge.net/projects/glestae/files/glestae_snapshots/map_editor/map_editor_win32.7z/download
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 3 March 2010, 01:06:04
Which OS are you using exactly? Windows 7 Home Premium 32 bit
Which megaglest version? megaglest 3.24-2-beta3 data/ beta 4 files....
Do you use the precompiled binary? what do you mean?
How did you download the data? from my browser's standard download "manager" (firefox)
Do you use a separate megaglest install or are the things mixed up with normal glest and GAE ? separate

----------
I'm going  to test again.  :-\
The video is being processed.  :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 3 March 2010, 02:09:12
It won't work!  :'(

OS: Windows XP

I downloaded it (i think, i realy don't know, i say like 5 links).
and i only have a 4 player slot.

Can you post only what I would need to run it?

Ex: MegaGlest (i don't know the version).
Ex: Map Editor (with 8 slots)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 3 March 2010, 02:53:22
^Hmm...

Anyways here's the video that shows an example...

http://www.youtube.com/watch?v=A4EUCdOB9Cc
now if we had that bbcode...I could just...

I also just played a game with Dark Magic 1vs1vs1vs1, unfortunately, the same thing happened.

http://www.youtube.com/watch?v=S-R7CztIhS8

Code: [Select]
[URL=http://img52.imageshack.us/i/end2s.jpg/][IMG]http://img52.imageshack.us/img52/6305/end2s.jpg[/img][/URL]
Original SS: http://img8.imageshack.us/i/endum.jpg/

I would upload the recording of the game, but the audio is messed up.  :(
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 05:06:12
Bug Report:
It appears that you can't create a map with 8 players, I'm using the map editor, and I can see any icons when I place player 5-8, also, it seems they don't even get placed, because I save the map and try to use it but the game only lets me put in 4 players, which is strange.....

Titi, can you do 8 players on an eight player map in Windows, or only Linux....?

Also, how can I add stuff to svn, I see all these minor things in the XML that could be updated, and I'd like to just be able to sweep through and continuously fix all kinds of issues, but I don't know how to add to svn...
Title: Re: megaglest (beta version with 8 teams!! )
Post by: zombiepirate on 3 March 2010, 05:20:29
Did you reset the players to 8? By default there are only 4 players until you reset to 8.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: wciow on 3 March 2010, 09:49:37
This DOES work. I tested it last night on Win 7 and had two good eight player games.

You need the new map editor and set players to 8. Then make a basic map with 8 start points.

Make sure you have downloaded the extra faction TGA's to data/core/textures or make your own like I did  :P
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 10:34:10
Thank you very very much for your post wciow! I already thought that there is something completly wrong  :-[ :-[
Lets hope a full installation made by archmage will solve most of the problems!
By the way,
I'm getting a new internet connection this weekend. If everything works fine I'm hopefully able to upload bigger things like fullinstallations in the future without stressing my neighbour and his WoW
( although I fear it would still take 5 hours to upload a full installation )
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 13:30:33
THat's what I'm for with my fast internet connection, I get the stuff from svn and make installers with the latest binaries.
There will be some Windows and Linux MegaGlest-BETA4 installers soon. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 15:21:12
Did you reset the players to 8? By default there are only 4 players until you reset to 8.

You da man, man!
That was my problem! :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 16:17:25
I should set 8 as default in the future!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 3 March 2010, 16:34:16
How do you reset it?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 16:39:02
oh man
edit -> reset players
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 3 March 2010, 16:43:13
O  :D , sory  >:( I thought you ment something else..... :-\ sory.  :-X
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 17:06:12
Elim do you have a problem, if so, what is it?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 3 March 2010, 18:23:35
No probs, I am fine.  :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 19:09:29
Glad to hear it! :)

Anyone else have problems?

Titi please read below:

I think we may have sorted out all the issues, a complete 3.2.4 release could be made now, all I'd have to do is to get the latest GAE map editor(I can get it for Windows.....but Linux...sorry I'd need you to direct me...), and know that I have the latest data, I downloaded it from svn yesterday did you update anything?
Oh yes, and I'll be needing the 3.2.4 binaries as soon as they're released, one for Windows(32-bit), and two for Linux(32 and 64-bit).

Also, how can I add stuff to svn?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 19:52:42
I think we may have sorted out all the issues, a complete 3.2.4 release could be made now, all I'd have to do is to get the latest GAE map editor(I can get it for Windows.....but Linux...sorry I'd need you to direct me...), and know that I have the latest data, I downloaded it from svn yesterday did you update anything?
No, nothing is changed
Quote
Oh yes, and I'll be needing the 3.2.4 binaries as soon as they're released, one for Windows(32-bit), and two for Linux(32 and 64-bit).
No lets stay with this beta we currently have! I have the feeleing that there are only very little people who tested it yet, but I think we need serious testing to make a stable 3.2.4. Ultifids problem for example is really bad. Lets hope this is just an installation problem.
I know its a lot of work to make these installers, but for you its a first test for packaging things too, so its really a beta version but with full (beta)installers!
Quote
Also, how can I add stuff to svn?
Currently you cannot add stuff to svn. I'm the "master" of the sourceforge project and I want to keep a bit of control about what is changed and so on. For the moment its best if you send your changes to me. I'll look at them and if they are ok I'll put them to svn.

For the linux binaries, use these for now:
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta4_i386_linux_bin.tar.bz2/download
A non flickering 8 player editor is included too, but without the undo feature for the moment, but I think thats OK.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 3 March 2010, 20:34:10
Quote
Quote from: -Archmage- on Today at 15:14:17
I think we may have sorted out all the issues, a complete 3.2.4 release could be made now, all I'd have to do is to get the latest GAE map editor(I can get it for Windows.....but Linux...sorry I'd need you to direct me...), and know that I have the latest data, I downloaded it from svn yesterday did you update anything?
No, nothing is changed

Good, then I'll finish packing stuff up. :)



Quote
No lets stay with this beta we currently have! I have the feeleing that there are only very little people who tested it yet, but I think we need serious testing to make a stable 3.2.4. Ultifids problem for example is really bad. Lets hope this is just an installation problem.

Hmm...ok.



Quote
I know its a lot of work to make these installers, but for you its a first test for packaging things too, so its really a beta version but with full (beta)installers!

Oh no, I;ve done installers before, I'm very familiar with InstallJammer, it's getting everything ready and making sure you're up-to-date that's hard. :)



Quote
Currently you cannot add stuff to svn. I'm the "master" of the sourceforge project and I want to keep a bit of control about what is changed and so on. For the moment its best if you send your changes to me. I'll look at them and if they are ok I'll put them to svn.

I see....I was mostly thinking of particles and small things like taking out certain sounds in the XML so that an animal didn't say something in English. Also I made a new fire arrow particle specifically for MegaPack, and it wasn't in there, maybe I can find it and send it to you? ;)



Quote
For the linux binaries, use these for now:
http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta4_i386_linux_bin.tar.bz2/download
A non flickering 8 player editor is included too, but without the undo feature for the moment, but I think thats OK.

Ok.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 22:26:37
If you didn't packaged the linux version yet, can you probably remove all files that start with
libstdc... in the lib directory? I think this will make it more compatible...
Title: Re: megaglest (beta version with 8 teams!! )
Post by: modman on 3 March 2010, 23:04:46
Will eight-player maps be compatible with four-player maps?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 3 March 2010, 23:12:27
I tested it and no, it will not work  :(. It crashes glest 3.2.2 if you select it! You don't even have to start it, just switch to it and it crashes!

If this is what you wanted to know. But if the question is "Can i still play the old maps", yes you can!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: modman on 3 March 2010, 23:28:56
I tested it and no, it will not work  :(. It crashes glest 3.2.2 if you select it! You don't even have to start it, just switch to it and it crashes!

Thanks for the info.  This is a bug then, because we won't always want to play eight-player games!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 3 March 2010, 23:40:34
I guess I have to wait then...

I'll try to re-download everything.  :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 4 March 2010, 00:37:15
No you got it wrong, of course you can play 1 two or whatever player games!
But you cannot play a 8 player map in glest 3.2.2 ( of course , because glest 3.2.2 doesn't support that )
But you can play everything in megaglest! Old maps new maps whatever you want.

So yes, its compatible!

Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 4 March 2010, 00:39:57
I need some help, when i open glest, i only get 4 player slots :'( .

How do i fix it? (I am using Windows XP)
please help.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 4 March 2010, 00:40:46
ok which glest? megaglest?

Do you only see 4 slots or you can only open 4 slots?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 4 March 2010, 00:43:01
Yes, megaglest

I only see 4 slots. . . what do you mean only open 4 slots?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 4 March 2010, 00:46:24
If you go to custom game, what do you see? 8 slots for 8 players or as usual 4 slots?

Which version is dispplayed under the logo when you start glest?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 4 March 2010, 00:49:07
If you go to custom game, what do you see? 8 slots for 8 players or as usual 4 slots?

Which version is dispplayed under the logo when you start glest?
Glest 3.2.3 (i think).
Usual 4 player slots
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 4 March 2010, 00:51:01
Thats ok, because 3.2.3 doesn't support 8 players! I think you have to wait for the next version.
Archmage is currently building an installer for it!

Can I remove this little discussion from this thread?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 4 March 2010, 00:52:09
I thought the beta was out?!?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 4 March 2010, 01:04:13
right, but I don't want to describe you how to install it.

either you understand what I wrote here:
https://forum.megaglest.org/index.php?topic=4930.msg40554#msg40554
 or you have to wait .....
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 4 March 2010, 01:25:36
ace frog I had the same problem too! Just download the new mega glest data ;D
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 4 March 2010, 01:27:02
I'm still fiddling around making sure I have the current data, I should have the installers up tomorrow. :)
Title: cool screenshots
Post by: titi on 4 March 2010, 01:31:36
While you wait, here are some nice screenshots of a 3 player coop megaglest game we played today (we lost...)

Click on the picture!
(http://titusgames.de/screens/mparticles/001-screen64.jpeg.small.jpeg) (http://titusgames.de/screens/mparticles/index.html)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Super Tom on 4 March 2010, 01:34:43
Hi, titi! Please update norsemen particle effects, I use norsemen this faction when found inside the chimneys smithy blacksmith did not take the flame and smoke! thank you!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 4 March 2010, 01:57:28
IF you don't mind Titi, I would like to do the Norseman blacksmith particles since I just downloaded all that data and because it would be FUN..... ;D

Also, I modified the player team colors, and put them in proper order, do you want me to release Megaglest with my team color changes or without them?
 8)


Tom, stop SPAMING!!! >:(
You give Titi like 20 minutes to respond before you make another post, give him a break!!!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 4 March 2010, 02:03:02
Cool screenshots...
Tom...stop.  :-\
Anyways I downloaded everything again and tested... here is the result.
http://www.youtube.com/watch?v=xhHsjjTZiEE
Yeah...same thing...except the Persians seems normal.

First/Original Video: http://www.youtube.com/watch?v=A4EUCdOB9Cc

Dark Magic Version: http://www.youtube.com/watch?v=S-R7CztIhS8

(All the links I posted are concerning the behavior...)  :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Super Tom on 4 March 2010, 02:25:22
OK,-Archmage- ! I would like to know if you do Norseman blacksmith particles do particle effects than titi please??? I think the particle effects and tech factions inside the smithy chimney effect as the particles can be, and I really like Megaglest, I can not give it up! Can you provide Norseman blacksmith particles???
Why are you asking me to stop speaking, I ask for your help, I really do not understand why?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ace frog on 4 March 2010, 03:04:41
OK,-Archmage- ! I would like to know if you do Norseman blacksmith particles do particle effects than titi please??? I think the particle effects and tech factions inside the smithy chimney effect as the particles can be, and I really like Megaglest, I can not give it up! Can you provide Norseman blacksmith particles???
Why are you asking me to stop speaking, I ask for your help, I really do not understand why?
Because it is fine the way it is.
learn to live with it, if you don't like it, don't use it.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 4 March 2010, 03:10:42
OK,-Archmage- ! I would like to know if you do Norseman blacksmith particles do particle effects than titi please??? I think the particle effects and tech factions inside the smithy chimney effect as the particles can be, and I really like Megaglest, I can not give it up! Can you provide Norseman blacksmith particles???
Why are you asking me to stop speaking, I ask for your help, I really do not understand why?

You just need patience...

Anyways... I checked again. Persians are normal...they seem to be slow but at least...though they only harvest gold...

Egyptians don't harvest and etc. too...
Others...well...  :(
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Super Tom on 4 March 2010, 03:14:51
You misunderstood what I meant, I like it, thank you! Norseman blacksmith particles did not appear, I use this faction, I have built a blacksmith's shop, but the smithy of the chimney did not smoke cigarettes, blacksmith-made iron in the calcined did not emerge when the chimney fire, you can try it themselves!  
Can you also provide a game plan to me to see, thank you! (Norseman blacksmith particles )
Game Screenshots
(http://www.imageuploading.com/ims/pic.php?u=1964536GbS&i=122152)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Little Helper on 4 March 2010, 06:29:35
Alright after testing the 8 player team. I found out some errors and my findings could help titi and you guys fix the errors. Ok after playing I noticed that all of the cpu easy - mega does not work besides walking around. I examined them for about 15 minutes so I started to destroy their castle but these were all roman mods so I destroy their forum (castle) then suddenly all of the peasant started to mine gold and harvest like what they are suppose to do but once they mine 25 gold they stopped because duh.. I destroy their castle. So I think I help found the problem; instead of them stopping what they are suppose to do when I destroy their forum (castle) they got their lazy @s* up and started to work after I destroy their forum (castle)..
Title: Re: megaglest (beta version with 8 teams!! )
Post by: John.d.h on 4 March 2010, 22:03:02
Okay, I just tested out MegaGlest (this version: http://www.filefront.com/15527497/MegaGlest-3.2.3-WIN.7z) and there are the following issues:
Other than that, it was a successful run.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 4 March 2010, 22:11:59
John, bye bye, you're way way way too out of date! :P
You haven't been listening, oh yeah thanks for the screenshots bug, I'm going to wait for Titi to fix that.
As far as the pathfinding goes, I don't think Titi has even touched that.
Dude particles is an all 3.2.4 thing!

I'm trying hard to get installers up but I'm having difficulties, please just wait!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: John.d.h on 4 March 2010, 22:59:32
Sorry, I didn't feel like digging through 18 pages to find the current version. :P

But yeah, I just played another game with Egyptians vs. CPU-easy Indians, Persians, and Norse and all seemed to harvest and produce.  The Norse seemed to be really lacking, though.  I killed them last and they only had a couple buildings while the Indians had a huge army and tons of buildings pretty early.  Persians had a pretty small settlement, but it was clear they'd definitely built a few things.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 4 March 2010, 23:37:09
Okay, I just tested out MegaGlest (this version: http://www.filefront.com/15527497/MegaGlest-3.2.3-WIN.7z) and there are the following issues:
  • It might be nice if it came with a "screens" folder instead of "screenshots" so it wouldn't crash when you try to take one. ::)
  • The pathfinding seemed a little dumb, but I'm not sure if that's a Glest thing or a MegaGlest thing. :P
  • I didn't see any particles for the Indians' campfire.  Are they supposed to be included yet?
Other than that, it was a successful run.
The particles are not in that version I think...and yeah...we have to create our own "screens" folder...  ::)  :P
I'm still going to try to fix up my MegaGlest...or at least try to have some fun with it...
Hmm...maybe Cpu mega = CPU...for me... :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 5 March 2010, 00:24:13
Guys please stop doing this, I've already told you guys you've got to wait for me to get the new version up with installers!

@John: It's on the first post. ::)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 5 March 2010, 01:24:05
Ok, I've finally got past a difficult problem, installers are being created, I'll upload them tomorrow. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: John.d.h on 5 March 2010, 01:39:20
@John: It's on the first post. ::)
So was the one I used. ::)

Anyway, I'll test out the new version when you get it uploaded.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 02:50:52
I've been slaving all day working on this, and I think I've finally done it, please try it out, right now it's only a Windows installer, the Linux one......I've started on it, but I can't remember how far I got on it.....
Don't worry I should have the Linux one up in the next few days. ;)

I post a link to the Windows one in a minute or so....after it's done uploading.

EDIT: Here it is: http://www.filefront.com/15752299/MegaGlest-3.2.4-BETA4-Setup.exe (http://www.filefront.com/15752299/MegaGlest-3.2.4-BETA4-Setup.exe)! ;D
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 6 March 2010, 02:56:09
Thanks, I'll test it later...or maybe when it is finish downloading.
45-50 minutes later...
I'll see if it works.  ::)  :P
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 02:59:11
Awesome new update:

I already did the Linux one, it's uploading now, but I'll need people to test it. ;)
I post the link in about an hour when it's done uploading.



Sorry about the size of the installer guys, it's as small as I could get it. :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 04:29:39
Ok, here you guys are:
( update by titi: currently buggy  )
The Linux Installer! (http://www.filefront.com/15752625/MegaGlest-3.2.4_BETA4-Linux-x86-Install.bin/)



Titi, please add these to the top of the first post. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 04:38:12
Guys, I made a mistake on the Linux version, the new maps are in the Windows version, but I screwed up with the Linux version, the Linux version has no new maps...

Sorry about this guys...



On the bright side:

You can download a WIP 8-player map by me here (http://www.filefront.com/15752899/x-crossings_alpha.gbm), please realize that this is a WIP map, I have put a bit of thought into future versions of this map. ;)

You can get more 8 player maps here (https://forum.megaglest.org/index.php?topic=5120.0).
Title: Re: megaglest (beta version with 8 teams!! )
Post by: MJR on 6 March 2010, 07:57:26
Hi MY NAME IS MJR I tried to install the MegaGlest from the Windows installer on my Windows XP 64 Bit with service pack 2 and all updates installed. Witch Glest 3.22 works fine on. But when I tried to start a game of MegaGlest version 3.2.4-2-beta 4 it says The application failed to initialize properly (0xc0150002). Click ok to terminate the application. Please advice me what can be done. I am a fan of Glest and would love to try MegaGlest.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 15:52:16
Hmm......I used the installer on my own system and after it was done, I could go the directory and run the game fine... :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: MJR on 6 March 2010, 19:12:53
Well am I right you don't need Glest 3.22 to install the MegaGlest on your computer. Because I tried a complete install of its own folder and I get that error. So what can a person do. I will try a complete uninstall and reinstall and will let you know what happens.Here is something strange I went to add and remove and Glest is listed but not MegaGlest So Ill have to use the uninstaller that is in the MegaGlest folder.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 19:20:59
Yah, I didn't tell it to put the uninstaller in add/remove...

MegaGlest is standalone, just use the default location and should work fine. ;)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 19:25:08
New 8 player map download: http://www.filefront.com/15758117/king_of_the_mountain_alpha2.gbm (http://www.filefront.com/15758117/king_of_the_mountain_alpha2.gbm)
I've changed the name from "x-crossings_alpha" to "king_of_the_mountain_alpha2".
I'll work on the next Alpha version of that now, when I'm complete I'm hoping that Titi, will make it an official "MegaMap". ;D
Title: Re: megaglest (beta version with 8 teams!! )
Post by: MJR on 6 March 2010, 20:17:38
Ok tried to reinstall in its own folder. Still same error reported before when tying to open game up. So I tried coping the Glest 3.22 over somewhere else and installing MegaGest there. When I use the MegaGlest 3.2.4 beta 4 start shortcut same error as before. But when I use the shortcut of regular Glest 3.22 it starts on the screen it says megapack and under that Glest 3.22. But there is no other differences meaning no extra AI settings like ultra or the easier AI just the normal Glest 3.22 settings. So as for me who is running Windows XP 64 bit with service pack 2 with all other updates installed it is a no go for MegaGlest. I will keep checking to see if you ever get a non beta Windows installer out and retry it then, but for now I am getting nowhere with this Windows installer of MegaGlest 3.2.4 beta 4.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 20:37:56
Ok, I believe the problem is MegaGlest not my installer, maybe you could do some tests and help narrow it down?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: MJR on 6 March 2010, 21:44:39
Like what Kind of test
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 6 March 2010, 23:24:19
I don't know, wait for Titi, he'll have a better idea than I do for what to test. ;)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 7 March 2010, 00:18:32
I asked softcoder to build another binary. Maybe(hopefully!) something is wrong with the current windows build, this would solve a lot of problems!

By the way, i tested the current linux installer, but it didn't really work, so dont use it now. ( @archmage: I will send you a pm about it in a second )
( update: I think it only has problems with linux32 )
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 00:21:28
Oh great.... :(
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 7 March 2010, 01:06:21
I asked softcoder to build another binary. Maybe(hopefully!) something is wrong with the current windows build, this would solve a lot of problems!
Yeah, hopefully...
I still haven't tried Archmage's windows installer yet...since it failed to download. I'll redownload it later...
 :-\
Title: Re: megaglest (beta version with 8 teams!! )
Post by: softcoder on 7 March 2010, 05:10:49
We have been experimenting with rotating units before you build them and so far so good.

Any feedback is appreciated:

(http://www.soft-haus.com/glest/glest_rotate1.png)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 05:35:58
A big important question: Does the cellmap rotate as well? :D
Title: Re: megaglest (beta version with 8 teams!! )
Post by: softcoder on 7 March 2010, 06:53:28
Indeed it will when I am done. This is all that's left to do at the moment.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 14:18:28
Kewl. 8)

Can you rotate any buildings 45° or can you only rotate 90° at a time?
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 7 March 2010, 16:56:15
Units with rotating cellmaps thats good, but why do we need to rotate buildings before placing them?
Not all buildings are designed the way they are meant to be rotated, they only look good from one side.
So a rotating cellmap would be something nice for moving units, but I don't think rotating buildings are a big benefit yet. Maybe thats something very useful in the future when walls can be handled in glest but for now its only useful for pure multiplayer techtrees/mods.
So I'm a bit undecided with this feature
Title: Re: megaglest (beta version with 8 teams!! )
Post by: tucho on 7 March 2010, 17:05:10
Quote
Hi MY NAME IS MJR I tried to install the MegaGlest from the Windows installer on my Windows XP 64 Bit with service pack 2 and all updates installed. Witch Glest 3.22 works fine on. But when I tried to start a game of MegaGlest version 3.2.4-2-beta 4 it says The application failed to initialize properly (0xc0150002). Click ok to terminate the application. Please advice me what can be done. I am a fan of Glest and would love to try MegaGlest.

I have the same OS than MRJ and I have the same problem with Megaglest
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 17:40:22
Oh crap...
Well, I'll get a new package up, I'll need as many people as possible to test it!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 7 March 2010, 17:52:32
Well, I guess I shouldn't try Archmage's installer then...
 :-\
Then again maybe win7 32bit will work...
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 17:56:16
Guys, I need as many people as possible to test everything I put up, so that we get the most information about this problem.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 7 March 2010, 19:16:35
New Windows Package (http://www.filefront.com/15767635/MegaGlest_3.2.4-BETA4_WIN.7z/)

This is a 7z package, I need as many people to test this as possible. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: tucho on 7 March 2010, 22:59:32
Is this only for win 7? dont works for me (win XP 64)

By the way, the download is really slow, you can try another ways to upload you files, do you know the drop box (http://getdropbox.com/)? you can upload a share files with it in a really easy way
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ultifd on 7 March 2010, 23:04:38
Maybe... hmm...
Is this only for win 32 bit comps?

New Windows Package (http://www.filefront.com/15767635/MegaGlest_3.2.4-BETA4_WIN.7z/)

This is a 7z package, I need as many people to test this as possible. :)
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 7 March 2010, 23:20:46
Please stop the discussions about installer problems here and continue this in a new thread.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 7 March 2010, 23:37:46
Maybe thats something very useful in the future when walls can be handled in glest.
Whats wrong with walls in glest now? I have them in romans. A gate too that you can open and close.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: modman on 8 March 2010, 02:35:41
Units with rotating cellmaps thats good, but why do we need to rotate buildings before placing them?
Not all buildings are designed the way they are meant to be rotated, they only look good from one side.
So a rotating cellmap would be something nice for moving units, but I don't think rotating buildings are a big benefit yet.

All you have to do is go into free-camera mode and then we can see all sides of a building.  We also can be more efficient if we, for example, placed the Barracks with all exits facing out, because we can then place a building adjacent to it.  Otherwise we have to leave space between the buildings.

But yes, the most benefit would come from rotating walls.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 8 March 2010, 10:45:10
Whats wrong with walls in glest? Simple answer: There are no walls yet!  ::)
If you added some wall like looking units in a mod you may be able to use them the way they are meant, but the computer player will not know how to use them! And your units will always attack the wall even if its more simple to pass by the wall.

And the rotate feature in general:
Players may know how to use it, but the AI will not!
Title: Re: megaglest (beta version with 8 teams!! )
Post by: ElimiNator on 8 March 2010, 16:24:58
Who cares for now, you could build a bunch of walls blocking  passage with archers behind it.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: John.d.h on 8 March 2010, 22:45:46
Rotating buildings might not be important yet, but if/when docks-type buildings get implemented, it will be very useful.
Title: Re: megaglest (beta version with 8 teams!! )
Post by: -Archmage- on 8 March 2010, 22:48:17
Well, it doesn't hurt to have this feature, and as John said it will be useful in the future, so I'm all for it! :D
Title: New Windows build ....
Post by: titi on 9 March 2010, 12:33:17
I created a new topic for this, please discuss this windows binary there (https://forum.megaglest.org/index.php?topic=5150.0).
Very important: Please report  there (https://forum.megaglest.org/index.php?topic=5150.0) if anyone still has problems with non harvesting workers?

https://forum.megaglest.org/index.php?topic=5150.0

Title: Re: megaglest (beta version with 8 teams!! )
Post by: Super Tom on 10 March 2010, 00:42:18
Greatest titi, I would like to know that other factions of the particle effects can occur today? Can provide download?? I've been waiting three days of the time, I just want to get your positive answer, thank you!
 :-X :)

 :( 8) :'( :-X
Title: Re: megaglest (beta version with 8 teams!! )
Post by: titi on 10 March 2010, 00:49:36
@tom123: I will check in in a second. Not everything is done , but a lot. You'll see ...
Title: Re: megaglest (beta version with 8 teams!! )
Post by: Super Tom on 10 March 2010, 01:02:55
OK, thank you, titi! I hope this weekend will see the new particle effects (other factions)!
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 15 March 2010, 02:42:51
Megaglest 3.3.0 is finally released!
See the first post of this thread for details!
Title: Re: megaglest ( 3.3.0 released! )
Post by: Fluffy203 on 15 March 2010, 02:58:03
I'm in a state of awe , i don't know what the guys on GAE are doing , but you are showing them up in some major ways and i plan on making a mod with your megaglest it unlocks so much that i couldn't do before. I'm excited , i needed a better engine  ;D  :thumbup: :thumbup: :thumbup: :thumbup:

Just curious do you have a Mod built around this engine , if not i would love to make you the best mod that i can make , it will be my pet project as long as you keep pumping out more diverse qualities that i can play with , since i'm just now starting the process of learning c++. So what do you say?
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 15 March 2010, 03:47:43
Is there going to be a windows installer for 3.3.0 ? I just tried to install MegaGlest 3.3.0 from the data files there is no resources folder and when I tried to start a game a error message came up saying error in trying to load megapack resources. So I looked there is no resources file and no tilesets file in your data file you have to download so until those are added the new MegaGlest 3.3.0 will crash with these errors. I tried fixing the tileset being missing by coping it from regular Glest but I am not sure what resources are needed in Megapack for it to work. But right now your data file is incomplete to play the game.
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 15 March 2010, 12:30:18
There is nothing wrong with the data, you must have done something wrong :/
The only bad thing I noticed was a wrong linux download which was my fault!
The current data and binary are meant as full install! This is no mod of original glest, choose your own installation directory for this.
 
( By the way, I currently have a bad cold and due to this I do a lot of nonsens at the moment :( ....)
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 15 March 2010, 13:52:57
I'm going to need help downloading the stuff from SVN...I don't know how to do it with TortoiseSVN...



Quote
Is there going to be a windows installer for 3.3.0

YES, please be patient, I have to group everything up, and prepare a package, BE PATIENT!



PEOPLE, IF YOUR NOT SURE HOW TO MAKE A FULL MEGAGLEST INSTALL OUT OF THE STUFF PROVIDED, THEN WAIT FOR THE INSTALLER.



Titi, I recommend you drink some 'Emergen-C', it a blend of all kinds of vitamins and minerals, on top of all that, it tastes really good, no artificial flavors or any crap like that!
Trust me you'll instantly feel a lot better. ;)
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 15 March 2010, 15:10:10
Very easy with Tortoise:

Step #1:

Right Click in the parent folder where you want to create the megaglest project

(http://www.soft-haus.com/glest/code/svn-1.png)

Step #2:

(http://www.soft-haus.com/glest/code/svn-2.png)

And the project will be in the megaglest folder.
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 15 March 2010, 15:22:11
I checked the file that I downloaded from sourceforge an the tileset folder in the main file and the resource folder in the Megapack folder and the XML file is missing.I am down loading it again will tell you in a few minutes if you are right or I am I am I made a folder MegaGlest extracted the data file and there is no tileset folder no Megapack resources foler and no Megapack XML file also only 3 factions was included Egypt, Magic and Tech. I can use the XML file and the resource file out of beta 3.2.4 Beta 5 but in the one on sourceforge named 3.3.0 data the file and folders aren't there.
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 15 March 2010, 16:05:50
Let me know if there is a problem with the data archive and if so I'll upload a new one.

Thanks
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 15 March 2010, 16:18:37
Look up the XML file of Megapack isn't there and The folders tileset and Megapack resources folder aren't there.
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 15 March 2010, 19:25:30
If there is all this missing in the data file you downloaded from sourceforge, you better download again. Its really all in there, I checked it twice now.
It should have a size of 240MB.
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 15 March 2010, 19:37:21
Just for sanity sake what URL did you download the data from? (paste the exact URL)

Thanks
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 15 March 2010, 20:08:32
What's the URL for SVN the one in the image doesn't work. :look:
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 15 March 2010, 20:29:27
the data package doesn't work for you too?

update:
I downloaded and installed everything in windows XP now and everything works. I don't know whats wrong for others.

By the way, I used 7zip to uncompress the tar.bz2 files.

Data file is here:
http://sourceforge.net/projects/megaglest/files/current_release/megaglest-data-3.3.0.tar.bz2/download
binary package for windows is here:
http://sourceforge.net/projects/megaglest/files/current_release/megaglest3.3.0_i386_win32_bin.7z/download
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 15 March 2010, 21:00:20
I used AlZip and it says 240 megabits but when downloaded it is 228 megabits so somehow twelve megs are coming up missing.I guess all I can do is wait until you come out with a Windows Installer of MegaGlest 3.3.0. Could you tell me when that might be.
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 15 March 2010, 21:12:19
MJR: I deleted the old data package (which was linux specific format) and replaced it with a 7z (which is quite smaller anyways) so it should work well for windows and linux users

Archmage:

The URL for Tortoise is:

https://megaglest.svn.sourceforge.net/svnroot/megaglest

(update by titi: direct download link for the data is
http://sourceforge.net/projects/megaglest/files/current_release/megaglest-data-3.3.0.7z/download )
Title: Re: megaglest ( 3.3.0 released! )
Post by: Fluffy203 on 15 March 2010, 21:41:24
Is there going to be animated textures by any chance put in this engine rebuild?
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 15 March 2010, 21:49:54
by any chance yes, but not very soon
Title: Re: megaglest ( 3.3.0 released! )
Post by: Fluffy203 on 15 March 2010, 22:09:09
By the way you never answered my question
I'm in a state of awe , i don't know what the guys on GAE are doing , but you are showing them up in some major ways and i plan on making a mod with your megaglest it unlocks so much that i couldn't do before. I'm excited , i needed a better engine  ;D  :thumbup: :thumbup: :thumbup: :thumbup:

Just curious do you have a Mod built around this engine , if not i would love to make you the best mod that i can make , it will be my pet project as long as you keep pumping out more diverse qualities that i can play with , since i'm just now starting the process of learning c++. So what do you say?
and that would be the best thing for this animated textures open up so many more doors for modders such as myself
Title: Re: megaglest ( 3.3.0 released! )
Post by: ultifd on 15 March 2010, 22:43:12
Cool, I'll test it.  ;D  :O  :bomb:  :thumbup:  :P  8)
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 16 March 2010, 00:40:44
I downloaded the new data file and it is all there and works. By the way is this a final or another beta and if it is a final will there be a windows installer of this version soon ?
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 16 March 2010, 00:42:18
Guys, I'm going to go to bed now, and in the morning I'll catch myself up and build you guys a good Windows installer! :)
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 16 March 2010, 00:45:12
Ok a new Data Archive is up on SF which has Titi's particles fixed.

Enjoy
Title: Re: megaglest ( 3.3.0 released! )
Post by: ultifd on 16 March 2010, 01:38:35
Tested a game, worked fine.  ;D No problems so far, I think... :thumbup:  :bomb:
If you want to see...

http://www.youtube.com/watch?v=pQwcTM2dDuY
http://www.youtube.com/watch?v=kSA90EnCxcQ

Guys, I'm going to go to bed now, and in the morning I'll catch myself up and build you guys a good Windows installer! :)
Cool.  8) Even though since it works I don't really need it...  :O
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 16 March 2010, 07:15:23
While setting the stage for the next mega-glest release, I realized the need for separation of "standard" game content and "user created" game content, so I have written some code to allow mega-glest to read: maps, tilesets, techs, scenarios and tutorials from: a) the standard glest install paths and now additionally b) user specified paths.

This makes it safer to make mod's without messing up the normal game content. I got the idea from sauerbraten which does this very same thing. Along with this will "most likely" come (the completion of a feature I started) the ability to "share" content between network game players, and "eventually" the ability to download game content from trusted websites. So connecting to a server, clients will be able to download content that the server has, but that the clients do not have, thus allowing a proper network game to be played. CRC checks will be performed to ensure all content matches between server and all clients to ensure no issues.

The main idea is to:

a) make playing mega-glest VERY fun
b) make playing mega-glest VERY easy
c) make playing mega-glest VERY extensible
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 16 March 2010, 09:54:36
There seems to be one problem. I the end menu where it shows all the stats where it says resources harvested we player one number lands on top of the wording resources harvested and you can't read the number it is a position of player one to the writing at the far left that is the problem. Plus one more problem the music during the game sticks sometimes like a broken record. Doesn't do it with the music while you setup your game just the factions music during the game. And my Audio drivers are up to date.
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 16 March 2010, 15:01:36
For any display issue, a screenshot with the items circled would help since it can be hard to understand by words alone what the problem is.

For the sound issue, are you saying that sound works, but randomly gets choppy while playing (but continues working after getting choppy)? If so, then this is related to the design of the original Glest and I'll need to look into how best to correct this issue. Ultimately all the sound, graphics and networking code gets "polled" in the same program loop, so if any of these items is slow (say the network is slow, or your graphics card is slow, or your CPU is slow due to something going on in your system) then the overall game performance is affected (everything gets "choppy".

Since changing design can very way more sensitive, we will need to look much more carefully at how to fix that since it could affect overall game stability if it were done wrong.
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 16 March 2010, 18:40:40
Yes the music gets choppy every so often. It doesn't ever do it in regular Glest but in MegaGlest 3.3.0 it does. Meaning the music get stuck like on a record that is scratch and plays the same two or three notes over and over again. Sometime it gets unstuck again and other times it doesn't. As far as the screen shot please tell me in detail how to take and how to send I have never done this.
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 16 March 2010, 18:56:55
I know about the problem with the end game menu. No screnshot needed. Will be fixed in next release.
Title: Re: megaglest ( 3.3.0 released! )
Post by: softcoder on 16 March 2010, 19:37:02
Ok If the music gets choppy in mega-glest but not regular glest its likely due to debug output slowing down the performance and affect game play. In the next release all debug output will be controlled by a property setting in the ini file so that should not be an issue (And I'll lok at improving performance at the same time).

Thanks for mentioning your problems, it helps us improve things.
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 16 March 2010, 19:54:24
Sorry for not having the installers done by now, I'm still working but time seems to be going about 3 times faster than usual, but don't worry, I'm still working on it. :look:
Title: Re: megaglest ( 3.3.0 released! )
Post by: Zoythrus on 16 March 2010, 20:14:09
hey, when i got this, i was expecting something similar to GAE, but where is the ever-helpful zoom function?
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 16 March 2010, 20:26:41
.. not there yet   :look: maybe next version
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 16 March 2010, 20:41:31
Zoy: This was started from the Glest engine not the GAE engine.

Update: I've got the installers built, but I'm still seeing that annoying can't file glest.log or something like that. :(
It's not anything to do with my installers, I ran MegaGlest as administrator and it ran without crashing.........I don't know how to stop the error, it obviously has something to do with the files being in Program Files.....
Title: Re: megaglest ( 3.3.0 released! )
Post by: titi on 16 March 2010, 21:34:32
Archmage, please wait before you upload, we found a serious bug  :'( :'(
There will be a 3.3.1 soon which will fix it. It has the same data, just the binary is changed.
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 16 March 2010, 22:27:19
Ok, that should only be 20 more minutes of work for me.
Title: Re: megaglest ( 3.3.0 released! )
Post by: ultifd on 17 March 2010, 01:14:59
Archmage, please wait before you upload, we found a serious bug  :'( :'(
There will be a 3.3.1 soon which will fix it. It has the same data, just the binary is changed.
What was the bug?  :bomb:
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 17 March 2010, 01:47:56
Some multiplayer thing...
Title: Re: megaglest ( 3.3.0 released! )
Post by: Super Tom on 17 March 2010, 03:02:11
I would like to ask this: Does this bug has been fixed now???
Title: Re: megaglest ( 3.3.0 released! )
Post by: -Archmage- on 17 March 2010, 03:26:26
Tom, you will know when they fix it ok, they'll make an announcement. ::)
Title: Re: megaglest ( 3.3.0 released! )
Post by: MJR on 17 March 2010, 18:19:28
So how long before a fix to the sound sticking problem on MegaGlest ?
Title: Re: megaglest ( 3.3.0 released! )
Post by: Zoythrus on 17 March 2010, 20:39:23
hey, it says that i cant morph a ground unit into a flying unit, but it wont let me...and i need this for a mod that im making...
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 17 March 2010, 21:25:28
Version 3.3.1 is released now.
Data is completly the same, just the binary changed!

Changed are some serious  multiplayer related things:
- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 )
- network consistency checks are reported more user friendly (on server and client )
- all network related errors should be handled with a dialog and doesn't crash glest any more.

@Zoythrus:
I will check that. I know that its not possible to morh if the field in the air above this unit is occupied by another flying unit.
You'll need free sky to morph. Same as on the ground. No place no morph.
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 17 March 2010, 22:06:23
If all goes well, I should have the 3.3.1 installer up tonight. :D
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 17 March 2010, 22:39:43
Cool, downloaded.  :O  :bomb:  :thumbup:
Title: Re: megaglest ( 3.3.1 released! )
Post by: ElimiNator on 17 March 2010, 23:02:47
@Zoythrus:
I will check that. I know that its not possible to morh if the field in the air above this unit is occupied by another flying unit.
You'll need free sky to morph. Same as on the ground. No place no morph.
make it say the same thing as it dose when there is no room for ground to ground morphing.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 17 March 2010, 23:04:03
@titi, i tested it with a worker that i made morph into a "flying" version, but when i morphed it, it stayed on the ground (all though i assume that it was still read as an air unit)
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 17 March 2010, 23:12:48
I tested it too,its works!
But you need megaglest 3.3.0 or later for it. 

Please continue this discussion in your morph thread.
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 18 March 2010, 01:15:48
Titi, good news, I've built the installer, I'll test it in the morning and then upload! :D
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 18 March 2010, 01:51:07
Very Well ! Nice work guys !
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 18 March 2010, 06:55:23
I just finish a game of MegaGlest 3.3.1 and the end menu still you can't read the resources harvested of player one because where it says resources harvested goes right over the number and there is a slight buzz in the faction egypt during game play.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 18 March 2010, 10:49:05
I know, its more a kind of bugfix release for these network things. We( more Softcoder in this case ) only focused on this.

What is a "slight buzz" ?

How can we solve this ressource harvested display bug? any idea?
What about moving the lables for every line one line up? Other ideas?
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 18 March 2010, 10:56:15
Like some kind of interference in nd out buzzing with the music. And when can I hope to see a fix with the end menu problem ?
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 18 March 2010, 11:56:49
with the next version? ::)
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 18 March 2010, 12:47:33
What happened? I want to know. Is it is a serious mistake do. Titi, please tell me ???
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 18 March 2010, 13:15:42
just read! Its only about the end game stats display.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 18 March 2010, 13:24:19
titi, I would like to ask you: is this  a mistake do???  Do you think this is a mistake do??? Thank you!
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 18 March 2010, 18:19:10
As usual I don't understand anything , sorry
Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 18 March 2010, 22:32:00
hey, do you think that you guys could implement the "tracking" function into MegaGlest? you know, like the one in GAE

(i need this for a mod that im making...)
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 18 March 2010, 23:17:35
I think we should get the bugs out of this before adding new things. Bugs like the end menu overlapping the stats of the game. Also the buzzing I get during game ay with the background music.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 19 March 2010, 00:12:55
I have no "buzzing" ( we play online in windows at the moment )
The end menu is already fixed
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 19 March 2010, 00:48:44
I have no "buzzing" ( we play online in windows at the moment )
The end menu is already fixed

It seems to only happen when you play against CPU(s)...  ::)
The end menu is still overlaying...see?
(http://img246.imageshack.us/img246/7211/overlayl.th.jpg) (http://img246.imageshack.us/i/overlayl.jpg/)
Only the resources harvested part with player 1....though
Also there is a bit of overlay and...  ::)
(http://img30.imageshack.us/img30/3932/aboutwx.th.jpg) (http://img30.imageshack.us/i/aboutwx.jpg/)
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 19 March 2010, 00:55:31
If I say its fixed its obviously not fixed in an "old" release!  ::) . Its only fixed in the current development version.

But thanks for the other one . I also saw it in windows now. It happens in windows becasue they use an other (bigger) font there...
I Will try to fix it too.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 19 March 2010, 00:57:27
If I say its fixed its obviously not fixed in an "old" release!  ::) . Its only fixed in the current development version.

But thanks for the other one . I also saw it in windows now. It happens in windows becasue they use an other (bigger) font there...
I Will try to fix it too.
Oh.  :-[
Good.  :)
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 19 March 2010, 04:20:38
Please let me know when you have the menu overlay fix when you play the CPU I would like to call it full fix version.
Title: Re: megaglest ( 3.3.1 released! )
Post by: John.d.h on 19 March 2010, 20:59:15
Continued from here: https://forum.megaglest.org/index.php?topic=5194.msg42699#msg42699 (https://forum.megaglest.org/index.php?topic=5194.msg42699#msg42699)

I reproduced the crash, and it actually didn't even make a log file.  The log file I have is left over from the previous (non-crashing) game I played, which was before the crash.  It did make a dmp file, though.  Do you want that?  I managed to grab a screenshot of the console before it disappeared, and all it says is:
Code: [Select]
Winsock initialized.
Error setting video mode: 1200x800x32
Note that playing with 1280x800 works fine, though.

In other news, I successfully played a game against 7 CPU players, so that seems to be working just fine.  (I got the snot beaten out of me when three of them ganged up on me, but I still call it a success because it didn't crash or anything. :D)
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 19 March 2010, 21:03:41
your graphics driver card or whatever cannot handle this rscreen resolution.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Little Helper on 19 March 2010, 22:22:10
I really love megaglest I wished it had some features from glest advance engine such as patrol.
Title: Re: megaglest ( 3.3.1 released! )
Post by: John.d.h on 19 March 2010, 22:35:28
In that case, I guess the only thing wrong is the extra player slots.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 19 March 2010, 23:23:19
I really love megaglest I wished it had some features from glest advance engine such as patrol.
Yeah, me too. I miss right click meeting point, auto repair, save game, patrol, and more.  ::)  :thumbdown:
But megaglest improves a lot too.  :thumbup:

Maybe in the future...  ::) Or not.  :|
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 19 March 2010, 23:58:58
There is the overlap in the end menu where the stats are you can't read the resources harvested of player one when you play the AI the word Resources Harvested and the number for it of player one are on top one another.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 20 March 2010, 00:01:03
There is the overlap in the end menu where the stats are you can't read the resources harvested of player one when you play the AI the word Resources Harvested and the number for it of player one are on top one another.
Yes, Titi already fixed that. Not in the current version, but the upcoming version.
See?  ::)  :|
I have no "buzzing" ( we play online in windows at the moment )
The end menu is already fixed

It seems to only happen when you play against CPU(s)...  ::)
The end menu is still overlaying...see?
(http://img246.imageshack.us/img246/7211/overlayl.th.jpg) (http://img246.imageshack.us/i/overlayl.jpg/)
Only the resources harvested part with player 1....though
Also there is a bit of overlay and...  ::)
(http://img30.imageshack.us/img30/3932/aboutwx.th.jpg) (http://img30.imageshack.us/i/aboutwx.jpg/)
If I say its fixed its obviously not fixed in an "old" release!  ::) . Its only fixed in the current development version.

But thanks for the other one . I also saw it in windows now. It happens in windows becasue they use an other (bigger) font there...
I Will try to fix it too.
Oh.  :-[
Good.  :)
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 20 March 2010, 01:35:48
So when will the newer version be out that fixes this menu problem am waiting to download it.
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 20 March 2010, 07:25:15
Added in SVN:

- Can play Mega-Glest with fullscreen, Multi-Monitors
- Added support for optional "user created" data, separate from regular game content folders
- Added rotate units when placing any unit (works in multi-player mode)

Titi and/or I will make developer version binaries for testing at some point and post info for people who want to test.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 20 March 2010, 07:38:46
A new BUG

I use the latest version of glest, but the emergence of this Bug, you can go to the following address see the game screenshots
Accurate to say that the font problem, I do not know why???
https://forum.megaglest.org/index.php?topic=5198.0
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 20 March 2010, 09:39:14
I think this is something related to softcoders work with userdirs!?

I already talked to softcoder about it, I think beside userdirs it would also be nice to have subfolder support for scenarios.
With this it should be possible to have techs/maps subfolders ... in a scenario folder.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 20 March 2010, 18:09:38
Is there going to be any new releases that deals with these bug anytime soon ?
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 20 March 2010, 19:56:24
Added in SVN:

- Can play Mega-Glest with fullscreen, Multi-Monitors
- Added support for optional "user created" data, separate from regular game content folders
- Added rotate units when placing any unit (works in multi-player mode)

Titi and/or I will make developer version binaries for testing at some point and post info for people who want to test.
Sweet,  :bomb: :bomb: :bomb:
you guys keep improving! heh.  :thumbup: :thumbup: :thumbup:  :)

Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 20 March 2010, 21:08:43
hey, i dont know if this is just a prob with megaglest, but i noticed that if i try to make morphing cost EP, the guy will lose EP but there will be no change
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 21 March 2010, 00:19:32
@MJR no currently no new release is planned, but I think you don't have to wait too long.
But what the hack is so important with this stats window? Its only shown when the battle is over?  :confused:

If you are really so annoyed by the fact that you can't readit, just edit the language file and set the string "Ressources Harvested" to something smaller. This is save to change and will not effect multiplayer!
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 21 March 2010, 01:05:23
Like I said have never been able to play a online game. So I play the AI only and like to compare stats and the end of the game.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 21 March 2010, 01:29:12
So just edit the file with an editor ( notepad or whatever ):
data\lang\english.lng

change the line:
ResourcesHarvested=Resources harvested
to
ResourcesHarvested=harvested

This will fix your problem somehow for the moment.
Maybe you'll need Administrator rights to do this change.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 21 March 2010, 03:07:04
I found it and called it Total Resources and it fits. Thanks for the help.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Fluffy203 on 21 March 2010, 03:13:18
just curious can you list all of what is going to be implemented in megaglest with a time line and such like on the first post and what you have already got completed ?
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 21 March 2010, 03:31:35
Is there a easy way to increase the font in the game like the number of gold you have and the icon that shows it is gold or stone or wood.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 21 March 2010, 08:08:10
There seems to be a problem with the MegaGlest with this windows installer. When I tried to end the game by pushing escape button it says error glest will shut down now and then a dump file came up.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 21 March 2010, 18:49:02
Can you please send me the dump file?  ( email removed )

Does this happen everytime you exit this way?
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 21 March 2010, 22:14:19
I sent the dump file it only has happen once but I've only played with this installer once. Please let me know what you find out. It seem to happen with this one map more than the others. The map is called domination isles. I've played this map now twice it does it both time it is when you are deep into the game with lots of men and buildings on both sides.
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 21 March 2010, 23:55:53
Ok, I have changed the crash logic very slightly, so that it properly shows the cause of the crash under certain conditions where it is possible. I noticed that the default glest behaviour had not attempted to show the crash message (even though we have it in some cases). The development version (3.3.1-dev) should have this addition.

Once again we will get a "dev" version of mega-glest out once we have enough things for people to test.

Thanks
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 22 March 2010, 02:14:27
So this slight tweak you said you made how can I get it so we can try to fix this error I keep getting.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 22 March 2010, 20:20:24
I have a update I had a early version before you came out with the Windows Installer and before the fix to online game. It was just the data file and the binary file and it doesn't have this error when when exiting by the escape button so It must have something to do with either the installer version or the fix that was made to network playing.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 22 March 2010, 22:34:53
I just download and put into a file the MegaGst 3.3.0 and the binary of 3.3.1 and tried the same settings with the same factions and exiting by the escape button no problem itsonly when I install by the windows installer it has the error.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 22 March 2010, 22:39:16
Did you always get this crash?!? Or did you only tried once?
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 22 March 2010, 22:40:47
I'm making a new installer with a new program, I might be able to get it up tonight but no guarantees... 8)
Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 22 March 2010, 23:34:15
i am wondering if the problem i came across was looked over...is it not a bug?
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 23 March 2010, 00:05:20
When I play the one installed by the Windows Installer it always has the error when trying to exit the game by the escape button but when I play the game in the folder I use the data file from version 3.3.0 and the binary file from 3.3.1 it never has the error. I've played both versions the one from the files and the one from the widows installer twice now and both time with the windows installer version it had the error but not from the data file and the binary file
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 23 March 2010, 02:46:32
Ok Titi and I are getting ready for another release shortly. We have ched in the following into SVN:

- Network playername support for multi-player
- Game camera zoom (code was mostly re-used from GAE)

Just a little bit more testing on this end and we'll put out a dev version for testing. For those with svn access you can build it now.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Gabbe on 23 March 2010, 15:04:28
is ragdolls possible in megaglest or gae... or Glest?
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 23 March 2010, 15:14:42
no
Title: Re: megaglest ( 3.3.1 released! )
Post by: Fluffy203 on 23 March 2010, 22:16:35
can you give a list of what is set to be in the megaglest engine?
Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 23 March 2010, 22:24:36
INFINITE UNIT SELECTION PLEASE!!!!!!!1
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 23 March 2010, 23:54:04
Its not Spring RTS, I don't like wide zooms and I don't like this infinite unit selection. These limits are somehow part of the glest feeling and gaming fun. Beside of this its technically a bit tricky ...
Title: Re: megaglest ( 3.3.1 released! )
Post by: John.d.h on 23 March 2010, 23:59:51
I think performance would be really bad with commanding huge numbers of units and a wide zoom anyway.  Even if I zoom out a little bit, my computer slows almost to a crawl.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 24 March 2010, 00:02:53
I'm still waiting for that big 8 player party.  :|
I would "catch" it on "tape".   ::)
Then again, different time zones, and we have lives...so...  :|
 :O
This is Glest, not the Spring rts...they are both great, but if you try to include the features from...then it probably won't work out so good...  :|
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 24 March 2010, 00:24:20
When can we expect a new version with a fix to the using escape button to end game causes error and if it was possible could you increase the control of troops to 20 rather than 16.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Zoythrus on 24 March 2010, 03:14:10
the infinite selection would be nice because im tired of using up half my control groups to manage one army, maybe we could increase the selection limit to 25 or something (and not list every unit at the corner of the screen, it just gets annoying).
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 24 March 2010, 05:12:30
Titi is sleeping  right now :). We have a LOT of new stuff coming but we need to fix some things we found before we release the dev version. We had hoped to get it in today but a few things came up (that I beleive the community will like) that need last minute completion. So all we can say is soon.. beyond that checkout the code from svn and build it yourself! We have readme files for easy building in linux and windows.

Special thanks to PolitikerNEU, for his contrib :)

Thanks
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 24 March 2010, 05:57:50
That's great to hear.  :O  :thumbup:
Keep it up.  :)
As for me, I need to...  :|
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 24 March 2010, 09:22:49
Hi, softcoder! I want to know what the latest version will be completed in good time??? Thank you!
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 24 March 2010, 09:36:21
yes of course it will be completet in good time  ;D
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 24 March 2010, 09:39:59
Oh, very good! Will be tomorrow??? ;D
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 24 March 2010, 13:51:58
At the moment we still find enough bugs or things to change on our own. If this is all fixed it makes sense to put out such a version. Maybe tomorrow, but we will see. Its impossible to say it exactly yet.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 25 March 2010, 00:52:24
Do not worry, titi! Me and my brother is testing the latest version of glest, efforts to find the game bug! As long as we find a bug, we will report, and also hope you can give us help!

Thanks! ;D
Title: Re: megaglest ( 3.3.1 released! )
Post by: Fluffy203 on 25 March 2010, 01:42:38
When trying to build my client , i could not find trunk/mk in the win32_deps , so where is it at?
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 25 March 2010, 03:28:50
I still sometimes (Not always) get some choppy music...  :|

Is this solution to this really just to update my sound drivers?  Oh well, I'll see...  ::)
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 25 March 2010, 03:53:45
Today, I am using the latest version of glest (svn inside) for the game, found a BUG: The BUG is when I quit the game, heard the buzzing sound, I have no problem with sound card, sound card drivers are up to date. I tested five times, the problem is still the case, I use the command kill -9 completely shut down glest.bin, but still be able to hear the buzzing sound I can only restart my computer, when I tested again this time to find the the problem still occurs! titi, softcoder you can test your own, you will find this problem, thank you!
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 25 March 2010, 04:23:30
Tom, that buzzing is the same sound problem Ultifd and I have, it just seems that on Linux the symptoms are worse than on Windows... :bomb: :scared:
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 25 March 2010, 04:34:11
Well, that sounds somewhat different from our bug...but...  ::)
Then again, maybe the next version will fix both of our sound problems.  :)  :thumbup:
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 25 March 2010, 09:52:34
 I said hum from the Linux version of the glest !

I think that the titi and softcoder will soon fix the hum problem, we just need to wait! Our most respected titi and softcoder where you do, and we need your help, thank you!  ::) ::) ::) :look: :look:
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 25 March 2010, 10:08:02
I think its a problem of the linux sound system. I get these problems too in ubuntu 8.10 but not in 8.04.  If you start glest and quit it very quickly this happens every time! But this is not a new problem and I think its no problem of glest.

More exact: The problem for me is pulseaudio, or at least the version of pulseaudio that comes with ubuntu 8.10. If this buzzing happens you have to kill -9 pulseaudio....

After this glest works as usual....
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 25 March 2010, 10:13:08
I use the system is Ubuntu8.10, Is it every time this happens, should use the kill -9 command???
Are there any other solution???
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 25 March 2010, 10:49:46
I didn't find any :( .
I have this problem with all versions of glest and other games too.
Not all games produce this buzzing noise, others simply block the sound system completly until you kill -9 pulseaudio.

But this problem doesn't happen always. On some days it works, on others not :/ . Its really strange.
I simply ignore it now and I will update my system with the upcoming ubuntu 10.04 LTS .

Its not a real problem for me at the moment, because only one of my computers is running ubuntu 8.10
Title: Re: megaglest ( 3.3.1 released! )
Post by: Yggdrasil on 25 March 2010, 11:03:35
Maybe this is related:
http://sourceforge.net/tracker/?func=detail&aid=2792509&group_id=127297&atid=709610

The comment mentions a solution.
Title: Re: megaglest ( 3.3.1 released! )
Post by: titi on 25 March 2010, 11:08:49
Cool! thank you very much for this info! I will have a look at it!
Title: Re: megaglest ( 3.3.1 released! )
Post by: silnarm on 25 March 2010, 12:20:41
I had issues with sound on linux, I found this on the Spring FAQ,

Quote
Sound: I am having sound problems under Linux! What can i do?
In more then 90% of the cases, this is caused by pulseaudio. You can safely remove pulseaudio from your system. To do this, open your favorite package manager (eg. Synaptic under Ubuntu), and search for packages with "pulse" in their name. From these, keep only the ones whichs name starts with "lib", and remove all others.

Worked a charm for me ;)

That said, Yggdrasil may have dug up a gem, looks like it might be a simple programming error...

Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 25 March 2010, 13:09:39
This problem would be a better solution??? Is the game code on???
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 25 March 2010, 15:07:42
Ok I'll look into the sound issue.. since I ALWAYS have the problem of glest hanging when I shutdown (and my sound is messed up... in Glest and other games too)
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 25 March 2010, 17:01:25
Is there any hope of that release of the new version today or are we wait and see still.
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 25 March 2010, 17:28:51
We are glad for the enthusiasm. But beyond a few requests for status updates, we are real people with real lives. We will let everyone know when we put up the dev version, but for now let us do our QA (Quality Assurance) work so that we can avoid as many surprises as possible.

There are a number of developers working on it, so please be patient.

Thanks
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 26 March 2010, 06:47:59
Great Progress.  :thumbup:

Don't forget to fix this bug, (if you didn't already)  ::) Yeah, I know, it's a small...  :|

(http://img267.imageshack.us/img267/6340/ss3q.jpg) (http://img267.imageshack.us/i/ss3q.jpg/)

Title: Re: megaglest ( 3.3.1 released! )
Post by: ElimiNator on 26 March 2010, 15:30:03
I didn't know Titi added particles to Tech.  :cheesy:
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 26 March 2010, 16:29:38
Ok here is a small update on the dev release of mega-glest. We are working on fixing:

- Rotate units works, but we need to also rotate the new "particles" in the right way (think of wind direction blowing on top of that)
- New Image format support (jpg, png) for model textures needs some fixes.

I believe these are the main issues holding off a release, hopefully soon.
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 26 March 2010, 16:57:16
Will the zoom function be put back like in regular Glest ? I really can't see the use for rotating buildings as long as we have camera mode. But would like the zoom back.
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 26 March 2010, 17:10:19
Yes, zoom is in and fully working. (you could try Elimnator's 'city' mod as it uses a dev snapshot of mega-glest as of yesterday.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ElimiNator on 26 March 2010, 21:42:33
Yes, try it out here (https://forum.megaglest.org/index.php?topic=5173.msg42210#msg42210).  :)
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 01:13:19
Hi, Softercoder! I would like to know the humming of the game whether the issue has been resolved? Thank you!
Title: Re: megaglest ( 3.3.1 released! )
Post by: silnarm on 27 March 2010, 03:31:19
Hi, Softercoder! I would like to know the humming of the game whether the issue has been resolved? Thank you!

Linux? Try this,
https://forum.megaglest.org/index.php?topic=5233.0
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 03:33:03
Well, what about all those sound glitches on Windows, are those going to be fixed, or is it going to be very difficult? :-\
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 27 March 2010, 03:34:27
Ok, maybe there is more to the sound problems than I thought. Give me details about how to reproduce it and I'll try on my wife's laptop (windows 7 64 bit).

Thanks
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 03:40:14
Hi,Softcoder! I hope you resolve this as soon as possible that the problem lies the voice, and I said yes LINUX version of the glest! Thanks!
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 03:40:56
Just play.

I've noticed that when units say acknowledgments the background music glitches, maybe that will help...
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 27 March 2010, 03:43:15
Yeah, I have the sound/music problems too.  :(
Just watch my videos, and you will see.  :|
It just happens... and sometimes it doesn't.
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 03:46:01
Ultifd, for me there is a pattern to the glitches...

Quote from:  me
when units say acknowledgments the background music glitches
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 27 March 2010, 03:49:08
Ultifd, for me there is a pattern to the glitches...

Quote from:  me
when units say acknowledgments the background music glitches
Well, what do you mean by acknowledgments?
You mean like when they "say" like attack sounds?
Yeah, I checked. Same for me. I'm not sure if that's the problem though...cause it seems like there are other reasons.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 03:51:13
Hum is still continuing!
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 04:03:21
Well, I wav running over an ogg, could that be a problem...? :look:
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 04:53:37
Softcoder solve this problem as soon as possible, perhaps today or tomorrow, I hope as soon as possible, we only need to wait!    :look: :O ;D :D :( :-\
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 05:42:21
Tom, stop SPAMMING!

Sorry to say this guys, but I think we have a major Windows 7 bug, I don't understand it, I put MegaGlest in Program Files, and unless you change the permissions on the whole MegaGlest directory, the game will crash, although if you run it as administrator, it works, this needs to be solved right away, because most people don't know how and don't want to bother to fix this problem, we need the game to just work normally, I've tried tons of freeware install building programs, but this error is stopping me.

Softcoder, have you been able to re-produce this error?
Title: Re: megaglest ( 3.3.1 released! )
Post by: John.d.h on 27 March 2010, 05:50:01
I know approximately nada when it comes to installers (so this is likely a dumb idea), but have you tried a simple self-extracting archive with 7zip?
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 05:54:19
John, the problem isn't really the installer, well it sorta is, maybe I can stop it from changing the properties.......... :look:

I'm working on a simple package now....
Title: Re: megaglest ( 3.3.1 released! )
Post by: MJR on 27 March 2010, 06:06:18
If I'am understand what I am reading on the sound issue and the Admin need to run this game I don't see a new version coming out any time soon maybe sometime next month if no other problems come up between now and then but other than that I wouldn't hold my breath for any release Before at least the 4th or 5th of April if not later.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 07:07:35
I hope you will not accuse me of the future, guys! I have the right to express my opinions!
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 07:11:04
Yes, but you do not have the right to SPAM, and if you do, I will stop you, just don't keep posting the same thing over and over again and again, and you're fine by the forum law. ;)

Ok, back on-topic. :)
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 07:16:11
Oh, Man! You're so narrow-minded in! Well, let us return to the theme! Thanks!
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 27 March 2010, 07:28:11
A few things:

a) we already havea fully working installer. It sets proper permissions for Mega-glest in windows 7, etc. These are the NSIS scripts I mentioned when we did the last release which are SVN. This is not a problem and is fully tested and working on Windows, but you must use the installer.

b) I see the sound issue and am investigating.
Title: Re: megaglest ( 3.3.1 released! )
Post by: Super Tom on 27 March 2010, 07:30:07
I really hope that the hum can be settled soon! Thanks! Please forgive me for feeling anxious now!
Title: Re: megaglest ( 3.3.1 released! )
Post by: -Archmage- on 27 March 2010, 14:48:42
Quote
we already havea fully working installer. It sets proper permissions for Mega-glest in windows 7, etc. These are the NSIS scripts I mentioned when we did the last release which are SVN. This is not a problem and is fully tested and working on Windows, but you must use the installer.

That IS a problem. You should just be able to throw MegaGlest into program files, and have it work, the fact that you have to use a specific installer if you want it too work is silly, why not just change the program so it asks for administrator privileges or something?
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 28 March 2010, 01:36:59
Because you introduce more platform specific code which shouldn't be required. Mega-Glest (the new beta) now allows you to relocate files that require 'write' access (like ini and log files) so this should be mostly a non issue.
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 28 March 2010, 01:39:57
Hmm... that's a weird problem.  :|
Hey Softcoder, have you figured what's the problem with the background music on Windows yet?
Remember, it seems to only happen when a unit/units "say something"/ acknowledge.

Well, I wav running over an ogg, could that be a problem...? :look:
Maybe, I don't know... not sure...  ::)
Title: Re: megaglest ( 3.3.1 released! )
Post by: softcoder on 28 March 2010, 02:19:22
Ok, I tested linux, win32 (windows 7 and XP) and I do not see the sound problem (and before I did have it). If anyone has the sound issue, please record a 'demo' of how it happens on your system and put it on youtube so I can see for myself.

In the meantime, Titi will give the official announcement but... the dev version is ready for public testing and download on sf.

https://sourceforge.net/projects/megaglest/files/ (https://sourceforge.net/projects/megaglest/files/)

on look under the 'in_development' folder. Please report all bugs so that we can get a solid release out soon.

EDIT:

*NOTE: I have built Linux 64 bit binaries and sent them up this time too.

Thanks
Title: Re: megaglest ( 3.3.1 released! )
Post by: ultifd on 28 March 2010, 02:23:19
Quote
Ok, I tested linux, win32 (windows 7 and XP) and I do not see the sound problem (and before I did have it). If anyone has the sound issue, please record a 'demo' of how it happens on your system and put it on youtube so I can see for myself.
Well, I guess I will try.
But later.
Even though you could always check one of my videos, and see...
but I'll make a video specifically to show.   :|

Quote
the dev version if ready for public testing and download on sf.
Cool, will test.  :thumbup:
Title: Re: megaglest ( 3.3.1 released! )
Post by: kris9700 on 3 April 2010, 17:16:12
Awesome im going to try it right now.
Title: Re: Megaglest
Post by: Super Tom on 9 April 2010, 05:16:31
During the game, the background sound noisy! I am talking about Windows version (3.3.3 version)
Title: Re: Megaglest
Post by: ultifd on 9 April 2010, 05:34:37
During the game, the background sound noisy! I am talking about Windows version (3.3.3 version)
Well, you should post this in the 3.33 version topic...  ::) https://forum.megaglest.org/index.php?topic=5283.0
And since 3.3.2, this should have been fixed.  :|
Good Luck.  :)  :thumbup:
Title: Re: Megaglest
Post by: softcoder on 9 April 2010, 06:11:58
Obviously Tom didn't delete dsound.dll as already mentioned in the forums (And release notes).
Title: Re: Megaglest
Post by: -Archmage- on 9 April 2010, 12:06:15
He shouldn't have to, the release shouldn't come with it.
Unless he just updated an old release....
Title: Re: Megaglest
Post by: softcoder on 9 April 2010, 13:15:32
Tom is using his own compiled version (I connected to his computer yeterday to help him with his compile problem).
Title: Re: Megaglest
Post by: -Archmage- on 9 April 2010, 13:17:40
Oh.
Title: Re: Megaglest
Post by: cds on 9 April 2010, 13:47:36
 ::)The glest 3.3.3 will sometimes crash and disappear when i click the button "ok" after a game !Can you fix it?
Title: Re: Megaglest
Post by: softcoder on 9 April 2010, 14:24:50
Please edit your glest.ini with the following items set:

DebugLogFile=debug.log
DebugMode=true
DebugNetwork=true

Then play mega-glest and if it crashes at the end screen, send us the last 50 lines in debug.log

Thanks
Title: Re: Megaglest
Post by: titi on 9 April 2010, 17:08:18
did this happen in singleplayer or in multiplayer?
Title: Re: Megaglest
Post by: Arnbjorg on 10 April 2010, 07:41:35
Hello all i'm new in this beloved forum.

I'd like to ask the experts here why my megaglest isn't playable in my computer, megaglest works fine until the introductionary when it suddenly quit while i choose the scenario or the other one, i wonder what's wrong with it ? I'm using an old computer with nvidia geforce 4 128mb ramdac.

Title: Re: Megaglest
Post by: -Archmage- on 10 April 2010, 13:33:12
An old computer could be the problem, because everything works fine for me! :look:
Running Win7 here.
Title: Re: Megaglest
Post by: titi on 10 April 2010, 17:14:36
@Arnbjorg: This can have several reasons and you didn't gave us really much info.

Which operating system are you using? Windows/linux?
Which Megaglest version did you use?
Does original glest work for you?

One hint for the old gfx card:  you cannot use the newest nvidia driver with this card!
Title: Re: Megaglest
Post by: MJR on 12 April 2010, 18:23:39
Is there going to be any new windows installer with the latest fixes?
Title: Re: Megaglest
Post by: -Archmage- on 12 April 2010, 20:15:25
Yes, as soon as I put one up! :D

Maybe Softcoder will beat me to it though...
Title: Re: Megaglest
Post by: ultifd on 12 April 2010, 21:52:11
Well well well...
http://games.softpedia.com/get/Freeware-Games/Megaglest.shtml
http://games.softpedia.com/get/Patch/Megaglest-Patch.shtml
cool...   :O :thumbup:
Wait, I'm not sure, but can you upload it to Softpedia, or do you actually submit...it?  :confused:

Thanks.  :)  :thumbup:
Title: Re: Megaglest
Post by: titi on 12 April 2010, 22:31:32
Cool! But my name is not mentioned :(

And for the fixes, we still fix some more at the moment(nearly done now).  We want to have a really stable state before we start with the masterserver.
Title: Re: MegaGlest
Post by: softcoder on 13 April 2010, 07:24:05
Totally weird, who uploaded it there? It mentions my name but it certainly wasn't me who uploaded it? I think its best to reference source-forge as it will always have the latest.
Title: Re: MegaGlest
Post by: -Archmage- on 13 April 2010, 12:01:38
I sent an update thing into them.
Telling them a new version is out, and that Titi's name should be included. :thumbup:

I didn't put MegaGlest on there, though. :look:
Title: Re: MegaGlest
Post by: titi on 13 April 2010, 12:10:24
I think noone is uploaded anything there. They simply look at sourceforge from time to time and publish what they find if they think its worth publishing it.  ;D
Title: Re: MegaGlest
Post by: ultifd on 13 April 2010, 18:07:13
I think noone is uploaded anything there. They simply look at sourceforge from time to time and publish what they find if they think its worth publishing it.  ;D
Yes, I'm pretty sure it is like that...  :thumbup:
I just found this off from a google search...  ::)  :O
And yeah, they took it off from sourceforge.
See?
http://games.softpedia.com/developer/Mark-Vejvoda-18747.html
http://mvejvoda.users.sourceforge.net/ = "your homepage"

But uh...still cool.  :)

I sent an update thing into them.
Telling them a new version is out, and that Titi's name should be included. :thumbup:

I didn't put MegaGlest on there, though. :look:
But uh, if we get too... they probably won't do it then... I mean update it.  :|

Good thing is that we get some downloads. But that doesn't really matter if people don't give feedback, right?  :|
Just like for GAE and Vanilla Glest.  ::)
Title: Re: MegaGlest
Post by: titi on 13 April 2010, 18:13:53
My idea is to not advertise megaglest too much at the moment.
When we have a working masterserver and it has proven to work, then we should really shout out that people come to play megaglest.
Title: Re: MegaGlest
Post by: ultifd on 13 April 2010, 18:16:40
My idea is to not advertise megaglest too much at the moment.
When we have a working masterserver and it has proven to work, then we should really shout out that people come to play megaglest.
Yes, that is true, but the problem is that we didn't even tell them, right?  :| They just choose to... So now...  ::)
But no matter, I suppose, after all, most people don't even give feedback, right? they don't even know where to give feedback, as softpedia doesn't state that.  :| ...Besides...they are downloading almost 200 MB worth of files...  ::)
Title: Re: MegaGlest
Post by: MJR on 13 April 2010, 19:21:16
I would just like to see a full working version of MegaGlest no beta or dev. A working stable version with the font resizing and color change in it. That is all and have both source codes and a windows installer for it.
Title: Re: MegaGlest
Post by: -Archmage- on 13 April 2010, 19:55:04
Well, I'm uploading an installer for 3.3.4-dev, and as far as I know, no crashes have been produced, and we need testers to try and squeeze some bugs out so that the devs can squish 'em flat!

 :) :thumbup:
Title: Re: MegaGlest
Post by: ultifd on 13 April 2010, 19:57:17
I would just like to see a full working version of MegaGlest no beta or dev. A working stable version with the font resizing and color change in it. That is all and have both source codes and a windows installer for it.
Try the new one
http://sourceforge.net/projects/megaglest/files/in_development/megaglest3.3.4-dev_i386_win32_bin.7z/download
Title: Re: MegaGlest
Post by: MJR on 13 April 2010, 22:01:30
Has been a new windows installer to go with the latest MegaGlest?
Title: Re: MegaGlest
Post by: ultifd on 13 April 2010, 22:13:46
Has been a new windows installer to go with the latest MegaGlest?

no because they are still testing the multiplayer
 ::)
in the irc
Title: Re: MegaGlest
Post by: -Archmage- on 13 April 2010, 23:21:30
I have an installer for a slightly older version, just an older binary, just the bug fix, so it should be pretty stable.

I'll make a new installer for the 3.3.4 (non-beta) release.
Title: Re: MegaGlest
Post by: ultifd on 14 April 2010, 01:33:14
Anyone ever experienced water sounds while playing Glest? Like just random water sounds... because that happened while we were testing...  ::)
And uh... this seems to happen more in Windows, I think.
Title: Re: MegaGlest
Post by: -Archmage- on 14 April 2010, 02:37:57
Was anyone in the water? ::) :P

BTW, installer is up!
Title: Re: MegaGlest
Post by: ultifd on 14 April 2010, 02:40:39
Was anyone in the water? ::) :P

BTW, installer is up!
This one? http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.4_WIN-INSTALLER.exe
200+ MB...  :( oh welll.... downloading for my 64 bit comp. I want to test it out...  :O
Uh, to answer your question...not really...  :|
Title: Re: MegaGlest
Post by: -Archmage- on 14 April 2010, 02:52:23
Quote
This one? http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.4_WIN-INSTALLER.exe
200+ MB...  Sad oh welll.... downloading for my 64 bit comp. I want to test it out...  Laughing

I've been thinking of a way to get the size way down..........



Quote
Uh, to answer your question...not really...  No Opinion

Oh.........test it again maybe? ;D
Title: Re: MegaGlest
Post by: ultifd on 14 April 2010, 02:55:11
Quote
This one? http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.4_WIN-INSTALLER.exe
200+ MB...  Sad oh welll.... downloading for my 64 bit comp. I want to test it out...  Laughing

I've been thinking of a way to get the size way down..........



Quote
Uh, to answer your question...not really...  No Opinion

Oh.........test it again maybe? ;D
K.
Maybe.
Anyways, this happened in GAE too...so...  ::)
Title: Re: MegaGlest
Post by: -Archmage- on 14 April 2010, 03:38:36
Does it happen in Glest? :|
Title: Re: MegaGlest
Post by: ultifd on 14 April 2010, 03:49:02
Does it happen in Glest? :|
I never tried Glest much... (original)
Right now I am installing MG on my 64 bit...  ::)
EDIT:works fine, very fast, besides the download size...  ::)
Title: Re: MegaGlest
Post by: cds on 14 April 2010, 04:12:20
 :angel:In windows xp sp2 professional ,glest 3.3.1 ,a worker load 264 gold,is this a bug?
Title: Re: MegaGlest
Post by: ultifd on 14 April 2010, 04:22:15
:angel:In windows xp sp2 professional ,glest 3.3.1 ,a worker load 264 gold,is this a bug?

Weird... someone in GAE had that bug.  :|
Then again, you probably won't have this problem if you have the latest version...  ::)
Title: Re: MegaGlest
Post by: -Archmage- on 14 April 2010, 14:30:40
Quote
:angel:In windows xp sp2 professional ,glest 3.3.1 ,a worker load 264 gold,is this a bug?

It's kinda a little cheat, it comes from Original Glest. :cheesy:
Title: Re: MegaGlest
Post by: softcoder on 14 April 2010, 15:04:31
Ya we patched a 'cheat' that was discovered by Silnarm when we release 3.3.3 so it would be good to see if this particular issue still happens with 3.3.3 and beyond.
Title: Re: MegaGlest
Post by: Zoythrus on 15 April 2010, 14:53:57
hey guys, something random, but i realized that MG doesnt create an errorlog when it crashes (or even tells me why it crashed...). When i mod, it'd be nice if i could know what went wrong...

can you fix this?
Title: Re: MegaGlest
Post by: softcoder on 15 April 2010, 16:22:29
It does :) but... you need to turn on debugging.

in glest.ini set the following:

DebugLogFile=debug.log
DebugMode=true
DebugNetwork=true

If you don't set a value for the debuglogfile then it outputs debug info to command prompt (so you need to run from a command line).

You can toggle regular debug and network debug individually. The network debug setting allows you to turn on/ off debug info related to network play.

Thanks
Title: Re: MegaGlest
Post by: ultifd on 15 April 2010, 18:09:35
True...but even if it is debugging...I mean if it is turned on...isn't it the last 50 lines of the "report"...and that is...  ::)
Title: Re: MegaGlest
Post by: Zoythrus on 16 April 2010, 04:06:40
it should pop up like the normal Glest, that was one of the reasons that i mod this game (being easily able to find my error...)
Title: Re: MegaGlest
Post by: softcoder on 16 April 2010, 06:12:50
I beleive it does this in the latest version 3.3.4-dev
Title: Re: MegaGlest
Post by: titi on 16 April 2010, 12:03:53
.. psssst a secret
we are not completly done with installers and so on, but binaries/data for final megaglest 3.3.4 are available at sourceforge
Title: Re: MegaGlest
Post by: Zoythrus on 16 April 2010, 14:06:00
hey, when it comes to intallers, you might want to get something new. instead of replacing everything in the megaglest folder (yes, i mean it deleted all of my maps, mods, and tilesets), it should only replace the main files
Title: Re: MegaGlest
Post by: titi on 16 April 2010, 14:12:39
Thats what I said to softcoder too yesterday. Thanks for mentioning it again, I will talk to him ( or he reads it )

Or we don't overwrite anything and install different versions side by side?
Title: Re: MegaGlest
Post by: ultifd on 16 April 2010, 17:53:39
Well Archmage is going to have an installer already so...  ::)
How about the linux installer?  ::)
Title: Re: MegaGlest
Post by: -Archmage- on 16 April 2010, 19:37:36
I got the Windows installer covered, I'm going to upload it later when I'm at my Dads.  :)

We could do a patch installer that updates the old with the new..... :thumbup:
Title: Re: MegaGlest
Post by: ultifd on 16 April 2010, 19:40:25
Well...I guess in the end there will 2 two installers.  ::) Oh well.  :|
Title: Re: MegaGlest
Post by: Zoythrus on 16 April 2010, 23:13:56
i would prefer a patcher instead....
Title: Re: MegaGlest
Post by: ultifd on 16 April 2010, 23:18:12
i would prefer a patcher instead....
True...but in a way the binaries are like that...  ::)
Title: Re: MegaGlest
Post by: -Archmage- on 16 April 2010, 23:46:03
A full installer is more important that a patcher. ::)
Patch 7z files could be put up, but I'm kinda busy...
Title: Re: MegaGlest
Post by: ultifd on 17 April 2010, 02:29:27
Softcoder's installer is up: http://sourceforge.net/projects/megaglest/files/current_release/Mega-Glest-Installer-3.3.4_i386_win32.exe/download

No offense Archmage, but I like his installers better...why? Because of the size...  ::)  :thumbup:
Then again, yours is somewhat faster on installing...  ::)  :thumbup:
Title: Re: MegaGlest
Post by: -Archmage- on 17 April 2010, 13:03:40
I'm trying to get smaller installers and I kinda wish Softcoder would give me more of a chance, because I've been working for hours on ways to improve my installer.
Title: Re: MegaGlest
Post by: softcoder on 17 April 2010, 19:18:59
Sory about that Arch, I had PM'd you about the installer and didn't hear back all day so I posted the new installer. For next release I can show you how to build using the current scripts in SVN if you want?
Title: Re: MegaGlest
Post by: -Archmage- on 18 April 2010, 12:14:46
I don't remember getting a PM from you... :look:



Quote
For next release I can show you how to build using the current scripts in SVN if you want?

That would be cool. :)
Title: Re: MegaGlest
Post by: MJR on 18 April 2010, 17:23:16
I have a question about the map editor. On resources it says on the last 3 customize. How do you customize those 3 buttons? Also in the new map editor there doesn't seems to be anyway to make water maps. they have reeds but that isn't water. If I am missing something please help me to see it. Thanks
Title: Re: MegaGlest (MAIN)
Post by: ZaggyDad on 13 May 2010, 23:49:55
In the map editor, it should be made so that when the main window is rendered, it re-renders the map view. It often gets left blank if, say, I switch windows and then switch back. Also, is it possible to make it not re-render the whole map when dragging, but just the area that was out of view?
Title: Re: MegaGlest (MAIN)
Post by: titi on 15 May 2010, 14:31:40
Which editor are you using?
The one from megaglest 3.3.4.3?
Title: Re: MegaGlest (MAIN)
Post by: ZaggyDad on 16 May 2010, 01:48:35
I'm not sure, actually. I just downloaded the latest package I could find with the map editor in it. =|
Title: Re: MegaGlest (MAIN)
Post by: ElimiNator on 29 May 2010, 05:43:45
You should fix the MG logo in game. It has a pit of brown covering the side that looks bad and it says Mega pack Glest. It should say Mega Glest.       Thanks.  :)
Title: Re: MegaGlest (MAIN)
Post by: emscape on 29 May 2010, 14:27:18
hows the devellopping faring?
Title: Re: MegaGlest (MAIN)
Post by: softcoder on 29 May 2010, 15:46:06
Still working really one one main final bug related to cross platform play. We have added loads of new things and the play is starting to stabilize. Hope to put out an alpha 4 soon.
Title: Re: MegaGlest (MAIN)
Post by: emscape on 29 May 2010, 17:00:49
:D :D :D :D :D
Title: Re: MegaGlest (MAIN)
Post by: ultifd on 29 May 2010, 17:11:42
Yes, well, I can't even test anymore...no one is available to...  ::)
oh well, probably softcoder has almost everything sort out...  :|
Title: Re: MegaGlest (MAIN)
Post by: ElimiNator on 29 May 2010, 20:22:39
Yes, well, I can't even test anymore...no one is available to...  ::)
oh well, probably softcoder has almost everything sort out...  :|
Me and Tiger do most of the testing.
Title: Re: MegaGlest (MAIN)
Post by: ultifd on 29 May 2010, 21:01:35
Yes, well, I can't even test anymore...no one is available to...  ::)
oh well, probably softcoder has almost everything sort out...  :|
Me and Tiger do most of the testing.
Yeah, I know... still...  ::)
Title: Re: MegaGlest (MAIN)
Post by: -Archmage- on 7 July 2010, 05:00:14
I made a large upgrade to the first post, check it out. :D
Title: Re: MegaGlest (MAIN)
Post by: emscape on 22 September 2010, 18:00:54
guys really nice work so far!
Title: Re: MG: IRC Implemented
Post by: ultifd on 2 January 2011, 22:42:19
IRC is now implemented! (For a week, I think.) It will look like this in 3.4.0 (#megaglest-lobby)
(http://img171.imageshack.us/img171/2276/screen111h.png)
Title: Re: MegaGlest (MAIN)
Post by: -Archmage- on 3 January 2011, 01:51:21
Great!!! :thumbup:
Title: Re: MegaGlest (MAIN)
Post by: MJR on 3 January 2011, 06:34:04
Any Idea when the next full release of MegaGlest will be?
Title: Re: MegaGlest (MAIN)
Post by: wciow on 3 January 2011, 13:26:35
Integrated IRC looks awesome  :thumbup:

Hopefully this will increase the active player count a bit :)
Title: Re: MegaGlest (MAIN)
Post by: ultifd on 9 January 2011, 18:19:52
Any Idea when the next full release of MegaGlest will be?
Soon, apparently. Seems like after the remaining bugs are fixed...
Title: Re: MegaGlest (MAIN)
Post by: madmanntis on 14 January 2011, 06:44:59
Dear Everyone_Working_On_Megaglest,

This looks really awesome. I just glanced at the things you've added to Megaglest while I've been away. Excellent. It sounds like a whole new kind of game!

Keep up the great work!
God bless! Belated Happy New Year!
-Madmanntis
Title: Re: 3.4.0 Beta1
Post by: ultifd on 22 January 2011, 08:22:34
3.4.0 beta1 is UP!!! Enjoy everyone!
There will be a thread later  :) Finally people will stop missing out on better performance and new features...
Title: Re: MegaGlest (MAIN)
Post by: Hagekura on 23 January 2011, 05:02:38
Wowww finally I can play with 3.4.0- realease of Megaglest!I've waited for it!thank you guys! :thumbup:
The attack-notification alarm feature is really cool!and the new G3D-viewer is really helpful!
A question:Can I change the alarm sound per fuctions?