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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 ...)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 )
if(
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)
if(
unit->getCurrCommand()!=NULL &&
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)
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
libxerces28-dev is really installed?Yes.....
maybe its called libxweerces-c++-28-dev ?Uh, I'll see if that exists...nope.
Which Linux exactly do you use, Ubuntu?Kubuntu 9.10
sudo apt-get install libxerces28-devI know that won't work but I'll try it anyway.
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/data megaglest/data This would be more popular if you put it in synaptic
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.This one?
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.
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.
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?
[URL=http://upload.ps/b65y91h3pm5k/MegaGlest-3.2.3.7z.htm]MegaGlest-3.2.3.7z - 153.0 Mb[/URL]
Here is archmages package ( Why didn't you post the link? )32 bit or 64 bit? ???Code: [Select][URL=http://upload.ps/b65y91h3pm5k/MegaGlest-3.2.3.7z.htm]MegaGlest-3.2.3.7z - 153.0 Mb[/URL]
[url=http://download334.filefront.com/uagd2niy5j1g/15526059/MegaGlest-3.2.3.7z]MegaGlest-3.2.3.7z - Filefront Download[/url][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]ok, while you are uploading here is something that will come with the next version of megaglest, more particles :)Cool! How do I do that? This effect would be great for the Gargoyle! And it should be easy to do too!
My first test was a burning unit which can move ...
ok, while you are uploading here is something that will come with the next version of megaglest, more particles :)Wow It looks cool!
My first test was a burning unit which can move ...
The blue thing are skill related xml-defined particles!!Could you explain a little more about that, or should I just wait and see?
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
<?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>...
<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>
...Actually I think it's stupid that in GAE you can't see your opponents stats!Yeah, but then it wouldn't be much of as a "surprise"... :-\
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
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?
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.
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.
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. ::)
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: titiAnd 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.
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! ;)
maybe you need a up to date version.Where can I get it?
@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.
<?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>
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.
In GAE escape pauses the game but In mega glest I thing you need to press p i think.I see. :(
You should probably have put that in code.
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...
2. dark particles ( but this will be a hard one, but we will see..... )
<mode value='normal'/>
<!-- Or... -->
<mode value='dark'/>
You seem to confuse Glest and GAE. ::) :PI see... cause I don't remember. ::)
In Glest esc doesn't pause the game.
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)
Hmm I just attempted an online windows game with MegaGlest 3.2.4-beta-2.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!
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 ???
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.
... Unfortunatley it crashed due to the Unit ID bug which I know Softcoder is working on fixing atm.
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.
the black does not work!Do you mean black particles?
svn export https://megaglest.svn.sourceforge.net/svnroot/megaglest/data/glest_game/techs/megapack/factions/indianDid 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.
no, not the .dmp-file something like glest.log
Log fileWell I guess basically when it loads the first unit, it crashes. :-\ I tried it with a different faction, same thing... :(
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
same problem here :/Sorry for the trouble, :(
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 )
to bad we could not have the particles move with the anim some howMy thoughts exactly. I want to make a unit with a torch, but I think the attack animation would be problematic.
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.Cool. 8)
(http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/hs423.ash1/23449_1327793245180_1541414237_828199_7349890_n.jpg)
Can titi or some one make the AI EVEN MORE HARDER? ::) pLEASE!!!Yeah... lol
to bad we could not have the particles move with the anim some howMy 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).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.
There should however be a way to 'tag' vertices (and/or edges) with 'meta' information.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.
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.
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.
... Maybe its better to support another model format one dayYes, ultimately that would be good.
( ogre or whatever )no comment.
Thinking about particles in general some more realistic ideas for the moment:[/b]Yes, much fun can be had here ;D
....
I think there are endless possibilities!
Finally a working windows version! Thanks a lot Silnarm! ( I already tested it in windows XP )np :)
Finally a working windows version! Thanks a lot Silnarm! ( I already tested it in windows XP )Thanks Silarm.
https://sourceforge.net/projects/megaglest/files/megaglest_3.2.4-2-beta3_win32.zip/download
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
Can titi or some one make glest's ai super duper hard? Yes I beat the hardest ai already me versus 3 mega ai :owhat faction/s were they?
@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!
@ultifd:Well... actually it was trying it out a MegaCPU and well... ::)
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!Great. :D
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 :)
Maybe when it gets standardized, we can schedule a big international Glest party. ;)Well, that would be interesting... 1vs1vs1vs1vs1vs1vs1vs1? ::)
At my house!!! ;D ;D ;DI 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
JK. :P
Anyway how would we have the party? ::) :P
Good point, but Linux live CDs are easy to make. That way everybody would be on the same page, so to speak.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.
At my house!!! ;D ;D ;DI 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
JK. :P
Anyway how would we have the party? ::) :P
@ultifd:I still don't see it. Was recoding a video and I didn't see it.
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 ...
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.
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
Of course you'll need a 8 player map too to play with 8 players. These can be created with the new editor
Did someone forget to add four new files to the repository ? :P
Compiles cleanly, haven't tested it just yet...
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 ....
@ultifd:Oh, stupid me... I should have known that already...thanks. :)
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!
yes use the glest.ini from original glestYeah, it works...kinda...the Indians didn't do anything though...as I was saying in the new map thread.
[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...I tested it now( and played a game ) and i didn't see this problem here in linux.I did this
I think this is something window or build specific :-\ .
Which version did you use exactly? Was it your own build?
@ultifd:Then I added the other files needed such as the glest.ini file to the "package"
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!
...
Sometimes this happens...it seems to be a "semi-regular"
thing for me.
I just updated my post....
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!
[img]http://img231.imageshack.us/img231/1641/errorej.png[/img]
<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><?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>
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.
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.
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.
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?
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 7hmm...
[URL=http://img222.imageshack.us/i/errorss.jpg/][IMG]http://img222.imageshack.us/img222/5208/errorss.jpg[/img][/URL]
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
another bug is that I try to take a screenshot by pressing "E", then it crashes... Roll Eyes UndecidedCode: [Select][img]http://img222.imageshack.us/img222/5208/errorss.jpg[/img]
But still why does it say max 4 players?
What? explain eh... sorry I'm not...Quoteanother bug is that I try to take a screenshot by pressing "E", then it crashes... Roll Eyes UndecidedCode: [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
[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
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...
[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/Did you reset the players to 8? By default there are only 4 players until you reset to 8.
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
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.
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.
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
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!
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.
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 you go to custom game, what do you see? 8 slots for 8 players or as usual 4 slots?Glest 3.2.3 (i think).
Which version is dispplayed under the logo when you start glest?
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???Because it is fine the way it is.
Why are you asking me to stop speaking, I ask for your help, I really do not understand why?
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?
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:The particles are not in that version I think...and yeah...we have to create our own "screens" folder... ::) :POther than that, it was a successful run.
- 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?
@John: It's on the first post. ::)So was the one I used. ::)
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...
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.
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. :)
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.
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.
Is there going to be a windows installer for 3.3.0
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:and that would be the best thing for this animated textures open up so many more doors for modders such as myself
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?
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
Archmage, please wait before you upload, we found a serious bug :'( :'(What was the bug? :bomb:
There will be a 3.3.1 soon which will fix it. It has the same data, just the binary is changed.
@Zoythrus:make it say the same thing as it dose when there is no room for ground to ground morphing.
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.
I have no "buzzing" ( we play online in windows at the moment )It seems to only happen when you play against CPU(s)... ::)
The end menu is already fixed
If I say its fixed its obviously not fixed in an "old" release! ::) . Its only fixed in the current development version.Oh. :-[
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.
Winsock initialized.
Error setting video mode: 1200x800x32
Note that playing with 1280x800 works fine, though.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:
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.
I have no "buzzing" ( we play online in windows at the moment )It seems to only happen when you play against CPU(s)... ::)
The end menu is already fixed
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.Oh. :-[
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.
Good. :)
Added in SVN:Sweet, :bomb: :bomb: :bomb:
- 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.
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.
Hi, Softercoder! I would like to know the humming of the game whether the issue has been resolved? Thank you!
when units say acknowledgments the background music glitches
Ultifd, for me there is a pattern to the glitches...Well, what do you mean by acknowledgments?Quote from: mewhen units say acknowledgments the background music glitches
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.
Well, I wav running over an ogg, could that be a problem...? :look:Maybe, I don't know... not sure... ::)
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.
the dev version if ready for public testing and download on sf.Cool, will test. :thumbup:
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
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. ;DYes, I'm pretty sure it is like that... :thumbup:
I sent an update thing into them.But uh, if we get too... they probably won't do it then... I mean update it. :|
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:
My idea is to not advertise megaglest too much at the moment.Yes, that is true, but the problem is that we didn't even tell them, right? :| They just choose to... So now... ::)
When we have a working masterserver and it has proven to work, then we should really shout out that people come to play megaglest.
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
Has been a new windows installer to go with the latest MegaGlest?no because they are still testing the multiplayer
Was anyone in the water? ::) :PThis one? http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.4_WIN-INSTALLER.exe
BTW, installer is up!
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
Uh, to answer your question...not really... No Opinion
K.QuoteThis 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..........QuoteUh, to answer your question...not really... No Opinion
Oh.........test it again maybe? ;D
Does it happen in Glest? :|I never tried Glest much... (original)
: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. :|
:angel:In windows xp sp2 professional ,glest 3.3.1 ,a worker load 264 gold,is this a bug?
i would prefer a patcher instead....True...but in a way the binaries are like that... ::)
For next release I can show you how to build using the current scripts in SVN if you want?
Yes, well, I can't even test anymore...no one is available to... ::)Me and Tiger do most of the testing.
oh well, probably softcoder has almost everything sort out... :|
Yeah, I know... still... ::)Yes, well, I can't even test anymore...no one is available to... ::)Me and Tiger do most of the testing.
oh well, probably softcoder has almost everything sort out... :|
Any Idea when the next full release of MegaGlest will be?Soon, apparently. Seems like after the remaining bugs are fixed...