MegaGlest Forum

MegaGlest => MegaGlest => Topic started by: titi on 28 March 2010, 06:34:35

Title: Megaglest 3.3.2 beta1 (Outdated!)
Post by: titi on 28 March 2010, 06:34:35
This is not the latest version!
3.2.2(non-beta) is available here (https://forum.megaglest.org/index.php?topic=5277.0)!

[Arch]
Titi, I'm marking this outdated, I don't want to go against your wishes, because you might want to update this topic so I'm leaving everything just as it was marked outdated. :)

Code: [Select]
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.2-BETA1.7z]Official Windows 7z Package - Just unpack and play! 8)[/url]    Upload Verified!

Code: [Select]
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.2-BETA1-2.7z]Official Patch -- 3.3.2-BETA1-[b]1[/b] ---> 3.3.2-BETA1-[b]2[/b][/url]For the patch to work, you must download the "Official Windows 7z Package", then the patch, unpack the "Official Windows 7z Package", and then unpack the patch into the unpacked Official Windows package, for more help just post what you are confused about and I will assist you.
(To unpack 7z files, you must use the program 7zip (http://7-zip.org), which is cross-platform, and FREE!)

Files are available here for Windows and Linux:
http://sourceforge.net/projects/megaglest/files/in_development/

Please test and give feedback here in this thread
You will need new data for this, or you will get some strange effects with unit particles.

Whats new in Version 3.3.2-dev:
- 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 scrool 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.
- ingame fog of war switch

Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 28 March 2010, 06:43:17
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 3.3.2 beta1
Post by: ultifd on 28 March 2010, 06:43:31
Yeah, I will test.  :thumbup:
Softcoder was right.  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 28 March 2010, 06:48:20
BUG REPORT:

When you press the MMB(middle mouse button), and drag the camera flips around the screen extremely fast, it's impossible to control. :thumbdown:
Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 28 March 2010, 06:58:52
Hum is resolved????
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 28 March 2010, 08:31:57
New Official 7z Windows package, see first post. :)
Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 28 March 2010, 09:41:54
BUG REPORT:

When you press the MMB(middle mouse button), and drag the camera flips around the screen extremely fast, it's impossible to control. :thumbdown:

Yes, the spin up and control its speed really bad!   Please fix this BUG!
Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 28 March 2010, 12:38:26
where is titi??? We need your help!
Title: Re: Megaglest 3.3.2 beta1
Post by: PolitikerNEU on 28 March 2010, 13:15:51
1) Please don't always call for titi, he has got a real life too
2) Which OS are you using?
I am using Ubuntu 10.04 where this bug doesn't seem to occur, softcoder reportat that while in Windows the camera roating is a bit sluggish, it should work too - and of course a non-reproducible bug is hard to fix. (Maybe record glest while this bug occurs)
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 28 March 2010, 17:15:06
I have no mouse problems in ubuntu 8.04 and 8.10. Maybe this has something to do with the mouseresolution?
Please report your mouse resolution!. (dpi)
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 28 March 2010, 18:04:39
I'm having the mouse problem in Windows 7, I don't know how to get my mouse DPI, can you tell me how?
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 28 March 2010, 18:12:29
If you have the mouse speed problem in linux, please try to include this in your startscript, or call it in a console before starting glest ( from this console of course ):
Code: [Select]
export SDL_VIDEO_X11_DGAMOUSE=0
If this helps you, please REPORT here!

@Archmage: I don't know, maybe you simply google for your mouse?

@tom123: did you use linux or windows when you saw the mouse trouble?

UPDATE:
I can confirm this error for windows(XP) have the same problems here. When I look at the code I know why revertMousePos() doesn't work:

Code: [Select]
void Window::revertMousePos() {
//SetCursorPos(oldX, oldY);
}

looks like we forgot to implement something for windows, sorry.
Title: Re: Megaglest 3.3.2 beta1
Post by: Fluffy203 on 28 March 2010, 22:30:28
titi hating on windows  :P
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 28 March 2010, 23:39:04
So you can solve the problem?
GREAT!
Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 29 March 2010, 00:17:01
I always use Linux version of glest, I'm sure the mouse on the existence of this problem! It spin up quickly, I want to know whether this issue can be resolved quickly, I am not used to the speed of rotation so quickly! Thank you!
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 29 March 2010, 00:53:58
@tom123: Do you use your own build?

if not, have you tried the following fix I already mentioned above?
Code: [Select]
export SDL_VIDEO_X11_DGAMOUSE=0
Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 29 March 2010, 01:11:42
OH, titi! I want to know which files need to modify it??? You please tell me, thank you!
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 29 March 2010, 01:42:17
Oh tom123, I still got no answer to my questions!

you can try to change at game.cpp:
Code: [Select]
float ymult = 0.2f;
float xmult = 0.2f;

Title: Re: Megaglest 3.3.2 beta1
Post by: Super Tom on 29 March 2010, 02:32:05
Thank you, titi!  thank you for your help!
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 29 March 2010, 02:38:25
Quote
(To unpack 7z files, you must use the program 7zip (http://7-zip.org)
Untrue  ::) , it is just the native, it isn't the only one that can...   :|

Otherwise, it's unfortunate that I can't test the beta for now, but  I'll test it tomorrow.  ::)
 :thumbup: Good Luck.  :thumbup:
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 29 March 2010, 11:56:23
Quote
Quote
(To unpack 7z files, you must use the program 7zip
Untrue  Roll Eyes , it is just the native, it isn't the only one that can...   No Opinion

Yah, I know, but what do you want me to say, 7zip is by far the best. ::)
I'm certainly not going to go into a giant explanation about all the options people have.

BTW, I'm working on a new installer, but my chances of getting everything to work aren't so great so hold your breath guys. :-X
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 29 March 2010, 16:53:21
News report:  8)

*You all turn on your TVs....*
*You watch and listen carefully like drones....*
"And now, the weather forecast, by...........what's the channels name again bob?", the TV says, "Joey, don't be a fool it's written on your shirt!?".
"Yah, bob, I know!", the TV screams, "but what is it?"

*SORRY, WE ARE HAVING TECHNICAL DIFFICULTIES!*

*TECHNICAL DIFFICULTIES HAVE BEEN RESOLVED!*

"This is Bob Demosh, with the weather forecast on channel--", the TV is interupted.
*WHAM, SMACK, SPLAT, BOP, ROLL, FALL FROM 34 STORIES, SPLAT!*

"This is Archmage, and now the MegaGlest forecast!", the TV says.
"Archmage Inc. has built a working installer for MegaGlest, and now has decided on a new routine, 7z packages for BETA releases, and installer packages for full releases!"

*TV turns off*
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 29 March 2010, 17:56:45
Ok here's a status update for the windows problem reported (with moving mouse etc). The problem stems in the fact that keyboard/mouse code is totally different in glest for linux vs windows. I have now successfully switched over the windows project to use SDL (which is what linux code uses) and the mouse issue appears fixed. I have Elimnator and Tiger testing the win32 binary and will repost results later (with possible a new win32 beta)

EDIT:

I just had an interesting session in IRC with some newbies to Glest. It taught me that we definitely need a simple way to:

a) connect up LAN multi-players (most non tech people don't know their IP address nor how to get it)
b) enhance the multi-player Internet experience

To that end I'll try to address a) in this beta and work with Titi on b) in the next release.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 29 March 2010, 20:20:40
Sounds good! :)
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 29 March 2010, 22:54:11
Quote
Quote
(To unpack 7z files, you must use the program 7zip
Untrue  Roll Eyes , it is just the native, it isn't the only one that can...   No Opinion
Yah, I know, but what do you want me to say, 7zip is by far the best. ::)
I'm certainly not going to go into a giant explanation about all the options people have.
Not really, it was slow when I used it to unpack your "files" the other time (the one that failed)  ::)
-but no matter.  :|

Quote
BTW, I'm working on a new installer, but my chances of getting everything to work aren't so great so hold your breath guys. :-X
Cool!  :thumbup:

I can test it now, but what  "data' to I over write with these beta megaglest files? Just confused...  ::)  :confused:

Thanks.  :thumbup:
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 29 March 2010, 23:30:59
Quote
Not really, it was slow when I used it to unpack your "files" the other time (the one that failed)  Roll Eyes
-but no matter.  No Opinion

Failed......
I pack my 7z files with ultra compression and settings nice and high, so I get a smaller package, but maybe it has trouble being unpacked on other computers......of course I can always just do a regular 7z file with less compression...........



Quote
Quote
BTW, I'm working on a new installer, but my chances of getting everything to work aren't so great so hold your breath guys. Lips Sealed
Cool!  Thumb Up

I can test it now, but what  "data' to I over write with these beta megaglest files? Just confused...  Roll Eyes  Huh?

Thanks.  Thumb Up

MegaGlest is standalone no files need to be overwritten, and the installer forces you to use the directory I set, because if you use the wrong directory it won't work, and if simply put a note saying to install it somewhere, people might ignore it.........

But don't worry, the install path is: "C:\Users\{Userdir}\MegaGlest\3.2.2"

 :)
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 30 March 2010, 00:06:37
Quote
Not really, it was slow when I used it to unpack your "files" the other time (the one that failed)  Roll Eyes
-but no matter.  No Opinion

Failed......
I pack my 7z files with ultra compression and settings nice and high, so I get a smaller package, but maybe it has trouble being unpacked on other computers......of course I can always just do a regular 7z file with less compression...........



Quote
Quote
BTW, I'm working on a new installer, but my chances of getting everything to work aren't so great so hold your breath guys. Lips Sealed
Cool!  Thumb Up

I can test it now, but what  "data' to I over write with these beta megaglest files? Just confused...  Roll Eyes  Huh?

Thanks.  Thumb Up

MegaGlest is standalone no files need to be overwritten, and the installer forces you to use the directory I set, because if you use the wrong directory it won't work, and if simply put a note saying to install it somewhere, people might ignore it.........

But don't worry, the install path is: "C:\Users\{Userdir}\MegaGlest\3.2.2"

 :)
Yeah, I know... but sometimes...like now, I'd rather not download the installer, just the "data files"...  ::)  :|
Oh well.  :)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 30 March 2010, 00:42:40
Ok a new win32 beta is ready for testing at:

https://sourceforge.net/projects/megaglest/files/in_development/megaglest3.3.2_beta1_i386_win32_bin.7z/download (https://sourceforge.net/projects/megaglest/files/in_development/megaglest3.3.2_beta1_i386_win32_bin.7z/download)

Let us know how this plays. Also I wonder why no-one mentioned if the sound problems have been fixed or not?? Do we only report bad things here or do we report if something has been fixed?
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 30 March 2010, 01:02:13
I'll put a new 7z package up in the morning. :)

BTW, Ultifd, the installers will only be made for complete versions or whatever, BETA versions will only have 7z packages. ;)
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 30 March 2010, 03:25:09
EDIT: Finished "testing"  ::)
I had no sound problems...for 3/4 of the game, and then at the last part, I had it...  :(
I wonder why...
also I can't "Control select" anymore for some reason... I mean to assign a "number" to a group of units...

Anyways... Sucks... recorded nice gameplay, but I had problems with the video in the end.
Also, the simple text overlay problem still hasn't been fixed yet... I know it's easy but...  ::)
The "about" page is fixed though.  :thumbup:
See?
(http://img52.imageshack.us/img52/4872/ss11x.jpg) (http://img52.imageshack.us/i/ss11x.jpg/)
Too bad...couldn't finish the game...  only indians left...  ::)

------------------------
BTW, Ultifd, the installers will only be made for complete versions or whatever, BETA versions will only have 7z packages. ;)
Yeah, I know.  :) My "wording" is just mixed up. Anyways, I am downloading it right now...  ::)

Quote
I'll put a new 7z package up in the morning. :)
Cool.  :thumbup:

Quote
Ok a new win32 beta is ready for testing at:

https://sourceforge.net/projects/megaglest/files/in_development/megaglest3.3.2_beta1_i386_win32_bin.7z/download

Let us know how this plays. Also I wonder why no-one mentioned if the sound problems have been fixed or not?? Do we only report bad things here or do we report if something has been fixed?
Will test, once I finish downloading Archmage's data files...  ::)
 :thumbup:
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 30 March 2010, 14:46:07
I"m actually working on a patch file, so it'll be smaller. 8)



I had a strange occurance....
The resolution is set to 1024X768, but MegaGlest came up in my max resolution of 1680X945, is this a new feature, because I like it! :cheesy:
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 30 March 2010, 15:53:59
Ok you get MAX resolution if the following two properties are set in glest.ini:

AutoMaxFullScreen=true
Windowed=false

That will spread glest over multiple monitors at max resolution (believe me its awesome)
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 30 March 2010, 16:03:45
*High-Five* :D

About the patcher, I'm sorry guys it won't be a nice shiny exe file to update your files, but rather a good old reliable 7z file, it'll be on the first post in a little bit. :)

Edit: PATCH IS UP!  ENJOY!
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 30 March 2010, 18:57:34
For this new windows beta:
Softcoder made a huge change for the windows implementation, its the same as linux now!

If you test, please answer to the following questions:
1. What about the middle mousebutton camera movement? Does it work ?
2. Can you toggle fullscreen/windowed with the shortcut keys alt+enter ?

@ultifid: When you still have trouble with the overlay in the endgame screen, which screenresolution do you use? 640x512 like your screenshots?
Sorry, but this will never work :/ , its a too small resolution to show all those letters.

@ALL: did you notice this discussion?  https://forum.megaglest.org/index.php?topic=5243.0
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 30 March 2010, 19:17:45
I'm having trouble figuring out how to install this.  I downloaded the main file and the data file, now what?

Where do I copy the data file's...data to install it?

Edit: I'm on Linux.
Is it /usr/share/games/glest (that's where Glest is installed to)
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 30 March 2010, 19:25:42
Titi, you should really put up Linux packages. ;)
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 30 March 2010, 19:35:48
Oh...I just copied it to ~/megaglest and it appears to be working.
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 30 March 2010, 19:45:25
Right, only install it locally in your userdir, thats what it was made for.

@Archmage, i think there is not really a need for a new linux build. All the changes only effect windows.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 30 March 2010, 19:56:17
Ok...

Good news and bad news Titi..........  :-X

(click to show/hide)

(click to show/hide)
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 30 March 2010, 21:03:17
Wow.  Playing with 8 teams was incredible.  Best game ever.

By the end though, it got super-slow.  There was probably a 1 second delay between mouse movement, clicking, etc. that made it hard to use.

Is that to be expected with this many teams?   ;)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 30 March 2010, 23:14:27
Was that network play or on a single computer vs CPU?
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 30 March 2010, 23:17:49
@ultifid: When you still have trouble with the overlay in the endgame screen, which screenresolution do you use? 640x512 like your screenshots?
Sorry, but this will never work :/ , its a too small resolution to show all those letters.
No, I used 1024x 768 I think, like regularly... ::)
I just resize it, so it is appropriate size for the forums...

I guess I'll just retest/retry...  ::)

Wow.  Playing with 8 teams was incredible.  Best game ever.

By the end though, it got super-slow.  There was probably a 1 second delay between mouse movement, clicking, etc. that made it hard to use.

Is that to be expected with this many teams?   ;)
Same for me, usually...  ::)
Like everything...  :|
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 30 March 2010, 23:52:31
I was playing with all normal cpus (not ultra)
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 31 March 2010, 00:03:13
I was playing with all normal cpus (not ultra)
Yeah, I usually try out games with regular CPUs...  ::)
But if you were trying to answer hs question -
Was that network play or on a single computer vs CPU?
...  ::)
But I'm pretty sure you were "on a single computer vs CPU?"...  ::)
But yeah, happens to me a lot of times. Not a bug, I think, though.  :|
Title: Re: Megaglest 3.3.2 beta1
Post by: Omega on 1 April 2010, 16:33:34
Code: [Select]
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.2-BETA1.7z]Official Windows 7z Package - Just unpack and play! 8)[/url]
139MB! Ouch!!!

I don't suppose you could release JUST megaglest and skip whatever it is that's taking up so much room (megapack?). Perhaps two separate downloads? Anyway, download ATM, but probably will have to cancel cause I got half an hour of class to go, and estimated time remaining is 50 min! :o Why on earth does this start at 150kbs then within a minute, drop to a measly 30kbs?????

Anyway, I hope to test, though it would be very beneficial to release a smaller copy. Haven't played megaglest since a very early version and hope to give it a shot!
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 1 April 2010, 19:30:58
MegaPack is part of MegaGlest, this is one big package, so that it's easy for newbies, I'm not going to release it in parts unless a lot more people complain.
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 1 April 2010, 20:00:39
There are two different downloads now, right?  (data and something else, can't remember)
Why?
Title: Re: Megaglest 3.3.2 beta1
Post by: wiiboy on 1 April 2010, 20:29:12
Right, one other problem: I'm using the vbros pack 4, and at roughly the same point in the games I play, the game speeds up like crazy (i.e. twice normal playing speed, so units are producing, moving, etc. faster).

Is that because of vbros pack, or megaglest.  I'll try using the debug switches as a test
Title: Re: Megaglest 3.3.2 beta1
Post by: jda on 1 April 2010, 21:02:48
Is that because of vbros pack, or megaglest.  I'll try using the debug switches as a test
Simplest way to test that would be to try the Vbros pack 4 in vanilla Glest (v 3.2.2). If you get the same behaviour, it's the vbros pack, if not, something's affecting it in Megaglest (in which case it may not necessarily be megaglest's "fault", just something unexpected the vbros 4 pack does, but still megaglest should probably address it IMO).
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 1 April 2010, 22:09:06
In the latest version of MegaGlest beta the sound during play sticks even worse than the last beta and I am using the latest audio drivers for my system.
Title: Re: Megaglest 3.3.2 beta1
Post by: silnarm on 1 April 2010, 22:17:39
By the end though, it got super-slow.  There was probably a 1 second delay between mouse movement, clicking, etc. that made it hard to use.

I was wondering when the first such report would come in.

But yeah, happens to me a lot of times. Not a bug, I think, though.  :|

I suspect I know exactly what the problem is, and I would consider it a bug, a well masked one, but a bug none the less.

Let us know how this plays. Also I wonder why no-one mentioned if the sound problems have been fixed or not?? Do we only report bad things here or do we report if something has been fixed?

In general you should probably only expect bad things to be reported, for a dev working on Glest, 'Silence is golden'.
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 1 April 2010, 22:31:25
Hi Silnarm, are you going to look into the items that you pointed out and possibly checking some fixes? IF not could you share what you believe the problem to be?

Thanks
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 1 April 2010, 23:08:42
Quote
I suspect I know exactly what the problem is, and I would consider it a bug, a well masked one, but a bug none the less
Yeah.

Quote
vanilla Glest (v 3.2.2)
aka Original, wiiboy.  ::)
We should say original...  ::)

Right, one other problem: I'm using the vbros pack 4, and at roughly the same point in the games I play, the game speeds up like crazy (i.e. twice normal playing speed, so units are producing, moving, etc. faster).

Is that because of vbros pack, or megaglest.  I'll try using the debug switches as a test
Maybe you accidentally speed up'ed the game by pressing... the "+" key...  :|
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 2 April 2010, 01:02:01
for the speedup problem:
This is a problem that always was in glest since i know it! Look at the bugs section you will find several posts about it.
It seems to happen more often on slower machines. ( I saw this error too on my old computers )
If anyone ( silnarm ?? ) knows whats the problem, please fix/describe it!
I think this bug has something to do with the automatik speedup of the game if something took too long, but I have completly no idea whats going wrong.

For slowdown in games with 8 players( happens with 4 players too). I think its maybe your computer which isn't fast enough for all these units ( pathcalculation unit ... ) ? But if its a bug, does silnarm has an idea whats wrong?
Title: Re: Megaglest 3.3.2 beta1
Post by: silnarm on 2 April 2010, 02:43:23
I don't have any magic solution for slow machines, but this problem also affects computers that should be able to run Glest just fine, and will, as long as no one assigns too many workers to the same resource patch.

The A* frequently 'floods' on path requests from harvesters, what should be short and quick path calculations instead involve searching for an unreachable destination, a node limit stops such searches eventually.

With the node limit exceeded, the closest cell to the target that was found to be reachable is selected and the unit heads there. This is the 'well masked' part, the behaviour is correct, the worker heads towards the resources, and will more than likely end up next to them and start harvesting, but what should have been a very short and cheap path calculation, was in fact quite the opposite.

Further, in a congested resource gathering area, that path will often be thrown away because it becomes blocked, causing the whole process to repeat.  Get a few units doing this on a regular basis, and you have a lot fruitless path calculation going on.

I'll patch it up somehow, I've used a few different solutions for this problem, the latest is by far the best, but it's heavily reliant on a lot of code that I don't want to be moving into another codebase just now, as it may need some maintenance yet.  I'll dig up one of the old solutions.

Cheers.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 03:44:26
As far as the computer slow down It is caused because with 4 or 8 players there are hundreds of units on the map eating up video ram then when you have a big battle and a lot of units are killed the video tries to catch up to where it should be and so everything for a second or two goes at high speed to catch up to where the places it was ask to be with the units left. So the problem is not enough video ram for the game play at high units engaged in the game. To solve this you need to limit the amount of units on the game at one time or go get a 2 to 4 gigabite video card that would only cost you about 1500 to 2500 dollars. The more video ram the more units it will support at normal game play.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 2 April 2010, 03:56:24
As far as the computer slow down It is caused because with 4 or 8 players there are hundreds of units on the map eating up video ram then when you have a big battle and a lot of units are killed the video tries to catch up to where it should be and so everything for a second or two goes at high speed to catch up to where the places it was ask to be with the units left. So the problem not enough video ram for the game play at high units engaged in the game. To solve this you need to limit the amount of units on the game at one time or go get a 2 to 4 gigabite video card that would only cost you about 1500 to 2500 dollars. The more video ram the more units it will support at normal game play.
Yeah, basically... but I'd rather have a laggy game than to spend 1500 to 2500 bucks...  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 03:59:57
I was only letting you know why the slow down and there are only two ways to fix it either limit the number of unit that can be on the map at one time or get a bigger video card or you just have to live with the lag in the game.
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 2 April 2010, 10:00:36
This has nothing to do with video ram. The units are calculated in the CPU and only if they are displayed the Graphics card gets something to do.
And there are several other games out there which are much more demanding concerning graphic power.
Like silnarm i think too the reason for the slowdown is mainly pathcalculation and unit handling in general.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 11:28:24
All I know is both Glest and MegaGlest runs fine in the early part of the game but as the game goes on the game gets more choppy and if I was to end the game at the time it gets choppy by hitting escape on the end menu there are hundreds of units produce by most of the players and you can't tell me with over 1200 units it doesn't put a demand on a 1 gig video card. Because any other game I play where there are lets say a hundred or a hundred and fifty units on the board it don't  get choppy at all. And the 1200 units is only a 4 player game on 8 player it was over 4000 units.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 12:08:02
In fact have you ever looked at a map played by you and the AI the AI has dozens and dozens of buildings of the all types plus it makes about 75 to hundred workers that in the end game is so crowed that most can't harvest anything no room to move between the buildings and workers not to mention the fighting troops no wonder my video card gets over taxed with such stupid out of control building and mass of mostly useless units. It looks like a ant hill but instead of moving out into the map they stay pretty much in there starting location so it gets way over populated very fast. I say about 20 minutes into the game is where I start to see the choppiness and the longer the game goes the worse the choppiness gets. And only a mass attack with lots of units destroyed does it ever get any better and then only for a few minutes until they rebuild the buildings and useless units.then the choppiness is back.
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 2 April 2010, 13:36:37
Only those units get rendered which are currently visible on your screen! So if they are not visible, it doesn't effect the videocard.
But if its slows down if lots of things are displayed it might be a problem of your video card. But I can't imagine that any videocard which can handle glest has problems with memory usage. We are really using tiny textures ( compared to other games )  and don't have lot of vertices.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 15:41:35
Well when I play other games with let say 100 or so things on the screen at a time no problem in choppiness and no problem with Glest either until you get to about 500 units. See 500 small units would be about 100 medium units. And the choppiness in Glest doesn't get really bad until about 800 units now you see a little choppiness in the fluid movement but after 800 it starts to get really bad. And by the time it gets to 1200 and beyond it looks like the old strobe like films. You know back in the 19 teens the hand crank movie projectors well that is about the way Glest and MegaGlest looks like and I've had 3 different video cards since I found Glest all about the same accept the more video ram I have the longer it takes for the choppiness to happen. Now on average don't see it for the first 20 to 25 minutes. At first I had a 250 megabit ddr 3 video card and it would be choppy after only 5 to 10 minutes. Then I got a 512 ddr 2 video card and it took between 14 to 17 minutes for it to become choppy. Now I have a 1 gig ddr 3 with 256 bit interface and like I said on average 20 to 25 but not really bad until about 35 minutes into the game. Now all these numbers are base on 3 AI and my self in regular Glest  and a little shorter time with 7AI and me playing in MegaGlest. There is also depends upon the faction I use for me and the AIs some factions build buildings and those workers earlier in the game and some take more time. So I am giving you a average not exact times.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 2 April 2010, 17:22:30
MJR, please do not go on with the stuff about lag.
I don't really think that there is all that much you can do about it. :|
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 17:47:30
That was my point in the first place that with this game and the lack of video memory you will get it it is everyone else that says it is the game and needs to be fix please read what I said and not assume. But the sound on the other hand in regular Glest is fine MegaGlest it sticks badly. In fact the last version of MegaGlest it only stuck once in a while this version it is almost all the time during the game.
Title: Re: Megaglest 3.3.2 beta1
Post by: jda on 2 April 2010, 18:19:10
and I've had 3 different video cards since I found Glest all about the same accept the more video ram I have the longer it takes for the choppiness to happen. Now on average don't see it for the first 20 to 25 minutes. At first I had a 250 megabit ddr 3 video card and it would be choppy after only 5 to 10 minutes. Then I got a 512 ddr 2 video card and it took between 14 to 17 minutes for it to become choppy. Now I have a 1 gig ddr 3 with 256 bit interface and like I said on average 20 to 25 but not really bad until about 35 minutes into the game.
Did you change any other hardware in your machine during that time?
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 2 April 2010, 18:52:49
Regarding sound (and performance in general) check glest.ini and set the following values for best performance (only turn them on if you need to debug some problems in glest):

DebugLogFile=
DebugMode=false
DebugNetwork=false

To enable game type debugging to a logfile set:

DebugLogFile=debug.log
DebugMode=true
DebugNetwork=false

To enable full debugging to a logfile set:

DebugLogFile=debug.log
DebugMode=true
DebugNetwork=true

Let me know if that helps at all.

(this is for mega-glest)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 22:29:14
No other hardware was added and all debug logs are off will try a game and let you know.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 2 April 2010, 22:46:34
I just played. I was Magic my AI partner was Indian the enemy AI was Tech and Egypt. All was going well until the Indians started there war cry then the sound stuck and chattered. but only during the war cry.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 3 April 2010, 03:31:41
I have a weird bug, I can't assign a "number" to any of my units for some reason now.  :(
Like (Ctrl + #) ...

I try to assign them a "number" then it automatically de-selects the units that I just selected.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 3 April 2010, 04:53:40
I believe it has to do something with the sound of the factions. Like the Indians war cry also when they talk it sometime stick but not when it is just the background music. Only when you add the background music with a unit talking or the war cry like in Indians does the sound start to stick and all the sound background and the war cry gets choppy like a stuck record or skipping record.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 3 April 2010, 19:22:03
I believe it has to do something with the sound of the factions. Like the Indians war cry also when they talk it sometime stick but not when it is just the background music. Only when you add the background music with a unit talking or the war cry like in Indians does the sound start to stick and all the sound background and the war cry gets choppy like a stuck record or skipping record.
Yeah, but I think we already know that, see?  ::)
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.

But uh, I'll see If I still have that (Ctrl + #) problem...  :|

Title: Re: Megaglest 3.3.2 beta1
Post by: kris9700 on 3 April 2010, 20:06:11
sounds cool im going to try it out. :D
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 3 April 2010, 22:26:27
So is there any hope of figuring this sticking sound problem out or do we have to just live with it.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 3 April 2010, 22:42:37
C'mon titi, I tried to quote your post but...  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 4 April 2010, 05:32:21
Can you please confirm that the sound problem is ONLY in mega-glest? Do you have this in GAE or in regular glest? Honestly nothing has changed in the sound code and win32 doesn't use OpenAL, it uses DirectSound8. I NEVER have any sound problems on my XP and Windows 7 laptops using mega-glest. So here is what I need to know:

1. Does it only happen in mega-glest
2. can you reproduce it on any other system
3. Can you record the experience so we can see and hear what is happening at that point in the game?

Thanks
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 05:44:58
It only happens in MegaGlest. I don't own GAE. Am not sure how to record it but happens when the background music and the Indian war cry are happening at the same time. I am on Windows XP 64 bit with a Nvidia high definition  sound with the latest drivers.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 4 April 2010, 05:59:01
It only happens in MegaGlest. I don't own GAE. Am not sure how to record it but happens when the background music and the Indian war cry are happening at the same time. I am on Windows XP 64 bit with a Nvidia high definition  sound with the latest drivers.
You could record your screen...so use a screenrecorder...  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 07:39:11
First how would a screen recorder record the sound and if it does can't you tell me of one that is freeware.
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 4 April 2010, 10:36:52
Whats your soundcard/chip? What kind of speakers are you using ( connected with usb or audio-out or buildin ) ?
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 13:43:50
All I know is it takes Nvidia sound drivers and VIA High Definition drivers and according to VIA High Definition there web sight says there drivers has not been updated since 7/6/2005. Nvidia on the other had just had a update a week ago. And I have them installed. I downloaded a program called Driver Scanner it says all my drivers are up to date. By the way the speakers I am using is plugged into the bundle and they are from a old Compaq I use to own. But all other sound from music to regular Glest to about 15 other games has no problem only MegaGlest has the problem.
Title: Re: Megaglest 3.3.2 beta1
Post by: kris9700 on 4 April 2010, 17:11:39
I tried to download it but ware do it put the file? when i click on it nothing happens i re downloaded it 6 times!!! and glest is still the same.
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 18:06:00
You make a folder for it label it MegaGlest you don't unzip it into Glest.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 4 April 2010, 18:17:53
First how would a screen recorder record the sound and if it does can't you tell me of one that is freeware.
Umm...if you have ever seen my signature. and at least saw one of my videos... then yeah, you should know screen recorders can record sound....  ::)
I use  CamStudio (http://camstudio.org/) , but some people say it doesn't work for them so...but it works fine for me usually.  :|
I guess you could use the free version of Fraps...
Title: Re: Megaglest 3.3.2 beta1
Post by: modman on 4 April 2010, 18:55:08
The A* frequently 'floods' on path requests from harvesters, what should be short and quick path calculations instead involve searching for an unreachable destination, a node limit stops such searches eventually.

I suspected something like this was the issue.  Last night, I was playing with a Magic CPU Mega ally against Tech.  I was playing on the map 'Deliver' and it has this problem of basically trapping units in this dead-end.  There were about 30 of Magic's units there and they were all set to attack to Tech's base.  I realized this was killing my frame rate, so rather than stick out an arduous 2 FPS game for another half-hour, I sent a unit down there and killed them all.  This sped up my game considerably.

Tech also had a worker logjam and I promptly annihilated them too.  By this time, I had a normal frame rate.

BTW how fast should my processor be to have normal frame rate?  Or is it a little more complex...
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 20:13:43
I tried CamStudio I can get video but no audio to record tried every setting in CamStudio. There doesn't seem to be any free version of Fraps and it says without buying it will only record 30 seconds at a time so there isn't anyway I can record and have you hear the sound problem
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 4 April 2010, 22:02:13
Well since you can't reproduce the sound glitch and I have no way to send you a video with sound of it happening. I was wondering what other problems are keeping you from coming out with a full version with a windows installer instead of the beta.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 4 April 2010, 22:52:43
EDIT: I still have that "Ctrl + #" Problem..  ::)

I tried CamStudio I can get video but no audio to record tried every setting in CamStudio. There doesn't seem to be any free version of Fraps and it says without buying it will only record 30 seconds at a time so there isn't anyway I can record and have you hear the sound problem

For CamStudio, I thought I couldn't record sounds too, until I came up with a solution (that should work) (win7)
Right click your speakers icon   
Code: [Select]
[URL=http://img232.imageshack.us/i/ss5g.jpg/][IMG]http://img232.imageshack.us/img232/5120/ss5g.jpg[/img][/URL]
click on "recording devices"
Code: [Select]
[URL=http://img530.imageshack.us/i/ss6s.jpg/][IMG]http://img530.imageshack.us/img530/6711/ss6s.jpg[/img][/URL]
then right click, and select "show disabled devices"
Code: [Select]
[URL=http://img38.imageshack.us/i/ss7gz.jpg/][IMG]http://img38.imageshack.us/img38/4928/ss7gz.th.jpg[/img][/URL][URL=http://img189.imageshack.us/i/ss8q.jpg/][IMG]http://img189.imageshack.us/img189/9528/ss8q.th.jpg[/img][/URL]
then right click on "stereo mix" and click on enable, and vala, you should be able to record sound now...
Code: [Select]
[URL=http://img197.imageshack.us/i/ss10k.jpg/][IMG]http://img197.imageshack.us/img197/2044/ss10k.th.jpg[/img][/URL]
Then using camstudio (the stable version or the beta)
click on...
Code: [Select]
[URL=http://img64.imageshack.us/i/ss12q.jpg/][IMG]http://img64.imageshack.us/img64/1271/ss12q.th.jpg[/img][/URL][URL=http://img43.imageshack.us/i/ss11f.jpg/][IMG]http://img43.imageshack.us/img43/5466/ss11f.th.jpg[/img][/URL]
Good Luck, this works on my Win 7...

EDIT: Wait, you have do some other stuff, but it is annoying to explain with text and screenshots so... I found a video that basically shows you how...  ::)

http://www.youtube.com/watch?v=I19t9UZnuN4
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 4 April 2010, 23:44:29
There will be a release shortly, Titi is fast asleep at the moment so perhaps on monday.
Title: Re: Megaglest 3.3.2 beta1
Post by: kris9700 on 5 April 2010, 01:29:10
you should try and fix the sound problem. but over all its 9/10 in my book. when the sound is fixed then its a 10/10  ;D
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 5 April 2010, 07:07:21
I am not running Windows 7 I am running XP. the information on how to try to get CamStudio audio to work XP doesn't have those menus so I'll just have to live with the sound problem or play the game without sound on.
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 5 April 2010, 15:09:30
Kris9700, (and everyone else). If there is a sound problem we need more details from you. If anyone has a problem with the sound in mega-glest please anser the following questions:

1. What is your operating system (XP, Windows 7, linux)?
2. Does it only happen in mega-glest
3. can you reproduce it on any other system
4. Can you record the experience so we can see and hear what is happening at that point in the game?
5. Under what conditions does it happen (startup menu or during certain conditions of game play)?

Thanks
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 5 April 2010, 17:55:03
I'm not having the sound problem anymore... :confused:

I'm playing MegaGlest 3.3.2 beta1-2. I went into custom game and just played the defaults, I never encountered the sound issue......... :confused: :confused: :confused:

Wait a second....

Sometimes I have it sometimes I don't........
When I play Norsemen I have it, Tech, nope, Egypt, nope, haven't tested any of the others, but maybe a few theories will come about from this info. :)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 5 April 2010, 18:15:32
I hope you will get the sound problem figure out. I really like MegaGlest more than the original. I will be off line for a few days doing a reformat.
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 5 April 2010, 18:49:08
Thats what softcoder said!
These kind of "bugreports" doesn't help! You must be much much much more specific! Neither softcoder or me ever had any glest related sound issues! Its just you! So if you want us tofix it you must describe the problems as exact as possible! Please answer softcoders questions completly and very carefully !
Title: Re: Megaglest 3.3.2 beta1
Post by: modman on 5 April 2010, 20:11:11
Damn, I think I downloaded an outdated version of this yesterday.  I used Arch's installer (very nice by the way) and I had the humming problem.

I know I should try it on the newer version, but I have some information for the moment.

Windows Vista (32 bit), 1.6 GHz Intel processor, no idea how to find sound card info, I played as Dark Magic (just added it to the Megapack, so yea).  The humming only happened in the tileset and soundtrack, not in the unit sounds.  Also, the sound sounded like a telephone at the frequency that the tone started at.  The tone usually lasted less than 5 seconds, but was still really annoying.  Also, in the soundtrack I know this, the music wavered on one tone and then skipped to where it would have been without the wavering.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 5 April 2010, 20:20:43
Quote
Damn, I think I downloaded an outdated version of this yesterday.  I used Arch's installer (very nice by the way) and I had the humming problem.

Thanks, there are some 7z packages on the first post of this topic, one's the full thing, and one's a patch to update it. :)
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 5 April 2010, 20:38:08
Finally the first useful desciption from modman!
Please try to describe it as he did and tell us if it happens always or sometimes!
MJR is this the same problem you hear? And does it always sound like this, or sometimes?
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 5 April 2010, 20:45:41
Hey I gave you what I knew.
I was busy at the time.
Anyway, I can try to get more info, but Modman pretty much stated it!
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 5 April 2010, 20:58:57
Maybe I have a simple idea for all this!

probabaly you all have the sound volume too high?
Please go to your ingame options and lower every sound to:
SoundVolumeAmbient=80

SoundVolumeFx=80

SoundVolumeMusic=90  ( or maybe 80 too )

Then look at your os specific volume and lower it too to 80 or 90 %.
Do still have the Soundproblems?

I think the windows version comes with a glest.ini file with much to high volume settings like:
SoundVolumeAmbient=90

SoundVolumeFx=100

SoundVolumeMusic=100

Please give feedback!
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 5 April 2010, 21:39:58
I put all sound factors at 80, I can still reproduce the sound error. :bomb:
Title: Re: Megaglest 3.3.2 beta1
Post by: titi on 5 April 2010, 21:51:17
damn :(

Please try to describe the sound error with your words again. What kind of "sound error" do you hear?  And tell us how often it happens or if it happens always. ( and post the OS again please, I forgot what windows you used exactly )

update: I might sound like a broken record, but we still didn't got enough information to understand whats going wrong! For us everything works everywhere! I'm talking about a lot of systems ( more than 10 from my side ) with several windows and linux versions! No sound problems with any of them.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 5 April 2010, 22:59:58
Windows 7, same problem as Modman. :(



Quote
And tell us how often it happens or if it happens always.

I posted this a few posts back:
Quote
When I play Norsemen I have it, Tech, nope, Egypt, nope,

Hope it helps.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 6 April 2010, 00:20:06
I am not running Windows 7 I am running XP. the information on how to try to get CamStudio audio to work XP doesn't have those menus so I'll just have to live with the sound problem or play the game without sound on.
Oh sorry,  :confused:  :-[
I thought/remembered that you said you usually used win 7...  ::) oh well.
Will test for sound issues.  :thumbup:
Quote
When I play Norsemen I have it, Tech, nope, Egypt, nope,
For me, it is for like every single faction.
I mean, I tried the mushroom one a few days ago right, and then... *screech*...  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: modman on 6 April 2010, 00:24:11
I'm attempting to download the latest version, so I'll see if it fixed the problem (although I doubt if titi cannot reproduce it he would have fixed it before a reputable report came).

I mean, I tried the mushroom one a few days ago right, and then... *screech*...  ::)

Like I said, mine is like a telephone.  It just pauses with the phone sound on one tone and then continues.

It's almost like choppy graphics which pause for a moment and then speed/skip to catch up.

//EDIT

Wow the download is going to take 20 min even with DownThemAll (download manager for FF)!  I wish it would only include the new files, since most of the changes look like they apply only to the engine...
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 6 April 2010, 00:27:08
I'm attempting to download the latest version, so I'll see if it fixed the problem (although I doubt if titi cannot reproduce it he would have fixed it before a reputable report came).

I mean, I tried the mushroom one a few days ago right, and then... *screech*...  ::)

Like I said, mine is like a telephone.  It just pauses with the phone sound on one tone and then continues.

It's almost like choppy graphics which pause for a moment and then speed/skip to catch up.
Well, the worst thing that can happen/is happening... is that we are all experiencing different problems...  ::)
which is, maybe why, one day we should all play a multiplayer game against each other...to...  ::)
but maybe this problem only occurs for against CPU...games.  :|
We'll see.
I think it is more of a buzzing noise...  ::)
----------
EDIT: Titi, when are you going to release the next version, so at least I can "Ctrl + #" ...it's hard to play or test... ::)

Quote
Wow the download is going to take 20 min even with DownThemAll (download manager for FF)!  I wish it would only include the new files, since most of the changes look like they apply only to the engine...
Yep...  :|

EDIT: Just "tested" still has the sound problem.  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 6 April 2010, 04:52:53
As I said before in the latest version the background music in the game is fine until either a unit talks or the Indian warriors start there war cry. Then the war cry sounds as if it is stuck it jumps back and forth between the last few note and so does the background music. But when they stop there war cry the background music goes back to normal.
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 6 April 2010, 05:09:26
Ok, just for fun I have added support for OpenAL (the same sound library we use for linux) to see if it makes a difference. I'll test it a bit and if it works satisfactory than I will upload it for all the win32 users to test. Even though OpenAL simply wraps DirectSound (which is what we are already using) the code may prove helpful to clear up this sound issue.

I'll post again soon with an update.

**Update:

Ok I beleive I have reproduced the problem and have a solution. As soon as I tested using OpenAL on Windows 7 I started getting the sound problem (the telephone clicking) mentioned by Modman (and perhaps Archmage).

Try to rename the dsound.dll file in the mega-glest folder to something like dsound.dll_old and see if that fixes your problem. I beleive the dll we packaged with mega-glest is a debug version of the direct sound library and actually need not be shipped with mega-glest since it is installed as part of directX. One i renamed the DLL and started mega-glest (it worked flawlessly in both directsound8 and openal modes)

Please let me know your results if you have posted with sound problems on win32 / 64 platforms. (or any others)

Thanks
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 6 April 2010, 12:09:21
You da man, man. :D

I can't reproduce the sound problem anymore!!! :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

So, are you going to fix the grouping problem, and then make a full(non-beta) release? :D
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 6 April 2010, 12:29:26
It works the sound problem in 64 Bit XP is gone.
Title: Re: Megaglest 3.3.2 beta1
Post by: weedkiller on 6 April 2010, 13:34:14
vista 64 bit works too 8)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 6 April 2010, 13:56:10
Working on the Ctrl + # issue in windows right now. It works in linux so its purely related to win32. Must have happened when I switched over to SDL. On another good note the Alt-Enter Fullscreen toggle issue works now in win32 with my latest changes too :)

EDIT: The Ctrl + # issue is now fixed for windows. I think we are almost ready to release.
Title: Re: Megaglest 3.3.2 beta1
Post by: Coldfusionstorm on 6 April 2010, 15:15:50
Windows 7
CPU Intel
Nvidia 8800
serveral sound cards.

Sound issue fixed. THANKS.

i had not just telephone klicking i had hissing, scrachting worse than a FM radio out of tune..
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 6 April 2010, 15:30:52
Great!
I'm ready to make installers. :D
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 6 April 2010, 19:36:47
So when can we hope for a windows installer with the fixes?
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 6 April 2010, 19:38:14
Within a few days after the release is made. ;)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 6 April 2010, 21:40:36
All is quiet before the storm, a new 3.3.2 release is in progress.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 6 April 2010, 22:37:50
Thanks Softcoder, can't wait for the next release.  :)
Title: Re: Megaglest 3.3.2 beta1
Post by: MJR on 6 April 2010, 23:40:58
So when is the new beta with these fixes
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 7 April 2010, 00:10:53
Hmm...I seem to be having problems with the resolution, fine for me, but when I try to record, the screen is zommed in or cut, like in my latest video.  ::)
I set it to 1024x768, while it automatically changes back to 1280x1024...
Another reason why I can't wait for the release.  ::)
Also, since this release, I it is harder to record Glest...I mean I start recording right...usually no problem, but now for some reason it automatically minimizes Glest, which is why now I have to start out my videos weird...I hope the next release will fix this.  ::)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 7 April 2010, 00:17:16
Quote
Hmm...I seem to be having problems with the resolution, fine for me, but when I try to record, the screen is zommed in or cut, like in my latest video.  Roll Eyes
I set it to 1024x768, while it automatically changes back to 1280x1024...
Another reason why I can't wait for the release.  Roll Eyes

Try editing glest.ini and set:
AutoMaxFullScreen=false

Quote
Also, since this release, I it is harder to record Glest...I mean I start recording right...usually no problem, but now for some reason it automatically minimizes Glest, which is why now I have to start out my videos weird...I hope the next release will fix this.  Roll Eyes
Not sure what is minimizing glest, but it isn't anything in the glest code... its likely your recording program? Every time I run mega-glest it starts up windowed or fullscreen.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 7 April 2010, 00:19:41
Thanks, will try that.
Also, aren't you going to tell us that you uploaded the new files?
But one question, is the data package that was uploaded today different from the one on the first page of this page? Cause if not, I don't want to download it...  ::) (big file size)
thanks.  :)  :thumbup:
Title: Re: Megaglest 3.3.2 beta1
Post by: John.d.h on 7 April 2010, 00:20:14
Semi-OT
for some reason it automatically minimizes Glest, which is why now I have to start out my videos weird...I hope the next release will fix this.  ::)
Does it work when you use the hot keys instead of clicking record?  I think F9 is record, but I can't be sure about that.
Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 7 April 2010, 00:24:42
Semi-OT
for some reason it automatically minimizes Glest, which is why now I have to start out my videos weird...I hope the next release will fix this.  ::)
Does it work when you use the hot keys instead of clicking record?  I think F9 is record, but I can't be sure about that.
I always use hotkeys...  ::) Coincidentally, yes, I set it as F9.  ::)

For anyone that doesn't know, new stuff has been released.
http://sourceforge.net/projects/megaglest/files/

Thanks, will try that.
Also, aren't you going to tell us that you uploaded the new files?
But one question, is the data package that was uploaded today different from the one on the first page of this page? Cause if not, I don't want to download it...  ::) (big file size)
thanks.  :)  :thumbup:
Here is my previous post, since suddenly...new page.  :|

Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 7 April 2010, 00:29:43
Sorry but Titi just went to bed and I am finishing sending up the full windows installer, new release is ready here:

https://forum.megaglest.org/index.php?topic=5277.0 (https://forum.megaglest.org/index.php?topic=5277.0)

and oh yes.. there is a small data package for people who already had 3.3.0 or higher.
Title: Re: Megaglest 3.3.2 beta1
Post by: -Archmage- on 7 April 2010, 00:45:42
Cool, but don't you think it would be better to just update the first post of this topic?
I could do that for you, you'd just have to provide me with what you want me to put in the first post, or remove or update, or whatever... :)
Title: Re: Megaglest 3.3.2 beta1
Post by: softcoder on 7 April 2010, 01:16:29
I'm a coder not a forurm moderator. Feel free to change up the posts as you see fit, just want to let people know there is a new release :)

Title: Re: Megaglest 3.3.2 beta1
Post by: ultifd on 7 April 2010, 01:45:30
I'm a coder not a forurm moderator. Feel free to change up the posts as you see fit, just want to let people know there is a new release :)
and an awesome one...  ::)

Oh well, he posted a new topic, so it doesn't really matter too much.  :|