MegaGlest Forum
Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: silnarm on 12 December 2010, 07:49:32
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Glest Advanced Engine 0.3.2
Generic Linux - Source package (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-src-0.3.2.tar.bz2/download) (with data) ~73 MiB
Debian Based Linux - debs for 32bit (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-0.3.2-Linux32.deb/download) & 64bit ~77 MiB
64bit Deb package is coming soon.
Windows - Installer (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-0.3.2-win32.exe/download) ~63 MiB
Please replace the exe and pdb with these ones (http://sourceforge.net/projects/glestae/files/0.3.2/gae-0.3.2-win-binaries.zip/download) ~8.5MiB.
And by special request, Omega's upgrade pack (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-0.3.2-win32-upgrade.7z/download) ~7.5 MiB
This is another bug-fix release, with the usual sprinkling of small extras.
Change Log:
Data Changes:
- faction logos for magitech were added.
- attack-notice sounds for magitech were added.
- attack-stopped commands were removed from melee units
- Archer, Swordsman & Guard require Training Field upgrade to use patrol & guard commands
Minor enhancements:
- Tool-tips
- HP & EP 'boosts' in Enhancements
- cast-spell command, only supports target='self' atm
- faction logos in display panel when nothing selected
- 7zip addons are now supported (but the archives must not be 'solid')
Bugs fixed:
- G3D viewer segfaulting at startup on 32bit linux.
- Map editor's 'show map' option had various path paroblems.
- An 'unsupported resolution' on a fresh install would not write the ini
- the mouse cursor was jumping up and down when using the scroll wheel
- text in the display panel wasn't wrapping
- resource refunds were ignoring the don't reserve resources flag (easy cheat)
- particle system on buildings weren't rotating
- the new load command shouldn't cause crashes anymore ;)
- sub-faction advancement checks for defective
- load capacity for load command was not enforced properly
- G3D viewer crashed if a model's texture was not found
- Transports couldn't be ordered to attack properly
- numerous text formatting fixes
- in-game chat didn't do anything on non-network games (why do you people want to talk to yourselves?!?)
- unit particles on starting units weren't starting
- particle systems on die skill only played for one skill cycle
- multiple consumable resources with different intervals would cause all to be evaluated on any one of their intervals
- random faction selection was restored
- last game-settings weren't sanitised before use, crashing the new game menu if you removed the last map you played on (for example)
- Various behavioural fixes were made to transports
- Various crashes in the new GUI were fixed
- attack-stopped command was not setting custom stop skills
- patrol command was broken for patrolling to a target unit
- the droplists for map/tileset/tech-tree were too small
- scroll-wheel now functions on drop-lists (changes selection if un-expanded, scrolls list if expanded)
- the lua function setCameraMotion() always rotated the same way, which was some times the 'long way' around.
- team colour in particle systems wasn't working
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YAY!!!!
First to post! :P
Awesome Silnarm! Gonna download and try soon!
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Wow, sounds great! Excellent work GAE Team! ;D
I'm trying to download at the moment, though my downloads enjoy breaking on me... :| Don't suppose you can release a "patch" version?
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YAY!!!!
First to post! :P
Well, technically that would've been me :D
I'm trying to download at the moment, though my downloads enjoy breaking on me... :| Don't suppose you can release a "patch" version?
Done.
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Heh heh, thanks Silnarm. Got it downloaded now and hope to try implementing it with Military soon.
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john@satellite ~ $ glestadv
terminate called after throwing an instance of 'std::runtime_error'
what(): Failed to create directory ~/.glestadv:
Aborted
:|
I guess I'll just build it myself then.
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Did you install the deb package or build from source? We don't expand ~ to the actual home directory (like any other shell variable). So, better not set configdir during compile. It defaults to /home/username/.glestadv anyway.
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That was from installing the deb package. I compile GAE from source all the time, so I know how to do that. I'm just pointing out there might be something amiss with the package, at least for me.
My usual update script looks like this, by the way:
cd ~/glestae_svn &&
logsave ~/update_gae_output.txt svn up &&
cd build &&
logsave -a ~/update_gae_output.txt cmake -DGAE_DATA_DIR=/home/john/glestae_svn/data/game -DGAE_USE_PHYSFS=ON .. &&
logsave -a ~/update_gae_output.txt make
and it works flawlessly.
I'm on Mint 10 (Julia) 32-bit, by the way.
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I use a non-debian based system, so I always compile glestae from source. This time I reran my same build script and ran into the following error.
CMake Error: The current CMakeCache.txt directory /tmp/SBo/glestae-src-0.3.2/CMakeCache.txt is different than the directory /home/james/glest-adv where CMackeCache.txt was created.
This may result in binaries being created in the wrong place. If you are not sure, reedit the CMakeCache.txtApparently the source tarball comes with pre-configured cmake files. This was alleviated by running
rm -f *.cmake CMakeCache.txt projectConfig.h Makefilebefore running cmake from my build directory.
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Apparently the source tarball comes with pre-configured cmake files. This was alleviated by running
rm -f *.cmake CMakeCache.txt projectConfig.h Makefilebefore running cmake from my build directory.
Sorry about that, have uploaded a clean one.
@John: This is a bit weird, that's the same error you got not so long ago building yourself, and I just double-checked all my cmake settings and everything appears to be in order. If anyone else can confirm the 32 bit deb works or doesn't, that would be appreciated.
In the off chance anyone was waiting for a 64bit deb, you may want to build from source, my 64 bit install has decided it doesn't want to talk to my video card any more, so there will be a delay on that one.
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heh....L64 debs....that's me. :P /grabs source
thanks for the heads up
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Yay, you finished!!! :thumbup: Can't wait to try it out when I'm not busy. :)
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hey, what's the latest snapshot? is it better than 1004?
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I think you mean rev 1032...I mean, the latest snapshot is rev 1004 but then there is the release version anyways.
Well, let's see. There has been one additional (http://sourceforge.net/apps/trac/glestae/changeset/1033) revision so far.
* introduced abstract TerrainRenderer
* added TerrainRendererGlest to wrap up the original terrain rendering code
* moved some stuff from World and Tileset that was specific the the current system into TerrainRendererGlest
* shuffled some files into more appropriate dirs
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it broke my GAE....it appears that that exe was smaller than the one i had....
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Well, it worked for me... Just use the release version then, since that one revision doesn't make too much of a difference. I'll try re-compiling as RelwithDebInfo...and maybe I'll upload it again later.
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I think you mean rev 1032...I mean, the latest snapshot is rev 1004 but then there is the release version anyways.
Well, let's see. There has been one additional revision so far.
You're mixing things up here. Development isn't a one way route. We have branches. To say it clearly 0.3.2 doesn't support any of the new features like cloaking. If you want to use these features use the snapshot (or build trunk on your own). These features are for 0.4 and the snapshots were only released to get some testing and feedback. They are not meant for everyday use. We should've released 0.3.2 before any snapshot...
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These features are for 0.4 and the snapshots were only released to get some testing and feedback. They are not meant for everyday use. We should've released 0.3.2 before any snapshot...
Probably not, but the snapshots don't get many downloads usually...
@Zoy: Nothing overly interesting has happened in trunk since r1004, some messing around with the new shader code, and a bit of refactoring...
The messed install is probably because you copied just the exe ? The exe and pdb should be considered as one, if the pdb doesn't match the exe, it will crash. The dependence on the pdb for release builds will be removed just as soon as I figure out what is actually going on ;)
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I think you mean rev 1032...I mean, the latest snapshot is rev 1004 but then there is the release version anyways.
Well, let's see. There has been one additional revision so far.
You're mixing things up here. Development isn't a one way route. We have branches. To say it clearly 0.3.2 doesn't support any of the new features like cloaking. If you want to use these features use the snapshot (or build trunk on your own). These features are for 0.4 and the snapshots were only released to get some testing and feedback. They are not meant for everyday use. We should've released 0.3.2 before any snapshot...
I know, yesterday I forgot about that... OK, I'll just keep my builds to myself then.
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You're using visual studio, I assume? PDB are debug files. They are generated when you compile a debug copy (the default) and allow you to do debugging features such as breakpoints. They should not be created if you set it compile the release edition.
I can't tell you exactly how to change it back, since VS has hated my last 2 computers for odd reasons, *ALWAYS* giving a registry error, and trying to fix it nearly destroyed my computer and forced me to revert (currently, the only way to make a project is to make a copy of a blank project and open that). Anyway, I used "batch build" from the build manager, unticking the "debug" version and ticking the "release" version.
Wish I could test it, but problems prevent me from doing so.
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You can turn generation of the pdb on/off from Project Settings -> Linker -> Debugging. That's not the issue, the issue is if you don't have them generated (or for other people, have the correct one alongside the exe) GAE will crash. This is a problem with the new windows exception handler... While it isn't ideal, we will at least get decent crash reports (stack traces) if it crashes.
I will look into why it needs to have the pdb (it shouldn't matter), but it isn't really a priority, I want you to have that pdb alongside the exe, because I want good crash reports!
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For windows people using 0.3.2, please download the new binary pack (http://sourceforge.net/projects/glestae/files/0.3.2/gae-0.3.2-win-binaries.zip/download). The ones that shipped in the installer were missing vital information, making crash reports nearly useless.
Cheers.
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For some reason I'm getting this now on 0.3.2:
(http://img337.imageshack.us/img337/7641/glestadv.png) (http://img337.imageshack.us/i/glestadv.png/)
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
Also how come GAE doesn't tell what type armor units or buildings have?
Why no keyboard commands for camera/zooming with the camera. Or are there?
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For some reason I'm getting this now on 0.3.2:
(http://img337.imageshack.us/img337/7641/glestadv.png) (http://img337.imageshack.us/i/glestadv.png/)
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
Also how come GAE doesn't tell what type armor units or buildings have?
Why no keyboard commands for camera/zooming with the camera. Or are there?
You need to disable shadow mapping in your config then it should work, I'm not sure if shadow mapping works on mine or not but I've seen this problem before.
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Thanks, it works now. I think I kinda want shadow mapping for Git-Master, but oh well...
Anyways, thanks to whoever answers these questions.
- This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
- Also how come GAE doesn't tell what type armor units or buildings have?
- Why aren't there any keyboard commands for camera/zooming with the camera. Or are there?
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- This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
Not that I'm aware of...
- Also how come GAE doesn't tell what type armor units or buildings have?
The interface was changed a bit. Hover on the unit icon for better info.
- Why aren't there any keyboard commands for camera/zooming with the camera. Or are there?
Shift + WASD to move around, mouse wheel (or scroll bar thingy for touchpads) to zoom. F resets the camera.
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This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
For some reason, it's TGA only. They really need to convert to PNG, as GAE does support it now...
Also how come GAE doesn't tell what type armor units or buildings have?
Looks like it got removed in the new unit GUI... Bring back, please?
Why aren't there any keyboard commands for camera/zooming with the camera. Or are there?
Odd... The keymap.ini says page up and page down, yet they don't seem to work for me... The mouse scroll wheel does, though.
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Also how come GAE doesn't tell what type armor units or buildings have?
Looks like it got removed in the new unit GUI... Bring back, please?
Oh really?
(http://img546.imageshack.us/img546/6427/screen0.jpg) (http://img546.imageshack.us/i/screen0.jpg/)
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The interface was changed a bit. Hover on the unit icon for better info.
Oh...well I'm pretty sure they should change it back. That kinda makes it a lot harder to test and evaluate mods, or even just during regular gameplay. Each second is very valuable, I'm not kidding.
Thanks for the other info! And yes, the other types of screenshots should be supported too! Probably PNG and JPG.
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Probably PNG and JPG.
but who cares about JPG? :P
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If you want to save space, you do. :D But basically, PNG is the best.
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Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG). JPG is a lossly format, so it is very bad for contributory efforts like this, where we may often need to modify something, or expand on anothers work. JPG loses data each time it's saved, and that's simply no good. And at 100% quality, JPG doesn't save much over PNG. The problem with supporting JPG is that it can make an unknowning person make an entire mod with JPG images. And in most image editors, the default JPG quality is usually 85-90%, so you'll lose quality fast.
Filesize isn't every thing. Even for those who have terrible internet like me.
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And in most image editors, the default JPG quality is usually 85-90%, so you'll lose quality fast.
It's always 100% in every image editor that I use, :angel:
Anyways, if I had to upload a lot of screenshots for Glest, I would probably use JPG. Unless one day I get a 3 MB Upload connection...So perhaps for mods I wouldn't use JPG, but for screenshots I would.
Anyways, GAE should at least support PNG...
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If you're uploading screenshots, it's easy enough to open the *.tga and save it as *.jpg. I would imagine that even your default image viewer can do that.
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If JPG was supported, I bet it would be even easier to just upload it after they are taken, right? Anyways, it wouldn't be that hard, but it would take some time and work.
Filesize isn't every thing. Even for those who have terrible internet like me.
Really?
edit: it seems you can't see what your enemy's armor is...not even sure if you can see how many kills they have
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For some reason I'm getting this now on 0.3.2:
...
This reminds me, can GAE take screenshots as other formats besides TGA, or is it TGA only? If so, how?
Why no keyboard commands for camera/zooming with the camera. Or are there?
I think the patch by asmodeus fixes this which has been applied in git-master. I don't think there will be a 0.3.3 so focus on bugs for 0.4. A ticket for screenshot formats (ticket 306 (https://sourceforge.net/apps/trac/glestae/ticket/306)) has been added. No new enhancements are being accepted for 0.4 so in the meantime just resave it like John suggested. I remember there being issues with certain keyboard keys but even letters aren't working for zooming (added Ticket 307 (https://sourceforge.net/apps/trac/glestae/ticket/307)).
Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG).
Not to get too far off topic but Fernland only uses one jpg for a rock. If it bothers you that much convert it to png. I have jpg loading working but haven't committed since it will break people's builds. It'll be sorted before 0.4 is released.
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OK, thanks. All I wanted to know was whether or not other formats were supported, anyways.
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Except it'd be crucial that screenshots are saved at 100% JPG quality then, to ensure we don't lose any information. And in mods, JPG should NEVER be used (I already loath fernland, despite never having used it, because it used the evil JPG).
Not to get too far off topic but Fernland only uses one jpg for a rock. If it bothers you that much convert it to png. I have jpg loading working but haven't committed since it will break people's builds. It'll be sorted before 0.4 is released.
Huh? Just one? I got put off when Titi just said that it requires MG because it uses a JPG texture...:P
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How about move speed? Where is that located?
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How about move speed? Where is that located?
Hover on the move command, same as MG.
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How about move speed? Where is that located?
Hover on the move command, same as MG.
Right, I found that out in 0.3.2. But in Git-Master, it's gone. Also for some reason the resources, they are only all gone after all your buildings are killed, in git-master; not if the main building is killed.
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Oh, I hadn't noticed that. Seems like a bug to me.
(http://img138.imageshack.us/img138/358/screen1uq.jpg) (http://img138.imageshack.us/i/screen1uq.jpg/)
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:-\ It's hard for me to tell what are bugs, because I don't how things are supposed to be; and whether not they are normal... :-X
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Well, the git-master is anything but complete, so I'd say that's why. All issues will probably be solved before 0.4.
In fact, if I may request so, when 0.4 is finally ready (still got a ways to go), could you release a beta to the community first, for us to test for bugs before we consider it "stable" (or as close to stable as we'll get).
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All issues will probably be solved before 0.4.
Only if we keep pointing them out. :P
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Well, GAE needs more testers; that's how we started to stabilize multiplayer in megaglest a year ago.
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Well, GAE needs more testers; that's how we started to stabilize multiplayer in megaglest a year ago.
*raises hand to volunteer* :thumbup: Having a few people do testing with GAE before it's released publicly on the board could help prevent some bugs. After all, the developers can't test every feature, whereas a small team of players (volunteers, of course) with a week with the program could help catch a lot of bugs, particularly when they test features in ways the developers might not have, or use their own mods, etc. Commercial games generally have months of testing with large groups professional testers, and it's proven to work. For us, a small team of dedicated volunteers should do (and would probably be the best we could get). This would help ensure that the main releases are as stable as possible, whereas the testing copies would be just alphas.
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What's the max number of units that can be selected? Is 24 the max?
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What's the max number of units that can be selected? Is 24 the max?
Yes.
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What's the max number of units that can be selected? Is 24 the max?
At the moment, yes. No reason to say it won't increase, or better yet, be user defined, in the future.
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The interface was changed a bit. Hover on the unit icon for better info.
Oh...well I'm pretty sure they should change it back. That kinda makes it a lot harder to test and evaluate mods, or even just during regular gameplay. Each second is very valuable, I'm not kidding.
Yeah, armour should probably still be on the panel proper... and maybe kills/levels would be nice, but I doubt there'll be room.
The main problem with the original code is that the amount of information there can be arbitrarily long, in GAE with effects listed there too, this was a serious problem.
Re: Skill speed not shown anymore in the master branch.
All skill speeds were removed from command descriptions, some (produce like commands) will be replaced by a 'time-to-produce' like field, showing how long the whole command would take.
I wasn't planning to bring it back for other commands, its value is an interesting number to the engine, I thought less so to the player. Obviously in the case of move you can compare these values so there is some benefit, but I think maybe we should leave it, and it could be included in the tip if needed (ie, slug_move_tip=Slugs move very slowly)
Re: Selection size.
Configurable and with options on how to display the icons would be ideal, I'm currently most of the way through a massive widget refactor, with just the 'game' widgets to fix up now. The Display panel is I think going to be largely re-implemented, so it may come out somewhat differently :|
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I wasn't planning to bring it back for other commands, its value is an interesting number to the engine, I thought less so to the player. Obviously in the case of move you can compare these values so there is some benefit, but I think maybe we should leave it, and it could be included in the tip if needed (ie, slug_move_tip=Slugs move very slowly)
That seems like a hassle to define strings for every move skill for every unit. Even I wouldn't use it, and I'm the kind of person who comes up with entirely excessive amounts of fluff for everything. Even if it were an option, I'd certainly prefer to have the movement speed displayed the usual old way by default.
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Yeah, armour should probably still be on the panel proper... and maybe kills/levels would be nice, but I doubt there'll be room.
The main problem with the original code is that the amount of information there can be arbitrarily long, in GAE with effects listed there too, this was a serious problem.
Well, couldn't you just make the "box" of info longer/a bit larger?
I wasn't planning to bring it back for other commands, its value is an interesting number to the engine, I thought less so to the player. Obviously in the case of move you can compare these values so there is some benefit, but I think maybe we should leave it, and it could be included in the tip if needed (ie, slug_move_tip=Slugs move very slowly)
That seems like a hassle to define strings for every move skill for every unit. Even I wouldn't use it, and I'm the kind of person who comes up with entirely excessive amounts of fluff for everything. Even if it were an option, I'd certainly prefer to have the movement speed displayed the usual old way by default.
I agree. If this really is going to be changed like that, I think it should be implemented after GAE 0.4...
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Would the use of 'stat symbols' help? Basically instead of saying Attack/Damage display a small image of a sword, instead of defence have a small shield icon, etc.
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I like the stat symbols idea. I've created a new topic (https://forum.megaglest.org/index.php?topic=6614) if people want to continue the discussion and added a ticket (https://sourceforge.net/apps/trac/glestae/ticket/310).
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Looks good. Never tried it but I will right now. ;D
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Glest Advanced Engine 0.3.2
Generic Linux - Source package (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-src-0.3.2.tar.bz2/download) (with data) ~73 MiB
Debian Based Linux - debs for 32bit (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-0.3.2-Linux32.deb/download) & 64bit ~77 MiB
64bit Deb package is coming soon.
Windows - Installer (http://sourceforge.net/projects/glestae/files/0.3.2/glestae-0.3.2-win32.exe/download) ~63 MiB
Please replace the exe and pdb with these ones (http://sourceforge.net/projects/glestae/files/0.3.2/gae-0.3.2-win-binaries.zip/download) ~8.5MiB.
I have 0.3.2 ready to install....until I read this.
I don't understand what I need to do though. Do you want me to download the replacement .exe and .pdb and overwrite the existing exe and pdb? Even after I do that, will the game run?
I won't be able to play until I know. These delays irk me, i've all these mods and maps to try out. help please.
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Yes, of course. Have some trust and faith in others, please. ;)
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It's not that I don't, I just don't need to play a game and then get an error message. Even after doing everything that need be done, prior to installation. This is why i don't bother with PC games (no offense).
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I don't understand what I need to do though. Do you want me to download the replacement .exe and .pdb and overwrite the existing exe and pdb? Even after I do that, will the game run?
Yes. Replace the files as it asks. This was just a once off to avoid reuploading 64MB. Future versions won't require additional steps.
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ok cool, now i have nothing to worry about. let the games begin.
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The game crushes:
Crash
Version: Advanced Engine 0.3.2
Time: Sat May 14 13:47:23 2011
Description: SIGILL: illegal operand
Address: 0x843cff2
Backtrace:
./glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x25c) [0x8438f92]
[0x8b940c]
./glestadv(_ZN6Shared8Graphics8Freetype6renderERKNS1_9font_dataENS_4Math4Vec2IiEERKSt6vectorISsSaISsEE+0x51) [0x843cff2]
./glestadv(_ZN6Shared8Graphics8Freetype5printERKNS1_9font_dataEffPKh+0x15b) [0x843d2ba]
./glestadv(_ZN6Shared8Graphics2Gl14TextRendererFT6renderERKSsiib+0xa3) [0x843d627]
./glestadv(_ZN5Glest7Widgets10TextWidget10renderTextERKSsiiRKN6Shared4Math4Vec4IfEEPKNS4_8Graphics4FontE+0xc9) [0x83ceff5]
./glestadv(_ZN5Glest7Widgets10TextWidget18renderTextShadowedEii+0x141) [0x83cf281]
./glestadv(_ZN5Glest7Widgets10StaticText6renderEv+0xa0) [0x83be152]
./glestadv(_ZN5Glest7Widgets9Container6renderEv+0x6f) [0x83d0027]
./glestadv(_ZN5Glest7Widgets12WidgetWindow6renderEv+0x11) [0x83d3051]
./glestadv(_ZN5Glest4Main7Program4loopEv+0x143) [0x82fcb03]
./glestadv(_ZN5Glest4Main9glestMainEiPPc+0x2ca) [0x82f66d8]
./glestadv(main+0x79) [0x82f69ca]
/lib/libc.so.6(__libc_start_main+0xe6) [0xb99e36]
./glestadv() [0x8257e01]
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Try the latest git version. A lot of bugs have been fixed since 0.3.2.
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What's a 'git'?
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I'm on Mint 10 (Julia) 32-bit, by the way.
Mint all the way, it works better for me than Ubuntu!!
Omega: Um, you posted in a 6 month old topic for that?