MegaGlest Forum
Archives (read only) => Vanilla Glest => General discussion => Topic started by: Omega on 23 December 2010, 21:15:36
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Because many players do not realize the differences between the versions of Glest, an unbiased list of their differences was needed. This will list no preferences, but will focus on the features.
Basic decision: MG is for stabilized multiplayer and GAE is for its features. Need more information? Look down at the features...
https://docs.megaglest.org/Engines#Comparison_of_the_Engines
Features both engines have that Regular Glest does not:- Command queuing -- give a unit a command, then hold down shift while giving the unit another command, and the unit will execute both commands in the order they were given.
- Right-click for gathering points
- Loads only the factions being used, instead of the entire tech tree (for example, if you're playing only Magic vs. Magic, Tech will not be loaded)
- New texture formats (reduces file size)
- Unit particle effects -- MG generally gets these first and then they're ported over to GAE, so there's usually a short delay
- You can rotate buildings while placing them
- Units can morph between land and air
- Various bug fixes
- Raised the number of players possible on a map
Things MG has that GAE doesn't:- Master server
- Easier to set up multiplayer games
- Larger multiplayer community -- You can often find people to play with on IRC (#glest on freenode)
- Improved and stabilized multiplayer (such as no out of synch issues)
- Faction Loading Screens, Map Preview
- JPG textures (reduces file size even more)
- Assorted aesthetic tweaks
- Integrated IRC
- Cliffs
Things GAE has that MG doesn't:- The ability to save games
- Teleportation
- Multiple music tracks and ability to shuffle them
- Loading units into other units (i.e. transports)
- Extra effects for attack skills
- Emanations (a constant effect that affects units within an area)
- Water travel
- Stealth/cloaking
- Units can "buy" resources
- Auto-repair
- Toggleable auto-attack and auto-flee
- Clickable resources
- PhysFS -- makes it much easier to install add-ons, and they can be compressed to save space
- In-game Lua console
- In-game widgets can be moved around
- Selection size is bigger (24 instead of 16 units)
- Guard and patrol commands
First version of this list compiled by John dh. Please help expand missing features.
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We can't just focus on features...
I meant that data is important as well. It can even be technically counted as a "feature".
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At the moment, all MG mods work on GAE too, but not vice versa. I don't think we can compare that though, since that is not truly related to the engine. For example, MG's Megapack can be played on either MG or GAE, so that's not really a feature. BUT, the particle effects that make the Megapack MG/GAE-only is a feature, which they both share.
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True. True. I'm just... :-\
I think it's only fair to wait till 3.4.0 comes out so we'll have a basic list at least. Although, titi thinks it is already fair cause (http://img263.imageshack.us/img263/1194/ss150.png)
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This topic here might be the wrong place for this though. This one is separate from the last because of the need for a simple list comparing the two engines in the most neutral way possible! Therefor, we can't say "x is better for multiplayer", but instead present the facts "x has a master server". Thus, I made this just a list of features (for now). :)
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People should just check this page ;)
https://docs.megaglest.org/Engines#Comparison_of_the_Engines