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Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: silnarm on 30 April 2011, 05:12:44

Title: 0.4 beta1
Post by: silnarm on 30 April 2011, 05:12:44
As always, it took us longer than we might've wished, but finally a beta for 0.4 has arrived.

0.4 beta1 Windows binaries with data addon. (http://sourceforge.net/projects/glestae/files/snapshots/gae-0.4-beta1.zip/download)
 * requires that gae-0.3.2 be installed.
 * does not include shibboleth

Edit:
glew32.dll (http://sourceforge.net/projects/glestae/files/snapshots/glew32.zip/download), if needed, extract and place beside the exe.

Double Edit:
Important
Looks like I set the default data path to '../share/glestae' rather than the correct './share/glestae' This means the shortcuts are broken and the beta1 exe needs to be double clicked to find the data, else you get the missing back.tga problem.

Ooops...

Title: Re: 0.4 beta1
Post by: Psychedelic_hands on 30 April 2011, 05:22:52
Gah, I still get the that whole Glew32 is missing deal....
All these snapshots don't like me.
Title: Re: 0.4 beta1
Post by: silnarm on 30 April 2011, 05:28:33
Ooops... I always forgot about new dependencies...

glew32.dll, place beside the exe,
http://sourceforge.net/projects/glestae/files/snapshots/glew32.zip/download
Title: Re: 0.4 beta1
Post by: Zoythrus on 30 April 2011, 17:18:14
so, what's all the new stuff?
Title: Re: 0.4 beta1
Post by: wciow on 30 April 2011, 18:51:43
The new widget code is up and functioning, I've been playing with it today! Basically the menu and in-game widgets are now totally customizable from a single txt file!  :thumbup: :thumbup: :thumbup:

(http://img97.imageshack.us/img97/8903/ggui.jpg) (http://img97.imageshack.us/i/ggui.jpg/)

p.s what is the proper syntax to make an image as a border?
I tried a quick cut and paste but the entire screen filled with the border texture and it was unplayable  :(

Title: Re: 0.4 beta1
Post by: Omega on 30 April 2011, 20:06:54
Oh, that is awesome. I finally got it downloaded and will test tonight.
Title: Re: 0.4 beta1
Post by: Zoythrus on 1 May 2011, 01:01:51
hey, i installed it all (except for the glew.dll, because i had it already), but it wont work. when i start it up, the screen flashes a few times, then it quits (all in the time of 3 or so seconds)

what am i doing wrong?
Title: Re: 0.4 beta1
Post by: John.d.h on 1 May 2011, 01:26:07
hey, i installed it all (except for the glew.dll, because i had it already), but it wont work. when i start it up, the screen flashes a few times, then it quits (all in the time of 3 or so seconds)

what am i doing wrong?
What happens when you run it from the command line?
Title: Re: 0.4 beta1
Post by: silnarm on 1 May 2011, 02:06:51
p.s what is the proper syntax to make an image as a border?
I tried a quick cut and paste but the entire screen filled with the border texture and it was unplayable  :(

With Type='texture' you provide two numbers in the Sizes table, the first is the width (in pixels) of the borders (on the sides) [the green parts on img below], and the second is the size of the corners (square) [the mauve bits].
(http://i687.photobucket.com/albums/vv231/silnarm/glest/textured_borders.png)

hey, i installed it all (except for the glew.dll, because i had it already), but it wont work. when i start it up, the screen flashes a few times, then it quits (all in the time of 3 or so seconds)

what am i doing wrong?

Try clearing out your addons folder, except for the data addon that this came with, if that fails please paste the contents of stdout.txt, glestadv.log & glestadv-error.log if not empty ;)

Note: stdout.txt will be created in the ProgFiles/glestae 0.3.2/bin/ folder if you double click the actual exe, if you use the shortcut it will be created in ProgFiles/glestae 0.3.2/
Another minor nuisance with the windows install...

What happens when you run it from the command line?

Just a heads up, we redirect std streams by default on Windows, so if you ask anyone to do this on windows, tell them to run 'glestadv -noredir' else they will see nothing ;)
Title: Re: 0.4 beta1
Post by: Zoythrus on 1 May 2011, 02:43:17
my glestadv-error.log looks like this:
Code: [Select]
Glest Advanced Engine: Error log file. 30-Apr-2011_18-02-42

While loading background style for widget type 'CONSOLE'
loading 'Colours'
Error loading core data.
PHYSFS_openRead failed: data/core/menu/textures/back.tga
Error: The system cannot find the file specified.
An error occurred loading core data.
Please see glestadv-error.log

may i please have the back.tga?
Title: Re: 0.4 beta1
Post by: silnarm on 1 May 2011, 03:23:42
may i please have the back.tga?

Sure... back.tga (http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob;f=data/game/data/core/menu/textures/back.tga;h=d39ef0d479c8c83a6176254bd6f8596a5d012a32;hb=HEAD).

That's not a new texture though... You been messing with that install?
Title: Re: 0.4 beta1
Post by: Zoythrus on 1 May 2011, 03:58:52
nope! im not too sure how i could have lost it though

Edit: still doesnt work, even after i put it back (there was one already there!)

here's the stack trace:

Crash
Version: Advanced Engine git-master
Time: Tue Apr 12 08:10:32 2011
Description: Access violation (Reading address: 0x00000070)

Call Stack:
  Frame       Code address
  0x00CBF12C  0x0130402C
  0x00CBF178  0x01308793
  0x00CBF19C  0x7731E003 RtlFreeHeap+0x7e
  0x00CBF200  0x013D55F4
  0x00000000  0x013D820A

=======================
Title: Re: 0.4 beta1
Post by: hailstone on 2 May 2011, 01:22:51
I added a build date line to the crash file on April 27 so it should be in this binary. The "Time" in the crash file is also before the release of the binary. So I'm thinking the crash is not related. Should we delete the log/error files each run to avoid confusion?

Example:
Code: [Select]
Built: Apr 27 2011
Title: Re: 0.4 beta1
Post by: Omega on 2 May 2011, 02:21:17
may i please have the back.tga?
Back.tga has been around since Glest 1 (yes, that's Glest, as in, vanilla Glest, not GAE) and has not been changed since... Did you install over top of 0.3.2?
Title: Re: 0.4 beta1
Post by: Zoythrus on 2 May 2011, 03:07:33
may i please have the back.tga?
Back.tga has been around since Glest 1 (yes, that's Glest, as in, vanilla Glest, not GAE) and has not been changed since... Did you install over top of 0.3.2?
i did

EDIT: hey, what is the newest Shibboleth? i can haz link?
Title: Re: 0.4 beta1
Post by: Omega on 3 May 2011, 19:48:53
Oh know!  Now I got that missing back.tga error too... Checked and it's there, the filepath is correct, no settings are changed, had to add the DLL, of course, but other than that, it just gives a missing back.tga error...

And shiboleth is in the GIT hub, but not sure if it's been changed since the 0.4 beta.
Title: Re: 0.4 beta1
Post by: silnarm on 3 May 2011, 22:22:35
Sorry guys, I made a mistake when I set the default data dir, you need to double click the exe to avoid the back.tga problem (the shortcuts are broken)...
Title: Re: 0.4 beta1
Post by: Omega on 4 May 2011, 06:34:35
Sorry guys, I made a mistake when I set the default data dir, you need to double click the exe to avoid the back.tga problem (the shortcuts are broken)...

It works! Good catch, Silnarm. The GUI looks great, and I hope I'll get some more time to play with it later. Love the animated about screen, by the way. Do you think we could see an expanded options menu before the final release? You have lots of blank space available and plenty of "commonly changed" options, particularly resolution, windowed/fullscreen, etc.
Title: Re: 0.4 beta1
Post by: Zoythrus on 4 May 2011, 13:19:04
Sorry guys, I made a mistake when I set the default data dir, you need to double click the exe to avoid the back.tga problem (the shortcuts are broken)...

It works! Good catch, Silnarm. The GUI looks great, and I hope I'll get some more time to play with it later. Love the animated about screen, by the way. Do you think we could see an expanded options menu before the final release? You have lots of blank space available and plenty of "commonly changed" options, particularly resolution, windowed/fullscreen, etc.

oh, and a way to access this all ingame
Title: Re: 0.4 beta1
Post by: Omega on 4 May 2011, 14:09:57
By the way, if anyone wants to know how to make the links work, append "/bin" to the start-in directory. Or just remove the start-in directory, as it defaults to where the executable is stored.
Title: Re: 0.4 beta1
Post by: Omega on 11 May 2011, 21:55:56
GAE seems to have problems exiting correctly after encountering an error. The window closes, but it's still running. This caused me some trouble when trying to reopen it, as GAE does not allow multiple instances and immediately closes without a message when such a thing occurs. I ended up having to go to the Task Manager and closing the progress to solve the problem.
Title: Re: 0.4 beta1
Post by: silnarm on 11 May 2011, 22:18:59
GAE seems to have problems exiting correctly after encountering an error. The window closes, but it's still running. This caused me some trouble when trying to reopen it, as GAE does not allow multiple instances and immediately closes without a message when such a thing occurs. I ended up having to go to the Task Manager and closing the progress to solve the problem.

There was indeed a problem with the 'crash logic', got fixed a day or two ago... I realise this must be something of a pain, we'll get you a new beta within the next day or two.
Title: Re: 0.4 beta1
Post by: Omega on 11 May 2011, 22:23:01
And another one, the faction logo in the loading screen is compressed when using a resolution that is a 4:3 ratio. This problem is not experienced in a 16:9 ratio.
Title: Re: 0.4 beta1
Post by: wecl0me12 on 18 May 2011, 21:38:24
I'm still having the flash-then-quit problem
glestadv-error.log:
Quote

Glest Advanced Engine: Error log file. 18-May-2011_17-34-40

While running widget.cfg,
    Error loading '/data/gui/textures/mouse.png'
Error loading widget.cfg, setMouseTexture(): texture named 'mouse-set' has not been loaded, or load failed.
      While loading background style for widget type 'CONSOLE'
          loading 'Colours'
An error occurred loading core data.
Please see glestadv-error.log

glestadv.log
Quote
Glest Advanced Engine: Program log file. 18-May-2011_17-34-40

0: Initialising OpenGL
0: Loading place-holder texture.
0: Loading Widget config.
0: Loading core data
0:    Textures
0:    Sounds
0:    Core data successfully loaded.
0: Initialising renderer.
0:    init core data.
0:    Error while initialising data in ResourceScope::GLOBAL.
   Error sending pixmap data to GL: invalid value
Format: 0, components: 4
Width: 96, height: 32

stdout
Quote
[C:\Documents and Settings\main/glestadv/] is in the search path.
[C:\Documents and Settings\main/glestadv//addons/gae-0.4-beta1-data.zip] is in the search path.
[../share/glestae] is in the search path.
config-dir: C:\Documents and Settings\main/glestadv/
data-dir: ../share/glestae

Title: Re: 0.4 beta1
Post by: hailstone on 19 May 2011, 21:33:47
Try extracting gae-0.4-beta1-data.zip to the game folder.
Title: Re: 0.4 beta1
Post by: geork on 20 May 2011, 22:45:38
 Hello! First post...and it's a complex one ::)
  um, I'm still having the half-hearted loading, followed by a crash problem. I copied over the glestadv.exe and pdb in C:\Program Files\glestae 0.3.2\bin, and I placed the unextracted zip (as instructed) into the addons folder. I then tried to start via the .exe I had just used to replace...but it crashed, even when I replaced glew32.dll. Hence, I, as was suggested by Hailstone, extracted the gae-0.4-beta1.zip into my game folder, or more specifically into C:\Program Files\glestae 0.3.2\share\glestae because that's where it made most sense to. However, I still get the same error messages in glestadv and glestadv-error as wecl0me
  Sorry if this is a nooby dilemna...could somebody tell me what I've done wrong?
   Thanks
Title: Re: 0.4 beta1
Post by: hailstone on 21 May 2011, 02:00:38
Sorry, I meant the files in gae-0.4-beta1-data.zip should be extracted to share and the exe and pdb to the bin folder. But I just went through the process with a clean install and it worked.

Here are the steps:
1. Remove previous GAE 0.3.2 and delete C:\Program Files (x86)\glestae 0.3.2 if it's still there
2. Install GAE 0.3.2
3. Extract glew32.dll to C:\Program Files (x86)\glestae 0.3.2\bin
4. Extract glestadv.exe and glestadv.pdb from gae-0.4-beta1.zip to C:\Program Files (x86)\glestae 0.3.2\bin
5. Rename C:\Users\User\glestadv to C:\Users\User\glestadv2 and create C:\Users\User\glestadv\addons
6. Extract gae-0.4-beta1-data.zip from gae-0.4-beta1.zip to C:\Users\User\glestadv\addons.
7. Run exe in bin folder.

If you follow that exactly (with "User" replaced with your user name) it should work. (x86) might not be there depending on your system.
Title: Re: 0.4 beta1
Post by: Omega on 21 May 2011, 04:22:34
If you follow that exactly (with "User" replaced with your user name) it should work. (x86) might not be there depending on your system.
Just in case you're using a 32-bit operating system, these slightly modified instructions will work:

Code: [Select]
Here are the steps:
1. Remove previous GAE 0.3.2 and delete C:\Program Files\glestae 0.3.2 if it's still there
2. Install GAE 0.3.2
3. Extract glew32.dll to C:\Program Files\glestae 0.3.2\bin
4. Extract glestadv.exe and glestadv.pdb from gae-0.4-beta1.zip to C:\Program Files\glestae 0.3.2\bin
5. Rename C:\Documents and Settings\User\glestadv to C:\Documents and Settings\User\glestadv2 and create C:\Documents and Settings\User\glestadv\addons
6. Extract gae-0.4-beta1-data.zip from gae-0.4-beta1.zip to C:\Documents and Settings\User\glestadv\addons.
7. Run exe in bin folder.

How do you find out if you are 64 bit or 32 bit? Open your computer, choose system properties, and under the label of "system type".
Title: Re: 0.4 beta1
Post by: geork on 21 May 2011, 18:16:50
 Hey!
   Thanks for the help! Unfortunately, it's done something wierd...I renamed glestadv to glestadv2, extracted gea-o.4-beta1-data.zip to addons and ran the .exe from the bin folder. It started up with a white screen and music, before crashing. Went back to C:\Users\User\ and found that a new folder, called glestadv, had been created, with all the same files. I extracted gea-o.4-beta1-data.zip to THAT addons folder because I thought, well hey, it's probabely missing it's references etc. But unfortunately, on startup from the bin folder's .exe it just white screened for a second or two then crashed.
    ermm, have I done something wrong?
       thanks

 aside: At leat I definately know it's 32-bit...I'm running Windows XP on a netbook  ;D
Title: Re: 0.4 beta1
Post by: hailstone on 22 May 2011, 00:24:05
I forgot to mention that for Windows XP it should be "C:\Documents and Settings\User" instead of C:\Users\User but if it's appearing in Users it shouldn't matter as long as you have write access.
Title: Re: 0.4 beta1
Post by: Omega on 22 May 2011, 04:15:31
Perhaps we should just build an installer for the 0.4 beta purely for the ease of use?
Title: Re: 0.4 beta1
Post by: Zoythrus on 22 May 2011, 16:44:31
Perhaps we should just build an installer for the 0.4 beta purely for the ease of use?

why hasnt anyone thought of this before?!
Title: Re: 0.4 beta1
Post by: Polite_orc on 22 May 2011, 18:03:41
Hello! I am sort of confused. Is it possible to give AI control over your units' commands, while player is able to build constructions and hire units in them, only? Not as a tool in a specific scenario, but as a gameplay feature like i.e. in Dungeon Keeper or in another indirect-control strategy.
Title: Re: 0.4 beta1
Post by: Zoythrus on 22 May 2011, 20:34:01
Hello! I am sort of confused. Is it possible to give AI control over your units' commands, while player is able to build constructions and hire units in them, only? Not as a tool in a specific scenario, but as a gameplay feature like i.e. in Dungeon Keeper or in another indirect-control strategy.

Welcome to Glest, Mr. Orc,

to answer your question: no, there is not. although, i think some form of indirect AI control would make things interesting.
 
Title: Re: 0.4 beta1
Post by: John.d.h on 22 May 2011, 20:52:51
Hello! I am sort of confused. Is it possible to give AI control over your units' commands, while player is able to build constructions and hire units in them, only? Not as a tool in a specific scenario, but as a gameplay feature like i.e. in Dungeon Keeper or in another indirect-control strategy.
If you want to program it yourself, I'm sure you could make it happen.
Title: Re: 0.4 beta1
Post by: hailstone on 24 May 2011, 12:09:15
I'm still having the flash-then-quit problem
I first thought the issue was with incorrect data directory being set but I've since found out it is caused by lack of non_power_of_2 extension in the graphics processor. Resize mouse.png in /data/core/misc_textures and /data/gui/textures/ so that it is 32x32 and it should at least start. I'm getting a crash before the menu appears though.
Title: Re: 0.4 beta1
Post by: Polite_orc on 24 May 2011, 15:13:07
(click to show/hide)
Title: Re: 0.4 beta1
Post by: hailstone on 25 May 2011, 02:01:59
The crash was from another missing extension (GL_ARB_imaging) caused by glBlendEquation.

Code: [Select]
#0  0x00000000 in ?? ()
#1  0x0854646a in Shared::Graphics::Gl::ParticleRendererGl::setBlendEquation (
    equation=...)
    at /home/user/Workspace/glestae/source/shared_lib/include/graphics/gl/particle_renderer_gl.h:65
#2  0x08545c36 in Shared::Graphics::Gl::ParticleRendererGl::renderSystemLine (
    this=0x8a42218, ps=0x9160428)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/gl/particle_renderer_gl.cpp:175
#3  0x085223eb in Shared::Graphics::RainParticleSystem::render (
    this=0x9160428, pr=0x8a42218, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/particle.cpp:297
#4  0x085227af in Shared::Graphics::ParticleManager::render (this=0x8747618,
    pr=0x8a42218, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/particle.cpp:348
#5  0x0854559a in Shared::Graphics::Gl::ParticleRendererGl::renderManager (
    this=0x8a42218, pm=0x8747618, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/gl/particle_renderer_gl.cpp:93
#6  0x08384f7e in Glest::Graphics::Renderer::renderParticleManager (
    this=0x86a60a0, rs=...)