MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: MuwuM on 8 November 2011, 00:46:43

Title: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: MuwuM on 8 November 2011, 00:46:43
Code: [Select]
[img]http://www.muwum-lexicons.de/ds4/titel.php?t=BattleGlest%20v.%200003%20-%20008[/img]

Newest Alpha release! With AutoUpdater! Download now! Linux-users need their own SVN head builds!

BattleGlest


BattleGlest is mod for Megaglest transporting RTS Arena to Glest. It is designed as a scenario and scripted in Lua. It uses many models from other Glest - mods but it adds a totally different gameplay.

About RTS ARENA


Real-time strategy Arena (RTS Arena )is a sub-genre of the real-time strategy (RTS) genre, in which two teams of players, each controlling a single character through an RTS-style interface, compete with each other in discrete rounds. It differs from traditional RTS games in that there is no unit construction and players control their singular characters. In this sense, it is a fusion of action games and real-time strategy games. The genre emphasizes cooperative team-play; players select and control one "hero", a powerful unit with various abilities and advantages to form a team's overall strategy. The objective is to destroy the opponents' main structure with the assistance of periodically spawned computer-controlled units that march towards the enemy's main structure via paths referred to as "lanes". (based on Wikipedia: http://en.wikipedia.org/wiki/Action_real-time_strategy (http://en.wikipedia.org/wiki/Action_real-time_strategy))

License


BattleGlest is released under Creative Commons:  Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)  (http://creativecommons.org/licenses/by-sa/3.0/).

Heroes


In BattleGlest you can play various heroes. Here is a overview of the heroes that are already implemented. (click see full-size)

Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/arbol_alma.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/arbol_alma.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/bai_zaa.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/bai_zaa.jpg[/img][/url]  [url=http://www.muwum-lexicons.de/bg/fotos/heros/golden_knight.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/golden_knight.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/met_the_beekeeper.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/met_the_beekeeper.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/saurian.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/saurian.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/xatum.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/xatum.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/shadow_monk.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/shadow_monk.jpg[/img][/url]
Code: [Select]
[img]http://www.muwum-lexicons.de/bg/icons/icons.png[/img]

Health



Armor



Attack



Magic



Speed




Features



Download


The Alpha is out for testing. it could be that some heroes aren't finished and most of them aren't balanced.
Download v.0003-008 Alpha (windows-binaries included)
7-zip Package crossplattform (require SVN HEAD of megaglest / windows build included) (http://www.muwum-lexicons.de/bg/battleglest-0003-008.7z)

Additional Information



Here are some older screenshots: http://www.muwum-lexicons.de/bg/ (http://www.muwum-lexicons.de/bg/)



Feedback and ideas (especially for the heroes) and models for heroes are always welcomed.

Title: Re: Battleglest Teaser
Post by: Mr War on 8 November 2011, 04:34:28
Looks interesting but different, are the screenshots of playing in a glest engine or some other game engine?
Title: Re: Battleglest Teaser
Post by: Omega on 8 November 2011, 05:55:27
Looks interesting but different, are the screenshots of playing in a glest engine or some other game engine?
Oh, that's definitely Glest; the UI and map style are very recognizable, just the maps are rather empty-ish.
Title: Re: Battleglest Teaser
Post by: MuwuM on 8 November 2011, 07:22:12
Looks interesting but different, are the screenshots of playing in a glest engine or some other game engine?

It's a scenario in the megaglest engine using Lua for generation of the map (buildings), rules of the map (when units spawn, when who gets which amount of gold) and AI (which bot is acting which way).

just the maps are rather empty-ish.

Yes, I build always small parts and make them nicer, when they run.



(click to show/hide)

(click to show/hide)



Is there any Spanish native speaker who could tell if "Arbol Alma" would be acceptable as hero-name or if it would be to disturbing because they are two Spanish words?
Title: Re: Battleglest Teaser
Post by: MuwuM on 11 November 2011, 09:05:21
Sorry for double-posting, but I had many changes in the post before and now added a poll to get information, how i should release this scenario.

I think there will be some more polls.
Title: Re: Battleglest Teaser
Post by: Omega on 11 November 2011, 21:06:17
I think I will explain my reasoning in more depth, for no particular reason. I chose just the final, as to my understanding, this will be basically a large scenario. Past experience with playing scenarios (or any type of gameplay where a crash could lose a lot of progress) has found that it is incredibly frustrating to play a large period of time, only for a part near the end to not function correctly (and since you generally have to play all the way to the end of the scenario to test those parts, they often end up the least tested).

In other words, I think that you should fully ensure that there are no bugs to your knowledge before releasing, essentially being a "final" (version 1.0?), but be prepared to release an update shall other users find anything you missed. Though, I don't think it would be very useful to release something that knowingly has "minor bugfixes left", simply because of the way scenarios operate.
Title: Re: Battleglest Teaser
Post by: Ishmaru on 11 November 2011, 23:37:49
As for me I'm good with a beta as long as the bugs are rare occurrences. Beside its hard to catch every bug on your own.
Title: Re: Battleglest Teaser
Post by: MuwuM on 13 November 2011, 15:44:16
I'm afraid, I caused some misunderstandings:

this will be basically a large scenario. Past experience with playing scenarios (or any type of gameplay where a crash could lose a lot of progress) has found that it is incredibly frustrating to play a large period of time, only for a part near the end to not function correctly (and since you generally have to play all the way to the end of the scenario to test those parts, they often end up the least tested).

This won't be a usual skripted staight scenario. It will be more like a new gamemode. A RTS-Arena game is a game where you control one hero in a special arena. The aim of this mode is to kill the enemies base. That arena usually consists of 2 bases (one per team) and 3 "lanes". A lane is a way between the two bases which is followed by small cpu-controlled units called "creeps". Creeps are very weak compared to the heroes and respawn each period of time at the bases. On each lane are also 3-5 towers (per team) defending the bases. Towers are very strong (a hero usually dies 3 times when killing one tower alone) so it's not possible to rush enemies base.

The scenario will have it's own AI which desides how cpu-controlled heroes react/play. You won't have a lineary gameplay, so it's impossible to test all situations before a release ... e.g. there are 9 different ways how heroes of one team can split, wich provides 81 possibilities of lane-splits in general. Each combination will force other reactions. ...

For testing there will be an extremly powerful test-unit to play a whole game in about 5 minutes (normal game will be 30 minutes to 1 hour 30). So even end-of-game-things can be tested easily.

As for me I'm good with a beta as long as the bugs are rare occurrences. Beside its hard to catch every bug on your own.

I think I have to define the release types more detailed:

Title: Re: Battleglest Teaser
Post by: treba on 18 November 2011, 10:14:23
for me, this sounds like a scenario that should be played in mp.
i hope the devs will try some time to port over the lua stuff to mp so more different game modes like this can be created from modders.

@topic: beta sounds best to me, as on a first release, more people are interested in it than the fifth one. so it should be somehow be ready, playable and fun. with the feedback you get then, you will be able to finalise it.
Title: Re: Battleglest Teaser
Post by: MuwuM on 18 November 2011, 10:38:43
for me, this sounds like a scenario that should be played in mp.
i hope the devs will try some time to port over the lua stuff to mp so more different game modes like this can be created from modders.

After doing singleplayer I plan to expand it to multiplayer (which is this gamemode known for) but I think multiplayer scenarios will be on 3.7 or later. MP scenarios could cause much out-of-sync-errors so it needs much debugging and testing.

@ Releases:
I will release Alpha, when engine is done, so others can help creating heroes. (I thought of 25-50 heroes, wich is much stuff (maybe too much; but at least 20 heroes), so I might not be able to do them all on my own)

Then I will release Beta when I have enougth heroes and done some balancing (Beta will still include owerpowered Test-hero(es), wich will be removed in final)

Then there should be a release playable with the next MG release.

Then I'll try to create/help creating multi-player-scenario and port it to multiplayer. (would also need slots for about 13 factions per map ...2 teams creeps + 1 neutral faction + 2 * 5 player)
Title: Re: Battleglest Teaser
Post by: MuwuM on 13 December 2011, 02:15:22
I' ve done the basic lane scripting (towers and creeps). The creeps will follow their lane of towers automaticly.

http://www.youtube.com/watch?v=8tHli9O-s4E

you may watch code at: http://www.muwum-lexicons.de/bg/?p=&l=0001-002 (http://www.muwum-lexicons.de/bg/?p=&l=0001-002)


Pre Alpha was uploaded for performance improving:
Code: [Select]
[url=http://www.muwum-lexicons.de/bg/0001-003.7z]http://www.muwum-lexicons.de/bg/0001-003.7z[/url]
Code: [Select]
[img]http://www.muwum-lexicons.de/bg/fotos/0001-003/fear.jpg[/img]
NEW Screenshots (http://www.muwum-lexicons.de/bg/?p=&l=0001-003)
Title: Re: Battleglest Teaser
Post by: MuwuM on 28 December 2011, 21:38:35
Development is going quite well. Maybe the multiplayer will be out before singleplayer.

I made a webbased HeroSelecter:
Code: [Select]
[url=http://www.muwum-lexicons.de/bg/generate.php]http://www.muwum-lexicons.de/bg/generate.php[/url] It creates the correct xml-file for the scenario.
It will be improved, too. Maybe some ranking-stuff will be added, too.
Title: Re: Battleglest Teaser
Post by: MuwuM on 5 January 2012, 22:27:53
New Screenshots of Pre-Alpha
Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/0001-003/screen75.jpg][img]http://www.muwum-lexicons.de/bg/fotos/0001-003/small/screen75.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/0001-003/screen76.jpg][img]http://www.muwum-lexicons.de/bg/fotos/0001-003/small/screen76.jpg[/img][/url]
Title: Re: Battleglest Teaser
Post by: Ishmaru on 6 January 2012, 04:59:58
So how does this work we use online character selector which generates the scenario xml? There isn't a way to do it in the scenario its-self?

Also really random idea, but since this is called "Battle Glest" it may be cool to do a sort of crossover project with select units from popular mods. A sort of Dissidia for Glest. Just a random thought  :P
Title: Re: Battleglest Teaser
Post by: MuwuM on 6 January 2012, 13:28:06
So how does this work we use online character selector which generates the scenario xml? There isn't a way to do it in the scenario its-self?
I'm thinking about building a special hero-selector (extra program or even as game mode for MG), but it is still a long way up to then.

Also really random idea, but since this is called "Battle Glest" it may be cool to do a sort of crossover project with select units from popular mods. A sort of Dissidia for Glest. Just a random thought  :P

I can promise you that I use units from popular projects, but most units are not unique characters and much weaker than my heros. So I have to select some units and invent some unique representatives.

Maybe I will build an overview of heros in the next days.
Title: Re: Battleglest Teaser
Post by: wciow on 6 January 2012, 13:36:31
This looks like an interesting project, screenshots look nice  :thumbup:
Title: Re: Battleglest Teaser
Post by: MuwuM on 6 January 2012, 16:34:36
Out of game / redered stat-screens for heroes:

Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/arbol_alma.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/arbol_alma.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/bai_zaa.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/bai_zaa.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/bellerophon.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/bellerophon.jpg[/img][/url]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/saurian.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/saurian.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/shpirti_zjarr.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/shpirti_zjarr.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/golden_knight.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/golden_knight.jpg[/img][/url]

Description:

Bars show percentage of average values. One bar equals 100%.
Formula: percent = valueOfUnit / (averageValue * 2)

The speed of Arbol Alma is only that high because it's a test unit, wich will not appear in releases (or much weaker).
Title: Re: Battleglest Teaser
Post by: treba on 9 January 2012, 17:27:14
just an idea for hero selecting: like in many warcraft scenarios you could have a selection area with all the heros and a circle in front of each of them. you would have one selection unit which has to be moved into one of the circles, disappearing in that moment.

also, you could show an infobox about the hero when clicking on it (or, if that's not possible yet, if the selection unit get close to the circle infront of the hero)

@topic: nice work so far

although i don't really get this:
Quote
Bars show percentage of average values. One bar equals 100%.
what is the average? as i understand it, all heros hitpoints are under average so far  :confused:
Title: Re: Battleglest Teaser
Post by: MuwuM on 9 January 2012, 17:32:52
just an idea for hero selecting: like in many warcraft scenarios you could have a selection area with all the heros and a circle in front of each of them. you would have one selection unit which has to be moved into one of the circles, disappearing in that moment.

I would do that, but it's impossible to get the selected unit at the moment (Feature request is out).

although i don't really get this:
Quote
Bars show percentage of average values. One bar equals 100%.
what is the average? as i understand it, all heros hitpoints are under average so far  :confused:

The average is 50% of a bar. So one bar is average * 2.
Title: Re: Battleglest Teaser
Post by: Mr War on 11 January 2012, 17:30:15
Really interesting stuff man. Like the hero screens artwork
Title: Re: Battleglest Teaser
Post by: MuwuM on 2 February 2012, 21:57:00
Many,many hours of Lua coding, texturing, testing and a great amount of support by titi_son are done and I assume to release the Alpha version in near future.

So here is a new video preview:

http://www.youtube.com/watch?v=UzhokXffjI4
Title: Re: Battleglest Teaser
Post by: wciow on 2 February 2012, 22:39:26
I never played DOTA but this looks great! I'll happily test the multiplayer when its out  :thumbup:

p.s Let me know if you want any custom models for this mod. All my stuff is released CC0.
Title: Re: Battleglest Teaser
Post by: Ishmaru on 3 February 2012, 02:37:19
Looks awesome! How does leveling work? Is it still by kills?  And the music is great!
Title: Re: Battleglest Teaser
Post by: treba on 3 February 2012, 14:48:51
that really looks nice already. although the chat confused me a bit in the beginning^^
i really really looking forward to see this run in mp
Title: Re: Battleglest Teaser
Post by: ultifd on 6 February 2012, 09:55:59
Wow, good job. Now I'm hooked with moba games... :P
Title: Re: Battleglest Teaser
Post by: MuwuM on 6 February 2012, 18:13:40
I changed the creeps to get a better difference between melees and mages.
Code: [Select]
[img]http://img815.imageshack.us/img815/7733/screen79.jpg[/img]
Respawn of Heroes is done. ToDo list for Alpha:
Title: Re: Battleglest Teaser
Post by: tiger on 7 February 2012, 02:29:19
Aren't those the mushrooms from whimsical forest?
Title: Re: Battleglest Teaser
Post by: MuwuM on 7 February 2012, 06:57:31
Yes, they are. Are they not CC-BY-SA? Then I will remove them instantly. I assumed they were the same license like Vbros packs.

I don't build (many) models on my own (I'm just a bad modeller) but I'm using good models from almost every Glest mod (where the licence fit).
Title: Re: Battleglest Teaser
Post by: Omega on 7 February 2012, 12:11:29
Yes, they are. Are they not CC-BY-SA? Then I will remove them instantly. I assumed they were the same license like Vbros packs.
I'm quite sure they are. There's no need to remove them, Tiger was just asking.
Title: Re: Battleglest Teaser
Post by: ElimiNator on 7 February 2012, 16:21:32
Yes, they are. Are they not CC-BY-SA? Then I will remove them instantly. I assumed they were the same license like Vbros packs.

I don't build (many) models on my own (I'm just a bad modeller) but I'm using good models from almost every Glest mod (where the licence fit).
Yah, its fine. He was just asking.
Title: Re: Battleglest Teaser
Post by: MuwuM on 7 February 2012, 17:10:35
Ok, then the correct answer would be:

Yes, it is. and I think it fits nice to role as mage-creep.



Improved map design:
Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/0001-003/screen80.jpg][img]http://www.muwum-lexicons.de/bg/fotos/0001-003/small/screen80.jpg[/img][/url]


New Heroes:
Code: [Select]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/xatum.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/xatum.jpg[/img][/url] [url=http://www.muwum-lexicons.de/bg/fotos/heros/met_the_beekeeper.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/met_the_beekeeper.jpg[/img][/url]► show all heroes (http://www.muwum-lexicons.de/bg/?p=&l=heros)

Title: Re: BattleGlest Teaser
Post by: MuwuM on 10 February 2012, 00:08:28
Bump. Changed first post (https://forum.megaglest.org/index.php?topic=7742.msg78265#msg78265).
Title: Re: BattleGlest Teaser
Post by: titi_son on 10 February 2012, 11:40:16
Is there a new version?
I did not see any download-link

and I already thought  you stop making battleglest because you did not answer my msg.
Lets make a new hero :D  or should i make creep for you?
ok make I will make it if I am at a pc and not using my phone... ;)
Title: Re: BattleGlest Teaser
Post by: MuwuM on 10 February 2012, 12:15:43
Is there a new version?
Yes, but only because I increase the subversion on every big code change or after a couple of smaller changes.

I did not see any download-link
Yes, thats easy beacause there is no download link, yet. I assume that I will be able to release a unbalanced PreAlpha next week and the first version of the alpha at the end of february.

and I already thought  you stop making battleglest because you did not answer my msg.
Answered. (I know it's a bit too late :( )

Lets make a new hero :D  or should i make creep for you?
I think my creeps are quite good now, but I always need heroes. I think the "Saurian", you designed is the best hero in the game at the moment. If you have own ideas feel free to send them to me, if not you should have a look on the 
(click to show/hide)

ok make I will make it if I am at a pc and not using my phone... ;)
I think I can forget this.[/list]
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 10 February 2012, 18:18:59
BUMP. Released PreAlpha 0001-006. See first post (https://forum.megaglest.org/index.php?topic=7742.msg78265#msg78265).
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 26 March 2012, 09:07:16
Install-instructions for 0001-006 PreAlpha:

Extract 'mods' and 'scenarios' into your megaglestfolder (.bat file optional for windows).

Start megaglest with the parameters: megaglest --load-mod=$APPLICATIONPATH/mods/battleglest --load-scenario=0_battleglest

Replace $APPLICATIONPATH to the full path of the mod-folder if that doesn't work. Windows-user may use the .bat - file.
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 6 April 2012, 23:30:37
Played first multiplayer match today,  balancing sucks... CPU has no chance against humans, it's quite difficult to bring all palyers to the same set of data.
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 7 April 2012, 14:05:25
New Hero "Shadow Monk" is comming.

Code: [Select]
[img]http://img205.imageshack.us/img205/9587/shadowmonk01.jpg[/img]
[url=http://www.muwum-lexicons.de/bg/fotos/heros/shadow_monk.jpg][img]http://www.muwum-lexicons.de/bg/fotos/heros/small/shadow_monk.jpg[/img][/url]
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 8 April 2012, 11:19:22
New Preview Video:
http://www.youtube.com/watch?v=g7tRVtkg6Po
Title: Re: BattleGlest PreAlpha
Post by: Mr War on 9 April 2012, 08:16:11
Haha, awesome :-)
Title: Re: BattleGlest PreAlpha
Post by: titi_son on 9 April 2012, 11:47:05
what about upload a new version ?  ;D
i want to see my models :)
or is there a new version already and i don't know it?

EDIT: there is a new version and i don't know it.... these version numbers :confused:
Title: Re: BattleGlest PreAlpha
Post by: tomreyn on 9 April 2012, 22:47:37
Here's how I got Battleglest 0002-002 (interesting versioning scheme there) to run on Linux:

First I downloaded, then extracted the archive MuWuM uploaded. I ended up with a directory glest_game (located inside my home directory), which I renamed to battleglest-0002-002. I then copied my recently created megaglest binary executable file (of the a development revision, AKA head of trunk) into this directory (so I'm assuming you have this available or can build yourself here).

Now I changed into this directory, pasted a start script I quickly wrote, then ran this script from a terminal window to start the game (and be able to watch its output):

Code: [Select]
tomreyn@atibox:~$ cd battleglest-0002-002/

tomreyn@atibox:~/battleglest-0002-002$ cat > battleglest.sh
#!/bin/bash
ulimit -c unlimited
MYPATH=`readlink -f $0 | xargs dirname`
echo MYPATH: $MYPATH
./megaglest --load-mod=$MYPATH/mods/battleglest --data-path=$MYPATH/ --ini-path=$MYPATH/ --log-path=$HOME/.battleglest/

tomreyn@atibox:~/battleglest-0002-002$ ls
Battleglest.bat    data           megaglest      scenarios    tutorials
battleglest.sh     glest.ini      megaglest.exe  servers.ini  xerces-c_3_0.dll
configuration.xml  glestkeys.ini  mods           techs
core               maps           OpenAL32.dll   tilesets

tomreyn@atibox:~/battleglest-0002-002$
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 11 April 2012, 21:59:02
v 0002-003 online

Known issues (fixed in next release)

# You can't select Xatum
# Crash due to error generatig Creeps

Download fix http://www.muwum-lexicons.de/battleglest-0002-003b.7z (#post_httpwwwmuwum-lexiconsdebattleglest-0002-003b7z)(link removed) and extract to /scenarios/0_battleglest

Tested match without heros ... after 127 minutes team blue won without any tower left ... no single error/warning
Title: Re: BattleGlest PreAlpha
Post by: titi_son on 13 April 2012, 13:00:48
Now i found out why i can't run battleglest with linux
in addition to tomreyns way you have to copy the glest.ini because megaglest will not find $APPDATA\/battleglest/

@tomreyn
 >:( >:( >:( >:(
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 13 April 2012, 14:27:31
Now i found out why i can't run battleglest with linux
in addition to tomreyns way you have to copy the glest.ini because megaglest will not find $APPDATA\/battleglest/
Does everything work fine, now?

I started a new performance-improvement patch using softcoders getUnitsForFaction() it seems to be working, but I have to test that. I think I can improve performance by about 25-50 % with that.
Title: Re: BattleGlest PreAlpha
Post by: tomreyn on 28 April 2012, 18:39:14
in addition to tomreyns way you have to copy the glest.ini because megaglest will not find $APPDATA\/battleglest/

Right, I forgot to mention this. But then it seems you were able to find this out on your own anyways. ;-) I assume MuWuM will provide a Linux compatible glest.ini at some point.

Here's an example which should (read: untested) work with current MegaGlest development builds:
Code: [Select]
; === propertyMap File ===
; This file defines default properties and values. Do not edit this file,
; instead, to modify, copy any properties to glestuser.ini, then change these as
; needed. Values contained in glestuser.ini will overwrite values found here.
;
; For explanation of these properties, please refer to the MegaGlest wiki at
; http://wiki.megaglest.org/
;
AiLog=0
AiRedir=false
AllowDownloadDataSynch=false
AllowGameDataSynchCheck=false
AllowRotateUnits=true
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Edit by Omega: Removed spoiler tag, as they don't play well with an immediately childed code tag.
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 6 May 2012, 17:30:10
What sort of spell effects do you have?

Burning, poison, healing, slowing, snaring, damage-reduction

In the commercial versions they have:
lifesteal
manaburn
stuns
snares
roots
slows
immobilize
silence

etc.

I'd like to have lifesteal, but it is not possible, stunning is not really possible, maybe a workarround with reducing all speed-parameters (attack-speed, move-speed, build-speed, morph-speed), mana-burn is not possible (but I think it's not so important at the moment...
Title: Re: BattleGlest PreAlpha
Post by: Omega on 6 May 2012, 17:59:44
What sort of spell effects do you have?

Burning, poison, healing, slowing, snaring, damage-reduction

In the commercial versions they have:
lifesteal
manaburn
stuns
snares
roots
slows
immobilize
silence

etc.

I'd like to have lifesteal, but it is not possible, stunning is not really possible, maybe a workarround with reducing all speed-parameters (attack-speed, move-speed, build-speed, morph-speed), mana-burn is not possible (but I think it's not so important at the moment...
If MegaGlest (or you, since you're using a custom engine, right?) were to implement GAE's effects, you could very easily have "life steal" and "mana burn" (assuming the former just absorbs health and gives it to the attacker while the latter simply damages EP).
Title: Re: BattleGlest PreAlpha
Post by: MuwuM on 6 May 2012, 18:09:17
If MegaGlest (or you, since you're using a custom engine, right?)
No, I'm not using anything different from SVN-head.

If MegaGlest were to implement GAE's effects, you could very easily have "life steal" and "mana burn" (assuming the former just absorbs health and gives it to the attacker while the latter simply damages EP).
I think softcoder would not be sooo happy to use GAE-code without much testing in multiplayer, And I can't use code, that might cause problem in multiplayer and I don't want to use anything else than MG-SVN (or the corresponding release that supports, everything I need for my mod)
Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: MuwuM on 7 May 2012, 21:56:11
New release: v.0003-001

Code: [Select]
[URL=http://imageshack.us/photo/my-images/338/screen95.jpg/][IMG]http://img338.imageshack.us/img338/3549/screen95.th.jpg[/img][/URL] [URL=http://imageshack.us/photo/my-images/29/screen96r.jpg/][IMG]http://img29.imageshack.us/img29/6170/screen96r.th.jpg[/img][/URL] [URL=http://imageshack.us/photo/my-images/402/screen97u.jpg/][IMG]http://img402.imageshack.us/img402/2978/screen97u.th.jpg[/img][/URL] [URL=http://imageshack.us/photo/my-images/195/screen98n.jpg/][IMG]http://img195.imageshack.us/img195/4129/screen98n.th.jpg[/img][/URL] [URL=http://imageshack.us/photo/my-images/821/screen99.jpg/][IMG]http://img821.imageshack.us/img821/305/screen99.th.jpg[/img][/URL]
Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: ElimiNator on 7 May 2012, 23:35:05
I played this and I must say I have no idea what is going on or what I should do!
Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: ElimiNator on 8 May 2012, 04:18:05
Nope
Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: MuwuM on 8 May 2012, 11:26:33
Ok, how to play BattleGlest:

Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: ElimiNator on 8 May 2012, 16:21:26
Ok, I got tons of gold but there was no store to buy stuff from, where is the store?
Title: Re: BattleGlest PreAlpha v. 0003-001 ( 07 May 2012)
Post by: MuwuM on 8 May 2012, 16:24:17
in your heal-circle area is a shop
(http://img195.imageshack.us/img195/4129/screen98n.th.jpg) (http://imageshack.us/photo/my-images/195/screen98n.jpg/)
the men at the desk
Title: Re: BattleGlest Alpha v. 0003-003 ( 07 May 2012)
Post by: MuwuM on 24 May 2012, 18:46:16
The Alpha is out for testing. it could be that some heroes aren't finished and most of them aren't balanced. Last Version with the testing unit 'Arbol_Alma'.
Download v.0003-003 Alpha (windows-binaries included)
7-zip Package crossplattform (require SVN HEAD of megaglest / windows build included) (http://www.muwum-lexicons.de/bg/battleglest-0003-003.7z)

Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: MuwuM on 31 May 2012, 17:55:37
The Alpha is out for testing. it could be that some heroes aren't finished and most of them aren't balanced.
Download v.0003-008 Alpha (windows-binaries included)
7-zip Package crossplattform (require SVN HEAD of megaglest / windows build included) (http://www.muwum-lexicons.de/bg/battleglest-0003-008.7z)
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: MuwuM on 16 July 2012, 16:46:24
Battleglest is now aviable on GitHub: https://github.com/MuwuM/Battleglest.git (https://github.com/MuwuM/Battleglest.git)
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: MuwuM on 16 October 2012, 23:36:12
After a longer break BattleGlest is back in active development.

Today I implemented the teleporters which speedup the game a lot.
It still suffers in any kind of balancing. Will have a try to improve that in the next days.
A development-Alpha could be out at the end of the week.
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: Pizza90 on 20 April 2019, 14:23:13
The original download link still works, however as I don't know LUA I am unable to check what's left to do...License is open too, and since it seems a good project I suggest we try to revive it and incorporate into MG  :o :thumbup: Andy, have you tried it?
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: andy_5995 on 22 April 2019, 19:09:31
The original download link still works, however as I don't know LUA I am unable to check what's left to do...License is open too, and since it seems a good project I suggest we try to revive it and incorporate into MG  :o :thumbup: Andy, have you tried it?

No, I haven't seen this thread before so haven't tried it.

I don't know that there's any point attempting to "revive" it - it's technically not dead, the repo is still live on GitHub. Looks like the thread died out so I'm not sure what would change this time around. For whatever reason people weren't testing it enough and leaving feedback, and therefore it can't be approved for merging into the MG mod center. Maybe the process for downloading and testing new scenarios need to be made more simple so a wider range of players would be able to download and test, not just those who are comfortable with git. The big obstacle to that is if new versions for testing had to be frequently added to the mod center for testing, that would require a lot of extra maintenance and time spent by the MG admins to keep the mod center updated.
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: Pizza90 on 25 April 2019, 00:24:47
Yes you are right, if nobody reports bugs/feedbacks it is pointless to work on it, I will download and give it a try since I like the concept (seems like DOTA) so it could be fun to play. I will report here my feedbacks and when you got time (if you want) you can see what could be done revive it ;)

Edit: I downloaded the master from gitub and placed the needed folders into MG's the scenario starts but then I get:
https://imgur.com/a/ouj1x44

Any idea?
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: titi_son on 3 May 2019, 09:36:24
Muwum used some advanced LUA techniques for Battleglest. There is a Lua sandbox in Megaglest which blocks them, because these could be potentially dangerous concerning security. You need to disable the Lua sandbox in the Megaglest settings for Battleglest to work.
Sadly after doing so and creating the files version.txt and subversion.txt (in the main mg folder and with any content) Battleglest does still not work for me. But you may try. Maybe its just my lua version.
(We had problems back then, when i made some models for muwum)

I think this whole Project stopped, because megaglest is not made for such a conversion. Units in Megaglest do not react very fast and Muwum really used a lot of lua which caused further performance issues. It was just not fun to play like that. Maybe someone could improve that further or todays computers have better performance.
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: Pizza90 on 3 May 2019, 18:43:25
Thanks for the information titi_son, indeed sad that this project never took off and overtime many mods were left to dust, luckily because everything is FLOSS things can be revived in the future (elves faction is a good example).
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: andy_5995 on 4 May 2019, 02:21:46
@titi_son, thank you for the excellent explanation
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: HonzaCZ on 10 August 2019, 23:23:04
Can people just take dead mods and start updating them themselves?
Title: Re: BattleGlest Alpha v. 0003-008 ( 31 May 2012)
Post by: andy_5995 on 19 August 2019, 02:27:10
Hi @HonzaCZ

As far as I know. If they seem abandoned. Sometimes it's good to make an attempt at contacting the original author first, if possible.