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Topics - softcoder

Pages: [1] 2 3 4 5
1
Off topic / New platformer game on steam from Tiger and Ninja
« on: 11 February 2019, 16:44:10 »
Some of our old time contributors have spent the past 4 years working on an epic platformer which is now available on steam here (check it out):

https://store.steampowered.com/app/546160/Ladybug_Quest/?fbclid=IwAR1GTLoJvJaNtxkidW3v4mmbMsSh-9kC1-S4dOFuDcHsMTr6jWHdGnMsUkM

2
Like we already allow for damage particles, unit particles now allow you to use minHp / mapHP. The code has been pushed to the develop branch

example:

Code: [Select]
<skill>
<type value="produce"/>
<name value="produce_skill"/>
<ep-cost value="0" />
<speed value="300" />
<anim-speed value="300" />
<animation path="models/dungeon1.g3d" minHp="1" maxHp="160"/>

<particles value="true">
<particle-file path="no_particles.xml" minHp="1" maxHp="5998" minmaxEnabled="true"/>
<particle-file path="fire_particles.xml" minHp="5999" maxHp="6000" minmaxEnabled="true"/>
</particles>
<sound enabled="false" />
</skill>

3
MegaGlest / CE-GUI branch: feature/ce-gui
« on: 9 February 2014, 07:55:37 »
I've started work on looking at replacing our UI with CE-GUI. So far its working out fairly easy, I was able to add this dialog box on the main menu in one day and its fully clickable, resizeable and dragable!



Whats great about CE-GUI is you can create themes via XML files and they even have a GUI editor. It was quite easy to integrate thus far.

4
MegaGlest / New team play features coming soon
« on: 27 January 2014, 22:35:00 »
I am adding some features requested by the VBros (BOTH are already in git) and would be good to hear your feedback about how they could work.

#1: Shared Team Units
- This game option would allow all players on the same team to control any unit on that team. This
would allow for team embers to organize and have people focus on specific tasks (like gathering resources
or building units or attacking / defending).
- Should a player be considered 'dead' ONLY when the last team building is gone?

#2: Shared Team Resources
- This game option would pool all resources for a team allowing them to be used by any player on a team
(assuming your faction can use the resource of course).
- Clicking on a player 'castle' shows that factions individual resource values (including negative resources for players hogging resources from others on the team)

Thanks

5
MegaGlest / Windows Users try this fix for network lag
« on: 1 January 2014, 21:33:00 »
There seems to be a known throttle in windows Vista and above which i believe affects megaglest for our windows users (it affects numerous steam games also). To fix this on your system check out these links:

http://forums.steampowered.com/forums/showthread.php?t=1043281

http://support.microsoft.com/kb/948066

Please report back your results (please note you must reboot after making the registry change)

6
MegaGlest / >>> MegaGlest 3.9.0 release! <<<
« on: 18 November 2013, 02:21:22 »
MegaGlest 3.9.0 release - come and get it while its hot (svn revision 4846)
Downloads are below

https://www.youtube.com/watch?v=kY6zI5t9yXU

Installation files are available on sourceforge at:

http://sourceforge.net/projects/megaglest/files/megaglest_3.9.0/

Linux 32 and 64 bit full and stand alone archives, Windows full and stand alone archives.

Please be aware that there are several mirror servers for sourceforge. After clicking on the file you wish to download you will see a page with fine print allowing you to go to a special page where you can then select a mirror server close to you which has the given file. For example, if you wanted to download MegaGlest-Installer-3.9.0_i386_win32.exe and are from Brazil, you may want to click on said link, ending up on
http://sourceforge.net/settings/mirror_choices?projectname=megaglest&filename=megaglest_3.9.0/MegaGlest-Installer-3.9.0_i386_win32.exe
As a Brazilian, your best choice is probably the mirror server in Brazil, so you would click that one, and restart the download. This time you should get forwarded directly to the brazilian server and thus get a faster download.

Note that we also provide Bittorrent downloads now (click the magnet icons on the download page), this may work better if your Internet connection is less reliable for downloads from far away.

Changelog:

v3.9.0
- we hopefully now really solved the last out of sync problems for cross platform games.
- animated tileset object support. ( like trees moving in the wind )
- new tileset texturing possibilities
- new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
- greatly improved textures and animations for the roman faction
- new maps
- better network game performance / management to handle slower clients.
- easier ability to download game content from host and masterserver( if available there ).
- new arranged options menu with several sub menus
- menu gui improvements
- attack hotkey toggles through all attack types
- single player games can be sped up incrementally in steps.
- color picking is greatly improved and the default selection mode now for better compatibility
- greater ability to translate game content into your native language. (including techtrees)
- Added Hebrew, Arabic, Vietnamese (and others).
- screenshots for savegames without annoying menu in screenshot.
- addition of google-breakpad to better track down bugs.
- many new lua functions for scenario modders.
- cell coordinates are shown in the mapeditor
- tilesets can set default air unit heights
- added ability for stand alone mod's to customize more of the engine like about screen.
- performance improvements.
- and as always many bugs were fixed
- improved textures for tech faction

v3.7.1
- bugfixes reported in the bugs forum since 3.7.0

v3.7.0
- bugfixes reported in the bugs forum since 3.6.0.3
- display requirements when a player cannot execute a command
- improved IRC connection handling
- auto word wrapping for message boxes
- headless server can run in local lan mode (does not broadcast to master server)
- Added lua security sandbox
- third person view allows you to follow a selected unit. Select one unit anf press f4 to enable (deselect anf f4 to disable).
- cell markers allow players to create markers anywhere on the map and associate a note with them. All team players see the markers.
- quick sonar signal to tell team players where the action is happening
- admin player can disconnect other network players in game
- saving / loading games.
- when placing a new unit, we display a 'ghosted' model while units walk to the build location to show the space it will occupy
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders
- enhanced AI management (logging and modding) and added more intellegence to decsions
- enhanced game data downloads now allow for downloading data from the mod center instead of game server if available.
- Quick keys in game lobby, SHIFT+<letter>+listbox arrow to jump to that letter in a list
  or Hold CTRL when clicking listbox for network control type to change all non human control values
- enhanced unicode support for non-ascii characters
- customizable unit, resource and upgrade language files
- tilesets support animated models
- scenario factions may now be 'neutral', meaning not on any players team.
- new command action mouse cursors
- resources are selectable showing info about the resource
- particle colors are now affected by the time of day
- new game hints are displayed while loading a new game
- linked faction support (and new techtree MagiTech for classic Glest play)
- added runtime checks to ensure cpu supports expected optimizations of the binary used (sse, x87)
- lots of code cleanup from static analysis such as cppcheck and valgrind
- experimental big endian and non x86 architecure support (need testers to give feedback)

v3.6.0.3 - this is primarily a bugfix release AND IS COMPATIBLE with 3.6.0.2 (only the binaries have changed, data is still the same)

- cmake build fixes (for newer libircclient 1.6 support, custom data path's etc)
- fixed vbo bug causing numerous clients to crash for certain video drivers
- g3dviewer fixes + ability to specify image size of auto screenshots on commandline
-  battle end screen no longer chopped off for 8 player display
- proper use of fontconfig so various linux distros will find the fonts specified regardless of actual location
- Windows headless server hosting is now fixed




Edit (tomreyn): We do not currently provide Bittorrent downloads for 3.9.0, but may do so upon request.

7
MegaGlest / New command line command to create data archives
« on: 14 November 2013, 07:04:03 »
I added a new comandline parameter this evening that allows you to have megaglest use 7z to create 7z data archvies for: a) techtrees, b) tilesets or both.

Code: [Select]
megaglest --create-data-archives=all
This is useful for sharing techtrees and tilesets that you have locally but other network players (nor masterserver) do not.
This is a convenience command only and i don't want to expand its usage much beyond what is already there (a shortcut for calling 7z for soem game data)

Its a good way to refresh your shared data archives when working on mod data.

Thanks

8
MegaGlest / Rock Solid Stable - Release Time
« on: 9 November 2013, 07:31:12 »
We have been testing 3.8.0 all week and I just wanted to say, that network play is finally incredibly stable! We are able to play cross platform games with 5-6 humans and 2 CPU's for 60 minutes with no lag and no out of synchs. We will be releasing likely tomorrow (Saturday) and look forward to hearing about your experiences with 3.8.0.

Enjoy!

9
MegaGlest / More detailed data validation
« on: 4 November 2013, 07:32:07 »
I just wanted to mention that I made some changes to the 'validation' command line option handling. For example previous to the changes, when hitting errors like a 'missing resource', mg would crash with an error stating that the resource was missing and not continue validation. Now I 'try' to gracefully handle such cases when validating data and give some details about the error. So now I am able to validate Tiger's new island_survival scenario and see not only is there a missing resource, but also which units cannot be produced etc. This is committed in svn rev#: 4699

Thanks

10
MegaGlest / Network game stats gathering
« on: 31 October 2013, 00:59:55 »
While being FAR from perfect, we now have a system of gathering in game statistics and storing it on the masterserver. All published games will have their game scores saved to the master server as we develop ways to use that information for interesting new game features.

I also made the web view display finished games that are no older than 8 hours old. This may help to see if people are actively playing during specific periods in the day:

http://master.megaglest.org/

Thanks

11
MegaGlest / MegaGlest 3.8.0-beta1 ready for testing
« on: 26 June 2013, 06:44:22 »
MegaGlest 3.8.0-beta1 - come and get it while its hot (svn revision 4514)
Downloads here: http://sourceforge.net/projects/megaglest/files/in_development/ or below

Full Installers are available on sourceforge for Windows, Linux 32 / 64 bit:

Linux 32 bit
Linux 64 bit
Windows

Changelog:

v3.8.0-beta1
- Greater ability to translate game content into your native language. (including techtrees)
  - Added Hebrew, Arabic, Vietnamese.
- better network game performance / management to handle slower clients.
- performance improvements.
- Enhanced AI behaviour.
- new game content including maps and tilesets.
- many bugfixes discovered in 3.7.1
- added ability for stand alone mod's to customize more of the engine like about screen.
- animated tileset object support.
- easier ability to download game content from host.
- many new lua functions for scenario modders.
- addition of google-breakpad to better track down bugs.
- color picking is now the default selection mode
- additional way of terrain texturing

v3.7.1
- bugfixes reported in the bugs forum since 3.7.0

v3.7.0
- bugfixes reported in the bugs forum since 3.6.0.3
- display requirements when a player cannot execute a command
- improved IRC connection handling
- auto word wrapping for message boxes
- headless server can run in local lan mode (does not broadcast to master server)
- Added lua security sandbox
- third person view allows you to follow a selected unit. Select one unit anf press f4 to enable (deselect anf f4 to disable).
- cell markers allow players to create markers anywhere on the map and associate a note with them. All team players see the markers.
- quick sonar signal to tell team players where the action is happening
- admin player can disconnect other network players in game
- saving / loading games.
- when placing a new unit, we display a 'ghosted' model while units walk to the build location to show the space it will occupy
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders
- enhanced AI management (logging and modding) and added more intellegence to decsions
- enhanced game data downloads now allow for downloading data from the mod center instead of game server if available.
- Quick keys in game lobby, SHIFT+<letter>+listbox arrow to jump to that letter in a list
  or Hold CTRL when clicking listbox for network control type to change all non human control values
- enhanced unicode support for non-ascii characters
- customizable unit, resource and upgrade language files
- tilesets support animated models
- scenario factions may now be 'neutral', meaning not on any players team.
- new command action mouse cursors
- resources are selectable showing info about the resource
- particle colors are now affected by the time of day
- new game hints are displayed while loading a new game
- linked faction support (and new techtree MagiTech for classic Glest play)
- added runtime checks to ensure cpu supports expected optimizations of the binary used (sse, x87)
- lots of code cleanup from static analysis such as cppcheck and valgrind
- experimental big endian and non x86 architecure support (need testers to give feedback)

v3.6.0.3 - this is primarily a bugfix release AND IS COMPATIBLE with 3.6.0.2 (only the binaries have changed, data is still the same)

- cmake build fixes (for newer libircclient 1.6 support, custom data path's etc)
- fixed vbo bug causing numerous clients to crash for certain video drivers
- g3dviewer fixes + ability to specify image size of auto screenshots on commandline
-  battle end screen no longer chopped off for 8 player display
- proper use of fontconfig so various linux distros will find the fonts specified regardless of actual location
- Windows headless server hosting is now fixed

12
MegaGlest / Translated Techtrees
« on: 13 June 2013, 08:51:00 »
svn now includes full support for translating techtrees. Megapack was added to transifex so please translate megapack into your favorite language through transifex!

Thanks

P.S. People making techtrees can use mg to produce a 'default' techtree lng file via the commandline option:

megaglest --translate-techtrees=megapack

Substitute in your own techtree name and it creates the lang/megapack_default.lng with all entries

13
MegaGlest / Call for tester to prepare for a new release!
« on: 29 May 2013, 06:23:21 »
I would like to ask for people to assist our quality efforts and test the current svn builds (if you know how). WE would like to release a new version within the new few weeks but need your help to ensure the game is stable and fun!

nightly builds are available at this forum post:

https://forum.megaglest.org/index.php?topic=8753.0

Please let us know if you will participate and how your experience playing the snapshots goes.

Thanks

14
A few more lua functions as requested by Elimnator and Tiger:

-- functions that deal with game time of day
getIsDayTime
getIsNightTime
getTimeOfDay
registerDayNightEvent
unregisterDayNightEvent

example:

Code: [Select]
<startup>
       -- register day and night events
       registerDayNightEvent()
</startup>     
<dayNightTriggerEvent>
          if getIsDayTime() == 1 then
                setDisplayText('It is day time, a safer time to roam!')
          else
                setDisplayText('**It is night time, WATCH OUT!**')
          end

          --print('getIsDayTime() =' .. getIsDayTime() .. ' getIsNightTime() = ' .. getIsNightTime() .. ' getTimeOfDay() = ' .. getTimeOfDay())
</dayNightTriggerEvent>

-- functions that deal with monitoring and querying units

registerUnitTriggerEvent
unregisterUnitTriggerEvent
lastUnitTriggerEventUnit
lastUnitTriggerEventType
getUnitProperty
getUnitPropertyName

Code: [Select]
<startup>
                        createUnit('battle_machine', 1, startLocation(1))

                        player2_battlemachine= lastCreatedUnit()
                        registerUnitTriggerEvent(player2_battlemachine)
</startup>
<unitTriggerEvent>
                        if player2_battlemachine == lastUnitTriggerEventUnit() then
                       
                                if lastUnitTriggerEventType() == 1 then -- hp changed
                                        print('Unit hp is now: ' .. getUnitProperty(lastUnitTriggerEventUnit(),lastUnitTriggerEventType()))
                                elseif lastUnitTriggerEventType() == 2 then -- ep changed
                                        print('Unit ep is now: ' .. getUnitProperty(lastUnitTriggerEventUnit(),lastUnitTriggerEventType()))
                                elseif lastUnitTriggerEventType() == 3 then -- level changed
                                        print('Unit level is now: ' .. getUnitPropertyName(lastUnitTriggerEventUnit(),lastUnitTriggerEventType()))
                                elseif lastUnitTriggerEventType() == 4 then -- field changed
                                        print('Unit field is now: ' .. getUnitProperty(lastUnitTriggerEventUnit(),lastUnitTriggerEventType()))
                                elseif lastUnitTriggerEventType() == 5 then -- skill changed
                                        print('Unit skill is now: ' .. getUnitPropertyName(lastUnitTriggerEventUnit(),lastUnitTriggerEventType()))
                                end
                        end
</unitTriggerEvent>

enjoy!

15
MegaGlest / Improved performance
« on: 22 February 2013, 22:44:39 »
Thanks to Taoki (on the IRC forum) we have discovered and fixed a bad performance bug that would bring the game to a crawl when units got stuck (like what happens in games with lots of units).

Give the latest snapshots a try and offer your feedback and let us know if any new problems exist?

Thanks

16
MegaGlest / Important game play changes
« on: 12 February 2013, 22:26:23 »
I just wanted to mention with the recent updates in svn, players have more control over gameplay as follows:

1. When you set a meeting point to a cell where there is a building and the building is a) not fully built or b) damaged
   then the units produced (workers) that has its meeting point set to the other building will tell the workers to help build / repair the building

2. When you are harvesting resources and want to return with a partial load of harvested resources you can force units to return to a store house
    by selecting the units and right clicking on the store house (this is called emergency return)

3. If you harvest resources with a unit, then stop (perhaps the unit is attacked and must flee the area) you can re-click the resource later and the unit continue harvesting the same resource type and NOT LOSE the amount the unit previously harvested (thus adding the his previous load)

These are all items that were 'short comings' in my opinion and should make the game strategy more realistic.

Thanks

17
MegaGlest / AI changes
« on: 12 January 2013, 01:56:50 »
I have updated the AI to be a bit smarter.

1. The AI will harvest before its in critical trouble for consumable resources
2. The AI will recall very active locations where it had battles and scout those areas.

18
MegaGlest / Building on windows(oze) using vc++ 2010
« on: 28 December 2012, 21:28:11 »
Just a heads up for people building on windows that you will need the updated windows_deps.7z from source forge. If you use the build-mg-2010.bat file to build, all you need to do is delete the source\windows_deps.7z and source\windows_deps folder and re-run the batch file (which will download the new deps)

This was specifically to add support for complex rendering languages using GNU fribidi for Arabic and Hebrew (which are currently being translated)

19
MegaGlest / Development builds / snapshots
« on: 23 November 2012, 23:19:19 »

This topic is outdated. Please refer to the wiki instead!





For those who are interested in helping and/or exploring the latest features in MegaGlest, we offer continuous integration builds (every time code is commited to the subversion repository on sourceforge a build is automatically started within 30 minutes).

Beware that builds based on svn head are experimental and may not work with released versions.

Linux builds (32 bit & 64 bit):
http://snapshots.megaglest.org/linux/

Windows builds:
http://snapshots.megaglest.org/windows/

Data package:
http://snapshots.megaglest.org/data/



Update (tomreyn, 2013-05-03):

OS X users are out of luck, because the company they keep giving their money to makes it really hard to develop software for their platform.

Instructions:
  • To make use of the snapshots, download both the universal data package and the binary package which will work with your computer.
  • Now create a new directory such as "megaglest-svn" and change into it.
  • Then extract (unpack, decompress) both archives there, starting with the data package.
  • Finally, run the binary from there, ideally from a terminal / cmd.exe window so you'll know what's going on (and possibly wrong).
Windows specific instructions:

Please download the latest (check modification times) archives from
http://snapshots.megaglest.org/windows/
and
http://snapshots.megaglest.org/data/

Altogether you will download two files, one from each directory, one ending in .tar.xz and one ending in .7z (you may not be able to see these file extensions after downloading but they show up on the website). Note that the second file is somewhat large (roughly 260 MB I think).

Both archives were created on a Windows system not used for anything else which is not directly connected to the Internet. So they should be clean, but you are welcome to AV test them (and their contents) for yourself if you would like to.

To extract these files, you also need 7-Zip, WinRAR (or some other file archiving utility which can handle all of the TAR, XZ, 7Z formats).

After downloading, first extract megaglest-binary-win32-i386-*.7z to a new directory.
Then extract megaglest-standalone-data-*.tar.xz into this new directory, too, so you end up with a directory containing megaglest.exe and a data/ subdirectory. You will probably need to unpack this file (the large one) twice. The first time you unpack it you get another archive file, the second time you unpack it you get a data folder.

Then start Explorer and browse to this new directory you created.
Then, in Explorer, shift-right-click on the new directory and select "Start command prompt here" (this won't work on Windows XP but on any newer Windows version).
You should then get a new window with a black background and a text input.
In there, type megaglest .exe (without quotes) and press enter, this should start the game. If it doesn't, double-check the directory layout described above.

Problems?
In case of any problems, please copy and paste the output you get when running  megaglest.exe to paste.megaglest.org (or a similar 'pastebin' service of your choice) and / or take a screenshot and post it to imgur.com (or a similar image file hosting service), then pass the web addresses of where those files are to us. Please also show us a screenshot (or output of the dir command if you know how this works) showing the new directory you created and unpacked the files to.



Update (tomreyn, 2013-05-13):
Updated Windows download URL.

Update (tomreyn, 2013-09-18):
Added Windows specific instructions.

20
MegaGlest / MegaGlest 3.7.1 release!
« on: 23 November 2012, 15:12:26 »
MegaGlest 3.7.1 release - come and get it while its hot (svn revision 3948)
Downloads here: http://megaglest.org/download.html or below

https://www.youtube.com/watch?v=kY6zI5t9yXU

Installation files are available on sourceforge at:

http://sourceforge.net/projects/megaglest/files/megaglest_3.7.1/

Linux 32 and 64 bit full and stand alone archives, Windows full and stand alone archives.

Please be aware that there are several mirror servers for sourceforge. After clicking on the file you wish to download you will see a page with fine print allowing you to go to a special page where you can then select a mirror server close to you which has the given file. For example, if you wanted to download MegaGlest-Installer-3.7.1_i386_win32.exe and are from Brazil, you may want to click on said link, ending up on
http://sourceforge.net/settings/mirror_choices?projectname=megaglest&filename=megaglest_3.7.1/MegaGlest-Installer-3.7.1_i386_win32.exe
As a Brazilian, your best choice is probably the mirror server in Brazil, so you would click that one, and restart the download. This time you should get forwarded directly to the brazilian server and thus get a faster download.

Note that we also provide Bittorrent downloads now (click the magnet icons on the download page), this may work better if your Internet connection is less reliable for downloads from far away.

Changelog:

v3.7.1
- bugfixes reported in the bugs forum since 3.7.0

v3.7.0
- bugfixes reported in the bugs forum since 3.6.0.3
- display requirements when a player cannot execute a command
- improved IRC connection handling
- auto word wrapping for message boxes
- headless server can run in local lan mode (does not broadcast to master server)
- Added lua security sandbox
- third person view allows you to follow a selected unit. Select one unit anf press f4 to enable (deselect anf f4 to disable).
- cell markers allow players to create markers anywhere on the map and associate a note with them. All team players see the markers.
- quick sonar signal to tell team players where the action is happening
- admin player can disconnect other network players in game
- saving / loading games.
- when placing a new unit, we display a 'ghosted' model while units walk to the build location to show the space it will occupy
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders
- enhanced AI management (logging and modding) and added more intellegence to decsions
- enhanced game data downloads now allow for downloading data from the mod center instead of game server if available.
- Quick keys in game lobby, SHIFT+<letter>+listbox arrow to jump to that letter in a list
  or Hold CTRL when clicking listbox for network control type to change all non human control values
- enhanced unicode support for non-ascii characters
- customizable unit, resource and upgrade language files
- tilesets support animated models
- scenario factions may now be 'neutral', meaning not on any players team.
- new command action mouse cursors
- resources are selectable showing info about the resource
- particle colors are now affected by the time of day
- new game hints are displayed while loading a new game
- linked faction support (and new techtree MagiTech for classic Glest play)
- added runtime checks to ensure cpu supports expected optimizations of the binary used (sse, x87)
- lots of code cleanup from static analysis such as cppcheck and valgrind
- experimental big endian and non x86 architecure support (need testers to give feedback)

v3.6.0.3 - this is primarily a bugfix release AND IS COMPATIBLE with 3.6.0.2 (only the binaries have changed, data is still the same)

- cmake build fixes (for newer libircclient 1.6 support, custom data path's etc)
- fixed vbo bug causing numerous clients to crash for certain video drivers
- g3dviewer fixes + ability to specify image size of auto screenshots on commandline
-  battle end screen no longer chopped off for 8 player display
- proper use of fontconfig so various linux distros will find the fonts specified regardless of actual location
- Windows headless server hosting is now fixed

21
MegaGlest / MegaGlest 3.7.0 release!
« on: 12 November 2012, 09:16:45 »
MegaGlest 3.7.0 release - come and get it while its hot (svn revision 3905)
Downloads here: http://megaglest.org/download.html or below

https://www.youtube.com/watch?v=kY6zI5t9yXU

Installation files are available on sourceforge at:

http://sourceforge.net/projects/megaglest/files/megaglest_3.7.0/

Linux 32 and 64 bit full and stand alone archives, Windows full and stand alone archives.

Please be aware that there are several mirror servers for sourceforge. After clicking on the file you wish to download you will see a page with fine print allowing you to go to a special page where you can then select a mirror server close to you which has the given file. For example, if you wanted to download MegaGlest-Installer-3.7.0_i386_win32.exe and are from Brazil, you may want to click on said link, ending up on
http://sourceforge.net/settings/mirror_choices?projectname=megaglest&filename=megaglest_3.7.0/MegaGlest-Installer-3.7.0_i386_win32.exe
As a Brazilian, your best choice is probably the mirror server in Brazil, so you would click that one, and restart the download. This time you should get forwarded directly to the brazilian server and thus end up at
http://ufpr.dl.sourceforge.net/project/megaglest/megaglest_3.7.0/MegaGlest-Installer-3.7.0_i386_win32.exe
This very server also supports directory indexes, so if you wanted to download any of the other 3.7.0 files from Brazil rather than elsewhere you could take a look at
http://ufpr.dl.sourceforge.net/project/megaglest/megaglest_3.7.0/

Changelog:

v3.7.0
- bugfixes reported in the bugs forum since 3.6.0.3
- display requirements when a player cannot execute a command
- improved IRC connection handling
- auto word wrapping for message boxes
- headless server can run in local lan mode (does not broadcast to master server)
- Added lua security sandbox
- third person view allows you to follow a selected unit. Select one unit anf press f4 to enable (deselect anf f4 to disable).
- cell markers allow players to create markers anywhere on the map and associate a note with them. All team players see the markers.
- quick sonar signal to tell team players where the action is happening
- admin player can disconnect other network players in game
- saving / loading games.
- when placing a new unit, we display a 'ghosted' model while units walk to the build location to show the space it will occupy
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders
- enhanced AI management (logging and modding) and added more intellegence to decsions
- enhanced game data downloads now allow for downloading data from the mod center instead of game server if available.
- Quick keys in game lobby, SHIFT+<letter>+listbox arrow to jump to that letter in a list
  or Hold CTRL when clicking listbox for network control type to change all non human control values
- enhanced unicode support for non-ascii characters
- customizable unit, resource and upgrade language files
- tilesets support animated models
- scenario factions may now be 'neutral', meaning not on any players team.
- new command action mouse cursors
- resources are selectable showing info about the resource
- particle colors are now affected by the time of day
- new game hints are displayed while loading a new game
- linked faction support (and new techtree MagiTech for classic Glest play)
- added runtime checks to ensure cpu supports expected optimizations of the binary used (sse, x87)
- lots of code cleanup from static analysis such as cppcheck and valgrind
- experimental big endian and non x86 architecure support (need testers to give feedback)

v3.6.0.3 - this is primarily a bugfix release AND IS COMPATIBLE with 3.6.0.2 (only the binaries have changed, data is still the same)

- cmake build fixes (for newer libircclient 1.6 support, custom data path's etc)
- fixed vbo bug causing numerous clients to crash for certain video drivers
- g3dviewer fixes + ability to specify image size of auto screenshots on commandline
-  battle end screen no longer chopped off for 8 player display
- proper use of fontconfig so various linux distros will find the fonts specified regardless of actual location
- Windows headless server hosting is now fixed

22
MegaGlest / MegaGlest 3.7.0 beta2 ready for testing
« on: 23 October 2012, 02:23:48 »
Installation files are available on sourceforge at:

http://sourceforge.net/projects/megaglest/files/megaglest_3.7.0/

Linux 32 and 64 bit full and stand alone archives, Windows full and stand alone archives.

Please be aware that there are several mirror servers for sourceforge. After clicking on the file you wish to download you will see a page with fine print allowing you to go to a special page where you can then select a mirror server close to you which has the given file. For example, if you wanted to download MegaGlest-Installer-3.7.0-beta2_i386_win32.exe and are from Brazil, you may want to click on said link, ending up on
http://sourceforge.net/settings/mirror_choices?projectname=megaglest&filename=megaglest_3.7.0/MegaGlest-Installer-3.7.0-beta2_i386_win32.exe
As a Brazilian, your best choice is probably the mirror server in Brazil, so you would click that one, and restart the download. This time you should get forwarded directly to the brazilian server and thus end up at
http://ufpr.dl.sourceforge.net/project/megaglest/megaglest_3.7.0/MegaGlest-Installer-3.7.0-beta2_i386_win32.exe
This very server also supports directory indexes, so if you wanted to download any of the other 3.7.0 beta2 files from Brazil rather than elsewhere you could take a look at
http://ufpr.dl.sourceforge.net/project/megaglest/megaglest_3.7.0/

Optionally we have snapshots of the latest code available at:
https://forum.megaglest.org/index.php?topic=8753.0



Edit (tomreyn, 2013-05-12): Replaced outdated snapshot links.

23
MegaGlest / More lua by request of MuWuum
« on: 17 October 2012, 20:20:46 »
- added new lua methods:

void giveStopCommand(int unitId)
bool selectUnit(int unitId)
void unselectUnit(int unitId)
void addUnitToGroupSelection(int unitId,int groupIndex)
void recallGroupSelection(int groupIndex)
void removeUnitFromGroupSelection(int unitId,int groupIndex)
void setAttackWarningsEnabled(bool enabled)
bool getAttackWarningsEnabled()

24
MegaGlest / Masterserver php updates :(:(:(
« on: 16 October 2012, 05:33:22 »
I am quite annoyed that someone changed masterserver code and did NOT promote into svn! The new crc fleld was added manually but the php files etc were never commited to svn which caused me a LOT of grief while adding game version filtering for incompatible data. Why on earth would anyone change the php code and not commit to svn?

25
Mods / New ultra-pack in Mod Center
« on: 15 October 2012, 08:38:10 »
Just for fun I've added the 'ultra-pack' into the mod center to test linked factions and have some interesting / fun game play. This new pack links to all megapack factions + adds 5 of the vbros factions as described in the mod center description.

Have fun testing :)

(update: this only shows up in MG 3.7.x from svn or (nightly builds). Last beta does not work )

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