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MegaGlests' game mods menu let's you install many new mods. Even more are available on the MegaGlest Wiki and the Mods forum.

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Messages - jammyjamjamman

#1
Forum discussion / Re: Missing wiki pages
6 October 2025, 22:15:11
Thanks for bringing up this bug. Took me a while to get time to fix but better late than never ;-).

The problem was due to errors migrating the wiki to 1.35.9. The pages were actually intact, but they couldn't be retrieved because the users that created them couldn't be located in the db. More info here: https://www.mediawiki.org/wiki/Topic:Vy4x2pb18ebrvqix

Unfortunately, the only way I could recover was to restore a pre-migration db from over 2 years ago, because I needed to run a (modified) version of a script called cleanupUsersWithNoIdMod.php before the migration script. So anything added since that date is lost. (Which I suspect is probably very little or nothing.)

So the steps to recover were:

The wiki appears to be successfully restored properly after these steps.

I've locked the wiki entirely from user creation and edits, because it has bots crawling all over it. It needs updating / migrating again before it's safe to unlock. The plan is to move it to a new system. (But exactly how that will look is still in the pipeline.)
#2
Mods / Re: MegaGlest Improved Mod
9 November 2024, 00:15:17
@RobotKiller001 where is "Patch v3.0 Megaglest Improved Mod(03/11/24)" published?
#3
Mods / Re: MegaGlest Improved Mod
3 November 2024, 14:52:53
Big update! Will have to check it out...
#4
Mods / Re: Token - Mod
3 November 2024, 14:51:27
Sounds interesting   :D
#5
Bug reports / Re: LAN game crashes
18 April 2024, 17:13:40
Thanks for testing the dev version.

QuoteFYI, I was wondering, I'm using MegaGlest in a row for years now, always upgrading it with my distro. Could it be that some very old incompatible config file remained and that's causing this?
If you've deleted the .megaglest/ folder, that will have removed all the configs I think. It's not XDG compliant, so this is the only place you need to look.

A lot of the warnings are just due to the fact that mg codebase is very old and doesn't comply with more modern c++. Some of the errors suggest they're c++17 standards:
_GLIBCXX17_DEPRECATED iterator

I don't know why this happens, since there's sevaral places in cmake with this flag:
"-std=c++11"

(megaglest_editor:291916): Gtk-CRITICAL **: 13:48:13.744: gtk_distribute_natural_allocation: assertion 'extra_space >= 0' failed
I think this error is very hard to diagnose. I think it means there's not enough space to render all components.
#6
Bug reports / Re: LAN game crashes
6 April 2024, 20:12:28
Hi bzt,

Thanks for your report. What exact OS are you trying to run the game on?
Also, have you opened the TCP port 61357 (or 61357-61366 or whatever port you're hosting on) in your firewall in your OS? (If your firewall is not active, you don't need to worry about this step.)

If you're up for experimentation, you could try compiling and using the latest MG development version and checking whether the game crashes there:
https://docs.megaglest.org/index.php?title=MG/Getting_The_Code#Linux_quick_setup
#7
Nice maps. Thanks @Trappin !
#8
Ah yes, how convenient  ;)
#10
Bug reports / End Game Stats Colours are Wrong
9 November 2021, 21:15:20
End game stats colours are incorrect. See the screenshot below:
[spoiler][/spoiler]
#11
Mods / Re: 原始人faction
16 June 2021, 18:02:53
Thanks  :D
#12
Mods / Re: 原始人faction
16 June 2021, 17:39:18
Hi 小丑遊戲.

Unfortunately, I can't download your mod. Could you switch on "anyone with link" sharing please?
See:
#13
Tools / Re: New Blender 2.9x G3D Exporter!
10 December 2020, 01:21:21
I've made some changes+additions to the script (thanks to robotkiller and titi finding bugs):


  • Meshes without textures now load.
  • All the 3d views are set to a mode where you can see the texture without any lighting (i.e. how it looks in megaglest).
  • If the filename of a texture is wrong, the script will try to guess the file name with other extensions (png, jpeg, tga and gif, which replicates megaglest's behaviour).
  • Textures are set to "alpha blend" and the alpha node of an image is linked to the alpha channel of the material shader. This is so that texture transparency can be viewed.
#14
Tools / Re: New Blender 2.9x G3D Exporter!
7 December 2020, 21:13:02
Neat! Thanks for testing it :)
#15
Tools / Re: New Blender 2.9x G3D Exporter!
27 November 2020, 20:18:21
Thanks  ;D
#16
Tools / New Blender 2.9x G3D Exporter!
26 November 2020, 20:25:59
[h1]Blender 2.9x G3D Exporter Available![/h1]

You can download the new script here.

[h2]Screenshots and Notes[/h2]

Importing/ exporting is fairly similar to how it's done in old blender:


Animated mesh:
http://jammy.megaglest.org/g3d_blender/worker_blender.webm

Texturing is a little different. Here's a screenshot of the node tree for the g3d mesh material:


Final notes:

  • Everything should be working. But much more testing is needed. Any feedback would be great!
  • I'm not 100% happy with how textures currently display in blender. So there's a good chance the material configuration g3d's require will change.
  • Blender 2.9x is radically different from blender < 2.79. So there's lots of new things to find.

Happy Blender-ing!
#17
Mods / Re: The Greeks
25 November 2020, 19:36:45
Quote from: andy_5995 on 25 November 2020, 18:55:21
Hey ElimiNator! The Greeks are the most awesome faction ever! ;)
:O
Well there has been a lot of online testing of this faction, so it is pretty good at this point :)
#18
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
25 November 2020, 19:34:37
I'm a bit late replying but, thanks Eliminator! :)
#19
Mods / Re: MegaGlest Improved Mod
25 November 2020, 19:33:35
Looks great! The bees faction has a lot of potential. I never knew you could name dead trees pollen and harvestable! The bees are hard to select. I think that can be fixed with invisible 3d mesh tricks.

As Andy mentioned, the "survivor" mode is pretty much un-winnable, even against cpu normal (and probably cpu easy). But is also an interesting idea. It's like a hero in a MOBA.

If you're thinking about releasing new patches/ changes, I strongly recommend moving your project into git. There's people who can help you with that and/ or various online guides. :)
#20
Mods / Re: Enemies and Allies
25 November 2020, 00:41:01
No prob. It's a really fun faction so I was more than happy to upgrade it to use new megaglest features  ;D.
#21
Turns out I was exaggerating when I said the script needed a complete rewrite, although quite a lot needed re-doing. There is a new script on the way  ;D

You can check it out here: https://github.com/MegaGlest/megaglest-source/blob/feat/blender-2.90-support/source/tools/glexemel/g3d_support_b290.py

I believe the importer and exporter in this script are fully working, but there's still a lot more testing required. Upgrading the script has been slow progress because the blender python docs are very incomplete. Blender do provide examples, so I had to read these + their internal files to get the gist of how the python works.  :P

Other important info, blender have radically changed their interface (again). E.g. the new material system is node-based. Titi and I still haven't completely decided how G3D should exactly be represented in new Blender. So the way the script works is likely to change.
#22
Mods / Re: MegaGlest Improved Mod
23 November 2020, 23:12:17
Hi Robot, thanks for your mod. Unfortunately, looks like I need permissions to view it. Looks great :)

Also, if you've only modified the techs, then all you need to share is the "megapack" folder. I'd also recommend renaming your version of megapack folder to e.g. "rk_megapack". Also rename the megaglest.xml inside the folder to rk_megapack.xml.
I'd love to see your new mod.  :)
#23
Mods / Re: Paper War
13 April 2020, 17:14:36
We lost everytime :O but yeah, I really enjoyed this mod! Graphically, it's definitely the prettiest and most innovative mod I've seen in a long time.

If we could discuss setting up an online git repo with you for this, that'd be great. (A good place to find us is at the megaglest IRC: https://webchat.freenode.net/#megaglest-lobby,megaglest.)
#24
Although I agree this is probably a bug, I really like the fact that workers don't immediately abandon mining gold/ stone in favour of the stone/ gold. The reason is because when you send workers to get wood instead, your stored resources is no longer a multiple of 5 and calculating how much stuff you can afford becomes a pain  :O . (Also messes with my OCD.)
#25
Mods / Enemies and Allies
3 November 2019, 17:33:10
Here's enemies and allies updated with multiselection on buildings + some other corrections.

https://github.com/Jammyjamjamman/enemies_and_allies