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Topics - titi

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327
Maps, tilesets and scenarios / Maps for next Megaglest release
« on: 25 June 2010, 09:41:32 »
HI please make your suggestions!
Which maps should be included in MG's next version?

Currently we have those maps:
http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/maps/

328
MegaGlest / beta13
« on: 25 June 2010, 08:26:49 »
Beta13 is out! Please test it and give feedback here.

https://sourceforge.net/projects/megaglest/files/in_development/

329
Download:
http://www.titusgames.de/maps/3vs1.gbm

This is meant for coop network games.
All players should play the same faction. A fun setup was all magic or all indian up to now, and we did it!
CPU-Mega is on slot 4 on the right side all other players on the left.

ATTENTION: wood is rare but its meant like this!





330
Tools / Creating Glest Models with other Modelling Tools
« on: 16 June 2010, 15:17:03 »
I made a new wiki page because I read this: https://forum.megaglest.org/index.php?topic=5616.msg53485#msg53485

Creating Glest Models with other Modelling Tools:
https://docs.megaglest.org/Other_Modelling_Tools

331
Forum discussion / kukacs account?
« on: 14 June 2010, 08:34:22 »
What happened to kukacs account? Why was it deleted? Anyone knowsn anything about it?
( And no, I'm not talking about his dumb banned joke )

332
MegaGlest / integrated irc client for megaglest
« on: 10 June 2010, 13:53:07 »
I thought about it and quickly found this:
http://libircclient.sourceforge.net/index.html

Some question ( for future development of course )

1. do we need a general lobby chat?

2. Is it a good idea in general to integrate irc support in the glest client for the lobby chat, or should we build our own chat system?

3. Is this lib the right one ? ::) Or are there better ones?


333
MegaGlest / Desktop icons for Megaglest needed!
« on: 4 June 2010, 11:31:34 »
Hi we need desktop icons for megaglest. Anyone has ideas or want to do them?

We need icons for:
- Megaglest itself
- the editor
- the g3d-viewer
- and maybe the setup tool.

( the icon in my signature was made by my son, should we use this, or can you do better ones? )

334
MegaGlest / Which tilesets in megaglest ?
« on: 26 May 2010, 10:18:15 »
Tilesets are not really big so maybe its a good idea to keep them all. On the other hand the download is always growing a bit and if noone plays it, its useless.

My opinion:
I would keep all the stuff! Compared to other games like Nexuiz, the glest download is still small and everything new adds more fun for players :).

335
We need a server with php/mysql/apache for the masterserver!
Anyone is willing to give us access? It will cause only very little traffic!

We need a server where it is allowed to connect to other computers using php. This is needed to test the routersetup of peoples opening servers.
This function typically is not allowed for all normal webhosters. They all have php/mysql  and so on , but its not allowed to connect to other computers with a php script. So I think it should be a "root server" whos ower is able to allow everything.

336
MegaGlest / Masterserver is coming!!!
« on: 12 May 2010, 23:34:24 »
Just for your info, we successfully joined a game now using the new masterserver! I'm really really happy about this!

We try to get everything cleaned up now, so we hopefully see a new release very soon!( but we need some more days)
This new release will have (simple)masterserver  and crossplatform support!

 :O ;D :P :-* ;D ;D ;D ;D ;D

337
Mods / Very Very Interisting! Ryzom models are free!
« on: 7 May 2010, 10:30:54 »
Ryzom is a MMORPG game that is now set free with the GPLv3!

The interisting part for gest modders is that the data is also available with Creative Commons Attribution-ShareAlike !!!
http://dev.ryzom.com/news/13

( update! here are the downloads: media: http://media.ryzom.com/     source: http://dev.ryzom.com/ )

Lets hope we can use them :)
some pictures:




338
Announcements / Megaglest 3.3.4.3
« on: 7 May 2010, 10:06:01 »
Megaglest 3.3.3.4 is released, download here:
https://forum.megaglest.org/index.php?topic=5397.0

339
MegaGlest / Megaglest 3.3.4.3
« on: 7 May 2010, 09:58:02 »
MEGAGLEST 3.3.4.3
Feedback is welcomed!
( For more info about megaglest click here )

Windows Full installer:
download here

Windows x86 binaries:
download here

Linux Full installer:
download here

Linux x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer], same from 3.3.3):
download here

*NOTE: For Linux 64 bit distro's. Mega-Glest 32 bit binaries work fine in 64 bit Linux. You will require a special package for your distro. In Ubutnu you get it like this:

Quote
sudo apt-get install ia32-libs

Source Package:
download here

340
MegaGlest / Secret codes for scenarios/Scenario grouping
« on: 24 April 2010, 15:49:43 »
I thought about secret codes for scenarios and scenario bundling.

For the scenario bundling:

Scenarios can be bundled. You select such a scenario bundle like a normal scenario, but when you do so, a new selection shows up showing the parts of this scenario group. ( Technically this can be made with either naming conventions or a new subdirectory structure. )

For the secret codes:
If you want to make  chained scenarios, which are meant to be played one after another secret codes for each part would be great in my opinion.
On the end of every scenario a secret code is shown. To enter the next scenario part, you have to enter the right code, before it starts.
 
Technically this means we need crypted passwords for scenarios. In the glest binary we will have one secret code, which is used to decode/encode these keys. The crypted password can be set in the scenario xml. This will be used to verify access to the scenario and will be shown decrypted when you win a scenario. We need a new tool for scenario creators which will encode the secret words.
 

341
General discussion / Should Megaglest get its own forum?
« on: 8 April 2010, 22:57:01 »
I thought a lot about it, but I think I will add a new forum for megaglest soon.
Its getting bigger and better and users will be confused if is mixed up with other things.
So I think its best to give it its own forum in "Mods and Development" section.

Anyone really starts crying when I will do so?

342
Ok, next try, this is megaglest 3.3.3
( For more info about megaglest click here )

Windows x86 Full installer:
download here

Windows x86 binaries:
download here
Linux x86 binaries:
download here  ( linux installation description below the release notes )

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer]):
download here

Source Package:
download here
=================

Here are the release notes:
Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.


Linux Installation:

Code: [Select]
Step1
download the data package and unpack it to the suggested installtion directory

Step2
unpack all things from the binary package to the installation directory ( overwrite all existing files )

Hints:
======
From version 3.3.3 Megaglest uses font Helvetica for linux. If its not available the fonts will look ugly.

Editor:
-------
libwx in version 2.8 must be installed to use the Editor from this release!
Use the "editor" script to start the editor!

 

343
Off topic / Heroes of Newerth open beta for everyone!
« on: 6 April 2010, 11:35:20 »
Available for linux, OS X and windows and everyone can play for free at the moment!

http://www.heroesofnewerth.com/
Very important! If you don't know it, you really should play the tutorial!

They have really cool graphic effects(especially particles), and some of them will hopefully come to glest too!

344
MegaGlest / Megaglest multiplayer discussion
« on: 29 March 2010, 23:00:56 »
Here are some thoughts about glest and multiplayer:

In general we aim for
- more easy way to setup multiplayer games
- masterserver to provide open servers
- chat lobby in the masterserver

If you open a server:
The server selects map,techtree and tilesets and he selects the ai players and opens the slots.
( Now he can give some options for the game, like "all players use same faction" and so on, but this will be done later )
In addition he has to choose if it will be just a local game or if its provided on the masterserver too.
If everything is ready he says "open game".
Now the server cannot change map and techtree any more and the clients can connect to this server.
If all clients establish they are ready to play, the server can start the game...

If you are a client:
If you want to play a local game you can either enter the ip of the server ( like its done now ), or you press the "find servers" button and then you can choose one of the open servers ( usually only one  ). Now you can connect to this server.
If you want to play a internet game, you get a new menu where all open servers all listed and details about their setup and state are shown( only those which fits for your operating system ). Now you choose one of these servers and say connect. ( it should still be possible to enter a server ip manually like its done now )

Once the client is connected he sees everything whats setup on the server. He can choose a free slot and a faction he wants to play.
If this is done he establishs by pressing a "ready to play"-button or check a checkbox. Now he has to wait until the server starts....

What do you think of this?



345
MegaGlest / Megaglest 3.3.2 beta1 (Outdated!)
« on: 28 March 2010, 06:34:35 »
This is not the latest version!
3.2.2(non-beta) is available here!

[Arch]
Titi, I'm marking this outdated, I don't want to go against your wishes, because you might want to update this topic so I'm leaving everything just as it was marked outdated. :)

Code: [Select]
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.2-BETA1.7z]Official Windows 7z Package - Just unpack and play! 8)[/url]    Upload Verified!

Code: [Select]
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.3.2-BETA1-2.7z]Official Patch -- 3.3.2-BETA1-[b]1[/b] ---> 3.3.2-BETA1-[b]2[/b][/url]For the patch to work, you must download the "Official Windows 7z Package", then the patch, unpack the "Official Windows 7z Package", and then unpack the patch into the unpacked Official Windows package, for more help just post what you are confused about and I will assist you.
(To unpack 7z files, you must use the program 7zip, which is cross-platform, and FREE!)

Files are available here for Windows and Linux:
http://sourceforge.net/projects/megaglest/files/in_development/

Please test and give feedback here in this thread
You will need new data for this, or you will get some strange effects with unit particles.

Whats new in Version 3.3.2-dev:
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scrool wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.
- ingame fog of war switch


346
General discussion / consuming ressources in lua scenarios
« on: 19 March 2010, 19:25:59 »
I often found it very annoying that factions where i switched off the Ai still consume food.

For example when I say disableAi(2) the faction 2 still dies by hunger after a while if there is no food ....
I think about adding a switch which can be set in lua so the units of a given faction stop consuming consumable ressources.

I'm thinking of combining this functionality directly with the disableAi() call, because I think you always want this behaviour.
What do you think about this? Is this already somehow solved in GAE?

347
Megaglest 3.2.4 is about to be released but we want to include some more good maps!
Any Suggestions? If possible please only post 3 maps per person and only post maps that you really have played !
So please post quickly which maps that are not already in megapack or normal glest should be added!

348
General discussion / glest windows linux differences
« on: 12 March 2010, 00:21:37 »
When there was trouble with megaglest, I looked at the windows version of glest too.
I saw two big differences:

1. Nights are much much darker in windows glest with the same setting !?!
2. loading speed in windows is ultra slow compared to linux. I think linux loads a game 10 times faster ( I don't know if GAE is affected too because it uses another xml-parser )

Why are there these differences?

349
Closed bug reports / [fixed] The megaglest non harvesting bug:
« on: 4 March 2010, 10:04:51 »
Hi,
please help me find the harvesting problem in megaglest!
I never saw this bug up to now for myself, so I really need your feedback! ( Not in Windows(XP) and not in Linux! )

If you have this problem with non harvesting workers, please answer exactly to all those following questions:

1. Which OS do you use? ( please very exact, not just windows! )
2. Which megaglest version did you use? ( when you start the game you can see it )
3. Do you have a clean megaglest installation or is it mixed up with gae/glest 3.2.2?
4. Which map did you start and which faction was effected?
5. Which cpu-player was affected? ( CPU-Easy? )
6. Did you every saw such a behaviour in normal glest 3.2.2 too?
7. Maybe you tried a former version of megaglest too, did you ever noticed such a problem with another version?


Please don't discuss anything else here, I will remove it instantly!!!

350
( outdated )

The first beta with 8 players is available and an editor too! But where are the maps?
Who is the first providing something fun to play?  

I really want to add some good 8 player maps for the next stable megaglest release!
(  Please, create a 4 versus 4 map for coop multiplayer games! )

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