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Topics - titi

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426
It looks like a lot of people have trouble to run a multiplayergame without a crash.Please let's all together try to find the bugs!

1. play a local single player game to ensure that your setup is ok.
2. ensure that you all have the same binary and data ( best would be 3.0.0 )
3. for the moment please play seperate 32/64 bit linux games
4. start from a console to see errors when it crashes
5. report crashes ( and their output! ) here.  If possible include information which Linux distribution/hardware(GFX by ATI or NVIDIA)  was used by all players.
6. !!!!please also report successful games!!!
7. report compiler version which was used to build binary ( gcc --version )

(Update:
Use this script to start glest and you get a logfile for every crash:
http://www.titusgames.de/runglest.tar.gz)

( I never had any trouble playing with my son, but we had very similar hardware and the same linux distribution. I had some successful and some crashed games with others on the inet )

427
Mods / Indians Mod - megapack v1 / indians are glest 3.0.0 ready!
« on: 1 February 2008, 12:28:52 »
The indians are downloadable as a megapack now.
It includes the indians and the tileset jungle!

This version is multiplayer 3.0.0 ready and you get no trouble with checksum errors any more. The whole thing is in its own techtree, so if you want to use it you have to choose the techtree "megapack v1".
If you want to play with people who doesn't have this megapack, simply choose the magitech tech tree.

www.titusgames.de

428
Mods / indians v1.1 / v2.1
« on: 20 January 2008, 15:37:23 »
I have updated the indians.
They are ready for 3.0.0beta1 now and there is also a new release for the latest stable version.

http://http://www.titusgames.de

Changes:
- All units( especially buildings ) have teamcolor now  
- reed and horsefarm are animated now.



429
Multiplayer / out of sync
« on: 17 January 2008, 10:34:11 »
hi martino some thoughts about the synchronization:

Here you discribed the multiplayer things:
http://www.glest.org/glest_board/viewto ... 2&start=15

if you did it like this there should be no problems with win / linux

The problem we had yesterday is probabaly not an out of sync error.
The commands are sent to the server and the server adds them to a list and let them execute in the next keyframe.
BUT:
this command can be based on the former keyframe, where a unit exists which is no longer there. This is not an out of sync error and can be ignored.

An example of what I think happens:
A keyframe(No30) is near and a unit(No5) gets a command. The command is send to the server, but the server already sent it's list to the clients for the next keyframe(No30). So this command from the client is added to the list for the new  keyframe(No31).But with commands from keyframe(No30) the unit(No5) is killed/morphed or whatever.
There are two possible problems:
1- when adding the command to the list for keyframe(31) the commands from keyframe(30) had removed the unit.
2- when executing commands from the list of for keyframe(31) the unit is no longer there.

Whatever happens, if a unit doesn't exist anymore( no unit can be found in the world with this id) this does NOT mean the game is out of sync! There is only a command for a unit that no longer exists, which can safely be ignored. Only the commands are synchronized in the game, but I think not the reactions on commands.

Out of sync can usually only happen on a very slow client who cannot execute all commands until next keyframe!  When he reaches the next keyframe and could not execute all commands, the game gets out of sync.

What do you think?

430
you must have installed
autogen
automake
jam
svn(subversion)
libsdl, libxerces, libxerces, libopenal and libvorbis
+ compiler and things like this

then type:


Code: [Select]
mkdir glestsource
cd glestsource
svn co https://glest.svn.sourceforge.net/svnroot/glest/trunk/source
svn co https://glest.svn.sourceforge.net/svnroot/glest/trunk/mk
cd mk/linux/
./autogen.sh
./configure
jam


Now you find the binary in the current directory.
whats else to do:

download the new data package
http://downloads.sourceforge.net/glest/ ... 0beta1.zip

unpack it and copy your binary and the linux glests.ini ( is in the same directory as your binary) into the glest basedir.

start it.


if you have trouble with the fonts use this one ( change it in glest.ini )
FontConsole=-*-helvetica-*-*-*-*-12-*-*-*-*-*-*-*
FontDisplay=-*-helvetica-*-*-*-*-12-*-*-*-*-*-*-*
FontMenu=-*-helvetica-*-*-*-*-12-*-*-*-*-*-*-*


HINT: shadowmapping doesn't work at the moment use projected shadows here! ( in the ingame settings )



Attention! you cannot play with windows users at the moment. if you want to try it disable ( set to 0 )
NetworkConsistencyChecks=1
in glest.ini.
By this you can play server and windows machines can connect. But you cannot connect to a windows server with this check!


there is no master server available yet
you must connect to the irc channel find a partener there.
One player is server the other/others is are client and must enter the servers IP.( in the ini file or in the game when connecting )

if you are looking for multiplayer partners come to
irc://irc.freenode.net/glest

431
Mods / Norsemen Beta Release
« on: 4 January 2008, 10:49:37 »
There is a Beta Release now.
http://http://www.titusgames.de

Please give us your comments in this thread.

432
This is the easiest way to install glest in linux!

Version 3.2.2 ( linux 32bit with official binary!):
http://liflg.org/?catid=7&gameid=87
( I would suggest to run the installer as normal user and install glest in the users home directory!
Now test it. If glest works for you, edit the file glest.ini and set some better looking screen settings ( 10280x1024 or whatever...) ! )

!!!! If there are any problems with these installers, please report them here too !!!!!

 (HINT:  !! If the game works modify file glest.ini to setup a better display resolution! !!)

433
Mods / new blender exporter v0.15
« on: 11 July 2007, 21:16:00 »
There is a new version of the exporter made by weedkiller
You don't have to apply scale and rotation any more. Aditional ( but untested )
some other blender animation methods may work now.

download at:

http://http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.5.zip

434
Mods / new glest(glevolution) release with indians
« on: 10 July 2007, 11:48:21 »
Should there be a new release of glest including my faction the indians?
OK, my models probably don't have the quality of the original glests models, but I think we will never get better ones and the indians are fun to play.

Releasing a new version ( glevolution ? ) with something really new ( the indians ) will raise the interest for glest!  
By this we probably get more glest friends, which will help us coding and designing new nice things.

435
Mods / indians 1.0 released!
« on: 3 July 2007, 06:37:37 »
Faction indians is released now!

as usual downloads at:
http://http://www.titusgames.de

- new sounds
- new unit
- new balance
- more fun  :D

I hope this will be the final release now! My sonand I have worked a really long time to realize the new faction.
There were a lot of things to do for us
- 3d modelling was something completly new for us
- learning blender
- learning gimp
- learning python(for blender exports scripts)
- learning glest
- learning xml ( my sons )
- sound editing/ searching and recording

For me this meant about 500 hours of work in the first half of the year.

Thanks to weedkiller who helped me with blender problems and mainly created the spearman.

I hope you'll like it! Test it and tell me what you think

436
Mods / Norsemen
« on: 29 June 2007, 10:01:10 »
Some screens and ideas from our work on norsemen(vikings)

Code: [Select]
[url=https://docs.megaglest.org/Vikings#mainbuilding:]https://docs.megaglest.org/Vikings#mainbuilding:[/url]
(edit: Name is norsemen now)

[Here is a link for it: http://www.titusgames.de/ - @kukac@]


437
Mods / What comes next?
« on: 31 May 2007, 16:20:50 »
Hi,
The indinas are nearly finished, so I asked myself what will I do next? A new race ? A new tileset?
Please vote for my current ideas.


I hope me and my sons are not on our own next time.
If you want to help us mail to:
info at titusgames.de

438
Mods / Indians v0.9 released
« on: 29 May 2007, 18:36:03 »
Indians v0.9 released

I hope they are nearly finished now!
Please give me your comments. Are there still installation problems in windows?

Download is here:
http://www.titusgames.de

an older screenshot:

439
Mods / Blender can export animations again
« on: 28 May 2007, 20:32:13 »
It's done!
Weedkiller and I  have made a new exportscript.
Blender can export animations for glest again.

see glest wiki http://http://glest.wikia.com/wiki/Blendermodelling

download on www.titusgames.de:
http://www.titusgames.de/blender/[g3d_xml_exporter_v0.1.4.zip

440
Linux and other ports / glest editor
« on: 7 May 2007, 10:50:27 »
Does anybody has a working glest editor for linux ( 32-bit )?
I read it is possible to compile it with a patch.
Can someone build a standalone precompiled package (tar.gz)?

441
Is glest 2.1 released?
Has anymone statically linked binaries for me ?  ::)

442
Mods / new tileset jungle ( released 2007/05/06 !!)
« on: 18 April 2007, 20:29:26 »
Ok probably it's not a jungle, but it's something with palms!
My first new models !! Created with blender/gimp.
Try this new tileset:
http://www.titusgames.de

edit:
The following is fixed now:

Quote
Probably someone could help me with e Blender/Glest-problem:

As you can see, I have two model ( grass and a cactus ) with problems.
The models are in the earth, but why?? Did I forget to apply something in blender?

Here you can download the grass model.
the model:
http://www.titusgames.de/blender/grass.blend
the texture:
http://www.titusgames.de/blender/grass.tga

Please help me if you can!

here a screenshot:
Code: [Select]
[img]http://www.titusgames.de/pflanzen.jpg[/img]

443
Mods / Blender generated Models with wrong orientation
« on: 22 March 2007, 10:47:21 »
Whats wrong here?

I imported some models from glest and export them again ( only non animating ones at the moment). Everything works fine, but now I created something completely new ( an indian tent ). When I export this, it's always lying on a side when shown in glest. I tried to change the orientation in blender for the model, but without effect.
What do I have to do to get the tipi standing not lying?

Any hints?

444
Mods / a mod and some new maps
« on: 6 February 2007, 00:06:29 »
A mod and some new maps made by my son and me
 
http://http://www.titusgames.de

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