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Topics - martiño

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126
General discussion / Hungarian translation
« on: 24 August 2004, 17:15:49 »
Kocsis Zolta-n Attila sent us an hungarian translation for the game that can be found here: http://www.glest.org/files/additional/translations

127
General discussion / Tech and Magic balance
« on: 13 August 2004, 19:03:03 »
Starting from version 0.8.0 Glest features two factions: Tech and Magic. We want them to be as balanced as possible, the purpose of this poll is to test the power of each one. Feel free also to post comments about individual units that you think they are too weak or strong.

128
General discussion / Glest on SCREENFUN german magazine
« on: 27 June 2004, 13:43:44 »
Glest will be included on the cover disc of the german magazine BRAVO SCREENFUN. http://www.bravo.de/sid04-aaa-JOMVYDfEb ... index.html

129
General discussion / v0.8 WIP: New menu
« on: 21 June 2004, 20:57:04 »
For version 0.8 we are working on a new main menu background. Now any 3D model can be used as the menu background, and camera positions and other options, can be changed by editing an xml file.


130
General discussion / Where did you hear about glest?
« on: 19 June 2004, 16:12:58 »
We are receiving lots of visits these days, and they don't come from internet referrers, can you please tell us where did you hear about glest (If it wasn't on the internet)?

131
General discussion / Italian translation
« on: 19 June 2004, 14:56:38 »
Dakkar Daemor sent us an italian translation for the game, you can download it here: http://www.glest.org/files/additional/i ... _0.7.6.zip

132
General discussion / Glest at Ytanium
« on: 16 June 2004, 17:03:39 »
Glest was reviewed at Ytanium, http://http://ytanium.altervista.org, and obtained a 5/5

133
General discussion / New board style
« on: 14 June 2004, 22:02:16 »
Zanni has made a new and customized Glest board style, that is now the default one, existing users can change its board style from their user profile.

134
General discussion / v0.8 WIP: cellmap
« on: 13 June 2004, 18:46:55 »
We are working on a new feature for version 0.8 called cell maps. Each unit can have a 2D matrix of cells that indicates what cells does the unit ocupy in the map, this allows units to pass through building gates and produced units to exit from buildings by foot instead of appearing suddenly.

Here is a screen of this effect:


135
General discussion / Topic removal
« on: 11 June 2004, 20:17:02 »
WIth the release of versio-n 0.7.6 we deleted the bug report topic, since it was about old versions.

136
General discussion / German translation
« on: 4 June 2004, 20:39:20 »
SebMaster sent us a german translation for Glest. It can be downloaded from de additional downlaods section.
http://http://www.glest.org/files/additional/deutsch_0.7.2.zip

137
General discussion / glest.ini options explained
« on: 26 May 2004, 17:01:27 »
This is an explaination of glest.ini options, values listed here are the defaults for version 0.7.1.


AiLog=0

Enables AI logging, 0 means log is disabled, higher values enable more log  messages.

AiRedir=0

Redirects AI log to console. 0=No, 1=Yes

CameraFps=100

Internal framerate of camera calculations.

ChangeDisplay=1

1=Fullscreen, 0=Windowed

ColorBits=32

Framebuffer color bits. Don't change this.

ConsoleMaxLines=10

Max number of messages in the console

ConsoleTimeout=1

Seconds before a console message dissapears

DayTime=1000

Speed of day/night cycle, in seconds.

DebugMode=0

When enabled some usefull info is diaplayed on the screen (such as fps)

DepthBits=32

Depth buffer bits. For nvidia cards 24 is enough but 32 is recomended for ATI.

Filter=Bilinear

Selects from Bilinear and Trilinear filter.

FilterMaxAnisotropy=1

Anisotropic filtering. 1=Disabled, 2, 4, or 8 enable anisotropic filtering.

FocusArrows=1

Draws arrows for units one is selected.

FogOfWar=1

Enables disables fog of war.

FogOfWarSmoothing=1

Enables or disables fog of war smoothing.

FogOfWarSmoothingFrameSkip=3

Frame skip for fog of war smoothing.

GameMusic=music_a.ogg

Default music.

Lang=english.lng

Default language.

MaxLights=4

Max number of dynamic lights.

PathFindLevelsMax=400

Max number of pathfind levels, higher values result in better pathfinding and slower performance.

PhotoMode=0

Disables camera constraints.

RefreshFrequency=75

Refresh frequency when changing display mode.

ScreenHeight=768

X size of the screen

ScreenWidth=1024

Y size of the screen.

ShadowMapAlpha=0.05

Transparency of shadow map shadows.

ShadowMapFrameSkip=3

Frameskip for shadows.

ShadowMapSize=256

Size of shadow maps, must be a power of 2 but always under the screen size, higher values result in more accurate shadows and slower performance.

Shadows=ShadowMapLike

Shadow mode: Disabled, ShadowMapLike or ShadowVolumes. Starting from 0.7.1 shadow volumes can not be enabled in the in-game menu, so mofying glest.ini is the only way of enabling shadow volumes. If you want to do so you will also have to change the StencilBits option to 8 or 16

SoundStaticBuffers=8

Voices for FX sounds.

SoundStreamingBuffers=4

Number of streaming buffers.

SoundVolumeAmbient=65

Ambient volume.

SoundVolumeFx=85

FX volume.

SoundVolumeMusic=80

Music volume.

StencilBits=0

Sntencil buffer bits, should be 0 unless you want to use shadow volumes that must be 8 or 16.

Textures3D=1

Enable/disable 3D textures.

UpdateFps=40

World update frame rate. Higher rates smoother animations and slower performance.

138
General discussion / Version 0.7.1 coming soon
« on: 24 May 2004, 20:20:52 »
We are working on version 0.7.1 that will fix some bugs discovered in 0.7.0 as well as some improvements regarding 3D textures. We are also trying to compress music at a lower rate to reduce the size of the game. It will be available before the end of this week.

139
General discussion / German translation
« on: 19 May 2004, 17:10:32 »
Thanx to PyroFish for sending us a german translation for the game. We have posted it in the additional downloads section. http://http://www.glest.org/files/additional/deutsch_0.7.0.zip
To install it just place the deutsch.lng file under your glest/data/lang folder.

140
General discussion / Glest Video Card compatibility list
« on: 18 May 2004, 21:57:06 »
This is a 3D card compatibility list for Glest, please tell us what 3D card do you have, the driver and game version, and if you can run the game without problems.

Card: GeForce FX 5700
Game version: 1.2.1
Driver version: 52.16
OS: Windows XP
Status: Ok
       
Card: GeForce 2 MX
Game version: 1.2.1
Status: 3D textures slow (3D textures can be disabled with the Textures3D=0 option on glest.ini)

Card: ATI Radeon 9600
Game version: 1.2.1
Driver version: Catalyst 4.4
OS: Windows XP
Status: Ok

Card: ATI Radeon 9200
Game version: 1.2.1
Driver version: Catalyst 4.3
OS: Windows 2000
Status: Ok

141
Mods / G3Dv3 File format spec
« on: 18 May 2004, 21:07:47 »
WARNING: this spec is for G3Dv3 Glest now uses G3Dv4, please take a look to model_header.h and model.h/cpp to know about G3Dv4. I will probabbly update this spec soon for G3Dv4.

Many people is asking us for plugins/converters for non-3dsmax platforms. We don't have the time to spend in this task, so that's we decided to publish the G3D spec. That way anyone can make its own plugins/converters. If anyone needs further explainations use this board, or mail us to: theproject 'at' glest 'dot' org

This is a spec for G3D (Glest 3D) file format, this spec will be included in future versions of the Glest Editor Pack.

G3D (Glest 3D) version 3 file format specificacion. v0.1.

1. DATA TYPES
================

G3D files use the following data types:

uint8: 8 bit unsigned int
uint32: 32 bit unsigned int
float32: 32 bit float

2. MODEL HEADER
===============

Every g3d file starts by a model header:

struct ModelHeader{
   uint8 id[3];
   uint8 version;
   uint32 meshCount;
};

id: identifier, must be be "g3d"
version: g3d file version, must be 3 (not '3')
meshCount: the number of meshes in the model

3. MESHES
===============

After the model header they come the meshes, each mesh has it's own header:

struct MeshHeader{
   uint32 vertexFrameCount;
   uint32 normalFrameCount;
   uint32 texCoordFrameCount;
   uint32 colorFrameCount;
   uint32 pointCount;
   uint32 indexCount;
   uint32 properties;
   uint8 texName[64];
};

vertexFrameCount: number of vertex frames in the mesh
normalFrameCount: number of normal frames in the mesh, this value has to be 0, 1, or the same as vertexFrameCount
texCoordFrameCount: number of texture coordinate frames in the mesh, this value has to be 0, 1, or the same as vertexFrameCount
colorFrameCount: number of color frames in the mesh, this value has to be 1, or the same as vertexFrameCount
pointCount: number of vertices per frame
indexCount: number of indices in the mesh
properties: additional properties of the mesh:

enum MeshProperty{
   mpNoTexture= 1,
   mpTwoSided= 2,
   mpCustomTexture= 4
};

mpNotexture: this mesh has not a texture
mpTwoSided: this mesh is two sided
mpCustomTexture: replace alpha in the texture by a custom texture (user for faction colors)


texName: texture file (in tga format), path is relative to this file path

After each mesh is comes the mesh data:

vertices: vertexFrameCount * pointCount * 3, float32 values representing the x, y, z vertex coords for all frames
normals: normalFrameCount * pointCount * 3, float32 values representing the x, y, z normal coords for all frames
texture coords: texCoordFrameCount * pointCount * 2, float32 values representing the s, t tex coords for all frames
colors: colorFrameCount * 4, float32 valuesrepresenting the r, g, b, a coords for all frames
indices: indexCount, uint32 values representing the indices


4. EXAMPLES
===============

Here is the C++ code for saving a G3D file:

//save a model to a g3d file
void Model::saveG3d(const string &path){
   
   FILE *f= fopen(path.c_str(), "wb");
   if(f==NULL){
      throw runtime_error("Can't open file for writting: "+path);
   }

   ModelHeader modelHeader;
   modelHeader.id[0]= 'G';
   modelHeader.id[1]= '3';
   modelHeader.id[2]= 'D';
   modelHeader.version= 3;
   modelHeader.meshCount= meshCount;

   string dir= cutLastFile(path);

   fwrite(&modelHeader, sizeof(ModelHeader), 1, f);
   for(int i=0; i<meshCount; ++i){
      meshes.save(dir, f);
   }

   fclose(f);
}

void Mesh::save(const string &dir, FILE *f){
   MeshHeader meshHeader;
   meshHeader.vertexFrameCount= vertexFrameCount;
   meshHeader.normalFrameCount= normalFrameCount;
   meshHeader.texCoordFrameCount= texCoordFrameCount;
   meshHeader.colorFrameCount= colorFrameCount;
   meshHeader.pointCount= pointCount;
   meshHeader.indexCount= indexCount;
   meshHeader.properties= 0;

   if(twoSided) meshHeader.properties|= mpTwoSided;
   if(customTexture) meshHeader.properties|= mpCustomTexture;

   if(texture==NULL){
      meshHeader.properties|= mpNoTexture;
      meshHeader.texName[0]= '\0';
   }
   else{
      strcpy(reinterpret_cast<char*>(meshHeader.texName), texName.c_str());
      texture->getPixmap()->saveTga(dir+"/"+texName);
   }
   
   fwrite(&meshHeader, sizeof(MeshHeader), 1, f);
   fwrite(vertices, sizeof(Vec3f)*vertexFrameCount*pointCount, 1, f);
   fwrite(normals, sizeof(Vec3f)*normalFrameCount*pointCount, 1, f);
   fwrite(texCoords, sizeof(Vec2f)*texCoordFrameCount*pointCount, 1, f);
   fwrite(colors, sizeof(Vec4f)*colorFrameCount, 1, f);
   fwrite(indices, sizeof(uint32)*indexCount, 1, f);
}

142
General discussion / VERSION 0.7.0
« on: 16 May 2004, 22:32:33 »
After a really long time of development version 0.7.0 is here. This is a huge step in Glest history, 3D art for unit models and tilesets has been totally reworked, a new website is online, and tons of improvements have been added.

Most important additions are:

- New 3D models for units
- New 3D models and textures for tilesets
- 3D model format changed to add support for player colors
- New sounds
- New maps
- Improvements on building command
- Experience levels
- New command available: morph
- 3D textures (for animated water)
- Water Effects
- Focus arrows
- New XML field: anim-speed
- MPs (Magic Points) are now called EPs (Energy Points)
- New cell sytem: maps 2x bigger, river borders more accurate
- Minimap is now filtered
- Surface detail removed (always draw on max detail)
- Animated trees on intro screen
- Pressing 'T' saves a TGA image on the screen folder
- Improved AI
- Units react instantly when given a command
- Ranged units now attack walking units
- Camera angle changed
- Sounds are synchronized to the action (new XML tag for this)
- Command and Skill format changed, now type is the first tag
- New options for particle systems
- Unit speed changed on XMLs
- Fog of war changes smoothly
- Optimizations on pathfinding
- Optimizations on particle systems
- Crash info is now saved in crash.txt

We want to thank everybody in the board for reporting bugs and contributing to the comunity.

We want to thank Alex Riviere and Cesar Duque for providing us Glest mirrors, we really need them.

I want to thank everybody in the glest team for doing such a good work.

143
General discussion / New Mirror
« on: 7 April 2004, 22:29:31 »
I want to thank Alex Riviere for providing us a Glest download mirror, this will help us a lot because we are having bandwidth problems due to the increased size of the game.

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