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Messages - martiño

Pages: 1 2 3 4 [5] 6 7 8 9 ... 34
101
General discussion / GAE team list?
« on: 28 April 2008, 17:18:53 »
Hi, I'm going to create a forum/group for GAE, can i get a list of the people in the GAE team?

102
Linux and other ports /
« on: 27 April 2008, 01:55:38 »
Please lets be a bit serious.

Code: [Select]
you may never define a method in the header file
This complete nonsense, compilers can not inline methods in header files. (well visual studio might be able to with some compiler options, but GCC can not).

Code: [Select]
An AI has an AiInterface which in turn has a pointer to an Ai

This is not exactly rocket science.

Glest code is extremely simple compared to any commercial game (I've seen a few), and this backed up by the fact that matze and daniel santos have been able to respectively port the game to linux and add an incredible amount of new features in not much time.

Regards.

103
General discussion /
« on: 25 April 2008, 17:09:50 »
Are you ok with this orion? do you guys want some more time to decide? It is true that GAE should eventually merge with the official port, but it looks like you guys are doing all the development right now, and we are really busy so I don't really know when this is going to happen... If you decide to go on with your own website tell me and I will put a link to it in our one, if not I will open a new section in the board.

Regards.

Martiño.

104
General discussion /
« on: 24 April 2008, 16:08:57 »
If you guys are going to have your own forum i think it is better to keep things in one place, we will put a link to your website somewhere anyway.

Regards.

105
General discussion / GAE forum?
« on: 24 April 2008, 14:22:01 »
Hello,

It really seems that GAE is becoming quite popular, i wonder if you guys want to have your own forum section, I could also make daniel santos moderator on that forum so he can post stickies and stuff.

Regards.

106
General discussion /
« on: 8 April 2008, 10:38:16 »
Terrain is blended by hand, the game creates intermediate tiles using the textures for the several surface types.

107
Multiplayer /
« on: 27 March 2008, 10:37:00 »
Quote from: "Duke"
On a side note: Glest Advanced Egine 0.2 now has a fix for Linux vs Windows vs Mac, but otherwise it is still fond of getting out of sync and crash, but then again, when it crashes it saves the game so you can try again.


That doesn't sound like much of a fix to me then.... You already can play Linux vs Win in the official version by disabling network checks (and then the game will get out of sync and crash)

108
General discussion /
« on: 21 March 2008, 12:55:39 »
Quote from: "Duke"
lol, I got the impression that Matiño himself had trouble with that and here you are saying, oh, I'm just doing it . (;


I never did any proper investigation about the topic, but the issue seems to be different floating point behaviors across compilers/processors/operating systems.

 I think it could be solved by using one of the libraries that abstract floating point calculations, or by changing all the synchronized code to fixed point, it is not a trivial task however.

109
Multiplayer / Glest multiplayer overview
« on: 20 March 2008, 11:03:50 »
Overview.

From version 3, Glest supports LAN/Internet multiplayer, up to 4 players.

Starting a multiplayer game.

1) The server creates a game by in the "new game" menu, and opens some network slots.

2) Clients have to go to "join game", type the IP of the server and click "connect". This is only for the first time, after that, the game will remember the server name and you can select it from the previous server list.

3) Server launches the game.

IRC channel.

Our irc channel (irc://irc.freenode.net/glest), is a good way of finding people to play multiplayer games or to discuss the game in general.
If you are new, just click here: newbie_wants_to_play and choose a nickname.
( In the chat ask for a game and wait for a reply ! this can take up to 30 minutes! )

3rd party software.

There are 3rd party programs that will ease arranging Glest multiplayer games, by providing lobbies.

XFire - Xfire is a free gaming tool that automatically keeps track of when and where gamers are playing PC games online and lets their friends join them easily. Xfire now supports Glest (see http://www.xfire.com/games/).

AFLobby - AFLobby now supports Glest too.

Firewalls and Routers.

Glest uses TCP port 61357, so if you are under a router or firewall you will have to open/redirect this port to your computer if you want to host games (in the same way as you do for any other multiplayer games).

110
Multiplayer /
« on: 20 March 2008, 10:36:33 »
Glest is now supported!

http://www.xfire.com/games/

111
Multiplayer /
« on: 20 March 2008, 10:23:55 »
This is a sound problem, either update your sound card drivers or disable sound acceleration in dxdiag.

112
Announcements /
« on: 19 March 2008, 20:37:16 »
You need OpenGL 1.4 or OpenGL 1.3 and the env_crossbar extension to play Glest. We don't do this for the sake of it, the extension is needed for the team colors, however you might be able to go to glest.ini change CheckGlCaps to 0, and be able to play the game with some graphical glitches.

113
General discussion /
« on: 18 March 2008, 21:00:51 »
I don't really know, that would require changing the g3d format, to add a new texture, or at least a new flag for the meshes indicating that the alpha should be used as specular, seems a big change to me, maybe you can ask the guys that are making the GAP.

114
Bug report /
« on: 18 March 2008, 10:27:22 »
well spotted, we will fix it as soon as we can.

115
General discussion /
« on: 18 March 2008, 10:26:17 »
Yeah, it does actually, even the fixed pipe, i didn't realize.

116
Translations /
« on: 18 March 2008, 10:24:56 »
Ok, i've changed the topic to reflect this.

117
General discussion / Re: Help promoting Glest
« on: 18 March 2008, 10:24:19 »
Quote from: "Elven"
can I help?

As a founder of a Greenie - one of the linux distributions...

no problem to add some banners etc... :)


Absolutely, any help would be appreciated.

118
General discussion /
« on: 17 March 2008, 15:55:11 »
Unfortunately, we are using the OpenGL fixed pipeline.

119
General discussion /
« on: 17 March 2008, 15:54:23 »
You can turn off fog of war in glest.ini, but it doesn't work for online.

120
Translations / Russian translation for 2.0.x
« on: 15 March 2008, 23:45:41 »
Thanks to kraplax

121
Linux and other ports /
« on: 7 March 2008, 10:27:20 »
I also wanted to point out, that for most computers, Glest should be GPU bound, meaning that the bottleneck should be the GPU and not the CPU, so optimizing CPU things like these should not make much difference.

122
Announcements /
« on: 6 March 2008, 20:31:40 »
Quote
I have problems with linux glest 3.1.2 because units move to topleft mapcorner if i command them. Only if movetarget is another unit they move there.


This might be because of the zbuffer precision, you can try changing DepthBits=16 by 24 or 32 in glest.ini

123
Maps, tilesets and scenarios /
« on: 6 March 2008, 17:48:45 »
Quote from: "Archmage"
The maps you listed came with glest 3.1.0 - Some maps I like came with glest 2.1.0. What happened to them? Some of my favorite maps are Center Punch and Up-Hill-War

These maps were not official, but you can still download them from the map folder.

124
Linux and other ports /
« on: 6 March 2008, 13:47:41 »
Well, most of the time compilers do whatever they want. Putting a function in a header or declaring it inline is more like a "hint" for the compiler, because it might still decide not to do it. Also VC.NET will inline functions in CPP files if you select "Whole program optimization" in the options.

125
Linux and other ports /
« on: 6 March 2008, 10:37:18 »
Most of getters and setters should be in .h files, and if they are not please tell me which files they are in and i will change them. That would make compilers life much easier.

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