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Messages - martiño

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126
General discussion /
« on: 6 March 2008, 01:21:57 »
The problem is that we can not guarantee that 32bit and 64bit binaries (or windows-linux) wouldn't get out of sync, so we check that you are using exactly the same binaries.

If you want to play anyway (THE GAME MIGHT GET OUT OF SYNC AND CRASH), just set NetworkConsistencyChecks to 0 in glest.ini, this will allow you to play windows-linux32bit-linux64bit

127
Maps, tilesets and scenarios /
« on: 6 March 2008, 01:17:21 »
The map is very good! The only complaint i have is that most of the paths are quite narrow, and units have trouble walking though them in groups.

128
Maps, tilesets and scenarios / What is your favorite map
« on: 6 March 2008, 00:37:41 »
We want to hear from you guys about the maps, please tell us what are your favorite maps, and how can we improve them.

129
General discussion /
« on: 6 March 2008, 00:33:57 »
Quote
also does anyone know where i can upload the stuff i made?i have over 50 music files and sound effects for the game also new units and maps



You can upload them to any free file hosting and them put a link on the board,  or you can mail them to us and we will upload them.

130
Linux and other ports / Glest 3.1.2 for Linux
« on: 5 March 2008, 20:20:14 »
Download binaries and data. Source code also available (but we recommend the official binaries, thanks to titus for compliling them).

131
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: ATI Mobility Radeon x600
Game version: 3.1.2
Driver version: Catalyst 7.9-8.2
OS: Windows XP
Status: Ok

132
Announcements / Glest 3.1.2 Released
« on: 5 March 2008, 20:03:56 »
Hello,

We've just released Glest 3.1.2, this version contains a few critical fixes, that should improve the game experience.

Features

The main fix if the one for slow building placement in post 7.9 Catalyst drivers, also in this version the game won't let you start a multiplayer game with different binaries (you can disable this in glest.ini, with NetworkConsistencyChecks=0, but do it at your own risk).

The full list:

- Fixed slow building placement in ATI cards with catalyst 7.10 or newer
- Fixed fog of war smoothing
- Improved position picking when giving orders
- Fixed some glitches in shadows
- Added red colored building cursor when trying to build in an invalid location
- Fix for empty chat messages
- Reduced Drake Rider morphing time from 120 to 80 and reduced splash radius attack of a few units
- Improved battlemachine death animation
- The game now checks that all players are using the same binaries

How to get it

Windows: download the installer.
Linux: Download binaries and data. Source code also available (but we recommend the official binaries, thanks to titus for compliling them).

The best way to arrange multiplayer games is the #glest  irc channel at irc.freenode.net. You can also use AF lobby.

Please give us your feedback.

133
Mods /
« on: 5 March 2008, 14:32:10 »
We now have working win32 binaries for blender (see the contrib folder).

134
Mods /
« on: 3 March 2008, 21:37:59 »
I've uploaded a working glexemel version form windows:

http://www.glest.org/files/contrib/tool ... 2_0.1a.zip

135
General discussion /
« on: 3 March 2008, 13:28:02 »
Just one question. Is the game detecting it and making the default shadows projected?

[Yes, it does - @kukac@]

136
General discussion /
« on: 3 March 2008, 12:28:39 »
Well, this feature is quite outdated now, people are using shaders, so you can not really blame them.

137
General discussion /
« on: 1 March 2008, 13:50:58 »
It is not one of our priorities at the moment.

138
General discussion /
« on: 1 March 2008, 13:40:49 »
Very good explanation, however the damage a 2x2 unit takes form splash is:

1x - the main cell
0.5x - top/bottom and left-right cells (distance is 1)
0.41x - top-right, top-left, bottom-right or bottom-left (distance is 1.41)

a bit like this:
Code: [Select]
|1x  |0.5x |
|0.5x|0.41x|

so in total = 1 + 0.5*2 + 0.41 = 2.41x :)

Just to clarify, units with splash damage are (radius is in brackets):

Summoner (1)
Archmage (Ice nova 4) (Static fire 5)
Drake Rider (1) - Flare attack only
Dragon (1)
Tower of souls (3)

Catapult (2)
Air Ballista (2)
Technician (1)
Battle_Machine (1) - Arrow attack
Ornithopter (1) - Both attacks
Airship (1)

Splash radius in general:

C=Center
X=Damage
O=No damage

Code: [Select]
Radius = 1

OOOOO
OXXXO |0.41x|0.5x |0.41x|
OXCXO |0.5x |1x   |0.5x |
OXXXO |0.41x|0.5x |0.41x|
OOOOO

Radius = 2

OOOOOOO
OXXXXXO |0.19x|0.3x |0.33x|0.3x |0.19x|
OXXXXXO |0.3x |0.41x|0.5x |0.41x|0.3x |
OXXCXXO |0.33x|0.5x |1x   |0.5x |0.33x|
OXXXXXO |0.3x |0.41x|0.5x |0.41x|0.3x |
OXXXXXO |0.19x|0.3x |0.33x|0.3x |0.19x|
OOOOOOO

Radius = 3

OXXXXXO
XXXXXXX
XXXXXXX
XXXCXXX
XXXXXXX
XXXXXXX
OXXXXXO

Radius = 4

OOXXXXXOO
OXXXXXXXO
XXXXXXXXX
XXXXXXXXX
XXXXCXXXX
XXXXXXXXX
XXXXXXXXX
OXXXXXXXO
OOXXXXXOO

139
General discussion /
« on: 29 February 2008, 20:13:27 »
No, only units around the area where the attack lands get hit, however even if the attack is targeting an enemy unit your own units might be nearby. Archmages are best at attacking enemy ranged attackers, and big slow units like Battlemachines and Behemoths.

140
General discussion /
« on: 29 February 2008, 16:28:47 »
Well, the first thing is that in this scenario, the allied AI is normal, and the enemies are Ultra, so it is quite difficult.

Also your ally is tech, and you are magic, so you should probably focus on battlemages and dragons, and let your ally care of the melee. The problem with archmages is that if not handled carefully, they can do as much damage to your troops as to the enemy, you really need to micromanage a lot.

They key when playing with an allied AI is to try to produce 2v1 situations. Any AI will send troops to defend you if you are engaged in an attack, so a good option is to send a scout to the enemy base, and when your AI launches all its troops try to join with it and attack the enemy.

141
Bug report /
« on: 28 February 2008, 22:19:25 »
We have a fix for the building placement and shadows being too slow on the SVN, I anyone wants to try it and give us some feedback it would be appreciated!! (It seems to work for Jeremiah).

I've changed the way terrain picking works in general, so it should be more precise too, we are really interested in knowing if it is faster for everybody and if there are any bugs, in both NVidia and ATI cards.

142
Bug report /
« on: 28 February 2008, 22:16:10 »
I'm locking this topic, could people use this other one plz:

http://www.glest.org/glest_board/viewtopic.php?t=3304

143
Bug report /
« on: 28 February 2008, 22:10:23 »
No problem, however, I've only fixed the building placement issue, selection might still be slow when many units are on screen.

I will include the fix for next version.

Regards.

144
Announcements /
« on: 28 February 2008, 14:20:26 »
Quote from: "Jeremiah"
Yep that post didn't help me at all. I can't roll back the video driver because the kernel I'm running now was not out at the time of the older driver. And I'm not in windows.

Is there a linux version of atioglxx.dll that could also be placed in the local game folder. I thought maybe it was like the libGL.so but it didn't work.


Can you try the version on the SVN (3.1.2-wip) and see if it makes a difference for you?

145
Bug report /
« on: 28 February 2008, 10:47:57 »
Well, we will work around it eventually, but it is not our fault that they release new drivers that break functionality that was there in previous builds...

146
General discussion /
« on: 28 February 2008, 01:21:16 »
No, XP.

147
Bug report /
« on: 28 February 2008, 00:27:28 »
I'm the main programmer of Glest and I have an ATI card, however their drivers are pretty bad, and have a few bugs, we just didn't detect this particular one in time, please read this post for an explanation:

http://www.glest.org/glest_board/viewtopic.php?t=3304

148
Announcements /
« on: 28 February 2008, 00:24:08 »
Quote from: "Jeremiah"
Does this version fix the problem with the new ATI Catalyst 8 and above drivers. Since there is a hack to get by it in windows but not linux.


Please read this: http://www.glest.org/glest_board/viewtopic.php?t=3304

149
General discussion /
« on: 27 February 2008, 20:22:03 »
The same thing happened to me yesterday, I have a Mobility Radeon x600, I fixed it by uninstalling the drivers, rebooting, and installing them again.

150
Hello,

Apparently ATI drivers have been completely rewritten recently, and new versions have serious bugs, that cause the following problems in Glest:

- Trying to select units or place buildings makes the game slow down a lot.
- Projected shadows are really slow (shadow maps are okay).

We will try work around these bugs in case ATI don't fix them, but by now there are a couple of possible solutions:

a) Revert your video card drivers to Catalyst 7.9 or earlier. The bug seems to be there from catalyst 7.10 to 8.2 (latest version at the moment I write this post). The last working Linux version seems to be 8.40.4. The Linux open source diver seems to work too.

b) If you don't want to do that, and you are under Windows, you just copy the atioglxx.dll file from the 7.9 Catalyst into the Glest folder. A step by step install description is stated here.

c) As stated before, under Linux you can use the open source drivers, that seem to work fine.

The problem is caused by OpenGL selection mode being implemented in software. Additionally the problem seems to be better in 8.2 compared to 7.12, so it seems to indicate that ATI knows that this is a serious issue and they are trying to fix it (it doesn't affect Glest only but also Maya and other CAD software apparently).

Everything works fine on NVidia cards which have better drivers. Anyway, we already have a partial fix for it in the svn, and we will work around it eventually if we see ATI doesn't do anything about it.

Martiño.

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