Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - martiño

Pages: 1 ... 3 4 5 6 [7] 8 9 10 11 ... 34
151
General discussion /
« on: 27 February 2008, 11:56:04 »
I dont really know, can you run other games that use OpenGL? (like quake, or neverwinter, doom ..etc)?

152
Multiplayer /
« on: 27 February 2008, 10:57:37 »
Okay, we will do that for the next version.

153
Multiplayer /
« on: 27 February 2008, 10:33:27 »
Well we could have another key, but it would contain the same information...

154
Multiplayer /
« on: 27 February 2008, 10:20:38 »
I think some kind of key must be already there, since Glest gets added to the Add/Remove programs windows menu...

155
Announcements /
« on: 27 February 2008, 10:17:21 »
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.

Also if anyone would like I can create an updated package for the science faction. And maybe redo that mega pack with Indians since  it's done kinda strange.

Does it not work with recent windows catalyst drivers? I have an ati card, i could update them and look into it....

156
Announcements /
« on: 27 February 2008, 01:21:00 »
Quote from: "The_Flying_Pig"
ini???  can u tell me the specific file name where i can change fog of war???  it is in the glest program files folder rite?


glest.ini

157
Announcements /
« on: 26 February 2008, 23:05:28 »
Quote from: "The_Flying_Pig"
Shadows???  Thas great but why did you guys remove the option to remove fog of war???  I mean yeah it might interfere with playing online but you could always switch it back on...


The option is still there in the ini, just not in the configurator, since it will make the game crash online.

158
General discussion /
« on: 26 February 2008, 21:24:06 »
I will add that to the our codebase so it is there for next version.

159
Linux and other ports / Glest 3.1.1 for Linux
« on: 26 February 2008, 20:10:43 »
To play Glest on Linux:

1) Download data
2) Download reference binaries.

 The source code is also available but as usual everybody in an online game has to be running the same binaries.

160
Announcements / Glest 3.1.1 Released
« on: 26 February 2008, 20:04:26 »
This is a small update, a couple of features:

- Improved shadows: They are more detailed, darker, and they use the alpha in the trees.
- Command line interface: You can launch Glest from the command line  as a server or client.

How to play:

Windows: Download the installerand follow the instructions.

Linux: Download data and binaries.

 The source code is also available but as usual everybody in an online game has to be running the same binaries.

Please remember to visit our IRC channel (irc.freenode.net #glest) to find people to play online.

A screenshot of the new shadows:


161
Linux and other ports /
« on: 26 February 2008, 12:10:12 »
Could you guys give the commnand line interface a go on Linux?

glest -server => starts a Glest server
glest -client ServerIP => join a game

162
Translations /
« on: 26 February 2008, 10:21:00 »
Hi,

I don't really know how we could fix that, does Japanese work with unicode? Maybe if you could send me an unicode (utf-16 or even better utf-8) lang file and a Japanese font  I could try to make it work.

Regards.

163
Mods /
« on: 25 February 2008, 13:48:26 »
As far as we are concerned you can publish our data no problem, I think all our license says is that you can do whatever you want with the data as long as you credit us, however to publish contributions you will probably have to ask the authors of the materials.

Probably the best way of doing it is that you host it somewhere and we put a link on this board by now. You know that we don't usually integrate 3rd party code, but we did it for the Linux port, and maybe if you are interested and the mod becomes popular we could do it in the future.

Regards.

Martiño.

164
General discussion /
« on: 24 February 2008, 20:49:15 »
if you are on windows you can just download 3.1.1 installer, the linux code will follow

165
Mods /
« on: 24 February 2008, 16:28:02 »
The maxsdk folder only gets created if you ask for it when you install the main program, you might need to use your 3dsmax DVDs to install it.

I've been looking at the source package and all you have to to is to define an environment variable in windows called "3DSMAX_DIR", that points to your max folder (not the maxsdk one).

To do this right click in "My Computer">Properties>Advanced>Environment variables, in my computer 3DSMAX_DIR points to p:\3dsmax7, you have to create one that points to your max folder, then visual studio should recognize it and everything should compile.

Come to the IRC channel if you need and we can talk.

166
Mods /
« on: 24 February 2008, 15:53:42 »
max.h is included in 3DStudio max, i think it is in the maxsdk folder, you need to change the project properties so the include folders point to the right place.

It is a simple process once you know what you are doing, but we don't have max 9 that's the problem.

167
Maps, tilesets and scenarios /
« on: 24 February 2008, 13:01:06 »
I've uploaded the map the contrib folder.

168
Bug report /
« on: 24 February 2008, 12:56:59 »
Do you have the game data in the right folder?

169
General discussion / New shadows, please give feedback
« on: 24 February 2008, 00:25:45 »
Hello,

I've checked in some improvements to the shadows in the svn code:

- Tree shadows now use the alpha for the trees, meaning that the shape of the shadow is more accurate, it looks more like a tree instead of being a polygonal shape.

- Increased default shadow resolution from 256 to 512 (you need the new glest.ini for this)

- Increased shadow opacity

The code is in the svn for for people to try, I'm really interested in feedback about framerate (enable debug menu to see), and what people's opinion is in general.


170
Mods /
« on: 24 February 2008, 00:12:53 »
Thanks, if you need help just ask!

171
Mods /
« on: 23 February 2008, 22:23:56 »
It's here:

http://www.glest.org/files/misc/g3d_export.zip

It includes the VC project, you will also need the shared_lib source files, either from the svn or from the latest code package. You will have to change the project settings so the include and lib files point to the right 3DS max folder. Hopefully the exporter will just compile, however the interface might have changed slightly since 3dsmax8, and you might need to do some changes to the source code.

172
Mods /
« on: 23 February 2008, 20:57:56 »
Do you have visual studio on your machine?

173
Mods /
« on: 23 February 2008, 18:08:43 »
Yeah, glexemel uses specific linux stuff to parse XML so it won't compile on win32.

If you want i can send u the exporter source code and VC project so you can compile it using a newer version of 3dsmax, because as far as i know the plugin only supports max7-8. I don't have a copy of 3dsmax 2008, and the trials don't include the sdk.

Martiño.

174
Bug report /
« on: 23 February 2008, 14:08:35 »
I forgot to check main.cpp in, it is done now.

175
Bug report /
« on: 22 February 2008, 19:02:12 »
Should be fixed now.

Pages: 1 ... 3 4 5 6 [7] 8 9 10 11 ... 34