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Messages - martiño

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 34
176
Mods / Changes to the wiki
« on: 22 February 2008, 16:45:00 »
I've making some changes to the Wiki, I haven't deleted anything, but I've moved a bunch of outdated topics to a different section.

177
Mods /
« on: 22 February 2008, 13:34:19 »
I think the best way to start is to take a look at the Wiki, some information there is a bit outdated, but it is a good starting point, then you can ask in the board.

178
General discussion /
« on: 22 February 2008, 10:37:31 »
Well, AFAIK Glest us GPU bound, so I don't think using several threads would be of much help, and It would make the source code way more complex.

179
Bug report /
« on: 22 February 2008, 10:34:27 »
I will fix it ASAP.

180
Mods /
« on: 21 February 2008, 21:23:28 »
Quote from: "wciow"
This seems kinda complex for someone who has never compiled anything before!!


If you haven't compiled anything before, why would you want to compile Glest under windows?

181
Multiplayer /
« on: 20 February 2008, 20:52:54 »
I've changed the link, to add a new one with screenshots and more information.

182
General discussion / Help promoting Glest
« on: 20 February 2008, 20:51:47 »
If you like Glest and want to help us promoting it to expand our community there is a few things you can do.

Register to XFire and ask for Glest support in the forums:

XFire website
Glest support forum topic

Rate or review Glest in any of the websites where it is listed, like:

Code: [Select]
[url=http://www.download.com/Glest/3000-7484_4-10421123.html]Download.com[/url]
Code: [Select]
[url=http://www.happypenguin.org/show?Glest]The Linux Game tome[/url]Softpedia

Feel free to post any more links in this topic or add Glest to any websites!

Thanks in advance.

183
Multiplayer /
« on: 20 February 2008, 20:09:31 »
I've implemented some basic command line options for Glest:

glest => starts game normally
glest -server => starts the game in the new game screen with all slots open
glest -client ServerIp => starts the game in the join game screen and connects to the server specified

The port is always 61357.

Everything is in the svn, we will include it in the next version, I hope this is the end of the lobby wars.

184
Bug report /
« on: 20 February 2008, 15:51:48 »
Quote
So you mean it is wanted that the Golem stops when the EP goes down and do not go further his way, when the EP Value comes up?
So the Player has to command the Golem many Times until the Golem reaches his Destination, that is very uncomfortable i think.


Yeah, you are right there.

185
General discussion /
« on: 20 February 2008, 10:15:55 »
Just remove your account and create a new one.

186
Bug report /
« on: 20 February 2008, 10:15:08 »
Quote from: "kaiserbert"
Bug still exist in Glest 3.1.
Does anybody know when come a Fix for this Bug?

Regards bert


This is not a bug, it is as designed.

187
Multiplayer /
« on: 19 February 2008, 23:12:11 »
AF: say exactly what you need in terms of command line parameters and we might do it.

188
General discussion /
« on: 19 February 2008, 22:48:12 »
Quote
Something I noticed was that at a lot of listing websites where Glest could have been mentioned but it wasn't.


Can you list the sites?

189
General discussion /
« on: 19 February 2008, 17:06:52 »
I really don't think that a master sever would be of much help if we don't have a big community, because the number of games available wouldn't be very high. I think what we really need is promotion now. If anybody has any ideas on how to further promote Glest tell us!

190
Bug report /
« on: 19 February 2008, 17:04:41 »
do you have a servers.ini file in the Glest folder? if not just create an empty one.

191
General discussion /
« on: 19 February 2008, 10:19:25 »
We use VC.NET to compile Glest under windows, we use OpenGL, Vorbis, Xerces and DirectSound for windows. It shouldnt be very difficult to create your own solution if you are compiling under windows.

192
Multiplayer /
« on: 19 February 2008, 00:17:15 »
i dont really know, airships are really weak against dragons and ornis against battlemages

193
Translations / Italian translation for 3.1.0
« on: 18 February 2008, 21:12:52 »
Thanks to Michele Comignano

194
Mods /
« on: 17 February 2008, 16:10:44 »
The speed of the animation depends on the speed of the command the animation is associated with, not in the number of frames of the animation, since Glest interpolates between frames when necessary.

195
General discussion /
« on: 17 February 2008, 12:05:44 »
We don't have any problem with it, however since the game is GPL i think your commercial game would have to include the source too, but I don't know the details about the license.

196
General discussion /
« on: 16 February 2008, 21:28:54 »
This is because of balancing issues, it would be very difficult for us to balance a lot of factions. Also for multiplayer games everybody has to have the same factions.

197
Bug report /
« on: 16 February 2008, 19:48:41 »
KaSeK: you are right that there is no standard way of packing classes in C++, however NetworkCommand is just a bunch of integers and there are no virtual functions on it. So the way all compilers pack it the same, and it doesn't include any pointers.

I really have a lot of experience doing thins like this and non-virtual classes without pointers never where a problem before.

Did you have real problems with this or did you change it as a preemptive measure?

As for the error firegl is getting it is just a disconnect, do you have a good internet connection or are you using a modem or some other slow type?

Code: [Select]
class NetworkCommand{
private:
int16 networkCommandType;
int16 unitId;
int16 commandTypeId;
int16 positionX;
int16 positionY;
int16 unitTypeId;
int16 targetId;

public:
NetworkCommand(){};
NetworkCommand(int networkCommandType, int unitId, int commandTypeId= -1, const Vec2i &pos= Vec2i(0), int unitTypeId= -1, int targetId= -1);

NetworkCommandType getNetworkCommandType() const {return static_cast<NetworkCommandType>(networkCommandType);}
int getUnitId() const {return unitId;}
int getCommandTypeId() const {return commandTypeId;}
Vec2i getPosition() const {return Vec2i(positionX, positionY);}
int getUnitTypeId() const {return unitTypeId;}
int getTargetId() const {return targetId;}

198
Linux and other ports / Glest 3.1.0 for Linux
« on: 16 February 2008, 19:39:17 »
Hi,

To play Glest 3.1.0 under Linux please follow these steps:

a) Download the data.
b) Download the official binaries.

You can also compile the source code, however if you are going to play online everybody must be using the same binaries, otherwise the game might get out of sync cnd crash.

199
Linux and other ports /
« on: 16 February 2008, 19:20:17 »
Hi Kasek,

I've read that you have ported Glest to Mac, does it mean that you have made a lot of changes to the source code? We could incorporate those into the official port if it is possible to make it easier for future releases. We could also host the binaries in the sourceforge website if that would be of any help.

Regads.

Martiño.

200
Linux and other ports /
« on: 15 February 2008, 15:16:39 »
Glest doesn't make much of an effort to keep connections alive when they die, so if you have a bad connection you will have trouble playing the game. LAN and broadband users should be fine.

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