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Messages - martiño

Pages: 1 ... 5 6 7 8 [9] 10 11 12 13 ... 34
201
Multiplayer /
« on: 15 February 2008, 01:14:35 »
If AF's own words "Nobody uses his Spring lobby because it doesn't work". Nobody seems to like him in the Spring community either. So I can not take seriously a guy that doesn't have anything better to do with his life that spending it flaming other people's boards with statements like "I suggest you cooperate", "Your project will die" and similar (and that goes for you Duke too).

As a final statement, I will ignore any further flaming posts in this board, I won't be even be botherer removing them.

Kind Regards.

Martiño.

202
Translations / Hungarian translation for 3.1.0
« on: 14 February 2008, 20:35:01 »
Send by Krisztián

203
Announcements /
« on: 14 February 2008, 20:23:18 »
I've updated the SVN, the problem is now fixed.

204
Linux and other ports /
« on: 14 February 2008, 19:35:54 »
This is because ini files are different for Windows/Linux, so I don't want to confuse the users of any of the platforms.

205
Announcements /
« on: 14 February 2008, 19:33:51 »
Yeah, but I'm thinking that the patch would break the windows version, I will take a look.

206
Announcements /
« on: 14 February 2008, 17:08:15 »
I've seen your patch, and I don't really see what is going on, keyPress should work fine, since it is the same event used for the chat in the main game, is anybody else getting the same problem?

207
Announcements / Glest 3.1.0 Released
« on: 14 February 2008, 00:06:37 »
Hello,

Today we've released version 3.1.0 of Glest. This version contains several improvements for the online component and a new menu background.

New features.

- In-game chat
- Main menu background model changed
- Server IPs are now stored in a file, and can be used later
- Network status key
- Map changes: Added 'Swamp of Sorrow' and 'Valley of Death', removed 'One on One' and 'The Ruins'
- Balance changes

How to get the game.

Windows: Download the installer and follow the instructions.

Linux: Download the data. Then you can download the source code and compile it, however if you are going to play over LAN/Internet, is highly recommended the you use the official binaries(thanks to titi), to prevent the game from getting out of sync.

Images.




208
General discussion / New main menu artwork
« on: 13 February 2008, 23:19:01 »
Tucho has been working on some new 3d models for the main menu, they will be included in version 3.1.0.


209
Linux and other ports /
« on: 13 February 2008, 20:18:07 »
Quote from: "AF"
Well before we aim at fixing the sync problem, we should be able to prevent it causing crashes, after all a slew of console error messages and warnings is far more useful than a crash message, and it would help track down desync causes too.

As for me, I'd say to the point and perhaps blunt.


I completely disagree, the crashes are intentional (it would be as difficult to let the game run). It is far better to get a crash and know that the game is desynchronized, than just playing a game which is different on every machine.

As for a way to fixing the problem we are considering redistributing some kind of "reference binaries", so everybody has the same exe.

210
Linux and other ports /
« on: 13 February 2008, 19:36:42 »
thanks!

211
Maps, tilesets and scenarios /
« on: 12 February 2008, 22:35:15 »
It is now in the contrib folder too.

212
Linux and other ports / Re: Glest 3.0 on Mac OS X
« on: 12 February 2008, 15:27:36 »
Quote from: "KaSek"
Hi there.

I ported Glest 3.0 and packed it for easy installation.
Please see:

http://ciderhouse.ivory.ne.jp/wp/english/glest

Check it up!


Can you create a new post for this? I will sticky it and leave in place of the current one.

Regards.

213
Linux and other ports /
« on: 11 February 2008, 17:47:11 »
i think one critical thing might be which version of GCC was used,

214
Linux and other ports /
« on: 11 February 2008, 15:50:27 »
Yeah, we will investigate, I would like to avoid the use of third party libraries if i can though, Glest already has a lot of external dependencies

215
Linux and other ports /
« on: 11 February 2008, 13:34:01 »
Quote from: "titi"
Thats great to hear!

Does it make sense when we post our results here?


Yeah, that would be really useful, I specially interested in the 32-64 bit problem and also in gcc3-4 issues.

We are aware of the floating point not being deterministic issues, and we know that this is not an issue on windows since we provide our own binaries, the issue is when people start compiling with different compilers and using different machines. We are thinking of a way of fixing it, we might use streflop or just fixed point maths.

Regards.

Martiño.

216
Linux and other ports /
« on: 11 February 2008, 11:53:32 »
Yeah, everything runs perfectly on windows though. windows/linux and 32/64 bit compatibility will be our next focus.

217
General discussion /
« on: 10 February 2008, 18:44:42 »
The community website is now in board's heaven, a much better place that earth.

218
Linux and other ports /
« on: 10 February 2008, 15:27:46 »
Sorry about that, you are right. It is not implemented yet, it is not a bug, Matze will work on it as soon as he can.

I don't think your patch would work property, because this event is still using virtual key codes instead of characters, thats what needs to be implemented in the SDL port.

Regards.

219
Linux and other ports /
« on: 10 February 2008, 12:35:58 »
You were just using an outdated version of the code in the svn, Matze fixed or will fix that.

220
Announcements /
« on: 10 February 2008, 12:34:50 »
Yes, so the you use the chat the following way:

Press enter, then type your message, then press enter again.

Using 'H' you switch between "Team" and "All"  mode.

Chat doesn't work on linux yet, we will implement it as soon as we can

Regads.

221
Announcements / Glest 3.1.0 Beta
« on: 9 February 2008, 22:47:15 »
Hello,

Following the release of 3.0.0, we are working on a few things that will improve the multiplayer experience:

- In game chat.
- Easier way of connecting to hosts.
- New maps suitable for multiplayer.

All this stuff is added to the new 3.1.0-beta.

For windows: Download the patch at www.glest.org/files
For linux: Dowload the windows patch and use the data on it, as for the exe the code is in the svn.

Feedback would be welcome.

You can visit the irc channel at irc://irc.freenode.net/glest to arrange multiplayer matches.

Martiño.

222
Mods /
« on: 9 February 2008, 20:27:58 »
We tried to make the AI as generic as possible, however it can not adapt to all possible tech trees. Building an AI for this type of games is a major task especially when you don't know what kind of units it is going to have. I think this is a minor problem now that we have multiplayer support. So you can still play your mods against other human players.

223
Linux and other ports /
« on: 6 February 2008, 14:24:27 »
Quote from: "MatzeB"
(the CTRL+ stuff is not an SDL bug BTW, but some stupid directx conventions that glest expects and that I didn't emulate correctly in the SDL port). Anyway about the music: glest is using the OpenAL library for sound on linux, so you should configure that to your needs. Take a look here:

http://supertux.lethargik.org/wiki/OpenAL_Configuration


What is this? I though we were talking about group assingment of units.

225
Bug report /
« on: 5 February 2008, 20:50:55 »
Quote
glest_map_editor/main.h:7:19: error: wx/wx.h: No such file or directory


This line means that something is definitely going wrong, since this is the main wxWidgets include file, I cant help you anymore because I don't know how these things work on Linux, maybe Matze is able to help.

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