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.


Topics - softcoder

Pages: 1 2 [3] 4 5
51
Tools / How to install the blender plugin
« on: 23 December 2011, 02:24:44 »
In an attempt to have clarity and ease of use, we have documented how to install the G3D blender plugin here:

http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk-data-source/README.txt?revision=2998&view=markup

This might be on a wiki (or some of it already)?

The work here is from multiple people over the years (including recent work from loveheaven and yggdarsil and myself). When you install the latest megaglest (3.6.0.2) it places this in the blender sub folder of your installation, but all this stuff is also available at:

http://megaglest.svn.sourceforge.net/viewvc/megaglest/tags/release-3.6.0.2/source/tools/glexemel/

There are scripts for blender 2.4x, 2.5x and 2.6x. If anyone has any trouble please let us know and we will attempt to improve documentation and fix issues as time permits.

Thanks

52
MegaGlest / MegaGlest 3.6.0.2 Release
« on: 21 December 2011, 03:27:10 »
MegaGlest 3.6.0.2 release - come and get it while its hot (svn revision 3019)
Downloads here: http://megaglest.org/download.html or below

https://www.youtube.com/watch?v=33Ez8mc_PUY

Changelog:

v3.6.0.2

- This release is primarily work done to get accepted into the next release of Debian Linux.
- some bugfixes reported in the bugs forum from 3.6.0
- g3d plugin for blender 2.61 included in the blender folder (thanks to love heaven and yggdrasil)
- added new ways to select unit for some players with opengl drivers that
  don't work with selection buffer: EnableColorPicking=true

v3.6.0

- bugfixes reported in the bugs forum from beta1 and 2
- iso639-1 style language loading example: megaglest --use-language=zh and auto language detect on first launch
- new and updated translations (Greek, Japanese, Russian, Italian, Czech etc)
- Ability to toggle languages anywhere in the game using CTRL-L
- auto complete player names in chat mode using tab character
- New headless server mode allows dedicated servers to host games for network players (command line option --headless-server-mode)
- customized port # override via commandline (useful for multiple headless servers) example: megaglest --use-ports=x,y (x is internal port y is external port)
- new client 'admin' mode when the first client connects to a headless server he controls the game settings
- new commandline option to support standalone modes example: megaglest --load-mod=x (x is the path to the mod)
- new lua functions added (to be documented on the MG wiki)
- New attack boost system (currently used by Romans faction) which allows new types of in game unit effects.
- attack-boosts can be named and shared for proper re-use and singleton usage.
- Improved mod menu which always checks for updates for all mods now and more
- Modders can change intro, menus, faction AI behavior and many more things.
- lower CPU / RAM requirements in headless server mode
- improved rendering performance
- New font system and enhanced International language support (Chinese, Japanese, etc)
- New intro
- Enhanced AI plays smarter and responds more quickly
- New ability to enable in game team-switching for defecting to other teams in game
- Improved Megapack including better balanced Romans faction
- Added ability to 'pause' network games by press ESC in game to show a new popup-menu with in game options.
- Hosts can now set a title for their game for network games.
- Music fades in and out of game start/stop
- New low food warning indicators tells players when they are running out of food
- MacOSX support (thanks weltall)
- Players are no longer dropped in game lobby when toggling maps (player status may show as unassigned network node if they are ina slot that is not applicable to the selected map)
- Bugfixes for supported UPNP for auto router configuration when hosting games
- many more...



Important information


v3.6.0.2:

Full installers:

Linux 64 bit:
Download Here (224.2 MB)
sha1sum 8a15fd503fb8d6242fcf27f20a821724475e0da1

Linux 32 bit:
Download Here (222.7  MB)
sha1sum 82dabffe231a9de8f50ab5be1d8febc0e9e74f3e

Windows:
Download Here (199.8 MB)
sha1sum fe67cc43e4c8a2330cc215980ad23f61a79c6d83

Mac OS X:
Download Here (340.8 MB)
sha1sum 300c59aa4004315a0afb7fde854027f34170a209



Advanced options:
(click to show/hide)

Please remember to report any issues and bugs in a separate thread, not here.

53
MegaGlest / MegaGlest new release (3.6.0.2) and Debian
« on: 20 December 2011, 07:53:12 »
I'm too tired to do more than paste this from IRC:

<softcoder> ok enough babbling anything left for me to do?
<softcoder> as is it "As you were soldier"
<pabs> only thing left to do is for you to make a release :D
<softcoder> hurray!
<softcoder> when will it be official?
<pabs> once you make a release, I do the upload to Debian. then it goes to NEW and the Debian archive team check it over
<softcoder> ok perfect, will do

Edit (tomreyn): Added version number to thread subject

54
MegaGlest / Developer's Wishlist for next release
« on: 8 December 2011, 07:17:04 »
Softcoder's: (lofty ideas and thoughts that are in the back of my mind)

- Code cleanup! We want / need better abstractions around many common aspects of the code like:
  - File I/O
  - Texture format loading / saving (PNG, JPG etc)
  - Use of streflop
  - Accessing data over the Internet using CURL (a proper wrapper / abstraction)
  - Logging / Debuggung / Profiling
  - commandline parameters / INI file parameter handling
  - Multi-language handling of network text messages (System generated)
 
- A real UI! I personally hate the UI and think we need to look at something that is standard, looks great, is cross platform and offers great customization for modders. (GAE's UI system looks nice, it is an option, but I don't like the idea of spending time writing UI library code moving forward, I'd rather use something that other maintain like CE_GUI or something like that)

- Adding official MD5 support (including bumpmaps and numerous other graphics improvements for models) This is critical to open up the game for modding by many other interested parties, as the current G3D system is overly cumbersome and hard to learn for new users.

- Adding the ability to save games, and along with this the ability to resume game play when being disconnected from a network game.

- AI improvements of a) pathfinding using more modern approaches for better performance and b) much more extensibility of the AI

- Game stats and an API to push stats to masterservers.

- Improvements and new features specific to headless server mode (like better data synchonization, mod services, etc)

- Improving the performance of rendering and the quality of the graphics for terrains (And possibly some kind of skybox)

- Fully built in mod system that manages both custom data as well as total mod conversions all handled in a user friendly manner from within MG.

- Adding support for Scenarios to Network play as well as other significant scenario enhancements.

- Getting MG into all of the Major Linux distros natively! (working on this for Debian currently)

- Investigate switching to GIT as it offers many advantages (the guys on the Debian games team convinced me to at least look into this)

- Split data  and code into separate repositories in svn or git! Then in the data repo we can store the *.blend files and other 'source' data entities use to generate models and sounds and images.

- Fully automated release system that packages up everything in a consistent manner and build all installers and archives from a simple command

- Automated tests using CPPUnit or CPPFit to ensure consistent quality of features and behavior (In real life I'm a big fan of TDD so why not here)

55
MegaGlest / Anyone with a slashdot.org account - vote us up
« on: 6 December 2011, 07:55:14 »
If you have a slashdot.net account please 'vote up' our release story and hopefully we'll get a lot of media attention:

http://games.slashdot.org/submission/1871538/megaglest-360-released

http://slashdot.org/recent

Thanks

56
MegaGlest / MegaGlest 3.6.0 Release
« on: 3 December 2011, 22:25:55 »
MegaGlest 3.6.0 release - come and get it while its hot (svn revision 2954)
Downloads here: http://megaglest.org/download.html or below

https://www.youtube.com/watch?v=33Ez8mc_PUY

Changelog:

v3.6.0

- bugfixes reported in the bugs forum from beta1 and 2
- iso639-1 style language loading example: megaglest --use-language=zh and auto language detect on first launch
- new and updated translations (Greek, Japanese, Russian, Italian, Czech etc)
- Ability to toggle languages anywhere in the game using CTRL-L
- auto complete player names in chat mode using tab character
- New headless server mode allows dedicated servers to host games for network players (command line option --headless-server-mode)
- customized port # override via commandline (useful for multiple headless servers) example: megaglest --use-ports=x,y (x is internal port y is external port)
- new client 'admin' mode when the first client connects to a headless server he controls the game settings
- new commandline option to support standalone modes example: megaglest --load-mod=x (x is the path to the mod)
- new lua functions added (to be documented on the MG wiki)
- New attack boost system (currently used by Romans faction) which allows new types of in game unit effects.
- attack-boosts can be named and shared for proper re-use and singleton usage.
- Improved mod menu which always checks for updates for all mods now and more
- Modders can change intro, menus, faction AI behavior and many more things.
- lower CPU / RAM requirements in headless server mode
- improved rendering performance
- New font system and enhanced International language support (Chinese, Japanese, etc)
- New intro
- Enhanced AI plays smarter and responds more quickly
- New ability to enable in game team-switching for defecting to other teams in game
- Improved Megapack including better balanced Romans faction
- Added ability to 'pause' network games by press ESC in game to show a new popup-menu with in game options.
- Hosts can now set a title for their game for network games.
- Music fades in and out of game start/stop
- New low food warning indicators tells players when they are running out of food
- MacOSX support (thanks weltall)
- Players are no longer dropped in game lobby when toggling maps (player status may show as unassigned network node if they are ina slot that is not applicable to the selected map)
- Bugfixes for supported UPNP for auto router configuration when hosting games
- many more...



Important information


v3.6.0:

Full installers:

Linux 64 bit:
Download Here (234.3 MB)
sha1sum 27be213b0f7511d7ab02331dbc9d08313d5cc9d1

Linux 32 bit:
Download Here (233.0 MB)
sha1sum 79d364561b3824f0365b2177fd9dbfedc0ba4775

Windows:
Download Here (210 MB)
sha1sum da4fec38df3dfc421f68cb2bcde6f93950a6d6ad

Mac OS X:
Download Here (351 MB)
sha1sum 78d39c4734d3b3a40d91a44c3c958424edf3bbbb



Advanced options:
(click to show/hide)

Please remember to report any issues and bugs in a separate thread, not here.

57
Please report any bugs or comments on beta2 so that we can ensure as high quality as possible as we plan to release an official version this weekend if everything goes as planned.

58
MegaGlest / Mega Glest 3.5.3-beta2 ready for testing
« on: 29 November 2011, 08:53:03 »
MegaGlest 3.5.3-beta2 - come and get it while it's hot

Changelog:

v3.5.3-beta2

- bugfixes reported in the bugs forum from beta1
- iso639-1 style language loading example: megaglest --use-language=zh
- new and updated translations (Greek, Japanese, Russian, Italian, Czech etc)
- auto complete player names in chat mode using tab character
- customized port # override via commandline (useful for multiple headless servers) example: megaglest --use-ports=x,y (x is internal port y is external port)
- new commandline option to support standalone modes example: megaglest --load-mod=x (x is the path to the mod)
- new lua functions added (to be documented on the MG wiki)
- lower CPU / RAM requirements in headless server mode
- attack-boosts can be named and shared for proper re-use and singleton usage.

v3.5.3-beta1

- New font system and enhanced International language support (Chinese, Japanese, etc)
- New intro
- Enhanced AI plays smarter and responds more quickly
- Improved mod menu which always checks for updates for all mods now and more
- Modders can change intro, menus, faction AI behavior and many more things.
- New ability to enable in game team-switching for defecting to other teams in game
- Ability to toggle languages anywhere in the game using CTRL-L
- Numerous bug fixes as reported in the bugs forum
- Improved Megapack including better balanced Romans faction
- New attack boost system (currently used by Romans faction) which allows new types of in game unit effects.
- New headless server mode allows dedicated servers to host games for network players (command line option --headless-server-mode)
- Added ability to 'pause' network games by press ESC in game to show a new popup-menu with in game options.
- Hosts can now set a title for their game for network games.
- Music fades in and out of game start/stop
- New low food warning indicators tells players when they are running out of food
- MacOSX support (thanks weltall)
- Players are no longer dropped in game lobby when toggling maps (player status may show as unassigned network node if they are ina slot that is not applicable to the selected map)
- Bugfixes for supported UPNP for auto router configuration when hosting games
- many more...



Important information


All but OS X users require beta1, then apply the beta2 overtop (see details below)

Beta2:

Manual installers

Linux 64 bit:
Download Here (104.3 MB)
sha1sum 31eac167a15af6e0fa784f217eb3446935908a8b

Linux 32 bit:
Download Here (108.8 MB)
sha1sum 24f0500d9a704a1fae30301d3cfe37ecc50179cf

Windows:
Download Here (59.8 MB)
sha1sum 4fd53207fcc86f138580bef8d2177e0b8cc06d03

Mac OS X: --> Coming soon
Download Here (370 MB)
sha1sum dbfd3db5a53403306b2eede9eb5695802a59bc55
sha256sum 71d7d33308bcc374879ffa1576761fe7f4bf473d359626416e94412902aea656



Beta1:

Full installers

Linux 64 bit:
Download Here (258 MB)
sha1sum 14f3d6aa6d88f816997f3d02df4eafdee94a2a4d

Linux 32 bit:
Download Here (256.4 MB)
sha1sum 14f3d6aa6d88f816997f3d02df4eafdee94a2a4d

Windows:
Download Here (234.2 MB)
sha1sum 00fa7c1479f8d9c7e78781892e6185856073ebae

Mac OS X:
Download Here (369 MB)
sha1sum efd968a6cb33c4d0766803f712ccd8e29f80e619



Advanced options

Click to open the spoiler (requires Javascript).

(click to show/hide)

59
MegaGlest / Ramping up for Beta2 and shortly after a release
« on: 28 November 2011, 06:51:10 »
We are planning to shortly release a beta2 and then release soon after that (if all goes well). Is there anything absolutely critical that needs to be done that has not been marked as fixed? We are not planning to add new features at this point, but just to ensure the quality is good. That said we're looking for feedback. If possibly i'd like to fix anything critical for beta2, then just confirm that beta2 is good enough and then do a release.

Thanks

(Update: beta2 is here)

60
MegaGlest / MegaGlest 3.5.3-beta1 ready for testing
« on: 4 November 2011, 17:29:23 »
MegaGlest 3.5.3-beta1 - come and get it while it's hot

Changelog:

v3.5.3-beta1

- New font system and enhanced International language support (Chinese, Japanese, etc)
- New intro
- Enhanced AI plays smarter and responds more quickly
- Improved mod menu which always checks for updates for all mods now and more
- Modders can change intro, menus, faction AI behavior and many more things.
- New ability to enable in game team-switching for defecting to other teams in game
- Ability to toggle languages anywhere in the game using CTRL-L
- Numerous bug fixes as reported in the bugs forum
- Improved Megapack including better balanced Romans faction
- New attack boost system (currently used by Romans faction) which allows new types of in game unit effects.
- New headless server mode allows dedicated servers to host games for network players (command line option --headless-server-mode)
- Added ability to 'pause' network games by press ESC in game to show a new popup-menu with in game options.
- Hosts can now set a title for their game for network games.
- Music fades in and out of game start/stop
- New low food warning indicators tells players when they are running out of food
- MacOSX support (thanks weltall)
- Players are no longer dropped in game lobby when toggling maps (player status may show as unassigned network node if they are ina slot that is not applicable to the selected map)
- Bugfixes for supported UPNP for auto router configuration when hosting games
- many more...



Important information


Full installers

Linux 64 bit:
Download Here (258 MB)
sha1sum 14f3d6aa6d88f816997f3d02df4eafdee94a2a4d

Linux 32 bit:
Download Here (256.4 MB)
sha1sum 14f3d6aa6d88f816997f3d02df4eafdee94a2a4d

Windows:
Download Here (234.2 MB)
sha1sum 00fa7c1479f8d9c7e78781892e6185856073ebae

Mac OS X:
Download Here (369 MB)
sha1sum efd968a6cb33c4d0766803f712ccd8e29f80e619



Advanced options

Click to open the spoiler (requires Javascript).

(click to show/hide)

61
MegaGlest / More modable stuff
« on: 3 November 2011, 06:14:43 »
I just made changes in svn that allow the intro and menus (And startup + menu music and models etc) to be totally modded without having to touch the main MG data. Basically nearly anything that can go into the data folder can be overriden (menu files, intro text and music etc). Also new language files can be added after release using this same mechanism. IT would be possible using a number of features now to have the same binary running vanilla MG and custom Mod's.

62
MegaGlest / .MD5 model format support, coming soon?
« on: 14 October 2011, 05:10:34 »
Yes! I have a crude .OBJ working example and will integrate in MG shortly. This should allow people to animate models much easier since OBJ is supported by many modelling programs (including the new Blender).

63
I added (in svn) a new lua function that allows you to load another scenario from inside an existing scenario:

Code: [Select]
loadScenario('capture_the_flag2')
Currently there are a number of things incomplete so i need feedback. I have a restriction that the new scenario must have hte same techtree and factions, but map, tileset can change. How should we make this progress, what kinds of things would we want to see? Carry over untis or start iwth new units and new factions? Bring over builds and upgrades or not etc?

Update: Added a way to call the next scenario with exisitng factions or with only newly defined factions in the new scenario:

Code: [Select]
-- keep existing factions
loadScenario('capture_the_flag2',1)
-- drop existing factions
loadScenario('capture_the_flag2',0)

Playing around with this shows a lot of promise for doing things like missions! Using the current svn code I made two scenarios. The first scenario i setup a cell trigger (to find out cell co-ordinates, svn's debug view shows mouse xy cell coords):

Code: [Select]
cell_event_newscenario = registerCellTriggerEventForFactionToLocation(0,{12,20})
print( 'cell_event_newscenario = ' .. cell_event_newscenario )

When any unit from faction 0 touches the cell at 12,20, my cell trigger event is called:

Code: [Select]
<cellTriggerEvent>
                       if triggeredCellEventId() == cell_event_newscenario then
clearDisplayText()
DisplayFormattedText('warping to new scenario!')

createUnit('blacksmith', 0, startLocation(0))
createUnit('technodrome', 0, startLocation(0))
technodrome= lastCreatedUnit()

giveResource('gold', 0, 400);
giveResource('wood', 0, 400);

giveUpgradeCommand(technodrome, 'robotics')

loadScenario('capture_the_flag2',1)
end
</cellTriggerEvent>

In this case i add a few new units, start an upgrade and then load all of my factions into scenario: capture_the_flag2

This should make for some great new scenarios :)

64
MegaGlest / headless network server
« on: 25 September 2011, 05:45:57 »
The current version of svn has an experimental mode that allows mg to run as a pseudo headless server. Here is the FAQ regarding what we have so far:

1. To start a headless server (an MG server that will use minimal resources and is designed to host games) run:

Code: [Select]
./megaglest --headless-server-mode
2. The headless server currently starts a network lobby on the usual defined port.
3. The first client that connects to this game is the admin and is able to change settings in the lobby
4. The admin can change settings and start the game when ready (click play now)
5. If the admin selects data (tech, tileset or map) that does not exist on the headless server, the data is not changed and the admin's selecting is reverted to the servers data value.
6. The headless server at this point does NOT do any rendering, and neither does it take any slots so it can host up to 8 network players!
7. Once the headless server detects no more connected network players it auto quits the game and goes back to a new network game lobby to host a new game.

*NOTE: Currently this mode only handles hosting 1 game at a time. This will be changed later once we have worked out the bugs.

*Update: Current svn version does not load models or sounds now resulting is much less memory usage. I did a quick test and saw the headless server taking about 60 MB 20MB for an 8 player game during game play (compared to my client which was using about 450MB). With rev 2569 I also try to completely avoid calling opengl which has further cut down on the memory footprint.

65
MegaGlest / New Feature, switch teams in game
« on: 21 September 2011, 06:59:28 »
As requested by Elimnator, there is a new advanced game setting that allows players to switch teams in game! Currently this is how it works:

1. a new popup menu comes up in game when you press ESC
2. if in the lobby the server user selected (under advanced options) to enabled Switch Teams (there is also a percent accept rate associated to AI users) then the popup menu will display an option to 'join another team'
3. If a player selects this option they are shown a list of possible players to join (one of them is 'create a new team which means joining a team # not used)
4. If a player 'creates a new team' then they join the first unused team# automatically
5. If a player selects a team to join which has players, each player on selected team receives a yen / no vote for this player to join their team.
6. If > 50% respond yes, then the player switches teams and all players are notified of the change
7. if all players on the team have answered and >= 50% vote no then all players are notified that the player was denied switching teams.

*notes:

- AI player randomly chooses based on percent accept specified in the lobby
- You may ONLY ask a given AI player 2 times per game maximum to join their team, otherwise they always answer No

Thanks

66
MegaGlest / New optional attributes for unit particles
« on: 30 August 2011, 15:26:43 »
At Elimnators request I have added optional attributes to Unit Particles. start-time and end-time will synchronize the particles with the units skill animation. For example smoke particles can 'puff' smoke in this manner:

Code: [Select]
<skill>
<type value="stop" />
<name value="ss_skill"/>
<ep-cost value="0" />
<speed value="300" />
<anim-speed value="100" />
<animation path="models/power_plant_idle.g3d" />
<particles value="true" start-time="0.5" end-time="0.7">
<particle-file path="smoke_particles.xml"/>
</particles>
<sound enabled="false" />
</skill>

Notice the: <particles value="true" start-time="0.5" end-time="0.7">

This will start particles when the models animation is at 50% and end particles at 70% (and keep cycling along with the animation). This change is in svn.

67
MegaGlest / Lots of bugs reported recently
« on: 20 July 2011, 05:21:50 »
Just wanted to say i'm not ignoring the latest bug reports. I'm extremely busy with work related things at the moment so please be patient.

Thanks

68
MegaGlest / A few new things
« on: 25 June 2011, 22:05:52 »
Elimnator and Tiger asked for it so here it is:

With svn version you can now:

#1. have multiple models per skill example:

Code: [Select]
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>

<animation-random-cycle-maxcount value="1" />
<animation path="models/archer_standing.g3d" />
                        <animation path="models/archer_walking.g3d" />
<sound enabled="false"/>
</skill>

<animation-random-cycle-maxcount value="1" />

This optional node tells the engine to cycle through a maximum of 1 random models (useful for death animations, pick a random one but don't switch to another after it finishes animating). If this node does not exist we assume no maximum

You simply stack the animation nodes in the skill and we will pick random models each time from that list.

To FORCE a particular model to be used when the unit's HP are within a certain range you may add the optional fromHp and toHp attributes:

<animation path="models/archer_walking.g3d" minHp="0" maxHp="7" />

This would tell the engine to always pick this model when the units hp is between 0 and 7

#2: Define attack-boost information per skill. Think of attack-boost as a 'temporary upgrade' which is associated to a skill of a unit. Once 'affected' units com within the range of the units attack-boost radius, a special upgrade + particles are applied while the affected units are in this radius, example:

Code: [Select]
<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="50"/>
<anim-speed value="50"/>
<animation path="models/archer_attacking.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="/sounds/archer_attack1.wav"/>
<sound-file path="/sounds/archer_attack2.wav"/>
<sound-file path="/sounds/archer_attack3.wav"/>
<sound-file path="/sounds/archer_attack4.wav"/>
</sound>
<attack-strenght value="100"/>
<attack-var value="50"/>
<attack-range value="10"/>
<attack-type value="piercing"/>
<attack-start-time value="0.5"/>
<attack-fields>
<field value="land"/>
<field value="air"/>
</attack-fields>

                        <attack-boost>
<allow-multiple-boosts value="false" />
<radius value="5"/>
                        <target value="faction"> <!-- ally foe faction unit-types all -->
<!-- <unit-type value="catapult" /> -->
                                </target>

<max-hp value="100"/>
<max-ep value="0"/>
<sight value="5"/>
<attack-strenght value="6"/>
<attack-range value="0"/>
<armor value="10"/>
<move-speed value="0"/>
<production-speed value="0"/>

<particles value="true">
<originator-particle-file path="glow_particles.xml"/>
<affected-particle-file path="glow_particles.xml"/>
</particles>

                        </attack-boost>

<projectile value="true">
<particle value="true" path="particle_proj.xml"/>
<sound enabled="true">
<sound-file path="/sounds/arrow_hit1.wav"/>
<sound-file path="/sounds/arrow_hit2.wav"/>
<sound-file path="/sounds/arrow_hit3.wav"/>
<sound-file path="/sounds/arrow_hit4.wav"/>
<sound-file path="/sounds/arrow_hit5.wav"/>
</sound>
</projectile>
<splash value="false"/>
</skill>


69
Here is a screenshot showing real Chinese:


70
General discussion / Which is the stable version?
« on: 30 May 2011, 18:33:34 »
Which version of GAE would be used as the base for the merge work and where can i get it?

Thanks

71
MegaGlest / MegaGlest 3.5.2 Release
« on: 26 May 2011, 22:16:34 »
MegaGlest 3.5.2 release - come and get it while its hot (svn revision 2311)
Downloads here: http://megaglest.org/download.html or below

https://www.youtube.com/watch?v=33Ez8mc_PUY

Sample screenshots below showing some international text.
(NOTE: Chinese is just a teaser for the next release, its not yet supported)

Russian


Ukrainian

(click to show/hide)

Changelog:

v3.5.2

- Lots of work to make MegaGlest a Linux distro friendly package (Debian, Arch, etc)
- Added Support for Russian and Ukrainian with proper fonts in Linux if installed.
- Map editor now supports diagonal flipping
- Windows users now have a shortcut to the mod folder in their MegaGlest programs Menu.
- Bug fixes including:
  - Fix corrupted g3d viewer screenshots, and automatic screenshot mode does not steal focus for Linux users
  - Proper network disconnect detection when connection drops in an abnormal way
  - Avoid crash when user has no soundcard installed
  - Better video handling for buggy opengl drivers that don't properly handle non power of two textures
  - Better support for non ASCII file paths (like Japanese, etc) for international users and Unicode enabled parts of the code

v3.5.1

- Much better pathfinder performance
- Allow servers to temporary block specified network players from the game lobby
- Better Linux distro packaing support (by default megaglest works in standard linux paths and make install added)
- Game data cleanup (duplicate sound files have been merged in megapack) and non free content replaced.
  (autumn and desert tilesets)
- Displayed up to 15 queued commands (observers can view all players queued commands)
- Allow factions in a techtree to share common data using the special tag in xml files $COMMONDATAPATH
  which points to the techtrees commondata/ folder.
- standardized games and tools startup scripts with names starting with 'startup_'
- updated translations for German, Italian and French
- bugfixes reported in 3.5.0
- AI enhancements (better repair, and safer build positions)
- Improved network code, fixes some out of synch issues.
- Display players svn revision# in network game lobby

v3.5.0

- Menu changes to better group similar items
- Added Blender related tools in blender sub folder
- Modified binary and script names for Linux builds to avoid conflicts with original glest
- Added preview info in mod menu, scenario menu and tutorials
- End game stats have more info now
- Added more validations for modders for techtrees and scenarios (commandline options)
- Bugfix for OpenAL (now works in v 1.13)
- Updates to Romans faction
- Network messages generated by the game are now displayed in the local users selected language
- Support for custom credits (add the file data/core/menu/credits.txt)
- More AI player improvements
- Default screenshot format is now jpg (configurable in options menu)
- Fixed some performance problems with 'stuck' units
- improved resource selection
- performance improvements, now make it possible to play with more units and slower hardware than before.
- new maps with cliffs and higher terrain
- support for sending 7z tilesets and techtrees over network
- new game mod management console to download new game content or remove existing mod content
- multi-threaded pathfinding for better performance when many units are moving
- CPU AI player improvements (units get unstuck more often and stationary air units attack more efficiently)
- new tileset and resource particle support.
- added jpg screenshot support
- optional compressed GPU texture support
- improved harvesting and resource selection
- better support for multiple platform compiling
- Modifiable keyboard hotkeys
- bugfixes for map editor and g3d viewer to work more stable on multiple platforms
- LSB conform ".megaglest" usage




Please do read the installation instructions, since they contain important information.

Linux users need to install 7-zip (package p7zip-full on Debian + Ubuntu) to be able to install mods in the game (and to support various file transfer types).




Full installers:

Linux 64 bit:
Download Here (209.1 MB)
sha1sum f77ebce3b034381a0c25730422da62fff42428a6

Linux 32 bit:
Download Here (206.9 MB)
sha1sum d1f5a0d365f01cd9a820c035ae4535aecf08bc81

Windows:
Download Here (187.7 MB)
sha1sum 105434f30046af2e3f2586a990c225eb3f4f2c5e

***NOTE: Windows users who installed the 3.5.2 installer may be missing a file (7z.dll). If you experince problems downloading mod content please get the missing 7d.dll from:

http://sourceforge.net/projects/megaglest/files/7z.dll/download

and place it into your megaglest installation folder, otherwise install 3.5.2.2 (the link above for windows users).




Advanced options:
(click to show/hide)

Please remember to report any issues and bugs in a separate thread, not here.

72
MegaGlest / Rationale behind the mod folder location
« on: 20 May 2011, 16:47:13 »
Why did we move mod data in 3.5 outside of the installation folder for megaglest for both Linux and Windows? This is due to the fact that when upgrading or uninstalling we did NOT want to automatically or accidentally remove mod content and user settings. Also we had the need to write to a 'safe' location that the user would always have access to write to (given todays security restrictions). As of 3.5.1 we are now compliant in both Windows and Linux in terms of where we store our data. Now if you want an easy way to 'get' at the mod data nothing stops you from creating a shortcut or link to the mod data folder from your installation folder.

<insert feedback here>

</insert feedback here>

74
MegaGlest / MegaGlest 3.5.1 Release
« on: 8 May 2011, 00:44:15 »
MegaGlest 3.5.1 release - come and get it while its hot (svn revision 2252)
Downloads here: http://megaglest.org/download.html or below
https://www.youtube.com/watch?v=33Ez8mc_PUY

Changelog:

v3.5.1

- Much better pathfinder performance
- Allow servers to temporary block specified network players from the game lobby
- Better Linux distro packaing support (by default megaglest works in standard linux paths and make install added)
- Game data cleanup (duplicate sound files have been merged in megapack) and non free content replaced.
  (autumn and desert tilesets)
- Displayed up to 15 queued commands (observers can view all players queued commands)
- Allow factions in a techtree to share common data using the special tag in xml files $COMMONDATAPATH
  which points to the techtrees commondata/ folder.
- standardized games and tools startup scripts with names starting with 'startup_'
- updated translations for German, Italian and French
- bugfixes reported in 3.5.0
- AI enhancements (better repair, and safer build positions)
- Improved network code, fixes some out of synch issues.
- Display players svn revision# in network game lobby

v3.5.0

- Menu changes to better group similar items
- Added Blender related tools in blender sub folder
- Modified binary and script names for Linux builds to avoid conflicts with original glest
- Added preview info in mod menu, scenario menu and tutorials
- End game stats have more info now
- Added more validations for modders for techtrees and scenarios (commandline options)
- Bugfix for OpenAL (now works in v 1.13)
- Updates to Romans faction
- Network messages generated by the game are now displayed in the local users selected language
- Support for custom credits (add the file data/core/menu/credits.txt)
- More AI player improvements
- Default screenshot format is now jpg (configurable in options menu)
- Fixed some performance problems with 'stuck' units
- improved resource selection
- performance improvements, now make it possible to play with more units and slower hardware than before.
- new maps with cliffs and higher terrain
- support for sending 7z tilesets and techtrees over network
- new game mod management console to download new game content or remove existing mod content
- multi-threaded pathfinding for better performance when many units are moving
- CPU AI player improvements (units get unstuck more often and stationary air units attack more efficiently)
- new tileset and resource particle support.
- added jpg screenshot support
- optional compressed GPU texture support
- improved harvesting and resource selection
- better support for multiple platform compiling
- Modifiable keyboard hotkeys
- bugfixes for map editor and g3d viewer to work more stable on multiple platforms
- LSB conform ".megaglest" usage




Please do read the installation instructions, since they contain important information.

Linux users need to install 7-zip (package p7zip-full on Debian + Ubuntu) to be able to install mods in the game (and to support various file transfer types).




Full installers:

Linux 64 bit:
Download Here (211.9 MB)
sha1sum 7659b05c6acb156685f1f6546a8cf86cdc9a4d66

Linux 32 bit:
Download Here (209.4 MB)
sha1sum 652df9b06097e3735422ac1d895217b33ac3cbc3

Windows:
Download Here (187.6 MB)
sha1sum a331632d12ab4fe394adef4c8e743fa3b53f2a14



Advanced options:
(click to show/hide)

Please remember to report any issues and bugs in a separate thread, not here.

Edit (tomreyn, 2011-05-08 08:19 UTC): fix sha1sum for MegaGlest-Installer-3.5.1_i386_64_linux.run
Edit (tomreyn, 2011-05-08 08:57 UTC): replace reference to hard-/software requirements by reference to installation instructions on website

75
The following AI changes are in svn as we prepare for a 3.5.1 release we would ask all svn able bodied people to test these out:

- AI now selects units to repair which they have another unit that has the ability right now to repair it (this caused the ai to NOT repair important units and waste time ignoring repair altogether at some points in the game). Example: Persian worker got damaged by an enemy attacker, but no unit currently had the ability to heal the worker, so other units (like castle etc) were neglected for a long time (in some cases indefinitely).

- AI enhancements, now units that harvest AND attack will be more wise when choosing to attack, (think persian) since they need to harvest more than they need to attack when their harvester count is very low. (or they run out of resources and cannot build more units)

- AI Units now place higher priority on repairing 'castle' style units when looking for something to repair.

Pages: 1 2 [3] 4 5
anything