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Topics - softcoder

#92
MegaGlest / Update on svn work
30 October 2010, 02:31:37
We have been busy adding some new things in Megaglest! Here is a brief list of what is working in svn:

- Textures are now compressed in video card RAM (meaning better resource usage)
- Screenshots can be saved as PNG,BMP or TGA the default is now PNG and screenshots are queued in
a background thread so there is very little pause when taking screenshots
- Masterserver keeps track of in progress 'published' games for clients using the svn version.
- the AI and your harvesters are smarter is those sticky maps and they ususally won't just stand around
- Player colors in lobby and chat window
- More Performance improvements.

UPDATE:
- Air units now fly ABOVE other units whose height is > 5 (up to a max of terrain height + 15)
- Tilesets can now define each object to have a height:

   <objects>
      <object walkable="false" height="12">

- Air units now fly ABOVE tileset objects whose height is > 5 (up to a max of terrain height + 15)

Example: (using the height of 12 above the screenshot when flying above those trees looks like)



- Air units will NO LONGER morph into land units if there is an object below or deep water below.
- You may now build units with cellmaps that take up no actual cell space using the new property below:

      <cellmap value="true" allowEmpty="true">
         <row value="0000"/>
         <row value="0000"/>
         <row value="0000"/>
         <row value="0000"/>
      </cellmap>

This was already possible if you 'produced' such a unit, but building the same unit type would stop right after initiating the unit. These types of units CANNOT be attacked and allow everything to walk through them. Once again this was already possible via the produce command.

And a big thanks to Bruce who is making great progress creating a Mac bundle of Megaglest!
#93
MegaGlest / MegaGlest 3.3.7.2 release
16 October 2010, 18:31:28
Mega Glest 3.3.7.2 release - come and get it while its hot (svn revision 1106)




Full installers: (these are typically for first time users)

Windows:
download here

Linux 32 bit:
download here

Linux 64 bit:
download here

Mac OSX:
Coming Soon...




Binary Updates only: (these are for upgrading the previous version)

Windows Auto Updater:
download here

Windows Self Extracting:
download here

Linux 32 bit x86:
download here

Linux 64 bit x86:
download here

FreeBSD 64 bit x86:
coming soon...




Full Data package (for both linux and windows, intended for new installs [not using the win32 installer], same as 3.3.7.2 full installer data):
download here
!! glest.ini and glestkeys.ini are not included.  They are platform specific and distributed with the binary !!

Upgrade Data package from 3.3.7 or higher (for both linux and windows, intended for manual upgrades  [not using the full installers]
download here




Source Code Package:
download here




Changelog:

v3.3.7.2

- bugfixes discovered in 3.3.7

v3.3.7

- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvements
- Map Preview in game lobby
- Added ability to pick a random faction in the game lobby
- Added ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.
#94
MegaGlest / MegaGlest 3.3.7 release
9 October 2010, 01:33:56
Mega Glest 3.3.7 release - come and get it while its hot (svn revision 1079)




Full installers:

Windows:
download here

Linux 32 bit:
download here

Linux 64 bit:
download here

Mac OSX:
Coming Soon...




Binary Updates only:

Windows Auto Updater:
download here

Windows Self Extracting:
download here

Linux 32 bit x86:
download here

Linux 64 bit x86:
download here

FreeBSD 64 bit x86:
download here




Full Data package (for both linux and windows, intended for new installs [not using the win32 installer], same as 3.3.7 full installer data):
download here
!! glest.ini and glestkeys.ini are not included.  They are platform specific and distributed with the binary !!

Upgrade Data package from 3.3.6 or higher (for both linux and windows, intended for manual upgrades  [not using the full installers]
download here




Source Code Package:
download here




Changelog:

- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvements
- Map Preview in game lobby
- Added ability to pick a random faction in the game lobby
- Added ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.
#95
RealtimeFreak pointed out the scenario where AI players would have some units standing around doing nothing. I made a fix in SVN (not included in beta3) that ignores resources that a unit cannot harvest. I have used RealtimeFreaks test mod to test this change and it seems to work properly now. Anyone who builds from SVN should be CAREFUL not to mix this change with rev 1035 (beta3) since it is NOT backwards compatible with beta3 since the AI logic is lightly different to fix this bug.
#96
MegaGlest / MegaGlest 3.3.7 beta3
16 September 2010, 07:49:39
Mega Glest 3.3.7 beta3 - come and get it while its hot ( beta3 is svn revision 1035 )

Windows Updater:
download here

Windows Self Extracting Binary:
download here

Linux 32 bit x86 binaries:
download here

Linux 64 bit x86 binaries:
download here

FreeBSD 64 bit x86 binaries:
download here

MacOSX installer
download here

Changelog:

- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeiste) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvments
- Map Preview in game lobby
- Added abiliuty to pick a random faction in the game lobby
- Added Ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.
#97
If anyone ever wonders what is being worked on and checked into SVN (source code version management) for mega-glest just visit the URL below and it should show what has been going on:

https://sourceforge.net/apps/trac/megaglest/timeline
#98
Closed feature requests / [DONE] Map Previews
12 September 2010, 05:21:53
I have added an initial MAP preview into SVN in the custom game menu. Please try and give feedback.
#99
MegaGlest / Faction Preview in game lobby
31 August 2010, 15:15:17
I have added a mini Faction PReview in the game lobby (in the SVN version last night). How it works is each time the faction is changed for your slot it will load the custom faction loading texture in a small box to the right. This is helpful to identify quickly how the faction looks.
#100
While fixing a bug related to AI players not losing their HP when running out of food, Tiger asked for some new commands so the latest version in SVN has the following LUA support:

void giveAttackCommand(attackerunit, unittoattack)
void disableAi(factionindex)
void enableAi(factionindex)
void disableHunger(factionindex)
void enableHunger(factionindex)
bool getAiEnabled(factionindex)
bool getHungerEnabled(factionindex)
void startPerformanceTimer()
void endPerformanceTimer()
Vec2i getPerformanceTimerResults()   (returns a 2D int array, item #1 is avg updateFps, #2 is avg RenderFps)
void DisplayFormattedText(format, ...)   (prints a message using printf style formatting and NOT using language files)
int registerCellTriggerEventForUnitToUnit(int sourceUnitId, int destUnitId)  
int registerCellTriggerEventForUnitToLocation(int sourceUnitId, Vec2i pos)
int registerCellTriggerEventForFactionToUnit(int sourceFactionId, int destUnitId)
int registerCellTriggerEventForFactionToLocation(int sourceFactionId, Vec2i pos)
int getCellTriggerEventCount(int eventId)
void unregisterCellTriggerEvent(int eventId)
int startTimerEvent()
int stopTimerEvent(int eventId)
int getTimerEventSecondsElapsed(int eventId)
int getCellTriggeredEventId()
int getTimerTriggeredEventId()

events:
gameOver
timerTriggerEvent
cellTriggerEvent

This should make for some very interesting scenarios :)

EDIT (here's an example):


<?xml version="1.0" standalone="yes" ?>
<scenario>
<difficulty value="3"/>
<players>
<player control="human" faction="tech" team="1"/>
<player control="cpu" faction="tech" team="1"/>
<player control="cpu" faction="tech" team="1"/>
<player control="cpu" faction="tech" team="1"/>
</players>
<map value="in_the_forest"/>
<tileset value="forest"/>
<tech-tree value="megapack"/>
<default-resources value="false"/>
<default-units value="false"/>
<default-victory-conditions value="true"/>
<scripts>
<startup>
--disable AI
disableAi(1)
disableAi(2)
disableAi(3)
disableHunger(0)

age = 37
you = 17
DisplayFormattedText('I am %s years old. You are %s', age, you)

for i=0, 3 do
print( 'Is AI enabled for faction index: ' .. i .. ', ' .. tostring( getAiEnabled(i)) )
print( 'Is hunger enabled for faction index: ' .. i .. ', ' .. tostring( getHungerEnabled(i)) )
end

startPerformanceTimer()

--allied units
--createUnit('farm', 0, startLocation(2))
createUnit('castle', 1, startLocation(2))
castleUnit= lastCreatedUnit()
createUnit('worker', 1, startLocation(2))

for i=1, 5 do
createUnit('swordman', 1, startLocation(2))
end

giveResource('gold', 0, 1000);
giveResource('wood', 0, 1000);
giveResource('food', 0, 1000);  

giveResource('food', 1, 5);  

--player units
createUnit('battle_machine', 0, startLocation(2))
battle_machine= lastCreatedUnit()
createUnit('guard', 0, startLocation(2))
guard= lastCreatedUnit()

for i=1, 3 do
createUnit('archer', 0, startLocation(2))

giveAttackCommand(lastCreatedUnit(), castleUnit)
end
for i=1, 10 do
createUnit('swordman', 0, startLocation(1))
givePositionCommand(lastCreatedUnit(), 'attack', startLocation(1))
end

cell_event1 = registerCellTriggerEventForUnitToUnit(guard,castleUnit)
print( 'cell_event1 = ' .. cell_event1 )
timer_event1 = startTimerEvent()
print( 'timer_event1 = ' .. timer_event1 )

</startup>

<unitCreated>
</unitCreated>

<unitDied>
enableHunger(0)
enableAi(1)

for i=0, 3 do
print( 'Is AI enabled for faction index: ' .. i .. ', ' .. tostring( getAiEnabled(i)) )
print( 'Is hunger enabled for faction index: ' .. i .. ', ' .. tostring( getHungerEnabled(i)) )
end

endPerformanceTimer()
clearDisplayText()
setDisplayText(string.format('Performance, updateFPS: %d, RenderFPS: %d', getPerformanceTimerResults()[1],getPerformanceTimerResults()[2]))

</unitDied>

<cellTriggerEvent>
--print('Cell Event ' .. triggeredCellEventId() )
print( 'In cell event triggeredCellEventId = ' .. triggeredCellEventId() .. ' cell_event1 = ' .. cell_event1 )
if triggeredCellEventId() == cell_event1 then
clearDisplayText()
setDisplayText('You captured the FLAG!')
end
</cellTriggerEvent>

<timerTriggerEvent>
--print('Timer Event ' .. triggeredTimerEventId() )
--print( 'In timer event triggeredTimerEventId = ' .. triggeredTimerEventId() .. ' timer_event1 = ' .. timer_event1 )
if triggeredTimerEventId() == timer_event1 then
if timerEventSecondsElapsed(triggeredTimerEventId()) >= 7 then
print( 'In timer event triggeredTimerEventId = ' .. triggeredTimerEventId() .. ' timer_event1 = ' .. timer_event1 .. ' seconds elapsed = ' .. timerEventSecondsElapsed(triggeredTimerEventId()) )
clearDisplayText()
setDisplayText('Timer 1 triggered!')
stopTimerEvent(timer_event1)
end
end
</timerTriggerEvent>
</scripts>
</scenario>

#101
due to popular request (the modders sitting in my home) we have updated some commandline stuff in Mega-Glest as follows:

Linux:

./glest.bin --help

Windows:

glest_game.exe --help

will give you all commandline options and a description of what they do. For modders you may now control which tech trees and which factions should be validated via commandline. To find out how, run the above command on your operating system from a command prompt (ya ya one day maybe we will show a GUI view for Windows users, but not yet)
#102
MegaGlest / MegaGlest 3.3.6 release
12 August 2010, 07:26:41
Mega Glest 3.3.6 release

Windows Full installer:
download here

Windows x86 binaries:
download here

Linux 32 bit Full installer:
download here

Linux 32 bit x86 binaries:
download here

Linux 64 bit Full installer:
download here

Linux 64 bit x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer], same as 3.3.6 full installer data):
download here

Upgrade Data package from 3.3.5 or higher (for both linux and windows, intended for manual upgrades  [not using the full installers]
download here

Source Code Package:
download here

Changelog:

- More performance updates to rendering and game updating
- Improved network play for slower clients (new game options for lagging players)
 - Added the ability to toggle Pause or Disconnect for lagged clients per game
 - Better error detection of network state
- Updated client and server lobby screens to show more game information
- Added more per game changable settings for network games
- Updated support for GAE pathfinder (but should ONLY be used in single player mode as network use is experimental)
- Added new commandline parameter for modders to validate their techtrees, usage:
 ./glest --validate-techtrees
- Added new commandline parameter to display openGL driver information, usage:
 ./glest --opengl-info
- Added support for Open Suse
- Fixed bugs where invalid IP addresses were used for NIC's that are not active
- Added the ability to turn OFF sounds via the options menu
- Some bug fixes and changes were made to the AI
- Fixed issue where command queues and multi-unit selecting was broken
- Fixed map editor for windows users where tooltips didn't show properly and memory corruption.
#103
Starting with the next version of Mega-Glest (Initial Code already in SVN) we will allow you to run with a special command line parameter to validation your techtrees for known mis-configurations. Example shown below:

./glest.bin --validate-techtrees

Checking techPath [techs] techName [megapack] factionsList.size() = 6
Found faction [egypt]
Found faction [indian]
Found faction [magic]
Found faction [norsemen]
Found faction [persian]
Found faction [tech]

Errors were detected:
=====================
The Unit [archer] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [crossbow] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [flyingvalkyrie] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [spearman] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [spearman_berzerk] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [swordman] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Unit [swordman_berzerk] in Faction [norsemen] has the command [hold_position]
which has upgrade requirement [training_field] but there are no units able to perform the upgrade!
The Upgrade Type [training_field] in Faction [norsemen] has no Unit able to produce this upgrade in this faction!
=====================

Checking resources, count = 6
Found techtree resource [energy]
Found techtree resource [food]
Found techtree resource [gold]
Found techtree resource [housing]
Found techtree resource [stone]
Found techtree resource [wood]

Checking techPath [mydata/techs] techName [game_12] factionsList.size() = 6
Found faction [PC]
Found faction [britan]
Found faction [martians]
Found faction [moon]
Found faction [persian]
Found faction [romans]

Errors were detected:
=====================
The Unit [led] in Faction [PC] has no other units that can produce, build or morph into it in this faction!
The Unit [fallen_capsule] in Faction [martians] has no other units that can produce, build or morph into it in this faction!
The Upgrade Type [advanced_architecture] in Faction [romans] has no Unit able to produce this upgrade in this faction!
=====================

Checking resources, count = 11
Found techtree resource [detirium]
Found techtree resource [energy]
Found techtree resource [fish]
Found techtree resource [food]
Found techtree resource [gold]
Found techtree resource [housing]
Found techtree resource [hp]
Found techtree resource [memory]
Found techtree resource [stone]
Found techtree resource [water]
Found techtree resource [wood]

AND when the XML is bad....

******************************************************
    #2 An error ocurred and Glest will close.
Error msg = [Error loading Faction Types: techs/megapack
Error loading units: techs/megapack/factions/tech
Error loading UnitType: techs/megapack/factions/tech/units/blacksmith/blacksmith.xml
The string "castleX" contains a character that is not allowed: "X"
For portability reasons the only allowed characters in this field are: abcdefghijklmnopqrstuvwxyz1234567890._-/]

Please report this bug to contact_game@glest.org, attaching the generated glestv3.3.5.1-alpha3.dmp file.
******************************************************



These validations will grow over time to look for things we discover as known bad entires in the XML files.
#104
We have created a new beta build and would like feedback from users who can test it:

The latest development version is currently 3.3.5.1-beta1 and can be downloaded from:

Windows:

Automatic Update
here

Linux:

32bit
here

64bit
here

To find people to play with you may want to talk to them on the glest IRC channel:

http://webchat.freenode.net/?channels=glest

Changelog:
=======

3.3.5.1 beta1
---------------
- More performance updates to rendering and game updating
- Many bugfixes (too many to mention)
- Updated client and server lobby screen to show more game information
- Added more per game settings for network games
- Updated support for GAE pathfinder (but should ONLY be used in single player mode as network use is experimental)
- Added new commandline parameter for modders to validate their techtrees, usage:
./glest --validate-techtrees
- Added support for Open Suse

3.3.5.1 alpha3
---------------

- More performance updates to rendering and game updating
- Silnarm's new pathfinder has been introduced into mega-glest (please leave feedback in the forums)
- Fixed bugs where invalid IP addresses were used for NIC's not active
- Added the ability to turn OFF sounds via the options menu
- Added the ability to toggle Pause for lagged clients per game
- Some fixes and changes were made to the AI (please leave feedback in the forums)
- Fixed issue where command queues and multi-unit selecting was broken
- Fixed map editor for windows users where tooltips didn't show properly and  memory corruption.

3.3.5.1 alpha2
---------------

- Fixed slow rendering by reverting back to vanilla glest rendering
- Added much more error checking and network finesse
- Added LAN IP Addresses on Custom Game Menu
- Disabled "Zoom out' on game end for Network Games (Created instability)
- Added more relaible TCP connection status checking
- Fixed mouse disappearing issues
- Made error messagebox persist between menus / screens
- Added ability to continue loading / playing if sound system cannot initialize

v3.3.5.1-alpha1
-----------------
- Bugfix for disappearing mouse when toggling out of the game
- Increased default HTTP timeout value from 5 to 10 seconds and users may override the HTTP timeout now via a glestuser.ini setting:

DEFAULT_HTTP_TIMEOUT=10

- Changed data checksum error message to include the offending client playername is the message
- Reverted Game Rendering to 3.3.4 and now we have better performance
- Attempt to fix game crash on game end statistics
#105
MEGAGLEST 3.3.5
Feedback is welcome!

Windows Full installer:
download here

Windows x86 binaries:
download here

Linux 32 bit Full installer:
download here

Linux 32 bit x86 binaries:
download here

Linux 64 bit Full installer:
download here

Linux 64 bit x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer], same as 3.3.5 full installer data):
download here

Upgrade Data package (for both linux and windows, intended for manual upgrades  [not using the full installers]
download here

Source Package:
download here

Changelog:

3.3.5 release was a major milestone!
(see http://freegamer.blogspot.com/2010/06/megaglest-335-pre-release-special.html)

Version 3.3.5:
- Added loads of Network features (See below)
- Added multi-platform network play support
- network performance improvements.
- Added master server support to help the community find online Internet games.
- Added Internet lobby to display Internet Game Hosts.
- Added client lobby where clients may chat and configure their player
 settings before the game begins.
- Added Network LAG checking for network games.
- Added Server / Local based AI control for Network games.
- Added customizable hotkey support
- Introduced native Linux 64 bit binaries and installer
- added queued commands (hold shift while continue clicking future unit commands)
- added new maps, tilesets and improved particle effects
- fixed many bugs found during the release cycle.
- added particle viewing support in the G3d Viewer

#106
MegaGlest / A better G3D Viewer
25 May 2010, 18:54:49
To assist modders in making mod's I've updated the G3d Viewer in Mega-Glest to also now show particles. I'll bundle the updated viewer in the next couple of days (Elimnator is testing it) but it will allow you to edit a Unit's particle XML files and just press a Key in the viewer to see the particle working with a given unit. This should greatly increase the ease of adding particles to Units.

Any additional suggestions are welcome as to how to improve the viewer. (I won';t spend too much time in the viewer right now since we are getting ready to plan for a new multi-player release first).
#107
Here you can always find the latest available development binaries ( win32 and linux ) :

UPDATE: June 30, 2010
(we fixed a few bugs and polished a few things)

(At the moment the latest version is 3.3.5-beta19)

Linux update (32bit)

Linux update (64bit)

---

Windows update (32 and 64 bit)

Please test the new multiplayer features like masterserver,crossplatform gaming and so on and give feedback here!

Currently users should have the current Mega-Glest Release version installed, then overlay these updates on top. This update allows multi-player / multi-platform play and introduces the master-server so people can find others hosting internet games and join in.

Enjoy!
#108
MegaGlest / MegaGlest FAQ
24 April 2010, 21:16:34
FAQ's related to MegaGlest:

All the FAQ's are now on the wiki:

https://docs.megaglest.org/MG/FAQ

A shortcut for this is just http://faq.megaglest.org/
#109
MegaGlest / MultiPlayer / MultiPlatform.
24 April 2010, 17:35:12
I just wanted to mention I beleive we have made major progress to getting multiplayer / multiplatform working! I just finished playing a short game with Linux vs Windows 7 and compared the screens for a while and everything was exatcly the same on both computers. We have borrowed some code from the SprintRTS engine to accomplish this wonderful milestone and will continue to test the solution to prove out its quality.

There is a good chance the the next release will support multi-player and multiplatform :)
#110
First of all, check whether a solution of this issue is already known.
Check whether your issue is covered in the FAQ, the installation instructions or the README file.
Really.
It's enough to check the table of contents, you don't need to read the complete text.

Hint: You can also use the forum search and GitHub issue search to see whether others ran into similar issues and were able to solve or work around them.

If, after checking this, there is still something wrong for you with MegaGlest then we will appreciate your report on this forum after reading and understanding the text below.

You may report your bugs on GitHub. Please be sure to select the proper repository: anything engine related should go  into megaglest-source while game assets related bug reports go into the megaglest-data repository.

How to report bugs

* A new issue for every new problem
Open an issue for every bug you encounter. Even if it looks similar to what someone else reported earlier. If it seems that two bugs were reported on the same issue we may merge threads later, but please don't add to another bug which just seems somewhat similar if you are not sure whether both have the exact same cause.

* Description
Describe the problem. Skip the subject line for now, but describe the issue you ran into as good as you can in the text box:
  * Explain the problem to someone who does not know you, your preferences, your computer hardware (CPU, RAM, video card) and installed software (what other software is / was running in the background?) and how you have configured it.
  * Provide any error messages, unabbreviated and unmodified.
  * What happened exactly?
  * Which exact steps need to be taken by someone else to run into the same problem? What were you doing when this happened?
  * Do you run any non-standard MegaGlest (a MegaGlest full conversion, a Linux distributions' build, or have you compiled it yourself?) or operating system?
  * Are you running anti-virus software and do you have a personal/host-based firewall (such as Windows firewall, ZoneAlarm etc.)? If so, which one (exact product description and version number, please)?

* MegaGlest version
Report the exact MegaGlest version you are using: Run the game, then check the 'About' menu for the exact version number. Or, if the game won't start, change into its installation directory and run ./start_megaglest --version (on Linux) or megaglest --version (on Windows) to get it. If this does not work either then check the name of the installer file you downloaded, it also contains the version number.

* Operating system
Tell us exactly which operating system you are using: Operating system, version, platform and patch level. For example: Ubuntu Linux 11.04 or Windows XP Professional edition or Windows 7 Basic, all available updates installed as of Feb 22 2022. Also, is it a 32 or 64 bit bit operating system (how to tell on Linux)?.

* Download location
Tell us where you downloaded MegaGlest from (exact Internet address if possible, otherwise just the name of the website) and provide the exact name of the file you downloaded!

* Logs and screen shots
Run the game from a command prompt window (on Windows) / from a terminal window (on Linux/OS X), since this will give you on-screen logs, too. Screen shots can also say more than a thousand words sometimes, so please make use of them.

Only if we ask you to do so, get us some debug log files, too: Enable debug logging in your glestuser.ini, using the DebugMode=1 option.

* Meaningful subject
Summarize the most important info in the subject line. Start the Subject in the following format:
x.x.x, platform, problem summary
where x.x.x is the version (like 3.8.0-beta1), platform is Linux 32-bit or Windows7 64-bit or Mac OS X etc, and problem summary is a concise description of the problem (we may change this later). To save some space, you can abbreviate the platform as L32 (for 32 bit Linux) or W7-64 (for Windows 7, 64 bit).

Now re-read what you wrote into the text box and summarize this into a terse but descriptive and unique subject.

Post your bug report now, keeping this window open so you can check whether you've provided all required information.

Edit by Omega 2014-02-23: Fixed broken link
Edit by Andy 2024-02-24: Change bug reporting link to GitHub issues (due to forum registration being broken)
#111
MegaGlest / Linux Installer progress
15 April 2010, 16:27:53
Just wanted to pass along an update that Mega-Glest will have a Linux installer soon!

I was able to successfully build an installation using the awesome mojosetup project!

This should make things easier for normal, non technical Linux users!
#112
MegaGlest / Megaglest developer information
14 April 2010, 16:02:55
For anyone who would like to work on the Megaglest project as a developer we have made good progress on making things easy for you to compile and begin the learning process. Below is a small fact sheet to try to assist anyone who is interested in helping with development or just to learn for your own enjoyment:

Version Control and Getting the code:

We host the project at sourceforget.net at:
https://sourceforge.net/projects/megaglest/

To get the code you may run the following command from a commandline:
Quotesvn co https://megaglest.svn.sourceforge.net/svnroot/megaglest megaglest

Project folder layout:


All active development is done in the trunk subfolder. Each release is 'tagged' and a copy resides in the tags folder. Branches are created when required to seperate larger changes from active / stable development.

The following is a description of the next level of folders under trunk (which is usually the same for each release or branch):

data - contains game content like models, textures, xml files, etc which the game loads as required. This is where modders would play most of the time.

docs - contains various readme files, license agreements, etc. This is a good place to start reading for developers.

mk - this is where platform specific project files are kept. currently there are folders for linux and wndoze (spelling mistake on purpose :) )

source - all source code for the project lives inside here

Linux Compiling:

1. Get the project from SVN using the above commandline or your favorite SVN tool (rabbitvcs or tortoise)
2. Download package dependencies for your Linux distribution (see mk/linux/setupBuildDeps.sh which can do that for Debian, Ubuntu, Fedora and Open SuSE based distro's)
3. Open a terminal window and navigate to mk/linux and type the following:
./autogen.sh
./configure
jam

4. If nothing goes wrong you will see glest.bin (and other binaries) in the same folder.
5. To test running the game, run the binary in mk/linux like this:
./glest.bin

These are some commandline options:
./glest.bin --version
./glest.bin --opengl-info

Windows Compiling:
1.
Get the project from SVN using the above commandline or your favorite SVN tool (rabbitvcs or tortoise)
2. Download package dependencies (from https://sourceforge.net/projects/megaglest/files/win32_deps.7z/download)
3. Decompress the dependency archive into the source folder. You should now see a win32_deps sub-folder with lots of stuff inside. (you will require 7zip from http://www.7-zip.org/)
4. Open the main solution in Visual Studio (I use VC++ 2008 express, currently 2010 DOES NOT WORK) located at:
mk/windoze/Glest.sln
5. Do a rebuild project.
6. If nothing goes wrong you will see glest_game.exe (and other binaries) in data/glest_game (where all the data content lives).
7. To test the game, run the batch file CopyWindowsRuntimeDlls.bat location in mk\windoze to copy dependency dll's

Installers:
Windows Installer:

We use Null Soft Installer NSIS located: here. Open MegaGlestInstaller.nsi located in mk/windoze/Installer from the NSIS compiler and compile the installer into an executable. I use a free GUI editor for the installer called HM NIS Edit which can be obtained from here:
http://hmne.sourceforge.net/

Linux Installer:

We use the mojosetup installer located:  here. To build a Linux installer, open a terminal window and navigate to mk/linux/mojosetup/megaglest-installer. Edit make.sh and change the version # tag (some example below):

#megaglest_release_folder="trunk"
megaglest_release_folder="release-3.3.5.1"


From this folder run: ./make.sh

If everything runs properly, the script will build an installation from the binaries and data location in the svn project specified in the top of the script (typically the trunk branch or a release branch) and the final installer is location in the same folder as make.sh and called: megaglest-installer

Misc Scripts:

The following are miscalleneous scripts located in mk/linux:

makedata.sh - makes a data ONLY archive containing game content for a new release
makedata-diff.sh - makea data differences ONLY archive containing data that is different between two release (usually very small. Edit the variable: OLD_VERSION=3.3.4 to determine which version to compare with)
makerelease.sh - makes a source code archive for a new release
setupBuildDeps.sh - installs required linux dependencies (Ubuntu, Debian, Fedora and open SuSE based)
#113
Come and get it while its hot, version 3.3.2 is released!
( For more info about megaglest click here )

Windows x86 Full installer:
download here ( update: install the windows binaries below too, because they include a patch which is not in the installer yet! )

Windows x86 binaries:
download here
Linux x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer]):
download here
Data Package UPDATES ONLY (since the last major release of 3.3.0):
download here

Source Package:
download here
=================

Here are the release notes:

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
 (DirectSound is still the default)
- Sound issues for windows users are related to a bad dsound.dll in the
 mega-glest folder. Delete this file as it is not required since DirectX should
 already be installed on your Windows installation.
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
 starting a game. Mega-Glest will look for a file called: loading_screen.*
 where .* is any supported graphic file type (tga, bmp, jpg and png). The
 priority is first in the scenario folder (if loading a scenario) if not found
 it looks in the faction root folder and if not found it will look in the tech
 folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
 button to search on your local network for another Computer hosting a
 Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
 (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
 game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
 game / mao scenario by setting the value in glest.ini:
 PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
 in a network game. Goto the options area (Options button on main screen)
 and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
 by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
 scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
 be in the ini file. Most options are described when you run the configurator
 application.
- Added the ability to run Glest full screen on multiple monitors
 (currently linux only) via the two settings in glest.ini:
 AutoMaxFullScreen=true
 Windowed=false
- Users may now save all user created context in their own customer folder using
 the glest.ini setting:
 UserData_Root=mydata/
 where mydata is a folder under the current glest folder. You may use ANY path
 in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
 files. To do this set an environment variable with the name:
 GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
 following glest.ini settings:
 DebugLogFile=debug.log
 DebugMode=true
 DebugNetwork=true
 This will log all debug information to a file in the glest folder called
 debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
 to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
 This was the problem that made it very hard to build buildings when you are in
 a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
 consumable ressources like food any more.

#114
There is a well known bug with OpenAL causing multiple sound drivers to fight with each other when playing sound in Linux.

For details see:

http://sourceforge.net/tracker/?func=detail&aid=2792509&group_id=127297&atid=709610
https://bugs.launchpad.net/ubuntu/+source/openal-soft/+bug/503780

While there are newer versions of OpenaL that "claim" to fix this, I have fixed glest and all of my other sound problems in Ubutnu by doing this:

#1 Edit the Open AL config:

sudo gedit /etc/openal/alsoft.conf

#2: Ensure you have a line with (at least) the following:

drivers = pulse,alsa,oss

(make sure the first character is NOT # or it means its commented out)
Save the file.

#3: kill pulse audio by running:

pulseaudio -k

#4: restart pulse audio via:

pulseaudio --start

Thats it!

Edit: Here is a bash script to automate it:

#!/bin/sh

# now deal with the openal library [libopenal.so.0]
hasdrivers=`grep  "^[d]rivers" /etc/openal/alsoft.conf`
echo "openal drivers = [$hasdrivers]"
if [ -n "$hasdrivers" ]; then
  echo "openal drivers was found = [$hasdrivers]"
else
  echo "openal drivers is missing, attempting to setup a working configuration"

  sudo cp /etc/openal/alsoft.conf /etc/openal/alsoft.conf.bkp
  sudo sh -c 'echo "drivers = pulse,alsa,oss" >> /etc/openal/alsoft.conf'
  pulseaudio -k
  pulseaudio --start

  echo "openal re-configured, try out your sound now!"
fi

#115
New installer is up on sourceforge.net (tested and working on Windows 7).

Archmage... I checked in the installer script into SVN under mk\windoze\Installer (I used the open source NSIS Installer) so you can play around with it for future releases to make it more nifty / pretty.

Get your Windows Mega-Glest 3.3.1 Installer here:
https://sourceforge.net/projects/megaglest/files/current_release/Mega-Glest-Installer.exe/download

(I posted this BEFORE the uploaded finished so it may be another 30 minutes or so before the file is there)

update by titi:
Please test it and give feedback!
#116
MegaGlest / New Windows Megaglest beta!
9 March 2010, 00:48:08
Ok sourceforge has a "beta5" in name only (won't say beta 5 when you launch the game).
This win32 build should work fine for windows users.

[url=http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta5_i386_win32_bin.7z/download]http://sourceforge.net/projects/megaglest/files/megaglest3.2.4-2-beta5_i386_win32_bin.7z/download[/url]

Report any issues if you experience problems.

Thanks



update by titi: I created a new topic for this, please discuss this windows binary here.
Very important: Does anyone still has problems with non harvesting workers? Update:This problem seems to be fixed now!



UPDATE by Archmage:
[url=http://dl.dropbox.com/u/5207065/Glest%20Files/MegaGlest/MegaGlest_3.2.4-BETA4_Install.exe]Click here to download new windows full installer![/url] of this version.
#117
MegaGlest / Mega-Glest 3.2.5 - new features
11 February 2010, 22:27:54
This thread is intended to be a discussion around new features to be added to mega-glest 3.2.5 (which will be after the pending 3.2.4 which is in final testing and contains the long awaited multi-player fixes).

Here is what I have extracted from the glestians in our family for desired features:

- In game team switching.
  Description: user sends a request to join another team while in game and one of the teams players may accept / deny.

- Resource trading
  Description: players from any team can suggest trading different resources with each other (like a market place)

- Ability to properly change unit types
  Description: morphing from land <--> air allows the unit to fly or walk

- Add support for "cliffs"
  Description: This would make spots on a map where you cannot walk up or down

- Change how multi-selecting units works
  Description: Only show one face per each unique unit type with a x10 (if 10 units exist)

- Add "water" support

- Allow multiple units to morph into one master unit
  Description: A horse and Swordsman morph into a rider

That is a start... any other suggestions and / or comments on the above?
 
#118
Do any of the nix dev's know what I'm talking about? I've got Ubuntu 8.1, 9.04 and 9.10 in this house and i DON'T want to be compiling for each box with another version of stdc++.

I'll investigate a solution if need be, but wanted to know if there is anyone here who knows a solution?

Thanks
#119
I've spend a little while looking at the performance problem behind the standard glest 3.2.1 codebase. After trying a lot of different things voila, I found out why the server slowed down gameplay for 4 player multiplayer. Thus far I have tested on Linux but I am using regular sockets so win32 shouldn't be a problem. I tested this evening with Elimnator, Tiger and an un-named other along with myself and the results were good.

At this point what should I do to get this code into svn for regular glest 3.2.1 (I had problems compiling gae so I reverted back to normal glest).

Thanks



update (by titi):
Its all in megaglest now: https://forum.megaglest.org/index.php?topic=4930.0
#120
Now that our family is mostly done moving, I'd like to know what the development status is of Glest? I did a little work last year fixing a few bugs and noticed:

a) there is the main glest games which was in need of some re-design to allow more concurrent multiplayers (> 3 players makes everything crawl due to a bad design of network and graphics synchronization).

b) there is this GAE spin-off (I know very little about).

Where should developers focus their attention and where is the "feature" list request from people in these forums?

Thanks