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Messages - softcoder

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2126
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 22:09:05 »
Ok, I would request everyone stay out of the network code in 3.2.2_network for a while. I will port over the multi-player fixes from mega-glest into what is currently there in that branch.

Thanks

2127
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 17:43:47 »
I assume Silnarm knows which branch to use? I compared 3.2.2_network with 0.2.x and found why the screen paints black (a simple one liner fix)

Program::Program requires a change:

visible(false),

to be:

visible(true),

and now glest renders properly using the 3.2.2_network branch. So is the 3.2.2_network branch the right place to focus efforts or is it the 0.2.x?

Thanks

2128
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 16:08:54 »
Ok, first of all, sorry I didn't mean to create division (thats not a good thing). Lets all carefully consider these few things:

- Glest was written by many people over years. All contributions help to make it what it is.
- There are developers, content creators and community advocates, all of these help to make the experience as enjoyable as it is today.
- The best case scenario is ALWAYS working together, if it is possible it should be examined with the highest priority.
- Glest is already "fractured" in the sense we have glest, gae (with discussion of mega-glest looming)

Assuming my observations above are accurate (I might be wrong?) I think it would be best for Titi and I to try out GAE for a while to see if we can work together with the GAE team (At least give it a try).

With that said, I have successfully compiled (and able to run) the 0.2.x branch in linux. What branch should we focus out efforts to test with and add features too (like the multi-player code from mega-glest, etc..)?

If we don't cool off we'll lose the opportunity to get some VERY GOOD talent working together.

Thanks

2129
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 14:46:56 »
Ok at least there is good discussion going on here. I don't have the depth of history that Titi has with this game so I was not aware of all the issues. I did checkout the branch mentioned by silnarm and was able to compile gae finally (3.2.2_network), unfortunately the compiled binary does not work for me! I can run it, bit all I get is a black OpenGL Window and no rendered graphics (I'm running Ubuntu 9.1032 bit Desktop). I verified that the program loops are running so it seems like some sort of rendering issue? This seems to backup Titi's claims that GAE isn't stable (I was always able to checkout the vanilla glest code, compile and just run it).

So we need to decide whether to keep both separate for now or if there is some way to get GAE stable in a short period of time. IS there anyone on the GAE team who is able to run the binaries on linux and windows to ensure the current code at least produces a functional screen output? Apart from Daniel Santos who is leading GAE? Titi, what would you want from the GAE team to make you feel that it would be worthwhile working on GAE instead of mega-glest? For now I agree with all of Titi's points unless I can be otherwise persuaded.

2130
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 05:06:50 »
Ok I currently have an old checkout of glestae, how do I get the 3.2.2_network branch.. what command must I issue?

Thanks

Edit:

Never-mind found it

2131
Mods / Re: jglest ( glest reimplementation in java )
« on: 12 February 2010, 04:02:55 »
Somehow I have a hard time believing that Java will be able to "perform" anywhere as near as good as the current glest code. I code in Java all day long so I do know a bit about the language. While Java support graphics and 3D, thats as far as it goes.. support.

There's a reason why game companies and most open source projects don't use Java as their language, its a huge memory pig and doesn't do graphics well.

I don't want to discourage anyone here, I just think the time spent may end up the same way other abandoned projects have ended.

2132
MegaGlest / Re: Mega-Glest 3.2.5 - new features
« on: 12 February 2010, 03:31:26 »
Hurray its working!

The only reason mega-glest started (and you can confirm with titi) is that we couldn't work with gae. What do I mean?

I asked about which branch I could work on to get multiplayer working in GAE and only got an answer that I couldn't build it as it was not stable. I was under the impression to wait until it gets stable (since I couldn't even compile gae, I had sent email on the GAE list asking about this).

With that said, I am totally in agreement to merge our efforts! I cannot speak totally for Titi, but I believe he would like to get all the best of everything into one effort too. So, what branch or tag can be used to compile GAE and do active development? Also what exactly is not "stable" in terms of gameplay? What effort is required to get GAE ready for a major release so that we can plan new features in unison?

Thanks

2133
Bug report / Re: 3.2.2 WinXP Home, FPS slow normal slow normal
« on: 11 February 2010, 23:49:49 »
I'm fairly new to working on the glest code, but it could be that the code used to render graphics in glest may use older techniques which relied more on CPU speed. If that is the case then we will eventually modify the rendering system to properly use the performance of the graphics card, but I cannot confirm this is the case until I get into the rendering side of things.

This is described for another open-source project called "xreal" where they took the old id software engine and changed up the rendering to use GPU hardware instead of more CPU intensive rendering.

Thanks

2134
MegaGlest / Mega-Glest 3.2.5 - new features
« on: 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?
 

2135
Mods / Re: jglest ( glest reimplementation in java )
« on: 11 February 2010, 16:21:54 »
What is jGlest?

2136
Bug report / Re: 3.2.2 WinXP Home, FPS slow normal slow normal
« on: 11 February 2010, 08:26:01 »
You're using an integrated Intel video card and running Glest at 1680 x 1050?

Hahaha... thats funny.

I think you'll need to spend $45 for a new video card.

2137
Linux and other ports / Re: Compiling Glest on Ubuntu Karmic
« on: 10 February 2010, 07:23:43 »
sudo apt-get install jam

thats it

2138
Off topic / Re: Off Topic - Main
« on: 8 February 2010, 18:46:19 »
Everyone take one step back.

Regardless of "evidence", the Christian faith is first and foremost based on "Faith" in God.

I personally believe that regardless of "evidence" of any kind, unless someone really wants to know the truth, simply presenting it will do nothing. So for example if you start the dialog with "there is no God" then you already have what you want. If a communist wants to believe communism is best, or a Nazi wants to believe his thing is best, they don't want something else.

Until a person is unsatisfied with what he has, then there is the possibility to show him something else.

So even if a person feels they believe in some "evidence" they may still not believe in God, that requires more than science, that requires a relationship.

Much more could be said, but the key element here is that a Christian (and Creationist) is "Saved by faith" not by evidence. Evidence is nice, but "without faith it is impossible to please God".

Thanks

2139
Yes cross compiling lets you build for another system.. but that is not all! It allows you to use different versions of libraries (like older gcc++ etc) which is essentially the same as running an old Ubuntu server but without having to have another server installed.

Thanks

2140
One more thing... I just re-uploaded (5 minutes ago) a slightly modified win32 binary that IGNORE's hidden files when loading xml's. This means people loading from an SVN snapshot can play without it crashing complaining about the svn xml files. Download file is the same:

http://www.soft-haus.com/glest/code/glest_3.2.4-4-beta1_win32-release.7z

Thanks.

2141
Ok anyone wanting to test out mega-glest on win32, here is the release build (which hopefully isn't choppy):

http://www.soft-haus.com/glest/code/glest_3.2.4-4-beta1_win32-release.7z


2142
Ok at some point I'll be trying to get this:

http://www.kegel.com/crosstool/crosstool-0.43/doc/crosstool-howto.html

to work. I have experience cross compiling for my linux based router's (I use Tomato firmware and wrote my own bandwidth monitor add-on).

If I can get it to work it should solve most issues with dependencies in linux.

2143
I'm fighting with VS2008 express... its the most buggy IDE yet (when it comes to C++). Either its dog slow without pre-compiled headers or its fast but buggy with precompiled headers enabled!

Thank you Microsoft.. your agenda to annoy me has succeeded.

2144
Ok we played 4 player mega-glest (ubuntu linux) and it was AWESOME! No lag... even with tons of units and we played for hours. I think the networking is much more useful now... no crashes and reasonable performance.

2145
MegaGlest / Re: megaglest 3.2.3
« on: 6 February 2010, 05:00:00 »
Ok thanks to Silnarm, here's the 64 bit binary for Mega-Glest:

http://www.soft-haus.com/glest/code/megaglest_64bit_3.2.4-4beta.tar.gz

2146
Ok thanks to Silnarm, here's the 64 bit binary for Mega-Glest:

http://www.soft-haus.com/glest/code/megaglest_64bit_3.2.4-4beta.tar.gz

2147
Mods / Re: NEW! Penguin mod.
« on: 6 February 2010, 03:45:31 »
haha, actually I've figured out why the windozw build was so dog slow.. I had to turn on pre-compiled headers (and point them to a local drive).

Anyways, coming soon.

2148
Yes the code in SVN is up to date. If you could build a x64 binary, I'm sure Archmage (and others) would love it.

Re: Win32, go ahead and send me any project files you have (they may come in handy). I've got the win32 source for Xerces 3.0, wx 2.8 and mega-glest. Between all these I'm going to try a static build of glest (to avoid the same dll insanity we see in nix... only worse due to the whole manifest stuff with VC++).

Thanks

2149
Mods / Re: NEW! Penguin mod.
« on: 6 February 2010, 02:37:08 »
YA ya its coming.... :)

2150
General discussion / Re: Questions about glest
« on: 6 February 2010, 02:30:57 »
At the moment it seems we have a mish mash of effort for glest.. GAE and Mega glest are forks off the original currently.

What would be good is an attempt to see if all the dev's interested in glest could discuss coming together and merging priorities and effort. To me that is a best case scenario and helps the whole community. I just got more formally involved in glest dev recently and give first priority of features to my boys (Elimnator and Tiger) and after that Titi. Why was mega glest started when GAE was here first? AS Titi already mentioned in another post, there isn't a stable build of GAE and we wnated to keep progressing on Glest so he started Mega-glest (isn't free software / open source beautiful).

Thats my 2 cents for now

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