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Topics - MirceaKitsune

Pages: 1 [2]
26
MegaGlest got some big improvements in regards to playing online compared to Glest. But there's still a major problem with internet matches; You have to join while everyone is getting ready, and cannot enter an ongoing match. This makes it difficult to find a game, since everyone spends little time in the lobby setting up a game and more time actually playing.

In most FPS games, online matches are free to join at any time. Also, if there are less than two players fighting on a map, a bot can be added so the player doesn't get bored while waiting for someone else to join. I'm thinking of something similar for Glest in this sense.

My idea is to create an optional server flag which allows players to join at any time during an ongoing match. When enabled, player slots which are set to Network but no one is occupying when the game starts will be taken by a CPU, and an AI plays that faction. Then, if anytime during the game a player wishes to join, he can select the server in the server list and take a free player slot if any is available. Once that player is connected, the faction is switched to him from AI control. If he disconnects, it's then switched back to an AI (already happens by default). Although new players would inherit what the AI or other players built before them (which is not most fair), it would fix people having to wait for a new match each time.

This would go nicely with another feature, also seen commonly in FPS and other genres. An admin can leave the server running, and after a match is over it automatically selects a new map and starts a new game. It doesn't care if anyone has joined or not, and until a real player connects it can let AI factions battle each other. Such would allow people to run servers with full uptime which anyone can join at any given moment. This is a different feature from the one I mentioned above though, and can be done separately.

27
Feature requests / [patch] Clock indicating time of day
« on: 15 August 2012, 11:07:30 »
A few days ago I made my first patch for MegaGlest. It adds a feature I always wanted to see in Glest, which is a clock indicating the time of day in-game. I was originally aiming for a graphical representation (like Warcraft 3 has that sun / moon icon at the top of the screen) but since HUD graphics are faction based, I decided to simply use a text clock. It's positioned under the minimap and uses the game's time property with the needed modifications to look like a real clock (not the same as the clock in the Debug screen). My skills in programming are still bad, so please mention if I wrote something badly in the code. Also if you have a better idea for showing daytime than this clock.

Download the SVN patch from here. Text version available here, also located below. Also two screenshots of it in action... look to the upper-left under the mini-map.





Code: [Select]
Index: source/glest_game/game/game.cpp
===================================================================
--- source/glest_game/game/game.cpp (revision 3528)
+++ source/glest_game/game/game.cpp (working copy)
@@ -3735,6 +3735,11 @@
  }
  }
 
+ // clock
+ if(photoModeEnabled == false) {
+ renderer.renderClock();
+    }
+
     //resource info
  if(photoModeEnabled == false) {
  if(this->masterserverMode == false) {
Index: source/glest_game/graphics/renderer.cpp
===================================================================
--- source/glest_game/graphics/renderer.cpp (revision 3528)
+++ source/glest_game/graphics/renderer.cpp (working copy)
@@ -2213,6 +2213,36 @@
  }
 }
 
+void Renderer::renderClock() {
+ if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
+ return;
+ }
+
+ const Metrics &metrics = Metrics::getInstance();
+ const World *world = game->getWorld();
+ const Vec4f fontColor = game->getGui()->getDisplay()->getColor();
+
+ int hours = world->getTimeFlow()->getTime();
+ int minutes = (world->getTimeFlow()->getTime() - hours) * 100 * 0.6; // scale 100 to 60
+
+ string str = hours < 10 ? "0" + intToStr(hours) : intToStr(hours); // change 1 to 01 etc
+ str += ":";
+ str += minutes < 10 ? "0" + intToStr(minutes) : intToStr(minutes); // change 1 to 01 etc
+
+ if(renderText3DEnabled == true) {
+ renderTextShadow3D(
+ str, CoreData::getInstance().getDisplayFontSmall3D(),
+ fontColor,
+ 10, metrics.getVirtualH()-160, false);
+ }
+ else {
+ renderTextShadow(
+ str, CoreData::getInstance().getDisplayFontSmall(),
+ fontColor,
+ 10, metrics.getVirtualH()-160, false);
+ }
+}
+
 void Renderer::renderResourceStatus() {
  if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
  return;
Index: source/glest_game/graphics/renderer.h
===================================================================
--- source/glest_game/graphics/renderer.h (revision 3528)
+++ source/glest_game/graphics/renderer.h (working copy)
@@ -477,6 +477,7 @@
  void renderConsoleLine(int lineIndex, int xPosition, int yPosition, int lineHeight, Font2D* font, string stringToHightlight, const ConsoleLineInfo *lineInfo);
 
  void renderChatManager(const ChatManager *chatManager);
+ void renderClock();
  void renderResourceStatus();
  void renderSelectionQuad();
  void renderText(const string &text, Font2D *font, float alpha, int x, int y, bool centered= false);

28
Maps, tilesets and scenarios / My first Glest map
« on: 18 March 2011, 01:52:22 »
I had a chat on IRC a few days back, where someone encouraged me to try making a Glest map of my own. Since I love the simple map editor of Glest, I decided to give it a shot, and made my first Glest level today :) I aimed for something large, detailed, and of high quality.

This is a MegaGlest level, and was made using the latest MegaGlest SVN (so that might be needed to run it... not sure). Download link here. Here is the screenshot from above:



Let me know what you think please, and if you like. Also correct me on what I did wrong or missed, so I know for future maps.

[EDIT] Just updated the map to v1.1. New download link here. Things I changed:

- The water road to the left is meant to be walkable, but was not. Fixed terrain height so units can walk over it.

- Added a bit more gold and stone around the starting points (a little further from them). The normal ones stay as they are.

- Some rocks / mountains were too much in the middle of the roads, improved that.

- Added more details and objects. Most visible inside water, where I added some rocks so it won't look deserted.

Edit by Omega: Removed image of old version. With images that big, only one is needed. Resized image due to that size, but it links to the fullsized original.

29
General discussion / Any more hope for GAE to Glest 4.0?
« on: 13 October 2010, 23:25:35 »
I took a look at GAE again, after being away for a while. I love the improvements and changes done so far, even if I didn't get to see all of them yet :) However, I had a question that was still on my mind. This was probably discussed before, but I'd like to know the status of this idea at the current day.

Are there still any plans to merge Glest Advanced into Glest and release a Glest 4.0.0 with the GAE engine? I've kinda been hoping that happened already, and wanted to know if there are any chances for it to happen in the future, and if anyone else wishes for this.

I personally see GAE as a continue of the Glest engine, and its unreleased development version rather than a separate fork. I've been away for a while and didn't follow on what's been happening. But taking a look at the current status of Glest and GAE, I believe a merge would be the best path to the future. A reason is that no one's been developing Glest for about two years, and if I'm correct GAE is the only actively developed version at the moment (code wise at least). So imho, GAE is the best / only chance for a new version of Glest to happen, which could bring new players and get things started again. Another reason is that I believe it would make it easier to keep working on GAE if the engine wasn't a separate fork and became part of Glest again. Most people might find it better to say "The engine of this game is being developed again and advancing" rather than "A beta fork of this game's engine is in the works, the original engine not having been updated for years". This could attract new developer, players, and overall attention to GAE, and also make it easier to maintain the whole project by working on it as a whole again. Since GAE only seems to have improved / added stuff to the Glest engine, nothing was lost or removed from the original, which is why I personally see it as the destined new Glest 4.0.

I'm not thinking about including an updated tech tree too (like the four patch magitech if it's not finished). But just Glest 3.2.2 with the latest GA engine and some new maps and titlesets. This would mostly mean replacing the exe file of 3.2.2 and repacking it as 4.0, which can be done within minutes (I can do it myself, though i can only send a zip since i don't know how to make an installer). I think the main issue is someone updating the normal Glest on the website, and including the new version there. I only had a short chat on IRC about this, and someone mentioned the Glest team is too busy to look into into (although it would only take updating the version number and adding the new installer). So I don't know if this is something blocking us from doing it.

In case everyone agrees with this merge however, I think we only need someone who can edit the main website and someone to make an installer. This is something I'd personally love to see a lot, and would be glad to help in making it happen if possible. I can pack 3.2.2 with the latest GAE engine and some good new titlesets / maps and send it to an admin anytime.

What does everyone think of this? Any chance for it to happen, and anyone else who wants it to? Is there also anything I could do to help with it (can't make any promises but I'd like to try doing this)?

30
General discussion / Patches
« on: 7 December 2009, 23:40:51 »
Seeing the Sourceforge page for GAE doesn't allow Bugs / Features / Patches any more (it says "the tracker has been disabled for this project") I thought about making a topic for posting patches here. I'm not good with coding in C++ but am currently maintaining the Romanian language file, so this is one thing I'll be updating when a change to the menu is made.

It's what my first patch is about, I added the new FogOfWar to the Romanian language file (Edit: Also added Category for the Scenario menu). Patch can be found over here. Just in case, I'm posting it as code here given the patch is small.

Code: [Select]
Index: gae/data/lang/ro.lng
===================================================================
--- gae/data/lang/ro.lng (revision 390)
+++ gae/data/lang/ro.lng (working copy)
@@ -47,6 +47,7 @@
 CanRepair=Poate repara
 Cancel=Anulare
 Canceled=Anulat
+Category=Categorie
 ChatAudienceAll=Audienta chat: Toti jucatorii
 ChatAudienceTeam=Audienta chat: Echipa
 ChatAudienceToggle=Schimbare audienta chat
@@ -91,6 +92,7 @@
 Fastest=foarte rapid
 Fields=Campuri
 Filter=Filtrare
+FogOfWar=Ceata Razboiului
 FreeCamera=Camera Libera
 FxVolume=Volum Sunete
 GameCamera=Camera joc

Btw - if this can become a common place for posting patches, maybe a mod should make it Sticky, seeing there's no tracker for patches any more.

31
Mods / Rise of Glest (age evolving units)
« on: 8 October 2009, 17:31:56 »
I was inspired to make this from a game called Rise of Nations (hence its name). It's similar to Glest but you start from the age of cave men and go through all known ages in history until reaching today's era where you have tanks, jet planes, etc. I was tempted to try something similar in Glest and created a faction of evolving units going through 3 different ages :)

None of the models in this mod are mine and I take no credit for them. I took units from other mods (apparently abandoned) and placed them in a single faction, modifying their properties and overall gameplay. Models used from the following sources: Age 1: Tech faction from magitech, Age 2: Demonionic faction, Age 3: SST:LD. Hope the owners of the mods don't mind... I can hardly model or animate but wanted to share this mod with everyone (kinda jumped quickly into making it once the idea struck me).

How to play: You must research all blacksmith upgrades in each age in order to advance to the next age. You advance by morphing the Castle to its next age version which then allows you to morph the other buildings and units to those of that age (this offers a smooth transition between ages too). The Stone resource was replaced with a Metal resource. In the First age, units only use the Gold and Wood resources. In the 2nd age, Metal can be harvested and all three resources are used, while in the last age the Wood resource becomes useless and only Gold and Metal are into play.

Download link
Code: [Select]
[url=http://upload.ps/5dmu9pm5en2m/rise_of_glest_v1r1.7z.htm]here[/url] or if that doesn't work
Code: [Select]
[url=http://www.fileden.com/files/2007/6/10/1161879/rise_of_glest_v1r1.7z]here[/url]. There may still be bugs and bad balancing... worst issue I'm aware of is the AI not knowing to advance and staying in the first age forever (probably doesn't know how to morph units?) I would like to hear opinions and thoughts on this mod if you wish. Enjoy :)

Code: [Select]
[URL=http://img205.imageshack.us/i/screen9.jpg/][IMG]http://img205.imageshack.us/img205/1262/screen9.th.jpg[/img][/URL]

[URL=http://img267.imageshack.us/i/screen12.jpg/][IMG]http://img267.imageshack.us/img267/3631/screen12.th.jpg[/img][/URL]

[URL=http://img522.imageshack.us/i/screen13n.jpg/][IMG]http://img522.imageshack.us/img522/8774/screen13n.th.jpg[/img][/URL]

[URL=http://img159.imageshack.us/i/screen19p.jpg/][IMG]http://img159.imageshack.us/img159/4102/screen19p.th.jpg[/img][/URL]

32
Mods / Easy way to edit magitech units?
« on: 3 October 2009, 22:21:43 »
I want to take a shot at making my own factions, which I want to create by remodeling and retexturing existing units in Blender. I got the Blender tutorial from here but am not too experienced with Blender and modeling overall (just know how to move verticles around mostly) and the steps described there kinda feel too much for me.

I was initially hoping i could just import a model from data, edit verticle positions and export it back, but animations make that impossible. What I'm wondering is if there are any .blend sources of all the units in magitech that are public and can be downloaded, which can be opened edited and exported without having to relink verticles to bones, remake the UV mapping and all that. If not, is there any way for Blender to mix all g3ds of the same unit together or work with all of them at a time so only the model can be modified and the animation kept in each? Would help a lot to know an easy way of editing any of the characters if possible. Thanks.

33
I'd like to try the latest version of Glest Advanced and four_path_magitech from SVN, but can't find any info on how to do that. I was curious about two things:

First, which is the latest SVN from which the game and engine (and four_path) are being updated at this day? I tried https://glest.codemonger.org/svn/repos/ but the log says that was last updated in 2008. I heard GAE is the version currently in development so I was wondering if there's an updated SVN link which can be made public or GAE was abandoned too (I really hope not, it's a wonderful engine which can get much further).

And second, what is used to compile the engine from SVN? If it's made under C++ does Visual C++ 2005 work? Windows XP user here since I'm not familiar with Linux yet. Thanks :)

34
I'm playing Glest 3.2.2 with the GAE 0.2.11 engine and am experiencing a bug: After I've been in a game for around 10 minutes, all sounds suddenly stop playing except ambiental sounds (birds) and music. This includes battle sounds, building sounds, unit voices and everything but music and ambiance.

The problem can be fixed by leaving and staring a new match, no need to restart the game. My audio board is a Realtek HD integrated in the motherboard.

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