Author Topic: Glest 3.0.0 Released  (Read 22449 times)

martiño

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Glest 3.0.0 Released
« on: 31 January 2008, 00:53:46 »
Hello,

After a long beta process we finally released Glest 3.0.0 final.

This is a huge step in Glest development, since this version is the first one integrating LAN/Internet multiplayer.

New features.

- Network play over LAN/Internet
- New key shortcuts for giving orders and selecting special units
- Renamed some units
- Reworked tech faction upgrades
- Balance changes


How to get the game.

- Under Windows just download the installer and follow the instructions.

- Under Linux or other systems, get the source and the data. Make sure you delete any previous data from the folder before uncompressing it. Follow the instructions in the Linux readme and use the right glest.ini, included in the source package (not in the data one).


How to play a multiplayer game.

To start a network game, one of the players has to create a new game with network slots and the other players have to join.

To connect to a server you need the server's IP, the IP is shown in the lower left corner of the "new game" menu. This is the right IP for LAN play, however if you are under router and you want to play over the internet, you will need the IP of the router.

Glest uses TCP port 61357, if you are behind a router you will have to forward this port to your computer if you want to host games.

All players have to be using the same version of the game and have exactly the same map, tileset and tech tree. This means that if you have mods installed in the tech tree that is being used for the game, every player has to have the same mods. An option if you want to install mods over the magitech tech tree and be able to play people that don't have them, is to copy it and install the mods over the copy.
« Last Edit: 13 February 2008, 23:48:10 by martiño »

Infectous_war

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« Reply #1 on: 31 January 2008, 01:28:35 »
Yay <3 :D
« Last Edit: 1 January 1970, 00:00:00 by Infectous_war »

superppl

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« Reply #2 on: 31 January 2008, 07:22:11 »
First great news I've heard in a while. :D
I can't help but wonder how it runs in wine, but I'd rather play with the linux port first.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!! I wish I didn't have school. :roll: )
« Last Edit: 1 January 1970, 00:00:00 by superppl »

Speedator

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« Reply #3 on: 31 January 2008, 08:57:31 »
Does Linux-user vs. Windows-user work now?
As it is final now it has probably to work.
Cannot try it till weekend, so any experience?
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

titi

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Official IRC channel in readme or ingame??
« Reply #4 on: 31 January 2008, 10:05:02 »
I think it would be a good idea to include an official irc url in the
 game/readme.txt/download page
to bring more multiplayer people together.


No I think mixed games win/linux doesn't work yet  :'(
But win/win  linux/linux runs fine now.
Attention, running the win version with wine is also no solution!! The problem is that wine directly calls the linux libs and their behaviour seems to be slightly different from the ones used in win. This causes the game to get out of sync ( sometimes ). Probably timers are calculated a bit different or things like this.
« Last Edit: 31 January 2008, 10:30:55 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

MatzeB

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« Reply #5 on: 31 January 2008, 10:08:35 »
I just uploaded the glest-source-3.0.0.tar.gz package, which should build out of the box on linux (README.linux contains additional information).
« Last Edit: 1 January 1970, 00:00:00 by MatzeB »

martiño

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« Reply #6 on: 31 January 2008, 10:47:45 »
Quote
I think it would be a good idea to include an official irc url in the
game/readme.txt/download page
to bring more multiplayer people together.


The IRC channel is in the about menu in game, and also in the main page in the website.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

BrainDamaged

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« Reply #7 on: 31 January 2008, 11:16:50 »
hi, i downloaded the new version and when i start a new game i get an errormessage.




Edit: ok nevermind, i got it, i installed 3.0 over 2.0.1. you have to delete 2.0.1 and then install 3.0.....
« Last Edit: 1 January 1970, 00:00:00 by BrainDamaged »

didli

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Re: Official IRC channel in readme or ingame??
« Reply #8 on: 31 January 2008, 15:38:57 »
Quote from: "titi"
(...) No I think mixed games win/linux doesn't work yet  ;) and it 's a really good job from glest devs, Thanks !
« Last Edit: 1 January 1970, 00:00:00 by didli »

AT-HE

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« Reply #9 on: 31 January 2008, 19:56:47 »
THIS IS TERRIFIC !!  ..  thank you guys

this is the first thing to do many things i think .. like campaign mode, an external ai system , etc

better if the game could start with some ini parameters like # glest.exe -server=24.13.54.244 -plrname=killme -passwd=hahaha -gfxengine=gl -disabledext=gl_atomic_supernuclear_multitexture .. blah blah (can do it?)

..

anyway ..

is there anyway to publish servers on an internet master list so we can join easyer ? .. with a webpage or a laucher frontend ?

MANY THANKS !!
« Last Edit: 1 January 1970, 00:00:00 by AT-HE »

Speedator

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« Reply #10 on: 31 January 2008, 20:50:38 »
Hope this linux vs. windows-problem is fixed soon. I am wondering, that there is a final without fixing this.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

Jamesgamer

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« Reply #11 on: 31 January 2008, 21:02:18 »
Darn, still no in-game chatting  :D
« Last Edit: 2 February 2008, 18:32:19 by Jamesgamer »

egore

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« Reply #12 on: 1 February 2008, 14:11:13 »
If you have wxGTK built with unicode support on Linux, use this patch:
http://bugs.gentoo.org/attachment.cgi?id=142379

This patch fixes the issue when the editor should be build. From what I found out gentoo always seems to build wxGTK using unicode but the editor required a non-unicode build of wxGTK. Please merge that patch into the original game. Or adopt the patch as you like. Or at least read http://www.wxwidgets.org/wiki/index.php/WxString and especially the section "Gotchas".
« Last Edit: 1 January 1970, 00:00:00 by egore »

martiño

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« Reply #13 on: 2 February 2008, 19:01:16 »
Quote from: "egore"
If you have wxGTK built with unicode support on Linux, use this patch:
http://bugs.gentoo.org/attachment.cgi?id=142379

This patch fixes the issue when the editor should be build. From what I found out gentoo always seems to build wxGTK using unicode but the editor required a non-unicode build of wxGTK. Please merge that patch into the original game. Or adopt the patch as you like. Or at least read http://www.wxwidgets.org/wiki/index.php/WxString and especially the section "Gotchas".


I fixed this problem, if you get latest from the SVN the map editor should compile under unicode too.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

gauret

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« Reply #14 on: 3 February 2008, 17:17:17 »
Another compilation fix when building with GCC 4.3 on Linux :

http://http://cvs.fedoraproject.org/viewcvs/*checkout*/devel/glest/glest-3.0.0-gcc43.patch

GCC has just decided to get stricter (yet again) with C++... :)
Please include it.
« Last Edit: 1 January 1970, 00:00:00 by gauret »

 

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