As some of you know, I've been working on a mod to glest to add temporary effects that are configurable from XML. I finally screwed with my server and put up the sources (big diff and a few new files). Although the code is currently stable, there's a lot of need for cleanup, documentation and clarification on what was done and why. In general, my hope was to fill in some of the gaps between Glest and modern commercial 3d RTS engines. I have a small info & specification page up on
docs.megaglest.org here that is mostly up to date and correct. I'll try to come back soon and post more details about the code changes and how they work. I've been testing with the four path magitech that wciow and I are working on, and it seems to be working pretty nicely. Please note that I have hailstone's full screen toggle code in here and my last understanding is that it doesn't work on Windows, so you may have to comment part of that out to get it to compile. The current sources/patch set works with revision 101.
[url=http://glest.codemonger.org/files/glest-r101-effects-20080205.tgz]http://glest.codemonger.org/files/glest ... 080205.tgz[/url]
Also, if you need a place to host glest mods and such, let me know. I setup a subversion repository and put the beginnings of our "extmagitech" files up (which only works right with the effects mod). Don't try to play it for fun, it's unbalanced (no work on tech side yet).
Daniel
Known Bugs- <fixed>Sometimes crashes if you exit a game while there are effects active on any units.
- Speed modifications for morphing, repairing, harvesting and building don't seem to be getting applied or displayed
- It's possible to modify a units speed to a negative number causing them to move backwards. A flag may need to be added to make it possible to prevent this.
Edit: sources now in subversion at
[url=https://glest.codemonger.org/svn/repos/glest/trunk]https://glest.codemonger.org/svn/repos/glest/trunk[/url]