Author Topic: Glest Advanced Engine  (Read 146870 times)

daniel.santos

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« Reply #225 on: 10 April 2008, 14:46:30 »
I'm probably going out of town for a week or two, so I may not get to play with this again until I return.  For now, here's some fun to play with :([/li][/list]
Four Path Magitech v0.1.6 Changes
  • Added priestess to enlightnement faction and gave her earthquake attack (see post on FPM mod for more details)
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

orion

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« Reply #226 on: 10 April 2008, 15:20:34 »
Can linux binaries run on Mac? Meaning, when Dr. Dixie compiles the GAE for linux, can they run on mac? If they cannot run on Mac then is someone compiling the source for mac? If not, can I try and compile it for mac?

PS: Sorry for all of the questions :D.
« Last Edit: 1 January 1970, 00:00:00 by orion »

Dr.Dixie

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« Reply #227 on: 10 April 2008, 15:47:37 »
After download and compile, I archived GAE and then I remembered to test it... Tada:
Code: [Select]
Crash
Version: Advanced Engine v0.2.5
Time: Thu Apr 10 10:44:12 2008
Description: SIGSEGV: address not mapped to object
Address: 0xe389af8
Backtrace:
/home/myname/glest_game/glest [0x818752c]
[0xffffe440]
/home/myname/glest_game/glest [0x817e60e]
/home/myname/glest_game/glest [0x8181c1e]
/home/myname/glest_game/glest [0x8170dfe]
/home/myname/glest_game/glest [0x8066de8]
/home/myname/glest_game/glest [0x809ce4a]
/home/myname/glest_game/glest [0x80a83b1]
/home/myname/glest_game/glest [0x80c53cd]
/home/myname/glest_game/glest [0x8186a88]
/home/myname/glest_game/glest [0x8186c70]
/home/myname/glest_game/glest [0x80a0b9d]
/home/myname/glest_game/glest [0x80a0d56]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe0) [0xb76c6050]
/home/myname/glest_game/glest [0x804e671]

=======================


It seemed to have worked correctly until somewhere around the end of loading. What's up? I might try recompiling later, but I've got school to do...


!Dr.Dixie!
« Last Edit: 1 January 1970, 00:00:00 by Dr.Dixie »

AF

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« Reply #228 on: 10 April 2008, 16:37:22 »
hmm, if you guys are using cpu based speed ups such as SSE or MMX then I hope you realize this is a possible desync cause.

X87 math != SSE math != SSE2 math != SSE3 math etc

Calculations using the instruction sets added in newer cpus do not generate perfect calculations that match the older instructions perfectly. So if one person uses SSE and the rest don't, the game will desync.
« Last Edit: 1 January 1970, 00:00:00 by AF »

daniel.santos

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« Reply #229 on: 10 April 2008, 22:03:25 »
Hello AF. Yea, none of the synchronization depends upon floating point calculations, I even compile with -ffast-math because the level of errors will probably only effect visual characteristics that my eye wont be able to recognize.

Dr. Dixie, can you email me your binary so I can look at the symbols?  Unfortunately, I didn't get my self-backtrace function to retrieve symbols from the executable, so I need that please and thanks.  wow, after debugging so much on a 64 bit machine, 32 bit addresses look so cute now!! :) I know that there's a thread for this so you might ask the guy who did the Glest mac port to help us out. (oh, and I don't think you can run the linux binaries on a mac)

I'll be out for a week or two, so I'll see you guys when I get back in.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

ArcaneTime

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« Reply #230 on: 16 April 2008, 20:40:58 »
To get the SSE2 version to work, do I need the Microsoft C++ 2008 thingy?

And is there anyway to fullscreen/maximize the i686 version?
« Last Edit: 1 January 1970, 00:00:00 by ArcaneTime »

ZaggyDad

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Re:
« Reply #231 on: 16 April 2008, 22:47:46 »
SSE2 is a sorta thing that only works on processors that have its functionality. So if yours doesn't work, then your processor prolly doesn't support it.

I'm not sure what you mean on the second question.

~Zaggy
« Last Edit: 11 December 2009, 22:47:27 by ZaggyDad »

ArcaneTime

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« Reply #232 on: 16 April 2008, 23:07:42 »
When you install the GAE for PC, you end up with three different executibles; one is the glesti686, one is the glestSSE2 and the other is the plain 'glest'. Glest i686 works on my PC, however, the game is in a permanent windowed mode, the configurator does squat, and so does changing the shortcut and .exe settings. I don't know how to fix it. =P...
« Last Edit: 1 January 1970, 00:00:00 by ArcaneTime »

ZaggyDad

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« Reply #233 on: 17 April 2008, 01:56:40 »
Oh. You have to edit glestadv.ini. And Glest Advanced doesn't replace glest.exe. That's plain old Glest.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

orion

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« Reply #234 on: 17 April 2008, 11:24:55 »
Steps to make Glest Advanced Windowed

1) open the glestadv.ini file

2) navigate to the "Windowed" text in the file

3) change the value to "0" instead of "1"
« Last Edit: 1 January 1970, 00:00:00 by orion »

tucho

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« Reply #235 on: 18 April 2008, 19:47:08 »
WOW!!! this is the first version of GAE that I play (I try to install anothers olders versions but didn't work in my machine)

I am really impressed with all of new features that you have implemented in Glest, the new habilities of the units, guard, patrol... new increible attacks like the earthquake, the heal hability of monks and much more.

Keep up the good work man, congratulations :D .
« Last Edit: 1 January 1970, 00:00:00 by tucho »

daniel.santos

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« Reply #236 on: 21 April 2008, 00:43:49 »
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

The_Flying_Pig

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« Reply #237 on: 21 April 2008, 13:30:01 »
Im new here and i have no idea which file im suppose to download under Glest Advanced Engine v0.2.6 & Four Path Magitech v0.1.7
I have a feeling its the win32 binaries since im running windows but can anyone tell me?
« Last Edit: 1 January 1970, 00:00:00 by The_Flying_Pig »

The_Flying_Pig

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« Reply #238 on: 21 April 2008, 13:31:21 »
Ok i figured it out, its GAE v0.2.6 win32 binaries w/ FPM v0.1.7 tech tree but what does GAE v0.2.6 sources  do?
« Last Edit: 1 January 1970, 00:00:00 by The_Flying_Pig »

The_Flying_Pig

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« Reply #239 on: 21 April 2008, 13:35:47 »
uhhhh do i integrate the files with my glest files or do i just start it???
(srry, kinda too lazy to read all 16 pgs to find out...
« Last Edit: 1 January 1970, 00:00:00 by The_Flying_Pig »

The_Flying_Pig

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« Reply #240 on: 21 April 2008, 14:15:39 »
Ok... so maybe all those questions were unneccesary but this is wat i figured out.
-Placed glestadv.ini, glestadv-i686.exe, and glestadv-sse2.exe directly into the glest folder in program files.  
-I then placed the four_path_magitech folder into the techs folder of glest along with magitech.
-For data, there was nothing important except for textentry.tga so i put that into data-core-menu-textures of glest.

Correct???  Or did i do sumtin wrong???
« Last Edit: 1 January 1970, 00:00:00 by The_Flying_Pig »

orion

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« Reply #241 on: 21 April 2008, 14:55:07 »
If you have windows, all you have to do is download GAE v0.2.6 win32 binaries w/ FPM v0.1.7 tech tree and extract it to your Glest folder. Anything that has "sources" in its title is for people who know c++ and want to edit the code themselves. You should IGNORE this if you are not a programmer.
« Last Edit: 1 January 1970, 00:00:00 by orion »

The_Flying_Pig

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« Reply #242 on: 21 April 2008, 20:11:04 »
If i do that, it needs me to overwrite sum things so id rather do it manually.  Anyways I just played a bit and found it pretty fun.  I like the way u made the earthquake.  A good effect would be a small puff of brown smoke or sumtin on those who are affected.
-Hope you fix the walking too soon
« Last Edit: 1 January 1970, 00:00:00 by The_Flying_Pig »

ZaggyDad

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« Reply #243 on: 21 April 2008, 21:05:06 »
The stuff it overwrites aren't things that will mess up Glest, if that's what you're worried about.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

orion

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« Reply #244 on: 21 April 2008, 21:07:50 »
I don't understand why you just don't extract into the Glest folder. Like ZaggyDad says, it's not like it's going to overwrite anything critical.
« Last Edit: 1 January 1970, 00:00:00 by orion »

daniel.santos

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« Reply #245 on: 21 April 2008, 22:40:15 »
Yea, I hate that it has to overwrite anything, but this is the menu.xml to add the "Load Game" button to the main menu.  Glest ignores the added entry in menu.xml, so it doesn't effect anything.  I like the brown puff of smoke idea, thanks for the feedback.  I wish I had a better "hack" to illustrate the unit getting up from being knocked down, but I can't come up with anything else without getting somebody to make those sequences (and I'm not very good at animation stuff at all).

But this brings up a good point, we need a "quick instructions" for GAE & FPM. Maybe I should just edit the original post and put it there.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

orion

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« Reply #246 on: 21 April 2008, 22:41:58 »
Why don't you just include a readme file with instructions for the GAE. That would make things a lot easier.
« Last Edit: 1 January 1970, 00:00:00 by orion »

daniel.santos

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« Reply #247 on: 21 April 2008, 22:46:39 »
Quote from: "orion"
Why don't you just include a readme file with instructions for the GAE. That would make things a lot easier.
No, we can't do that, it would make WAY too much sense.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

ZaggyDad

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« Reply #248 on: 21 April 2008, 22:47:52 »
*raises eyebrows curiously* What do you mean? Are you joking?

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

orion

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« Reply #249 on: 21 April 2008, 22:51:00 »
For our sake, I hope he is joking :D (*nervous that he might be serious*)
« Last Edit: 1 January 1970, 00:00:00 by orion »

 

anything