Author Topic: Glest Advanced Engine  (Read 147270 times)

Omega

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« Reply #300 on: 3 July 2008, 21:11:04 »
One question. In the first page, you spoke about guarding and patrols as well as pets. Are any of those possible in the original glest?  ?
« Last Edit: 1 January 1970, 00:00:00 by omega »
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Omega

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« Reply #301 on: 9 July 2008, 05:24:51 »
I cannot get glest 0.2.7 to work. I tried 0.2.5 as well, but it won't work. The crash log says: (two examples)

=======================
Crash
Version: Advanced Engine v0.2.7
Time: Tue Jul 08 23:04:54 2008
Description: Access violation (Writing address 0x4fcdd00)
Address: 04FCDD00

=======================
Crash
Version: Advanced Engine v0.2.7
Time: Tue Jul 08 23:16:28 2008
Description: Access violation (Writing address 0x501dd00)
Address: 0501DD00

=======================
« Last Edit: 1 January 1970, 00:00:00 by omega »
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Wolf Dreamer

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« Reply #302 on: 18 July 2008, 01:25:29 »
Quote
ERROR(S):
Error loading Faction Types: techs/four_path_magitech
Error loading units:techs/four_path_magitech/factions/magic
Error loading UnitType:
techs/four_path_magitech/factions/magic/units/animate_armor/
animate_armor.xml
Unknown class identifier: fall_down

That's what I get.

I'm using Windows Vista.  Whenever I install it in the C:\Frogram Files\Glest\ directory, it appears over in the C:\Users\my name\AppData\Local\VirtualStore\Program Files\Glest_3.1.2\ directory instead.  Odd.  I copied it over to the other one, to see if it made a difference, but it did not.

Any other Vista users out there?
« Last Edit: 1 January 1970, 00:00:00 by Wolf Dreamer »

weedkiller

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« Reply #303 on: 18 July 2008, 14:09:47 »
hi, i am not sure but perhaps you can run the install exe or msi in compatiblitymode? (rightclick->properties->compatiblity->xp/win98)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

orion

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« Reply #304 on: 19 July 2008, 16:43:59 »
I was just thinking. If you guys aren't the admins of your computers, that would explain why it's installing in that directory (C:\Users\my name\AppData\Local\VirtualStore\Program Files\Glest_3.1.2\). Maybe glest.exe is looking for C:\Program Files\glest\etc and that's why you keep getting your error.
« Last Edit: 1 January 1970, 00:00:00 by orion »

ZaggyDad

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« Reply #305 on: 21 July 2008, 04:24:50 »
And, it looks like you haven't installed GAE 0.2.7. It's only in that that it's got the earthquake feature (which is what the "fall_down" thing is for).

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

Omega

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« Reply #306 on: 21 July 2008, 08:32:52 »
What about me? I am an administer on my laptop, and have no problems with the normal glest. However, I have had some toubles with 'access denied' in a few programs. For example, on runescape, I cannot use my java applet because it needs to 'use administer privleges', anyone know how to fix this? Is it just my computer, or is Windows Vista screwed?
« Last Edit: 1 January 1970, 00:00:00 by omega »
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orion

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« Reply #307 on: 22 July 2008, 18:38:44 »
Configure your firewall. That's the only thing I could think of. I hate windows vista. :D
« Last Edit: 1 January 1970, 00:00:00 by orion »

myles

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« Reply #308 on: 28 July 2008, 11:45:08 »
I dont know if this has already been fixed but it would be a nice feature,
When a ranged unit (catapult) of screen (in the fog) is attacking another unit you can not see the projectile and its effects only the damage that is being done to your unit.

Has this been fixed?
« Last Edit: 1 January 1970, 00:00:00 by myles »

Omega

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« Reply #309 on: 29 July 2008, 20:36:34 »
I'm growing to dislike Vista's administer errors... I turned my Firewall off (I use Kaspersky's anyway) so I tried turning off all my firewalls, etc; but to no dismay. I restarted 3 times and hibernated twice, but no change. I tried as a standard user and as an administer... I even tried copying the entire Glest folder out of program files and onto the desktop. No success. Tried the Documents folder... still no success. Where's Daniel? Maybe he knows what to do... (Does he ever answer email?!?)  :-X
« Last Edit: 1 January 1970, 00:00:00 by omega »
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orion

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« Reply #310 on: 29 July 2008, 23:20:39 »
Omega: read the topic named 'Back in GAE Business Soon'. It will explain why Daniel hasn't been here.
« Last Edit: 1 January 1970, 00:00:00 by orion »

Omega

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« Reply #311 on: 30 July 2008, 12:33:49 »
Ahh, so he's been ill. I'm sorry to hear that and hope he get's well soon. :D
« Last Edit: 1 January 1970, 00:00:00 by omega »
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bisurge

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Re: Glest Advanced Engine
« Reply #312 on: 12 October 2008, 18:25:05 »
The download links are dead.

jrepan

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Re: Glest Advanced Engine
« Reply #313 on: 12 October 2008, 20:46:28 »
Quote from: "bisurge"
The download links are dead.
You can download them from Sourceforge: http://sourceforge.net/project/showfile ... _id=241094

bisurge

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Re: Glest Advanced Engine
« Reply #314 on: 13 October 2008, 07:59:24 »
Quote from: "jrepan"
Quote from: "bisurge"
The download links are dead.
You can download them from Sourceforge: http://sourceforge.net/project/showfile ... _id=241094

I don't understand any of them.
Which one is for Windows that includes the Tech Tree thing?

jrepan

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Re: Glest Advanced Engine
« Reply #315 on: 14 October 2008, 15:27:48 »
Quote from: "bisurge"
Quote from: "jrepan"
Quote from: "bisurge"
The download links are dead.
You can download them from Sourceforge: http://sourceforge.net/project/showfile ... _id=241094

I don't understand any of them.
Which one is for Windows that includes the Tech Tree thing?
Today hailstone added Windows binary( viewtopic.php?f=15&t=3868 )

modman

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Re: Glest Advanced Engine
« Reply #316 on: 19 October 2008, 20:01:44 »
Could someone please code resource requirements for commands; I don't seem to be getting any responses from my other topic.
« Last Edit: 31 October 2008, 17:56:07 by modman »

daniel.santos

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Re: Glest Advanced Engine
« Reply #317 on: 22 October 2008, 08:11:51 »
Quote from: "jrepan"
Quote from: "bisurge"
I don't understand any of them.
Which one is for Windows that includes the Tech Tree thing?
Today hailstone added Windows binary( viewtopic.php?f=15&t=3868 )
The web server & svn repository are both back up.  Please post if any links from glest.codemonger.org are still broken.

Orion, I'll probably have to reset your shell account so you can log in and change the web site, let me know if you have problems.  It had a complete hardware upgrade (I had to replace some hardware).  The web page still needs some succinct instructions as I noticed that it's not very clear.

orion

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Re: Glest Advanced Engine
« Reply #318 on: 23 October 2008, 01:09:03 »
Unfortunately, I have lost both the public and private key to your server so I would have to create another account. Sorry. I bought an external because of this and now, even if something happens to my computer, nothing will happen to my files.

I've been neck deep in Java and C++ for the last 6 months so I have to get back into the web design mode.

orion

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Re: Glest Advanced Engine
« Reply #319 on: 24 October 2008, 11:23:26 »
I'll email you a public key file...

daniel.santos

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Re: Glest Advanced Engine
« Reply #320 on: 25 October 2008, 10:14:21 »

hailstone

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Re: Glest Advanced Engine
« Reply #321 on: 26 October 2008, 09:17:41 »
I love the disclaimer Daniel.  :O
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

daniel.santos

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Re: Glest Advanced Engine
« Reply #322 on: 28 October 2008, 22:55:27 »
Quote from: "hailstone"
I love the disclaimer Daniel.  :)

daniel.santos

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Re: Glest Advanced Engine
« Reply #323 on: 4 November 2008, 03:13:43 »
GAE 0.2.8a is a bug-fix release.

Glest Advanced Engine v0.2.8a
For other archive formats, visit http://http://glest.codemonger.org.

Glest Advanced Engine v0.2.8a Changes
  • Fixed problem that was causing arrows from archers, rocks from golems, etc. not to appear when attacking.
  • Fixed annoyance issue that caused the camera location to unexpectedly change when drag-drop selecting units.
  • Corrected a performance problem caused by selecting units via drag & drop
  • Fixed a problem with off-screen attack notifications, these should work now as documented here: http://http://glest.wikia.com/wiki/Faction_XML
  • Updated msvc++ files (see commit log below for more details on that)

Full Commit Log:
Code: [Select]
------------------------------------------------------------------------
r209 | daniel | 2008-11-01 07:32:38 -0500 (Sat, 01 Nov 2008) | 26 lines

* Fix problem introduced in 0.2.8 that caused models in attack particle
  systems to not be rendered.
* Cleaned up particle system code some, removed duplicate parameters
  (variable, get/setters) from some of the classes and clarified wind
  functions.
* Fixed annoyance issue that caused the camera location to unexpectedly change
  when drag-drop selecting units.  The behavior now is that you can still left
  click on the minimap to move the camera and you can still drag the mouse
  around on the minimap, but you can only drag the mouse around on the minimap
  if the mouse went down on it.
* Added initializers to a few variables here and there that didn't need them,
  but it shut the *** compiler up.
* ParticleSystem now has setWind(), which accepts a Vec3f and sets it directly
  to the supplied velocity/direction expressed in x/y/z velocity (not vector &
  velocity) as well as a setWindSpeed2() which accepts n x/z direction
  (horizontal) and a y up/down draft value.
* Added mass & density varaibles to ParticleSystemBase and "fudgeGravity()"
  and "fudgeMassDensity()" functions to convert back & forth using a static
  mass of 1.  This way, we can later translate <gravity> settings from
  particle_system.xmls into 1 mass, x density and treat our particles to
  physics conditions such as gravity and wind (and all our particles will be
  "blowable" unless they specify otherwise in their .xml).  Then, when each
  particle system is updated, they just need to retrieve the wind from the
  WeatherSystem for a realistic wind-blown visuals.


------------------------------------------------------------------------
r210 | daniel | 2008-11-02 01:40:03 -0600 (Sun, 02 Nov 2008) | 9 lines

* Corrected a performance problem caused by selecting units via drag & drop
* Fixed a problem with off-screen attack notifications that caused the
  notification sound to play when the attack occured on-screen
* Commented out code in renderer.cpp that was an attempt to perform unit
  selection during the render cycle rather than runing part of the rendering
  later to computer which units are selected, but leaving it in there for now.



------------------------------------------------------------------------
r212 | daniel | 2008-11-03 16:05:18 -0600 (Mon, 03 Nov 2008) | 24 lines

Changes to win32 compatibility, minor performance issues and possible bad code
generation issue:
* ClientInterface::requestUpdate(Unit *unit) may have been generating bad code
  on win32 (self-recursive) because it wouldn't pass a reference to a temporary
  object that was supposed to last as until the function call returned.  Either
  way, I moved the temporary object to a local to make sure there is no
  problem with it.
* Glest::Timer class (in facilities/logger.h) wasn't compiling properly on
  win32, so I created an empty dummy class.  This will need to be fixed before
  debugging with timing info can be done on win32 now.
* ParticleSystemBase::getRandEnergy() was unnecessarily converting int value
  into float, and returning a float even though it just got converted back to
  int when used (minor performance issue).
* Shared::Random.init(int) had an ambiguity problem with the abs() function on
  win32.

Changes to MSVC++ project files:
* Moved "deps" directory from $prj_root/../../deps to $prj_root/../deps (where
  $prj_root is the project root, not the real variable msvc++ uses)
* Debug build uses fast-math floating point model now.
* Disabled noisy warnings C4250 and C4355.
* Added "smaller type check" option to code generation for "game" project (it
  was already on for libglest project)

------------------------------------------------------------------------

Dr.Dixie

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Re: Glest Advanced Engine
« Reply #324 on: 7 November 2008, 01:19:12 »
Whenever you set a worker on a new resource, it doesn't go there immediately, if at all. Instead, it continues on the area in which it was originally, perhaps changing to the new area of resources which it has been commanded to go.

Thanks for the new release, Daniel!


!Dr.Dixie!