Author Topic: Glest Advanced Engine  (Read 147250 times)

gameboy

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Re: Glest Advanced Engine
« Reply #350 on: 6 December 2008, 11:27:22 »
Quote from: "daniel.santos"
I don't like the idea of just showing an icon and a number as I've mentioned in some other thread (because I want to see the hit points & energy of each unit represented in their icon some way,
i think the most powerful units shouldn't be stacked, and if all the same units are stacked into one icon the icon should show the overall strength of the group, it will be full when all the units have 100% hp, and if one of the units are below 100% hp the overall health bar should decrease a bit ex. 10 units full hp 100%, if one gets hurt 10% the bar will show 99%, you know wat i mean?

mictes

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Re: Glest Advanced Engine
« Reply #351 on: 6 December 2008, 11:54:08 »
Yes, that sounds very good.

hailstone

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Re: Glest Advanced Engine
« Reply #352 on: 6 December 2008, 12:22:45 »
Quote
maybe CEGUI, I haven't researched them enough yet
I've had a quick look at CEGUI and it seems to rely on quite a few dependencies. I plan to do an in depth review looking at criteria such as size, features, dependencies, etc. It might be possible to take parts from many libraries.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

daniel.santos

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Re: Glest Advanced Engine
« Reply #353 on: 6 December 2008, 22:07:52 »
Thanks hailstone, that's very helpful. I noticed that xerces-c was one of those, but I also know (from the Gentoo build) that it can be disabled in the configure script.  However, if that means no XML support than it would stink.  I'm still hoping to replace xerces-c with tinyxml (
Code: [Select]
[url=http://www.glest.org/glest_board/viewtopic.php?p=18675#p18675]omi proposed that here[/url]), so adding it back in with another library would sort of undo that benefit.
« Last Edit: 11 April 2016, 15:19:40 by filux »

modman

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Re: Glest Advanced Engine
« Reply #354 on: 7 December 2008, 14:32:12 »
I have Vista (Windows, not on a Mac like I heard you could do <--Off Topic) and I do have the 0.2.10b GAE, which is the latest version I presume.  The bug #1 looks almost like my video card is skipping right when the proj is released until it hits them.  Does anyone else experience this bug?

Also it just might be a problem with i686 build since I saw that on another forum...I'll try it on the other engine.

verarticus

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Re: Glest Advanced Engine
« Reply #355 on: 8 December 2008, 22:47:26 »
ok I've decided to try to get Gae up for me but here are a few questions.
1 does the auto heal and stuff work with any faction or not.
2 what is the better version and could someone tell me whish post it is or put a link (ive got windows if that matters or not)
3 is there only this version or are there different people making other ones with other fetures (just asking)

and also I think I've got it right (just extract into glest folder right?) but when I try to run it I get this.

Can't open propertyMap file: glestadv.ini

how do I fix this?

modman

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Re: Glest Advanced Engine
« Reply #356 on: 9 December 2008, 03:44:03 »
Which features on the wikia.glest for GAE are actually implemented?
Also, could you elaborate on all that can be done with eminations?

Omega

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Re: Glest Advanced Engine
« Reply #357 on: 9 December 2008, 15:34:54 »
Quote from: "verarticus"
Can't open propertyMap file: glestadv.ini
This is what I got when I try to open in command line. However, opening normal for me produces no error message, just a crash. I believe it may be a problem involving Vista and App Data.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

verarticus

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Re: Glest Advanced Engine
« Reply #358 on: 9 December 2008, 21:43:52 »
Quote from: "omega"
Quote from: "verarticus"
Can't open propertyMap file: glestadv.ini
This is what I got when I try to open in command line. However, opening normal for me produces no error message, just a crash. I believe it may be a problem involving Vista and App Data.

so in other words...no Gae for me?  : (

modman

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Re: Glest Advanced Engine
« Reply #359 on: 9 December 2008, 22:03:15 »
No, I have Vista and both Glest and GAE work fine for me.

verarticus

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Re: Glest Advanced Engine
« Reply #360 on: 10 December 2008, 01:28:08 »
ok im confused... did you mean if I open it with the normal aplication it will work with all the Gae features or did you get a different version or what?

daniel.santos

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Re: Glest Advanced Engine
« Reply #361 on: 10 December 2008, 02:12:00 »
verarticus,
1. Auto-heal/repair should work with any faction.  At a later date, it will become an toggle-able feature (perhaps from the "new game" menu).
2. 0.2.10b is the latest version, just don't use the windows glestadv-i686.exe executable (use the sse2 one instead) as it appears to have problems.
3. afaik, there is only one GAE (no forks that I've heard of yet).
As for your problems, please post more information.  Are you on windows or linux?  What executable are you running?  What file did you download and extract and to which directory? If it can't find glestadv.ini, then you are probably running it from the wrong directory.  Make sure you start it from the same directory as your Glest/GAE install.  If you are using Windows explorer, you should just be able to double click on it (glestadv-sse2.exe).  If you created a shortcut, make sure the directory it starts in (a.k.a., "working directory") is the same as the one where the executable is.  And the last thing I can think of is to make sure that when you extract it that it isn't set to "flatten" directories (that it extracts sub-directories too).  It may prompt you to overwrite english.lng and menu.xml files, which is OK (say yes if it asks you).

omega,
I posted several questions for you in the bug you filed and you have not followed up.  Please visit
Code: [Select]
[url=https://bugs.codemonger.org/show_bug.cgi?id=40]https://bugs.codemonger.org/show_bug.cgi?id=40[/url] and respond, thanks.

modman,
That sounds similar to the problems from the 0.2.10b i686 build, on linux (under wine) it was sending the attack over instantly.  How did it work on the sse2 build?  Also, note that the sse2 build is always better if you have a Pentium 4/AMD Opteron or better processor.

As to your other questions, I think I have the wikia updated so that features not yet implemented are marked as such (at least in the reference section, there does seem to be a lot in the Guide that is not yet implemented).  Most of the particle system enhancements now documented are in the 0.3 build, which isn't very usable at the moment, but they are coded and working.  I'm not nearly satisfied with particle system flexibility when it comes to non-attack special effects, so this is something I will be working on somewhere in 0.3 (perhaps midway through).  I have an acolyte unit in the experimental FPM that uses the new particle systems when healing, but it still looks too much like an attack (and not pretty enough).  I will add that for explosive attacks, I think Martiño did an awesome job on them though! :)  I can get just about any look I want for that.  I will probably also add visual effects that modify the ambient light in an area rather than using direct light (as the <light> tag will eventually do).  As I've said before, I'm still learning in the 3D math & rendering arena.

Emanations: we need more static particle systems to make these look good as well.  But with emanations, you can basically cause any modifications to units around you.  You can select which units are effected, ally, foe, all, pets only, master only (for pet/master relationship).  If there's good cause, we may add more selectors in the future (select only certain unit types by name or units with certain characteristics (like "workers", "damaged", etc.)).  They can change any stat that you would change with an effect. In versions prior to 0.2.11 (not yet out) emanations update every world frame, which means that the "chance" field will be checked 40 times a second (pretty much a flaw).  In 0.2.11, I have it updating (attempting to apply on units) 5 times per second, but there should probably be some revamp to this and the "chance" should mean "chance to apply per second".  The FPM paladin has an "inspire" emanation which increases the attack and movement speed of friendlies as an example.  So the possibilities are pretty much whatever you can think up that will work with the given framework.
« Last Edit: 18 June 2016, 15:45:16 by filux »

verarticus

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Re: Glest Advanced Engine
« Reply #362 on: 10 December 2008, 05:09:15 »
ok both the aplications give me the problem and I said I have windows I'm running it from the file not a shortcut I got the top download one (cant remember name but its the top link) and I extracted it into the glest folder not any of the subfolders and thats all i've done but it gives me the error thing : (

daniel.santos

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Re: Glest Advanced Engine
« Reply #363 on: 11 December 2008, 01:39:21 »
Quote from: "verarticus"
ok both the aplications give me the problem and I said I have windows I'm running it from the file not a shortcut I got the top download one (cant remember name but its the top link) and I extracted it into the glest folder not any of the subfolders and thats all i've done but it gives me the error thing : (
No, seriously, I mean post more information.  When I say "what file did you download and extract?", the answer isn't "the top one".  Remember that you are asking for help here, I'm not going to wipe your ass for you as well.  Copy and paste the name of the file that you downloaded into your browser and post it.  Also, when I say "which executables?", the answer isn't "both of them", copy and paste the names of the files.  Better yet, go to a command prompt, change to the Glest directory and do a directory listing and copy and paste the results of that.  Start -> Run -> cmd.exe -> type cd "c:\Program Files\Glest_3.1.2" (or whatever the directory is) and then type dir.  Don't expect everybody to do your troubleshooting for you.  Also, specify the version of windows.  XP/Vista/2k?

Eventually there will be an installer and this will be easier, but that's not the case right now.  We really need a "How to ask for help" sticky that reminds people to post this information.

hailstone

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Re: Glest Advanced Engine
« Reply #364 on: 11 December 2008, 05:16:45 »
Quote from: "Daniel"
We really need a "How to ask for help" sticky that reminds people to post this information.
One such as this? viewtopic.php?f=3&t=3212
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

verarticus

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Re: Glest Advanced Engine
« Reply #365 on: 11 December 2008, 06:15:21 »
Quote from: "daniel.santos"
Quote from: "verarticus"
ok both the aplications give me the problem and I said I have windows I'm running it from the file not a shortcut I got the top download one (cant remember name but its the top link) and I extracted it into the glest folder not any of the subfolders and thats all i've done but it gives me the error thing : (
No, seriously, I mean post more information. When I say "what file did you download and extract?", the answer isn't "the top one". Remember that you are asking for help here, I'm not going to wipe your ass for you as well. Copy and paste the name of the file that you downloaded into your browser and post it. Also, when I say "which executables?", the answer isn't "both of them", copy and paste the names of the files. Better yet, go to a command prompt, change to the Glest directory and do a directory listing and copy and paste the results of that. Start -> Run -> cmd.exe -> type cd "c:\Program Files\Glest_3.1.2" (or whatever the directory is) and then type dir. Don't expect everybody to do your troubleshooting for you. Also, specify the version of windows. XP/Vista/2k?

Eventually there will be an installer and this will be easier, but that's not the case right now. We really need a "How to ask for help" sticky that reminds people to post this information.

Aplications  glestadv-sse2  and  glestadv-i686
version of window  Vista
the file  glestadv-win32-0.1.3.rar

and sorry about not giving you the information you wanted (I just figured that if they are ABOUT THE SAME THING they would have the same exacutables everyone uses.)

Platyhelminth

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Re: Glest Advanced Engine
« Reply #366 on: 11 December 2008, 12:50:58 »
cool, 0.1.3 version :) . (you probably downloaded it from links in the first post of that thread...)

Why don't you try the 0.2.10b ?
Code: [Select]
[url=http://glest.codemonger.org/home_page.php]http://glest.codemonger.org/home_page.php[/url]
« Last Edit: 11 April 2016, 15:20:51 by filux »

verarticus

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Re: Glest Advanced Engine
« Reply #367 on: 11 December 2008, 13:31:13 »
Quote from: Platyhelminth
cool, 0.1.3 version :) . (you probably downloaded it from links in the first post of that thread...)

Why don't you try the 0.2.10b ?
Code: [Select]
[url=http://glest.codemonger.org/home_page.php]http://glest.codemonger.org/home_page.php[/url]

Yay that work! thanks!

oh btw I was looking and is stuff like the auto heal work without haveing to chage any code? if it does need a code change where would that be?(cant find any other than the stuff one the first post)
« Last Edit: 11 April 2016, 15:21:11 by filux »

mictes

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Re: Glest Advanced Engine
« Reply #368 on: 11 December 2008, 15:22:46 »
auto-healing/auto-building should work automatically without any code-changes.

daniel.santos

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Re: Glest Advanced Engine
« Reply #369 on: 11 December 2008, 16:56:14 »
Quote from: "verarticus"
and sorry about not giving you the information you wanted (I just figured that if they are ABOUT THE SAME THING they would have the same exacutables everyone uses.)
ba-da-bing, ba-da-boom!

verarticus

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Re: Glest Advanced Engine
« Reply #370 on: 11 December 2008, 22:25:39 »
ok new problem...I can play it but now it messes up my maps >.<  (no I dont have random placement on) its putting my and another Ai mixed up in a line across the middle of the map!

btw is there a way to make it fullscreen? I have trouble moving around the map when its in screen mode

daniel.santos

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Re: Glest Advanced Engine
« Reply #371 on: 12 December 2008, 12:08:44 »
I've never heard of anybody having that problem, make sure you aren't using the i686 windows build from 0.2.10b, it's messed up.  Use the sse2 one instead (hopefully, you have a P4 or better CPU :)

mictes

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Re: Glest Advanced Engine
« Reply #372 on: 12 December 2008, 14:14:46 »
Fullscreen: glestadv.ini windowed=0

verarticus

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Re: Glest Advanced Engine
« Reply #373 on: 12 December 2008, 17:25:40 »
Quote from: "daniel.santos"
I've never heard of anybody having that problem, make sure you aren't using the i686 windows build from 0.2.10b, it's messed up. Use the sse2 one instead (hopefully, you have a P4 or better CPU :)

Both of them are doing it ;.;

Quote from: "mictes"
Fullscreen: glestadv.ini windowed=0

Thanks!

daniel.santos

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Re: Glest Advanced Engine
« Reply #374 on: 15 December 2008, 13:50:34 »
I decided to go ahead and release 0.2.11 as it appears to be pretty stable now.  This introduces key mapping.  I will list the full details tomorrow.

Glest Advanced Engine v0.2.11
Code: [Select]
[list][li][url=http://glest.codemonger.org/files/glestadv-win32-0.2.11.rar]GAE v0.2.11 win32 binaries[/url][/li]
[li][url=http://glest.codemonger.org/files/glestadv-src-0.2.11.tbz2]GAE v0.2.11 sources[/url][/li]
[li]Subversion: [url=https://glest.codemonger.org/svn/repos/gae/tags/0.2.11]https://glest.codemonger.org/svn/repos/gae/tags/0.2.11[/url][/li]
[li]API Docs: [url=http://glest.codemonger.org/docs/0.2.11]http://glest.codemonger.org/docs/0.2.11[/url][/li][/list]
For other archive formats, visit
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[url=http://glest.codemonger.org]http://glest.codemonger.org[/url].
« Last Edit: 11 April 2016, 15:21:47 by filux »