Author Topic: Glest 3.2-beta1  (Read 22993 times)

martiño

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Glest 3.2-beta1
« on: 12 July 2008, 00:07:21 »
This version fixes a few bugs in the scripting, adds the tileset "Dark Forest" and the new map "River Crossing". It also supports widescreen resolutions, with improved text rendering.

The full list of new features is:

- LUA scriting
- New tileset: Dark Forest
- Tutorials
- New maps
- Improved text tendering
- Added sound effect for chat messages
- Changed loading screen
- Removed IP from new game screen
- Removed Api Info screen

The sourcecode and data is in the svn. A patch with the data and the windows exe is available here:

http://www.glest.org/files/misc/glest_3.2-beta2.zip

(Edit: changed to beta2)

Martiño.
« Last Edit: 19 July 2008, 18:28:02 by martiño »

Omega

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« Reply #1 on: 12 July 2008, 04:37:00 »
I'm downloading it right now, you've tested it right?
« Last Edit: 1 January 1970, 00:00:00 by omega »
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Detructor

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« Reply #2 on: 12 July 2008, 14:00:14 »
hehe...nice game, hope that the new screen is nice :)

*edit
okay...I'm giving up: How can I compile it under Linux?
-> make doesn't work
-> jam doesn't work

so what?
I've done the following:
-> svn co https://glest.svn.sourceforge.net/svnro ... t/trunk/mk
-> svn co https://glest.svn.sourceforge.net/svnro ... unk/source
 cd'ed into mk/linux and then
./autogen.sh
./configure
jam
sudo jam install

but...after jam has finished, there was no binary in the directory...
same with make
« Last Edit: 1 January 1970, 00:00:00 by Detructor »

CarlosJr

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« Reply #3 on: 12 July 2008, 15:21:11 »
I liked so much the upgrade. You really take into account the players oppinion, the tutorials are great!

Now, I'm just waiting for new factions and maybe army formations...  ;)
« Last Edit: 1 January 1970, 00:00:00 by CarlosJr »

djezer

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« Reply #4 on: 12 July 2008, 17:10:28 »
How do you install it on linux? I'm looking forward to trying this one out.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

Omega

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« Reply #5 on: 12 July 2008, 17:13:22 »
Can you tell me what I did wrong? I'm making my own tutorial, but everything wors until it gets to the 'beat the enemy part' It however, is with my own factions. It says unit not found 'xxx' and it happens to every enemy unit. Heres what I wrote:

      </unitCreatedOfType>         
      <unitCreatedOfType type="holy_one">
         if objective=='produce_holy_one' then
            showMessage('HolyOneBrief', 'WellDone')
            showMessage('CommandGroupBrief', 'Armies')
            showMessage('GroupNumberBrief', 'Armies')      
            showMessage('FinalMission', 'Armies')   
            objective= 'defeat_enemy'   
            setDisplayText('DefeatEnemy')
            createUnit('demon', 1, startLocation(1))
            createUnit('demon', 1, startLocation(1))
            createUnit('demon', 1, startLocation(1))
            createUnit('minion', 1, startLocation(1))
            createUnit('shadow_source', 1, startLocation(1))            
         end
      </unitCreatedOfType>   
      <unitDied>
         if objective=='defeat_enemy' and unitCount(0)==0 then
            clearDisplayText()
            setPlayerAsWinner(1)
            endGame()
         end
      </unitDied>
   </scripts>
</scenario>
« Last Edit: 1 January 1970, 00:00:00 by omega »
Edit the MegaGlest wiki: http://docs.megaglest.org/

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igpf

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beta1 issues..
« Reply #6 on: 12 July 2008, 17:21:35 »
Crash
Version: v3.2-beta1
Time: Sat Jul 12 13:14:31 2008
Description: Access violation (Reading address 0x28)
Address: 0043FFA0

this was the log.  i had the megapack v2 and beta1... playing multiplayer
crashed everytime afer a few minuets...

any ideas?
« Last Edit: 1 January 1970, 00:00:00 by igpf »

martiño

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« Reply #7 on: 13 July 2008, 10:02:30 »
Thanks for the info. Can you try playing without the megapack? Does it still crash? did it crash before beta1?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

titi

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« Reply #8 on: 13 July 2008, 11:04:55 »
here is a linux binary:
http://www.glest.org/glest_board/viewtopic.php?p=17038

Up to now we had no crashes with the megapack.( we played 2 singleplayergames now ).
@igpf: Which setup did you play exacly with the megapack?
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

martiño

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« Reply #9 on: 13 July 2008, 12:55:21 »
Titi, do you have a proper script to build the game in Linux with the Lua and stuff? Can you send it o me so we can put it in the svn?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

titi

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« Reply #10 on: 13 July 2008, 14:07:43 »
No I don't have one :(
Its linked "handmade"
I don't really understand how to include a new (statical) library into the build process.
The problem is that the lua scripting is provided only as a statically linked lib.

But I will try again this evening to find a proper fix.
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

martiño

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Re: beta1 issues..
« Reply #11 on: 13 July 2008, 15:19:39 »
Quote from: "igpf"
Crash
Version: v3.2-beta1
Time: Sat Jul 12 13:14:31 2008
Description: Access violation (Reading address 0x28)
Address: 0043FFA0

this was the log.  i had the megapack v2 and beta1... playing multiplayer
crashed everytime afer a few minuets...

any ideas?


Could you please download the patch again and make the game crash? I've changed the exe so now the game generates a minidump file, that has much more information, if you send it to us it would be of a lot of help.

Regards.

Martiño.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Detructor

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« Reply #12 on: 13 July 2008, 17:24:05 »
Hi,

I'm on a linux system (Ubuntu 8.04) and I've detected some errors in the beta:
First: If I select "Shadow Mapping" I get a grey screen when I join a game. (with projected it works...)
In the log there is the following entry
Quote
Couldn't process event: OpenGL extension not supported: GL_ARB_shadow_ambient, required for Shadow Mapping
do I need a special lib for that? Or maybe it is my graphic card driver (nvidia).

Third thing: The game crashed!
I've started the basic tutorial and when the game told me to harvest wood/stone I selected a worker and gave him the order to harvest wood...he walked to the trees and then the game crashes.

In the log there is only one entry
Quote
Segmentation fault


I'll start the game via console now to reproduce the seg fault and maybe I can get more information about that...

btw.: very nice game :(

*edit
okay, it seems that the game crashes only in the tutorial mode...in normal the game runs just fine
« Last Edit: 1 January 1970, 00:00:00 by Detructor »

djezer

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« Reply #13 on: 13 July 2008, 18:08:36 »
Trying to launch the bin i get this error:

libxerces-c.so.27: cannot open shared object file: No such file or directory
« Last Edit: 1 January 1970, 00:00:00 by djezer »

djezer

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« Reply #14 on: 13 July 2008, 18:27:05 »
Ok searched for libxerces in synaptic and found it, dowloaded it and now I've got a different problem. Looks like the data folder is empty. By keeping the old data folder everything works. The tileset is missing a forest xml, so I also kept the old tileset and added the new darkforest folder in there.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

@kukac@

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topic
« Reply #15 on: 13 July 2008, 19:43:33 »
You need 3.1.2, and unzip this file over it.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

titi

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« Reply #16 on: 13 July 2008, 20:13:41 »
If someone has a crash in linux, here is a linux binary with full debuginfo in it:
( attention big 9,5 MB packed 35 MB unpacked ! )
http://www.titusgames.de/glestbin/glest ... bug.tar.gz
( I don't have problems up to now )
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Detructor

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« Reply #17 on: 14 July 2008, 06:53:15 »
I'll try it this afternoon...btw: why there is no debug info by default? would be better IMO
« Last Edit: 1 January 1970, 00:00:00 by Detructor »

Jamesgamer

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« Reply #18 on: 15 July 2008, 02:21:36 »
Why removed IP?  :roll:
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

KaSek

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Tutorial Crash
« Reply #19 on: 16 July 2008, 13:50:28 »
Hi, I'm trying the Beta1 on Mac OS X. When I tried "basic tutorial" Glest crashed.
Immediately after clicking the OK button on message box, clicking the castle made Glest crash. The OK button was located over the castle.

The problem occurred in messageQueue.pop() of ScriptManager::onMessageBoxOk().  It looks Glest needs time to recognize the message box is closed. In fact, if I wait for a few seconds since clicking the OK button, Glest doesn't crash.
« Last Edit: 1 January 1970, 00:00:00 by KaSek »

Idanwin

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« Reply #20 on: 16 July 2008, 14:01:52 »
I had the same problem (Linux, Ubuntu 7.04, 64bit 4G RAM).
« Last Edit: 1 January 1970, 00:00:00 by Idanwin »

Idanwin

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« Reply #21 on: 16 July 2008, 14:33:58 »
No, it is not waiting that prevents the crash, it's moving your mouse. You can wait hours without moving your mouse and then click. It will crash.

EDIT: Not always.
« Last Edit: 16 July 2008, 23:54:16 by Idanwin »

martiño

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« Reply #22 on: 16 July 2008, 21:28:47 »
Ok guys thanks for reporting the problem, I think I've fixed it, could you guys download latest from the SVN and try again?

Thanks.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Yggdrasil

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« Reply #23 on: 17 July 2008, 14:30:48 »
i had to patch source/shared_lib/include/platform/sdl/platform_util.h to compile it. but the problem still exists. after clicking the third Ok button it crashs with Segmentation fault. maybe i made something wrong.

my changes:

source/shared_lib/include/platform/sdl/platform_util.h line 79,80:

void install(string dumpFileName) {}
virtual void handle() = 0;


i made a backtrace with gdb:

#0  0x08130233 in Shared::Util::Properties::getString ()
#1  0x08073d87 in Glest::Game::Lang::getScenarioString ()
#2  0x080609ae in Glest::Game::ScriptManager::onMessageBoxOk ()
#3  0x0806682d in Glest::Game::Game::mouseDownLeft ()
#4  0x08127847 in Shared::Platform::Window::handleMouseDown ()
#5  0x08127961 in Shared::Platform::Window::handleEvent ()
#6  0x080969e5 in Glest::Game::glestMain ()
#7  0x08096e96 in main ()


hope that helps.
« Last Edit: 1 January 1970, 00:00:00 by Yggdrasil »

martiño

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« Reply #24 on: 17 July 2008, 16:29:04 »
Dit you get my changes?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

 

anything