Author Topic: Labyrinth -- RELEASED  (Read 17875 times)

assassin

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Re: Labyrinth -- RELEASED
« Reply #50 on: 27 August 2009, 07:19:38 »
THat's exactly the same errors that I got :(

titi

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Re: Labyrinth -- RELEASED
« Reply #51 on: 27 August 2009, 11:52:21 »
Thats the usual case sensitivity problem!
I'm shure the texture is called something like

texture_Map #2.tga
not
texture_map #2.tga

so rename it to

texture_map #2.tga

and it will work.
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titi

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Re: Labyrinth -- RELEASED
« Reply #52 on: 27 August 2009, 11:56:22 »
this was a very good way to fix the case sensitivity problems:

https://forum.megaglest.org/index.php?topic=3492.msg19106#msg19106

Quote
... fix them by running the following bash command in the data directory:

Code:

Code: [Select]
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'
This replaces all upper-case characters in filenames with lower-case. You can also use this in the techs dir.

Please use all-lowercase filenames next time (or at least provide the fix(es) with the download).

And now I will take a look at the mod :-)
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jda

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Re: Labyrinth -- RELEASED
« Reply #53 on: 28 August 2009, 19:16:26 »
Thanks, Titi!  :)

Your first answer solved the issue (partially but more on this below).

Titi's second answer, mind those who are just trying to play Labyrinth, was directed at omega, NOT the general public!  ;)

So, I renamed "texture_Map #2.tga" to "texture_map #2.tga" and the message I posted earlier was gone.  :)

However... another error appeared, complaining about not finding "archer_fire.bmp". I recalled someone said something about that needing renaming too (actually copying) to "fire.bmp" (the alleged missing file) so I made a symbolic link (instead of a copy).

That error dealt with, another one came up. Another "texture_Map" one, this time "# 27". So I did the same as above for "texture_map #2".

If you want to play Labyrinth on you Linux machine, you'll have to run the following commands in a terminal-window (or console) after you've properly installed all the required folders (see file "READ ME. pdf" included in the Labyrinth folder for details on how to install Labyrinth):

Step 1: Define in which folder you have installed Labyrinth.
Option A: If you've installed it in your home folder this should be $HOME/.glest. So set that path so that the following commands apply to that sort of installation - in a terminal, run:
Code: [Select]
GLEST_PATH=$HOME/.glestOption B: If you've installed it for system-wide usage, by any user on your system, instead run:
Code: [Select]
GLEST_PATH=/usr/share/games/glest
Note: On the following steps, if you went for option A, you can (and should) omit the "sudo" command before all others. In case of option B, you MUST include the "sudo" command!

Step 2: Correct the first error:
Code: [Select]
sudo mv -v "$GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/texture_Map #2.tga" "$GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_3_sniper/../lvl_1_ranger/models2/texture_map #2.tga
Step 3: Correct the second error:
Code: [Select]
cd $GLEST_PATH/techs/labyrinth/factions/heroes/units/lvl_5_sniper/../lvl_1_ranger/images/
Code: [Select]
sudo ln -sv fire.bmp archer_fire.bmpOptional: Get back to your home folder:
Code: [Select]
cd
Step 4: Correct the third (and last) error:
Code: [Select]
sudo mv -v "$GLEST_PATH/techs/labyrinth/factions/heroes/units/palace/models/texture_Mapa #27.tga" "$GLEST_PATH/techs/labyrinth/factions/heroes/units/palace/models/texture_mapa #27.tga"
Step 5 (optional but tidy): No need to have the GLEST_PATH variable around anymore, so we'll unset it:
Code: [Select]
unset GLEST_PATH
EDIT:
The above instructions were for correctly loading Stage 1, but all the other four stages also load correctly afterwards. ;)
And yes, the end of stage 1 has to be met with the ESCAPE key, after you've killed every foe.
« Last Edit: 28 August 2009, 19:43:03 by jda »

kazakore

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Re: Labyrinth -- RELEASED
« Reply #54 on: 28 August 2009, 21:48:12 »
Can't get this to work on a WinXP 32 machine with Intel CPU.

In GAE 0.1.12 it comes up with Error building 2D mipmaps.

On Glest 3.2.2 it states it can't find a texture file, which doesn't exist and isn't just a case problem as I have checked the directory and there is no "surface2a.bmp" is in. Goes g1, g2, surface3a, surface3b...

Using the same install, just running the original program file for vanilla Glest, so not sure if that may be the source of some problems but other Scenarios, such as those bundles with MegaPack4, all run fine.

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Re: Labyrinth -- RELEASED
« Reply #55 on: 31 August 2009, 02:11:09 »
Well, I'll leave linux stuff for you. I know too little of it.

For kazokore, reading your errors, this is not a labyrinth bug. You appear to have something wrong with the tilesets. What tilesets do you have installed? Do they work normally?
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kazakore

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Re: Labyrinth -- RELEASED
« Reply #56 on: 31 August 2009, 21:07:44 »
Well, I'll leave linux stuff for you. I know too little of it.

For kazokore, reading your errors, this is not a labyrinth bug. You appear to have something wrong with the tilesets. What tilesets do you have installed? Do they work normally?

Just checked Stage1.xml and it uses the Forest tileset. Just created a game using this and it loaded normally.

EDIT: And I have Glest 3.2.2, GAE 0.1.12, Megapack4 and Vbros pack 1 installed.
« Last Edit: 31 August 2009, 21:11:07 by kazakore »

jda

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Re: Labyrinth -- RELEASED
« Reply #57 on: 1 September 2009, 17:18:48 »
Well, I'll leave linux stuff for you. I know too little of it.

The linux stuff needed to make the current (0.9) version of Labyrinth, for end-users is just what I said above.

For you, the developer of Labyrinth to make it work "out of the box", just two things:

1. Make all filenames use only lowercase characters, i.e. in the current set of files for Labyrinth, "texture_Map #2.tga" and "texture_Map #27.tga" should be "texture_map #2.tga" and "texture_map #27.tga" (Linux can handle uppercase characters just fine but somehow, the current port of Glest to Linux seems to have made some minor mess of it...? Hence this small workaround is needed...).

2. Have an "archer_fire.bmp" file (this seems to be a problem affecting Windows too...?). It can be a simple copy (or rename?) of "fire.bmp".

Anyways, omega, thanks for all your work, in Labyrinth and all the rest, I've seen your manuals, mod-listings and, in this forum, many posts and you definitely rock Glest!  ;)
So does titi with its megapack and everything else (man, you're on top of every question about moding in this forum, frequently handing over the work already done in your replies! You definitely rock too!).  :)

modman seems to be a great modder too! And I love wciow's dwarves faction too! And there are many other great modders in here and around, so thanks and congrats to all you great modding guys around!

Cheers!

Omega

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Re: Labyrinth -- RELEASED
« Reply #58 on: 1 September 2009, 17:49:01 »
Thanks for the compliments! :)

I think I'll try to make a remake of labyrinth with bug fixes (I doubt I'll get around to new models, since I wanna do FPM!).

However, it'll have to wait until after military, which the final release should be not too long after the release of gae 0.2.13 (a few weeks?).

While we're at it, anything other than textures that should be changed?
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jda

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Re: Labyrinth -- RELEASED
« Reply #59 on: 17 September 2009, 16:36:10 »
While we're at it, anything other than textures that should be changed?

Not that I could tell, in regards for proper working in Linux (besides the problem with stage 1 not providing the "Exit game" dialog when all is done).

However, I never did get past stage 2! So I can't actually say everything is working fine (though it probably is).

Regarding stage 2, I might comment on that, but I'm unsure if there was some bug or rather I didn't played it as it should be.
The thing is I played it for hours (GAE's save-game feature would have come in handy, but I haven't tried GAE yet; the "Pause" feature did get used though!  ;D ) and never did find the Minotaur. Also, when I finally gave up and the game-report came on, I noticed I'd killed some 20+ enemies, and I did find them scattered through quite different parts of the map (which I unveilled to some 60-70%), but ALL of them came from team 2! I walked quite a bit of the map and still got to see no enemy from teams 3 and 4... I am assuming you used all three bases to scatter the enemies around, as you did in stage 1.

All of this to say, I probably just didn't play stage 2 the best possible way (and I only played it once) and maybe it's aimed at a different kind of player/gameplay-type.
But maybe there was some kind of bug? I'll try and install GAE and play stage 2 with it (so I can save the game and resume it later).

Oh, and sorry for the delay in answering...

Cheers!

EDIT: GAE does not seem to work with vanilla glest scenarios (tried with labyrinth and the original Glest scenarios too). Hence, I cannot use its "save game" feature with Labyrinth. :(

EDIT #2: The above problem with GAE and scenarios was fixed, thanks to hailstone - details here.

EDIT #3: Somehow, something I'd written got deleted, probably in one of my prior edits. I've retyped and underlined it.
As for stage 2, I haven't had the time to play it. Sorry... Later.
« Last Edit: 21 September 2009, 16:18:41 by jda »

Omega

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Re: Labyrinth -- RELEASED
« Reply #60 on: 21 September 2009, 02:39:00 »
I really should get into this sometime and fix it. Many bugs can be fixed using new GAE lua commands. However, GAE needs to be fixed, so v0.2.13 or later should be an ideal fixing period.
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jda

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Re: Labyrinth -- RELEASED
« Reply #61 on: 5 November 2009, 04:45:35 »
I don't know if you're still planing on finishing this up, but I guess if you do, it will still be after both GAE 0.2.13 and your Military faction are out, so...
... If and when you come back to Labyrinth, here's my followup.

I went on to stage 2 using GAE's savegame feature. Turns out it apparently doesn't handle scripted scenarios very well (but could be my setup...?). Note that this affected not only your scenario but Glest's original Storming one too. Details here.

Anyways, just for testing purposes, I thought of something much simpler and useful: turning off the fog of war (lol, I didn't know about it when I last posted in this topic... lol).
So it turns out there seems to be three bases, yes, and the minotaur is in one of them. So far so good.
Only all three bases are colored blue. And on the final report (though I did not complete the stage myself), again 20 enemies killed all from team 2.

On to the actual gameplay:
Without the Fog of War, I could actually see how the enemies start out and how they move around. Pretty interesting actually. Turns out most of the enemies I'd killed in my other atempt probably did come from the same base. They scatter around pretty well... :)
This makes the game interesting and I think you did achieve some randomness very remarkably.
And yes... the problem about not seeing the minotaur.... yes, I had not explored enough...
Looking at the overall map... CONGRATULATIONS! I don't want to make a spoiler out of this comment by revealing too much...
But I do apreciate how you attained the objectives of the vision you had for the game.

Still... for me personally... too long a game to make an enjoyable play. But I really can't imagine how to make it in different way! YOU MADE A REAL LABYRINTH! I guess it's supposed to be frustrating... ;D
But it is perfectly finishable - I just don't like to be so much in the dark myself but... It is what it's supposed to be. And it is not even that hard to finish, if you're lucky (or remove the fog of war). lol
« Last Edit: 5 November 2009, 04:48:59 by jda »

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Re: Labyrinth -- RELEASED
« Reply #62 on: 5 November 2009, 12:37:07 »
Cheater.......
I finished the whole thing in about 3 hours with fog of war on.
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jda

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Re: Labyrinth -- RELEASED
« Reply #63 on: 5 November 2009, 15:34:22 »
lol
I just used the fog of war to test against the apparent oddness I'd found (see two posts of mine before this one).
Then again, Archmage, your results just show I'm a lousy player and hence Omega should just disregard my comments on the gameplayability. ;)

EDIT: K, I finished stage 2 (WITH fog of war on! But then again, I did have the edge of already having seen the full map before so... ;D ).
The interesting thing is, on stage 2, unlike stage 1, you are offered the option of ending the game (the standard Exit-dialog comes up). So I was wondering... is that not working on stage 1 because you'd actually be required to erm find the entrance to the labyrinth? I recall I was already in a sort of entry-hall when I whacked out all the remaining foes. Wouldn't that be enought to be taken as "Entry to the labyrinth: found" and display the Exit-dialog (after you've killed the enemies who are "blocking" your way in)?
« Last Edit: 7 November 2009, 15:01:27 by jda »

Omega

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Re: Labyrinth -- RELEASED
« Reply #64 on: 8 November 2009, 13:08:24 »
Hey, forgot about my baby here. It's a bit old, and certainly could use a GAE checkup! However, currently I can't get my version of GAE to work. I believe I'm missing some sort of dependency. Once I get it working, it'd be nice to do something while I wait (ho hum) on FPM.

Interesting points though. Here's my recap:

-I'd like to custom model some things (not everything, but a good bit). That'd wait until I finish up volcanic 2
-GAE-izing is a MUST once I get my GAE up and running. The lua I was forced to use in vanilla glest sucks, and GAE opens so many possibilities, with better AI being the best of them!
-You can't use 'save game' on scripted scenarios (yet) it doesn't store the variables and location in the script. I hope that eventually GAE will, but that's up to Silnarm, Daniel, and Hailstone (the coders).
-Yeah, I'll fix the LOUSY stage 1 ending, as well as fix the 'missing' enemies, since GAE lets you position foes properly! (YAY)
-It's supposed to be long. My final test took me about 2 hours (of course, I knew where I was going). The idea was to add a 'story' for a possible 'campaign' (or at least the best campaign possible with existing Lua functions. I'm still hoping for the ability to dynamically clear maps, show images, load new maps, and change unit positioning, as well as waiting for the timers, which come in 0.2.13.
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jda

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Re: Labyrinth -- RELEASED
« Reply #65 on: 8 November 2009, 15:32:34 »
Sounds good to me. :)

titi_son

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Re: Labyrinth -- RELEASED
« Reply #66 on: 14 November 2010, 08:00:41 »
lol the download links doesn't work  ;D
My first Tilseset: SPRING :) (included in Megaglest )

Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

Omega

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Re: Labyrinth -- RELEASED
« Reply #67 on: 14 November 2010, 15:51:14 »
Meh, it's an extremely old post anyway, and was terrible, never using the better GAE coding or even unique models... I don't know if I still have it on my computer anywhere... Anyone else?
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Gabbe

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Re: Labyrinth -- RELEASED
« Reply #68 on: 14 November 2010, 16:16:37 »
Where did this mod come from? o.O (No i dont have it, but i felt like :D ;D) will you remake it perhaps?  :|

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Re: Labyrinth -- RELEASED
« Reply #69 on: 14 November 2010, 18:06:21 »
Hmm...I think this must be the one with the videos.
Maybe I can recover mines, I deleted it a few months ago.

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Re: Labyrinth -- RELEASED
« Reply #70 on: 15 November 2010, 05:44:50 »
I played this once, though it's probably long lost in a sea of old files that need to be sorted... :-X
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