Author Topic: MegaGlest (MAIN)  (Read 148902 times)

titi

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MegaGlest (MAIN)
« on: 13 January 2010, 23:18:43 »
This is a deprecated topic! Please visit megaglest.org






Wiki  --  Welcome to MegaGlest!   --  [/color]Screenshots
                  [/color]Project Homepage on SourceForge

Latest Full MegaGlest Release - 3.4.0


  • 5 new factions
  • Many new tilesets
  • 2 more AI players
  • Cross platform multiplayer
  • Masterserver
  • New maps and scenarios
  • New particles
  • Attack Alarm system
  • extended Lua support
  • .....
-----------------------------------------------
For more info about Megaglest please visit the new homepage  http://www.megaglest.org

MegaGlest Release History:
Code: [Select]

Version 3.4.0:
- new attack alarms use visual and audio cues to indicate when and where you or your team are under attack
- new auto router configuration for Internet hosted games will auto port forward (for UPNP enabled routers)
- new network file transfer system current allows servers to send missing maps and tilesets to clients
- new IRC client built into the Internet lobby (uses freenode's megaglest-lobby channel)
- improved sound handling for better stability and smoother game play
- CPU AI players now can have their resource multiplier manually changed
- new fog of war setting allows showing resources on the map at game start (thanks GAE team)
- many new commandline options (try --help to see)
- texture compression for video cards that support it
- improved AI players are much harder to defeat
- new Romans_beta faction in megapack
- new language translations
- new tilesets, maps, scenarios and tutorials
- G3D Viewer enhancements including PNG screenshots with alpha transparency option
- performance improvements for both rendering and network play
- FreeBSD support has been added in this release
- bugfixes discovered in 3.3.7.2

Version 3.3.7.2:
- Bugfixes discovered in 3.3.7

Version 3.3.7:
- Significant game play performance improvements.
- Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
- Players can now tell multiple units to build a new unit all at the same time (multi-build)
- Particle and Transparency improvements
- Map Preview in game lobby
- Added ability to pick a random faction in the game lobby
- Added ability to be a non-player and Observe a network game (becoming an Observer)
- Added ability to change playername in game lobby
- Added new map filter (to display maps with x players)
- AI Player improvements
- Added new LUA functions and events (see wiki for details).
- Added numerous new commandline options (use --help to see a detailed list)
- Improved network performance
- Masterserver PHP scripts will now run on a Microsoft Windows Server
- Added ability to move / size UI components in a custom manner
- Many bugfixes.

Version 3.3.6:
- More performance updates to rendering and game updating
- Improved network play for slower clients (new game options for lagging players)
  - Added the ability to toggle Pause or Disconnect for lagged clients per game
  - Better error detection of network state
- Updated client and server lobby screens to show more game information
- Added more per game changable settings for network games
- Updated support for GAE pathfinder (but should ONLY be used in single player mode as network use is experimental)
- Added new commandline parameter for modders to validate their techtrees, usage:
  ./glest --validate-techtrees
- Added new commandline parameter to display openGL driver information, usage:
  ./glest --opengl-info
- Added support for Open Suse
- Fixed bugs where invalid IP addresses were used for NIC's that are not active
- Added the ability to turn OFF sounds via the options menu
- Some bug fixes and changes were made to the AI
- Fixed issue where command queues and multi-unit selecting was broken
- Fixed map editor for windows users where tooltips didn't show properly and memory corruption.

Version 3.3.5:
- Added loads of Network features (See below)
- Added multi-platform network play support
- network performance improvements.
- Added master server support to help the community find online Internet games.
- Added Internet lobby to display Internet Game Hosts.
- Added client lobby where clients may chat and configure their player
  settings before the game begins.
- Added Network LAG checking for network games.
- Added Server / Local based AI control for Network games.
- Added customizable hotkey support
- Introduced native Linux 64 bit binaries and installer
- added queued commands (hold shift while continue clicking future unit commands)
- added new maps, tilesets and improved particle effects
- fixed many bugs found during the release cycle.
- added particle viewing support in the G3d Viewer

Version 3.3.4.3:
- Fog of war in scenarios is fixed

Version 3.3.4:
- Fixed multiplayer related crashes from 3.3.3
- 'M'-key to redisplay faded messages
- Some fontwork again
- Windows is using OpenAL as default
- Waterbug fixed. Walking in water volume is now releated to the camera position.

Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- [color=red]Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.[/color]
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling <unitDied> in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.

Version 3.3.1:
- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 )
- network consistency checks are reported more user friendly (on server and client )
- all network related errors should be handled with a dialog and doesn't crash glest any more.

Version 3.3.0:
- New multiplayer version of megaglest! It should be much more stable now
  and less choppy than original glest !
- New disconnect messages and chat in connect menu .....
- Now with several particles for every skill!
- black particles!
- Fire with smoke for every "burnable" unit ( even walking/flying ones )
- 8 player support
- Individual particle systems for damage indication
- More particles everywhere in the data
- New snow
- Ingame option to switch off all the new particles ( for slow machines )
- Morphing ground units to flying units
- Damage-all switch in splash definition works now
- Linux editor/g3dviewer/configurator are working and part of the linux
  distribution too now
- New maps
- New tileset scrubland
- Editor with lots of comfort functions and 8 player (*.mgm) support.
  The editor includes things like undo/redo, brush copy , mouseover display now

since Version 3.2.3:
- Only needed factions are loaded ( thanks silnarm ).
- a weeker CPU player was added for real beginners
- two new CPU players were added ( CPU-Mega and CPU-Easy )
- much much more data compared to glest ( factions/maps/tilesets ...)

Previous Releases:
Version - 3.3.7.2
Version - 3.3.7
Version - 3.3.6
Version - 3.3.5
Version - 3.3.4.3
Version - 3.3.4
Version - 3.3.3
Version - 3.3.2
[/color]Versions prior to 3.3.2 are disorganized, and do not have one specific topic, feel free to hunt around for earlier versions though.
« Last Edit: 18 June 2016, 15:29:28 by filux »
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-Archmage-

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Re: megaglest 3.2.3 beta2
« Reply #1 on: 13 January 2010, 23:39:15 »
I'll try to build the 64-bit binaries.
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Re: megaglest 3.2.3 beta2
« Reply #2 on: 14 January 2010, 00:56:39 »
titi, I installed glest2.2.2 and use your 3.2.2.3 beta1. my two computers: one to do the server, one to do the client, the client server directly connected to the IP, the network does not use super-CPU the game settings, but the game was 3-5 minutes automatically disconnected when the client, I ask you: what is the solution? you please help me!

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Re: megaglest 3.2.3 beta2
« Reply #3 on: 14 January 2010, 08:53:16 »
Are both 32 bit Linux computers? Or is one of them a 64bit linux?
I think 64bit and 32bit linux cannot play with each other without getting out of sync after a while even if they use the same binary!

And I'm asking again, does glest 3.2.2 work in multiplayer for you?
« Last Edit: 14 January 2010, 08:56:41 by titi »
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Re: megaglest 3.2.3 beta2
« Reply #4 on: 14 January 2010, 09:12:03 »
hi, titi! for your question my answer is yes! I use the system is 32bit ubuntu8.04, I have also installed the glest 3.2.2 and work in multiplayer mode, but the problem still occurs, please help me!

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Re: megaglest 3.2.3 beta2
« Reply #5 on: 14 January 2010, 09:23:45 »
Version of the game are using a version of the same!

titi

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Re: megaglest 3.2.3 beta2
« Reply #6 on: 14 January 2010, 10:02:26 »
Can you start client and server in a console and post the output of client and server here? Start "glest.bin" directly, not "glest"!

Currently I have completly no idea whats wrong then. Maybe I have to test it with my boys but up to know we had no problems.
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Re: megaglest 3.2.3 beta2
« Reply #7 on: 14 January 2010, 11:33:45 »
titi, on the matter I am very sorry, my brother put ubuntu8.04 installed on VMware Workstation6.5 on and put glest3.2.2 installed in the above, he is also another machine so loaded, and then use VMware Workstation6.5 virtual network card and the computer's physical network adapter connected together overseas, and the other station is the same setting, is why we have the following error:

# 2 Error connecting socket for IP: 192.168.1.68 for Port: 61357 err = -1 errno = 115 [Operation now in progress] EINPROGRESS in connect () - selecting

Apparent recovery for connection sock = 9, err = 1, errno = 0

Valid recovery for connection sock = 9, err = 1, errno = 0

But I would like to know why, why this error occur?

Two computers on the VMware Workstation6.5 inside ubuntu8.04 can PING each other ping IP-pass.

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Re: megaglest 3.2.3 beta2
« Reply #8 on: 14 January 2010, 11:45:55 »
titi, I would like to ask you a question: glest.ini inside "ServerPort = 6666" How do I set it? My Port number is: 61357. as a client-side inside the glest.ini how should like to set this port it?

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Re: megaglest 3.2.3 beta2
« Reply #9 on: 14 January 2010, 12:19:29 »
titi, I would like to ask you a question: glest.ini inside "ServerPort = 6666" How do I set it? My Port number is: 61357. as a client-side inside the glest.ini how should like to set this port it?
Sorry I don't really understand what you are talking about ( bad english )

And for the VMs: I think this is a major problem. Glest has serious problems with multiplayer and different platforms/compilers.
VM's use parts of the base OS to handle some systemcalls. Due to this effect you will always get out of sync with this kind of setup.
Maybe its working when both ( client and server ) are on the same OS with the same VM version and running the same guestOS, but thats really nothing we will care about now.
This multiplayer problem is the biggest issue glest currently has and there is absolutly no solution yet :( .
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titi

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Re: megaglest 3.2.3 beta2
« Reply #10 on: 15 January 2010, 01:07:46 »
Ok, I think I found the bug which crashes the CPU-Mega.
I will release a beta 3 tomorrow, its to late for me now ....

for those who can't wait:

in ai.cpp near:
void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){

replace
Code: [Select]
if(
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)

with this:
Code: [Select]
if(
unit->getCurrCommand()!=NULL &&
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)

unit->getCurrCommand() can be null ......
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Re: megaglest 3.2.3 beta2
« Reply #11 on: 15 January 2010, 02:02:13 »
Maybe I did not too clear description of the problem, but I would like to ask: Do you tomorrow, upcoming beta3 version of it can really run in a virtual machine, and an online Battle???

I am referring to is that in the virtual machine to install the same version of the OS (ubunut8.04) and glest3.2.3beta3???

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Re: megaglest 3.2.3 beta2
« Reply #12 on: 15 January 2010, 02:05:39 »
titi, I ask you this: tomorrow's release will only update the ai.cpp this file?, or have other updates???

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Re: megaglest 3.2.3 beta2
« Reply #13 on: 15 January 2010, 04:23:21 »
titi, please answer me!

Please give me some help!

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Re: megaglest 3.2.3 beta2
« Reply #14 on: 15 January 2010, 04:36:24 »
Patience...

titi

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Re: megaglest 3.2.3 beta2
« Reply #15 on: 15 January 2010, 11:11:53 »
1. I'm a complete noob in C++. I never did something like this before! This is the first thing I ever did in C++!
2. Due to 1. I cannot fix the multiplayer problems yet. Multiplayer has the same problems in
    glest 3.2.2 and up to now nobody knows how to fix it.
3. In beta3 I will try to add a patch for xerces 3.0 and maybe one little fix silnarm send me.
   The behaviour will not change in beta3 , but I hope it will not crash anymore when using the Mega CPU.

If all this works I will release a final megaglest 3.2.3. This will maybe released later as its own full release containing the megapack V5 ( and no more magitech ).
« Last Edit: 15 January 2010, 14:21:07 by titi »
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Re: megaglest 3.2.3 beta2
« Reply #16 on: 15 January 2010, 12:21:18 »
titi, you are too modest, and multiplayer online Battle Mode you were not tested in the problem do not do??

How do you think that ultra cpu model will result in system crashes??

titi

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Re: megaglest 3.2.3 beta2
« Reply #17 on: 15 January 2010, 14:23:02 »
Ah sorry!  I wanted to say problems with the "Mega CPU" not the ultra one. I corrected it above.
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #18 on: 16 January 2010, 13:49:21 »
hopefully stable now please test beta3 ( it includes patches for xerces 3.0 now too )
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #19 on: 16 January 2010, 16:18:12 »
Yep, stability achieved  :)

I managed to not be the first casualty against 3 mega-cpu opponents.
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #20 on: 16 January 2010, 16:25:00 »
I need to know a little bit more about the xerces patch.....
Is there anything special I need to do, what do I need to have installed??
I tried to compile beta3, it still wants xerces, and I have it!
« Last Edit: 16 January 2010, 17:59:39 by -Archmage- »
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titi

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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #21 on: 16 January 2010, 18:39:09 »
Windows binary available ( thanks again silnarm! ):
http://www.titusgames.de/glest_3.2.3_beta3_win32.zip
« Last Edit: 16 January 2010, 23:39:36 by titi »
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #22 on: 16 January 2010, 23:36:39 »
linux_x68_64 available:

http://www.titusgames.de/megaglest3.2.3-beta3_x68_64_linux_bin.tar.bz2

( @archmage: there was no problem with building this! My friend used libxerces28-dev and he had to install liblua5.1-0-dev in addition)
« Last Edit: 16 January 2010, 23:45:59 by titi »
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #23 on: 17 January 2010, 05:00:29 »
Well, I have problems.
Tell me what he did and what he did to solve the problems, and I'll try to compile another binary.
If all goes well, then I'll provide you with 64-bit binaries.
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Re: megaglest 3.2.3 beta3 ( updated to beta3 )
« Reply #24 on: 17 January 2010, 10:21:11 »
He installed the mentioned libs and did what you did. I think he didn't had xerces3 installed.

Does this binary work for you? He was not willing to test it and I cannot test it :(
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