Author Topic: MegaGlest (MAIN)  (Read 170291 times)

aaris

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Re: megaglest 3.2.3
« Reply #175 on: 15 February 2010, 19:00:24 »
yup. 3.2.2 works perfectly on Windows 7. Definitely a megaglest problem. Thing is that GAE is giving me startup problem as well (it's funny how I got errors before because my computer was too old, but now I'm getting errors because it's too new).
« Last Edit: 15 February 2010, 19:06:59 by aaris »

titi

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Re: megaglest 3.2.3
« Reply #176 on: 15 February 2010, 19:22:45 »
How did you install megaglest?
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Re: megaglest 3.2.3
« Reply #177 on: 15 February 2010, 20:15:04 »
Yah, and what version.
I'm running MegaGlest3.2.3 on Windows7 fine!
3.2.4 doesn't work though, and as far as I know nobody has it working!
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Re: megaglest 3.2.3
« Reply #178 on: 15 February 2010, 20:42:11 »
I use Windows 7, and it works fine...  :)
32 bit or 64 bit?  ???

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Re: megaglest 3.2.3
« Reply #179 on: 15 February 2010, 20:52:13 »
My wife has a windows 7 laptop (64 bit) and the binaries i built for mega-glest 3.2.4 work just fine on her laptop.

So what is the exact error that you get (or problem)?

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Re: megaglest 3.2.3
« Reply #180 on: 15 February 2010, 20:59:57 »
Yeah and it works fine and windows 7 32 bit too.  :)

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Re: megaglest 3.2.3
« Reply #181 on: 15 February 2010, 21:16:14 »
My laptop is 64-bit. :D

Use my packages, I know that they work.
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titi

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Re: megaglest 3.2.3
« Reply #182 on: 15 February 2010, 23:03:32 »
I think this is the latest Windows Beta of the 3.2.4-4 branch.
http://www.soft-haus.com/glest/code/glest_3.2.4-4-beta1_win32-release.7z
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titi

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Re: megaglest 3.2.3
« Reply #183 on: 16 February 2010, 01:33:29 »
New Beta version available with particles and latest network fixes. Currently src and linux32bit only.

The source: megaglest-source-3.2.4-1-beta2.tar.bz2
The binary(with needed libs):megaglest3.2.4-1-beta2_i386_linux_bin.tar.bz2

For the particles:
this is a working particle file ( called unit_particle_proj.xml for example):
Code: [Select]
<?xml version="1.0" standalone="yes"?>
<unit-particle-system>
        <texture value="true" path="../dark_mage/images/particle.bmp" luminance="true"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="0.5"/>
    <direction x="0" y="1" z="0"/>
    <color red="0.0" green="0.0" blue="1.0" alpha="0.8" />
    <color-no-energy red="0.0" green="1.0" blue="0.0" alpha="0.6" />
        <radius value="1.0" />
        <size value="0.3" />
        <size-no-energy value="0.3" />
        <speed value="4.5" />
    <gravity value="0.5"/>
        <emission-rate value="5" />
        <energy-max value="50" />
        <energy-var value="0" />
        <fixed value="false" />
        <relative value="true" />
        <teamcolorNoEnergy value="true" />
        <teamcolorEnergy value="false" />
</unit-particle-system>

and this is the way its made in the unit.xml ( the above shown file was called unit_particle_proj.xml):
Code: [Select]
...
        <skill>
            <type value="move"/>
            <name value="move_skill"/>        
            <ep-cost value="0"/>
            <speed value="180"/>
            <anim-speed value="120"/>
            <animation path="models/walking.g3d"/>
            <particle value="true" path="unit_particle_proj.xml"/>
            <sound enabled="false"/>
        </skill>
...

If anyone uses the new particles, please post some screenshots and tell me what you think about it!

more details tomorrow ....
« Last Edit: 16 February 2010, 02:03:45 by titi »
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #184 on: 16 February 2010, 15:15:15 »
Will test tonight when I finish work and let you know  ;D

Edit: Linux only atm, can somebody build the source in windows pleeeease  ;)
« Last Edit: 16 February 2010, 23:48:46 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #185 on: 16 February 2010, 20:32:25 »
my first screenshot  ;D ;D ;D

UPDATE: Damn there is an error in the relative switch, it doesn't work in the current version ( but its already fixed here in my local copy :) ).  This switch is used if you want to to turn the particle system together with the unit.

Golem with sparks, normal campfire and in the middle campfire upgrading.
« Last Edit: 16 February 2010, 22:04:43 by titi »
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #186 on: 16 February 2010, 22:11:35 »
Wow looks cool, can you change the collor and make it smaler/biger?
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titi

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #187 on: 16 February 2010, 22:52:30 »
of course!

Up to now you can change:

color ( energy/noEnergy+Teamcolor )
direction of the effect
speed
particles to use
offset
if it should rotatate wit the unit or not
...

Maybe I will add other emitter types too, currently only flamelike things are possible ( but they can be heavily modified! )
« Last Edit: 16 February 2010, 23:32:35 by titi »
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ultifd

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #188 on: 17 February 2010, 00:01:49 »
Looks great, nice job!  :)
Cool.
Too bad my linux comp sucks...

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #189 on: 17 February 2010, 00:29:50 »
Thanks Titi, these are great, enhancements to what you have may be requested, but for now that's damn good!
All we need now is a stable release for Windows and Linux(32 and 64-bit), then I'll set up some packages!

Also, could you organize the first post differently, with my packages on top(because they are the easiest way to install this), and development links near the bottom, if you don't know what I mean, could you PM me the code for that post, with links and all, so I can re-organize it to show you?
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #190 on: 17 February 2010, 00:35:34 »
Cool!  Do you plan on merging this into GAE as well?  Particles are one of the big things that are missing from the <effects> section.

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #191 on: 17 February 2010, 00:55:04 »
@Archmage: ok?
@John:I will try to merge it to GAE when its done.

A new linux version is available now
and by the way, there is a windows release from softcoder too ( I don't know which version exactly maybe still with the little particle bug )

https://sourceforge.net/projects/megaglest/files/

I didn't update the data yet, because that takes a while, but I'm working on it. I just want to mention that these particle thing is compatible with glest 3.2.2! They just willl not show up in glest 3.2.2 of course.
« Last Edit: 17 February 2010, 01:00:26 by titi »
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #192 on: 17 February 2010, 03:08:02 »
Thanks for changing the first post, that's about what I had in mind. ;)
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #193 on: 17 February 2010, 03:20:35 »
In the stable version, (3.23) why does it show the opponents' stats?
Maybe I configured it bad...
How can I make it so it doesn't...

Thanks.  :)

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #194 on: 17 February 2010, 03:28:19 »
Actually I think it's stupid that in GAE you can't see your opponents stats!
I mean you're practically god! You can do all this stuff, but for some reason you can't even tell the status of your enemies that are like 10-20 feet below you, I mean........why wouldn't you be able to? ??? :P ::) ;D :D
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #195 on: 17 February 2010, 03:40:43 »
Actually I think it's stupid that in GAE you can't see your opponents stats!
I mean you're practically god! You can do all this stuff, but for some reason you can't even tell the status of your enemies that are like 10-20 feet below you, I mean........why wouldn't you be able to? ??? :P ::) ;D :D
Yeah, but then it wouldn't be much of as a "surprise"...  :-\
I mean, is it like a option in MegaGlest...?
I don't remember being able to see your opponents' stats in the original Glest.

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #196 on: 17 February 2010, 03:50:27 »
Being able to see your opponents' stats takes a lot of the guesswork and strategy out of gameplay, and that's a bad thing in my opinion.  Maybe for "easy" AI, you should be able to (so it would give you a little advantage in the military intelligence department, and allow you to learn a bit), but definitely not for any other settings.

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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #197 on: 17 February 2010, 04:14:07 »
I would make it an option while setting up a custom game, because I'm actually neutral on that subject, just kinda don't want it sometimes. :P
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #198 on: 17 February 2010, 10:23:11 »
I want to see the stats! I like it :) and its a big help when tuning the AI for example or editing scenarios.
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.

Even in real world if you can see someone in the real world, you can also see what he is doing! So for me its really OK and I don't like it without the stats.
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Re: megaglest (3.2.4_beta2 with particles available! )
« Reply #199 on: 17 February 2010, 11:07:14 »
I want to see the stats! I like it :) and its a big help when tuning the AI for example or editing scenarios.
If you are tuning AI, you probably want more information than that, and you know how to get it, for regular gameplay, it's akin to cheating.  Why should you know what command a enemy worker is executing? If you see him mining gold, you know... if he is wandering about apparently aimlessly, why should you know?

Quote from: titi
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.
Knowing a building is upgrading and knowing what it is upgrading are two completely different things.

Quote
Even in real world if you can see someone in the real world, you can also see what he is doing!
So you see someone walking down the street, and you can say "yes of course, he's on the way to do his banking"? If you see him walk into a bank, maybe... but then maybe he works there... in any case, if you see him just walking down the street, you can tell what he is doing? I think not.
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