Author Topic: MegaGlest (MAIN)  (Read 170312 times)

-Archmage-

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Re: megaglest (beta version with 8 teams!! )
« Reply #450 on: 6 March 2010, 23:24:19 »
I don't know, wait for Titi, he'll have a better idea than I do for what to test. ;)
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titi

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Re: megaglest (beta version with 8 teams!! )
« Reply #451 on: 7 March 2010, 00:18:32 »
I asked softcoder to build another binary. Maybe(hopefully!) something is wrong with the current windows build, this would solve a lot of problems!

By the way, i tested the current linux installer, but it didn't really work, so dont use it now. ( @archmage: I will send you a pm about it in a second )
( update: I think it only has problems with linux32 )
« Last Edit: 7 March 2010, 00:39:07 by titi »
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-Archmage-

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Re: megaglest (beta version with 8 teams!! )
« Reply #452 on: 7 March 2010, 00:21:28 »
Oh great.... :(
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ultifd

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Re: megaglest (beta version with 8 teams!! )
« Reply #453 on: 7 March 2010, 01:06:21 »
I asked softcoder to build another binary. Maybe(hopefully!) something is wrong with the current windows build, this would solve a lot of problems!
Yeah, hopefully...
I still haven't tried Archmage's windows installer yet...since it failed to download. I'll redownload it later...
 :-\

softcoder

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Re: megaglest (beta version with 8 teams!! )
« Reply #454 on: 7 March 2010, 05:10:49 »
We have been experimenting with rotating units before you build them and so far so good.

Any feedback is appreciated:



-Archmage-

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Re: megaglest (beta version with 8 teams!! )
« Reply #455 on: 7 March 2010, 05:35:58 »
A big important question: Does the cellmap rotate as well? :D
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Re: megaglest (beta version with 8 teams!! )
« Reply #456 on: 7 March 2010, 06:53:28 »
Indeed it will when I am done. This is all that's left to do at the moment.

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Re: megaglest (beta version with 8 teams!! )
« Reply #457 on: 7 March 2010, 14:18:28 »
Kewl. 8)

Can you rotate any buildings 45° or can you only rotate 90° at a time?
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titi

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Re: megaglest (beta version with 8 teams!! )
« Reply #458 on: 7 March 2010, 16:56:15 »
Units with rotating cellmaps thats good, but why do we need to rotate buildings before placing them?
Not all buildings are designed the way they are meant to be rotated, they only look good from one side.
So a rotating cellmap would be something nice for moving units, but I don't think rotating buildings are a big benefit yet. Maybe thats something very useful in the future when walls can be handled in glest but for now its only useful for pure multiplayer techtrees/mods.
So I'm a bit undecided with this feature
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tucho

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Re: megaglest (beta version with 8 teams!! )
« Reply #459 on: 7 March 2010, 17:05:10 »
Quote
Hi MY NAME IS MJR I tried to install the MegaGlest from the Windows installer on my Windows XP 64 Bit with service pack 2 and all updates installed. Witch Glest 3.22 works fine on. But when I tried to start a game of MegaGlest version 3.2.4-2-beta 4 it says The application failed to initialize properly (0xc0150002). Click ok to terminate the application. Please advice me what can be done. I am a fan of Glest and would love to try MegaGlest.

I have the same OS than MRJ and I have the same problem with Megaglest

-Archmage-

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Re: megaglest (beta version with 8 teams!! )
« Reply #460 on: 7 March 2010, 17:40:22 »
Oh crap...
Well, I'll get a new package up, I'll need as many people as possible to test it!
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ultifd

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Re: megaglest (beta version with 8 teams!! )
« Reply #461 on: 7 March 2010, 17:52:32 »
Well, I guess I shouldn't try Archmage's installer then...
 :-\
Then again maybe win7 32bit will work...

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Re: megaglest (beta version with 8 teams!! )
« Reply #462 on: 7 March 2010, 17:56:16 »
Guys, I need as many people as possible to test everything I put up, so that we get the most information about this problem.
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-Archmage-

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Re: megaglest (beta version with 8 teams!! )
« Reply #463 on: 7 March 2010, 19:16:35 »
New Windows Package

This is a 7z package, I need as many people to test this as possible. :)
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tucho

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Re: megaglest (beta version with 8 teams!! )
« Reply #464 on: 7 March 2010, 22:59:32 »
Is this only for win 7? dont works for me (win XP 64)

By the way, the download is really slow, you can try another ways to upload you files, do you know the drop box? you can upload a share files with it in a really easy way

ultifd

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Re: megaglest (beta version with 8 teams!! )
« Reply #465 on: 7 March 2010, 23:04:38 »
Maybe... hmm...
Is this only for win 32 bit comps?

New Windows Package

This is a 7z package, I need as many people to test this as possible. :)

titi

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Re: megaglest (beta version with 8 teams!! )
« Reply #466 on: 7 March 2010, 23:20:46 »
Please stop the discussions about installer problems here and continue this in a new thread.
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ElimiNator

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Re: megaglest (beta version with 8 teams!! )
« Reply #467 on: 7 March 2010, 23:37:46 »
Maybe thats something very useful in the future when walls can be handled in glest.
Whats wrong with walls in glest now? I have them in romans. A gate too that you can open and close.
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Re: megaglest (beta version with 8 teams!! )
« Reply #468 on: 8 March 2010, 02:35:41 »
Units with rotating cellmaps thats good, but why do we need to rotate buildings before placing them?
Not all buildings are designed the way they are meant to be rotated, they only look good from one side.
So a rotating cellmap would be something nice for moving units, but I don't think rotating buildings are a big benefit yet.

All you have to do is go into free-camera mode and then we can see all sides of a building.  We also can be more efficient if we, for example, placed the Barracks with all exits facing out, because we can then place a building adjacent to it.  Otherwise we have to leave space between the buildings.

But yes, the most benefit would come from rotating walls.

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Re: megaglest (beta version with 8 teams!! )
« Reply #469 on: 8 March 2010, 10:45:10 »
Whats wrong with walls in glest? Simple answer: There are no walls yet!  ::)
If you added some wall like looking units in a mod you may be able to use them the way they are meant, but the computer player will not know how to use them! And your units will always attack the wall even if its more simple to pass by the wall.

And the rotate feature in general:
Players may know how to use it, but the AI will not!
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Re: megaglest (beta version with 8 teams!! )
« Reply #470 on: 8 March 2010, 16:24:58 »
Who cares for now, you could build a bunch of walls blocking  passage with archers behind it.
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John.d.h

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Re: megaglest (beta version with 8 teams!! )
« Reply #471 on: 8 March 2010, 22:45:46 »
Rotating buildings might not be important yet, but if/when docks-type buildings get implemented, it will be very useful.

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Re: megaglest (beta version with 8 teams!! )
« Reply #472 on: 8 March 2010, 22:48:17 »
Well, it doesn't hurt to have this feature, and as John said it will be useful in the future, so I'm all for it! :D
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titi

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New Windows build ....
« Reply #473 on: 9 March 2010, 12:33:17 »
I created a new topic for this, please discuss this windows binary there.
Very important: Please report  there if anyone still has problems with non harvesting workers?

https://forum.megaglest.org/index.php?topic=5150.0

« Last Edit: 9 March 2010, 12:34:48 by titi »
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Super Tom

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Re: megaglest (beta version with 8 teams!! )
« Reply #474 on: 10 March 2010, 00:42:18 »
Greatest titi, I would like to know that other factions of the particle effects can occur today? Can provide download?? I've been waiting three days of the time, I just want to get your positive answer, thank you!
 :-X :)

 :( 8) :'( :-X
« Last Edit: 10 March 2010, 00:50:31 by tom123 »

 

anything