Author Topic: Questions about glest  (Read 1643 times)

darkelfv

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Questions about glest
« on: 6 February 2010, 01:29:13 »
I just got through playing some armies of exigo and it has some things in it that i would possibly like to do in glest. Wondering how hard or easy or even possible it would be to do the following.

- Gui changes - completely redo the gui
- Idle worker notifications
- Ai changes - idle worker works - auto repair ect...
- camera zooms out and the world starts to get foggy and part of the tiles stop showing - so control over visable area to allow zoom. limit how far to zoom and to change fog levels.
- Change of in game controls (customizations) for example change mouse to work with middle mouse click and wheel.
- 3d height - is there a way to have terrain walls canyons mountains that spiral up ect...
- after the gui is modified would there be a way to change the grouping system and have super groups (multiple groups)

That's the basic list. i'm sure i could come up with more. I do have some programing experience so how much of this can be done with glest or glest advance with out changing the code. has any of these things been done in other mods?

thx

softcoder

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Re: Questions about glest
« Reply #1 on: 6 February 2010, 02:30:57 »
At the moment it seems we have a mish mash of effort for glest.. GAE and Mega glest are forks off the original currently.

What would be good is an attempt to see if all the dev's interested in glest could discuss coming together and merging priorities and effort. To me that is a best case scenario and helps the whole community. I just got more formally involved in glest dev recently and give first priority of features to my boys (Elimnator and Tiger) and after that Titi. Why was mega glest started when GAE was here first? AS Titi already mentioned in another post, there isn't a stable build of GAE and we wnated to keep progressing on Glest so he started Mega-glest (isn't free software / open source beautiful).

Thats my 2 cents for now

wciow

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Re: Questions about glest
« Reply #2 on: 6 February 2010, 10:54:02 »
Quote
- Gui changes - completely redo the gui

This is being worked on by Hailstone as part of the GAE. His intention is to replace the hard-coded Glest gui with a 3rd party one designed for skinning. I'm sure he can fill you in on the exact details.

Quote
- Idle worker notifications

Not yet possible, but should be pretty easy to code for anyone with the knowledge.

Quote
- Ai changes - idle worker works - auto repair ect...

The AI effort is currently split between MegaGlest and GAE.

GAE has had a huge revamp in pathfinding by Silnarm and the idle worker/auto repair issues were sorted in a very early version by Daniel.Santos.

MegaGlest currently has two new CPU strengths (CPU easy and CPUMega).

Quote
- camera zooms out and the world starts to get foggy and part of the tiles stop showing - so control over visable area to allow zoom. limit how far to zoom and to change fog levels.

This is configurable in the GlestAdv.ini. The fogging problem can be stopped by turning of fog in the tileset. Unfortunatley rendering hasn't advanced much for Glest,

Quote
- Change of in game controls (customizations) for example change mouse to work with middle mouse click and wheel.

This is configurable via keymap.ini in GAE.

Quote
- 3d height - is there a way to have terrain walls canyons mountains that spiral up ect...

There are currently workarounds that give a fair appearance of cliffs. Changing the height factor to 2 or 1 in the map editor is the best way to achieve this. However Glest was not really designed with this in mind and sorely needs work to improve the map side of things.

Quote
- after the gui is modified would there be a way to change the grouping system and have super groups (multiple groups)

Hmm, not sure exactly what you mean, a standard grouping system (for RTS) is included. Groups can be made by pressing ctrl+number.

My advice would be to look into GAE since it has already achieved some of what you want. If you are able to program then the GAE/MegaGlest devs can point you in the right direction for making small changes without having to go through all of the code yourself.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

darkelfv

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Re: Questions about glest
« Reply #3 on: 8 February 2010, 09:30:11 »
thx for the info. currently i think all would be ok except for the 3d height issue being that glest uses tilesets - i think im going to look into spring a bit more however its way to ta for me lol. who knows maybe i will end up making my own engine. I have so many projects nothing will be done anytime soon. but thanks for the response.