Author Topic: Mega-Glest 3.2.5 - new features  (Read 9814 times)

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Mega-Glest 3.2.5 - new features
« on: 11 February 2010, 22:27:54 »
This thread is intended to be a discussion around new features to be added to mega-glest 3.2.5 (which will be after the pending 3.2.4 which is in final testing and contains the long awaited multi-player fixes).

Here is what I have extracted from the glestians in our family for desired features:

- In game team switching.
  Description: user sends a request to join another team while in game and one of the teams players may accept / deny.

- Resource trading
  Description: players from any team can suggest trading different resources with each other (like a market place)

- Ability to properly change unit types
  Description: morphing from land <--> air allows the unit to fly or walk

- Add support for "cliffs"
  Description: This would make spots on a map where you cannot walk up or down

- Change how multi-selecting units works
  Description: Only show one face per each unique unit type with a x10 (if 10 units exist)

- Add "water" support

- Allow multiple units to morph into one master unit
  Description: A horse and Swordsman morph into a rider

That is a start... any other suggestions and / or comments on the above?
 

wciow

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Re: Mega-Glest 3.2.5 - new features
« Reply #1 on: 12 February 2010, 00:07:36 »
Good suggestions there.

My first option from that list would be cliffs.
Although I'm not too savvy on the code side I can see three ways in which this could be accomplished:

1) A total overhaul of the map system to something more akin to spring.

This would probably be far too much work for a hobby project and would break compatibility with current Glest/GAE and all tilesets.

2) Allow models to be placed rather than having a random rotation.

This would allow cliff model sections to be placed properly and provide the best looking cliffs.

3) Find a way to stop the horrible stretching of textures on current 'cliffs' i.e. tiles which have a large slope /

Not as good as 2 but may be easier to code and provide much better looking cliffs than currently.

Also I am getting a little worried about the forking of the MegaGlest and GAE projects  :-\ . I don't presume to tell people what they should and shouldn't work on and I am happy to see any development of the Glest engine.

However this causes a problem for modders since you essentially end up with two feature sets which they must choose between and the inevitable frustration of "if only Megaglest had this GAE feature" or visa versa. I think it is very unlikely that anyone will merge the two projects, each new feature makes this less likely. Also some elements may end up being implemented twice in different ways! i.e. basic support for water units is already in GAE. This makes things even more confusing for the poor modder.

I don't mean to be negative and appreciate the hard work that is being done, I just hope some 'cross pollination' of important features happens.
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Re: Mega-Glest 3.2.5 - new features
« Reply #2 on: 12 February 2010, 02:52:44 »
I agree with Wciow on this one.  Having two different development branches means a lot less compatibility.  Everybody making a mod would either have to decide which client to use, or make two different versions.  My impression of Mega-Glest was that it was just meant to fix a few minor issues (such a loading tech trees) to run smoother, not a complete overhaul of the game like GAE is supposed to be.  If you're trying to make a whole new game out of Glest, then wouldn't it make more sense to stabilize GAE (since it already has water travel, land-air morphing, improved pathfinding, etc.), and then fork from that?

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Re: Mega-Glest 3.2.5 - new features
« Reply #3 on: 12 February 2010, 03:31:26 »
Hurray its working!

The only reason mega-glest started (and you can confirm with titi) is that we couldn't work with gae. What do I mean?

I asked about which branch I could work on to get multiplayer working in GAE and only got an answer that I couldn't build it as it was not stable. I was under the impression to wait until it gets stable (since I couldn't even compile gae, I had sent email on the GAE list asking about this).

With that said, I am totally in agreement to merge our efforts! I cannot speak totally for Titi, but I believe he would like to get all the best of everything into one effort too. So, what branch or tag can be used to compile GAE and do active development? Also what exactly is not "stable" in terms of gameplay? What effort is required to get GAE ready for a major release so that we can plan new features in unison?

Thanks

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Re: Mega-Glest 3.2.5 - new features
« Reply #4 on: 12 February 2010, 04:25:32 »
The only reason mega-glest started (and you can confirm with titi) is that we couldn't work with gae. What do I mean?

The lack of stable multiplayer was (I believe) titi's reason for not going with GAE, and I couldn't fault him for that, but I always assumed (perhaps hoped?) that MegaGlest would eventually be based on GAE...

Quote
I asked about which branch I could work on to get multiplayer working in GAE and only got an answer that I couldn't build it as it was not stable. I was under the impression to wait until it gets stable (since I couldn't even compile gae, I had sent email on the GAE list asking about this).

All I can do is offer my personal apologies for this, at the time I was trying to get the pathfinder for 0.2.13 finished, and Daniel was working on a whole new networking model... unfortunately he has a habit of disappearing on us...

Quote
With that said, I am totally in agreement to merge our efforts! I cannot speak totally for Titi, but I believe he would like to get all the best of everything into one effort too. So, what branch or tag can be used to compile GAE and do active development? Also what exactly is not "stable" in terms of gameplay? What effort is required to get GAE ready for a major release so that we can plan new features in unison?

Hailstone and myself have been reverting our network code to that of 3.2.2, we still have a synchronisation problem, and it is also currently a broken linux build...

branches/3.2.2_network is where we are currently working, the linux socket.cpp needs updating, the circular buffer code can be lifted straight from the windows version, but I have modified the error handling which will require changes to many of the existing Socket methods, it also needs a handleError() function (called whenever a SOCKET_ERROR that isn't a WOULDBLOCK (EAGAIN) occurs (the windows version logs the error and promptly throws an exception).

All this rearranging is a start on getting to a point where we can have less platform dependant code, and ultimately have only one socket.cpp (with some ugly conditional compilation, but easier to maintain for two platforms at the same time).

It's still got bits 'n' pieces of the previous networking code commented out all over the place, and I've been in there trying to patch everything up, so there is a lot of logging here and there, in short it's a bit messy atm.

So that's where we are... I'll try to get the socket stuff for linux updated and compiling today, I too would like for us all to be pulling in the same direction...

btw, we use Trac now rather than the crummy inbuilt sourceforge tracker,
http://sourceforge.net/apps/trac/glestae/roadmap

Please feel free to add tickets! That goes for everyone!
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Re: Mega-Glest 3.2.5 - new features
« Reply #5 on: 12 February 2010, 05:06:50 »
Ok I currently have an old checkout of glestae, how do I get the 3.2.2_network branch.. what command must I issue?

Thanks

Edit:

Never-mind found it
« Last Edit: 12 February 2010, 05:25:01 by softcoder »

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Re: Mega-Glest 3.2.5 - new features
« Reply #6 on: 12 February 2010, 06:13:38 »
Ok, if you've switched already, do an update, I've committed fixes so it compiles under linux, but I have no 3D acceleration on linux, so I can't guarantee it works properly ;) (and multiplayer will definitely go out of sync after a while)
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Re: Mega-Glest 3.2.5 - new features
« Reply #7 on: 12 February 2010, 10:45:08 »
Interesting project, thumbs up ;)
But one question: Is this buildet ond normal Glest or GAE ?
When it's not builded on GAE are/will be GAE features added to megaglest ? which ?

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Re: Mega-Glest 3.2.5 - new features
« Reply #8 on: 12 February 2010, 11:41:05 »
Here is my opinion....  ;D

GAE for me always looked more like a testing field for programmers. I never had a version that didn't crashed after a while ( even in singleplayer if you play a bit more ). This was completly different to the original glest, which always was very stable for me. I waited nearly two years now for any good/stable results or any real release but I didn't see anything up to now...

Due to the fact that my C++ programming skills are really low ( I never did it C++-coding before! ), I didn't dared to start with the mine field GAE which I didn't really know. I used the stable and orginal glest to learn a bit at home. The first thing i did was the AI. It was really easy and fun to do the change and I was very happy about my stable result and I really liked to play it! The fact that I like to play the game always was my big motivation to do everything for glest, and I never had this playing fun with GAE. It always feeled like "testing" .

Exactly at the moment where I decided to release my things softcoder came up with his patch which fixes the most annoying issue in glest and I thought it would be a good idea to have this feature too. I must also admit that I was very happy too to find a "home" for my mods as part of a fun game.

So what do we have now? We have GAE, a version with a load of featuers but not really usable yet and full of bugs. On the other hand we have megaglest, not many new features up to now, but stable,with good multiplayer nd fun to play.
All others always talk about merging megaglest into GAE, but what about merging some selected features( or code cleanups) into megaglest always keeping in mind that stability and playability is the most important thing and we want regular and stable releases!
Its simply a new start in my opinion.

-------------------------
Now for possible new features in Megaglest:

I think the first thing we have to do is a Masterserver!!! I already thought about how to do it:
What about this idea:
- the masterserver is written in php. This has the advantage that it can work even on cheap webspace only providers with php support :) ( I know someone who is a professional php- coder who can do it and really wants to do it)
- every player can open a server. He opens the slots and has to press a provide button: Now the current game setup is sent to the masterserver (http) and refreshes this "state" every 5 seconds.  and pubished in two ways: first on every client which are looking for a game (server list) and on the other hand on a website too( just as a feature )
- now the client chooses a server and presses connect. From then its the same thing like now, you can chat when connected and start the game.

Problem1: Server and client have different versions or different data
When the server presses the provide button two checksum is calculated one for the binaryand one(or more) for the data before things are send to the master server. These checksums can be used to filter the possible servers on the client. Before a client can connect to a server, he has to calculate those checksums too. By this its shure that the game can start.

Problem2: Too many binaries ....
There are several builds of glest out there, but as we all know for stable multiplayer we all need the same binary.
To solve this we simply choose a very restrictive way right now. We only support exactly one binary for every OS :).
There is a checksum stored for these allowed binaries on the server and all other versions are blocked with an informative errormessage!
Also linux users only see linux games, windows users only see windows games. Not really good but it will work.

-------------------------
One hint:
When thinking about new features always think about the AI and the existing data! For examples cliffs might be nice, but I think we need a better Pathfinder in Megaglest to make it work right. Or a new feature is very cool but not used by the AI only by human players. This is a no go in my opinion too. Another thing you should always think about is the existing data! Creating data is really  A LOT OF WORK. For example if you add a new feature, maybe one faction gets an advantage of a new feature, but another not ( autorepairing for example ). This will destroy the fun and thats very bad! So always think about those side effects !!  

And for all new features:
1. discuss them here in the forum first!
2. don't work at too many things at a time ( focus on only one thing )

UPDATE:
I forgot one masterserver problem:
If a server opens a game which is not reachable from the internet ( wrong router configuration or whatever )  clients cannot connect to this server. Maybe the masterserver should have a way to test a server before verifying him as a valid server.
I don't really know how to do it,but  maybe the masterserver can try to make a faked "client connect" to this server to see that its configuration is right or something like this. But this kind of opening a TCP-Connection to another server is not allowed at most website providers, so we would need a real host for the masterserver, not only a bit webspace.
« Last Edit: 12 February 2010, 14:10:45 by titi »
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Re: Mega-Glest 3.2.5 - new features
« Reply #9 on: 12 February 2010, 12:52:30 »
Offtopic - GAE

That's the main problem atm. Everybody is telling about crashes and bugs, but nobody even tries to post a bugreport. And i mean really a bugreport, not "it crashes for me". Sorry, just sitting and waiting does not help anyone. We can only fix bugs which are reported to us. So if you have problems then let us know what exactly is wrong.

enough offtopic

Good luck with the main server. I never understood why we need one. At least 2 lobbies support glest. The only difference would be to have the server browser ingame and not outside. For me, it does not worth the effort. We should more focus on getting multiplayer across different platforms/compilers to work.

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Re: Mega-Glest 3.2.5 - new features
« Reply #10 on: 12 February 2010, 13:58:14 »
For the GAE discussion:
Testing is not that fun when the developers doesn't put out prepared binaries combined with working data! Svn checkouts, own builds and so on cost lots of time and are no fun when you suddenly have a version that doesn't even compile. Testers need a fixed version they can talk about and typical testers don't have many technical skills. ( this is getting a bit better in the last time )

In the beginning of GAE I helped testing a lot, but I was very disappointed after a while because nothing ever works right and I had the feeling that everyone( especially daniel ) always started new things before finishing the buggy ones. When Silnarm joined the team I thought it would end up in something good, but I think he never had a real chance, because there where so many changes/ unfinished things /bugs and not working things, that he never had a real chance to make it work up to now. I think GAE was especially Daniels baby and his way of working and his often and sudden disappears are the main reason for the current state.

Maybe I'm completly wrong in this GAE discussion, so please convince me that GAE can end up in something good!
But in the current situation megaglest is the version I'm thinking about and you must admit that this project already showed a working release which is fun to play and thats something that GAE never had. And the next release (3.2.4) is nearly finished.




For multiplayer discussion:

We need our own masterserver with ingame support because the typical glest gamer is 8-14 years old and doesn't know how to use anything else then the game itself which he hopefully can run. Beside this our own implementation fixes all annoying issues with version/data ... problems and its simply comfortable!

Of course cross platform gaming would be more important, but I don't know anyone who can fix it or is working on it :/ .
My skills are not good enough yet to work on this issue :( .
« Last Edit: 12 February 2010, 14:20:06 by titi »
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Re: Mega-Glest 3.2.5 - new features
« Reply #11 on: 12 February 2010, 14:30:04 »
I agree with Titi. Maybe I was too hasty in suggesting a full merge of GAE/MegaGlest.

These two forks should maybe concentrate on two different things.

GAE = experimentation
MegaGlest = stability

This way features can be exchanged back and forth. Anything which is really stable in GAE can be imported to MegaGlest for testing without all of the personal project offshoots in the main GAE. Stability bugs found and squashed in MegaGlest can be patched onto the GAE core.

As a side note I have to disagree that GAE is inherently unstable. It seems that most of the problems with GAE come from the compile side. I have tested pretty much all of the GAE releases since Daniel started the project. All of them with one exception worked okay. The latest release from Silnarm 0.2.1x has been my stock Glest for a few months now.  Less stable than 3.2.2 Glest certainly but still useable and of "beta" quality.

I think MegaGlest should strongly consider migrating the free camera code from GAE. This was a very early addition by Daniel way back in '08 and has worked flawlessly ever since.

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Mega-Glest 3.2.5 - new features
« Reply #12 on: 12 February 2010, 14:40:39 »
Quote
- In game team switching.
  Description: user sends a request to join another team while in game and one of the teams players may accept / deny.
Its ok, but only for multiplayer gaming. I think this point really is not a must have feature.
Quote
- Resource trading
  Description: players from any team can suggest trading different resources with each other (like a market place)
Not a good idea, this will heavily affect the gameplay and will have many side affects with the behaviour of the AI.
Quote
- Ability to properly change unit types
  Description: morphing from land <--> air allows the unit to fly or walk
Yes, thats currently not a missing feature, I think its simply a bug
Quote
- Add support for "cliffs"
  Description: This would make spots on a map where you cannot walk up or down
This think this is tricky one ( that everyone wants to have it ).
It has several sideeffects ( I think a better Pathfinder is needed for this for example )
and I fear it will not be compatible with the exsiting data ??
Quote
- Change how multi-selecting units works
  Description: Only show one face per each unique unit type with a x10 (if 10 units exist)
Ok, but the limit of selecting units is annoying but a part of the game :). I start to like this limit more and more.
Quote
- Add "water" support
What do you mean with this? Water units or water effects? I think effect,
And I would really like to see that, if anyway possible keep the current water alive, so you have the choice in the tileset which one to use.
Quote
- Allow multiple units to morph into one master unit
  Description: A horse and Swordsman morph into a rider
I think the AI will not use it (especially not the right way ) and  thats why I don't really like this feature.



More ideas:
-Pause for multiplayer!
If everyone says ok the game is paused. It starts again if everyone says ok. Something like this.

-Support for compressed textures ( jpg .... or whatever )

- suppport for bigger ground texture pieces
( this one is maybe a bit tricky, because it will affect the tiling in the program. I did something like this in jglest)

- and as wciow says, GAEs free camera mode

« Last Edit: 12 February 2010, 14:45:37 by titi »
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Re: Mega-Glest 3.2.5 - new features
« Reply #13 on: 12 February 2010, 14:46:56 »
Ok at least there is good discussion going on here. I don't have the depth of history that Titi has with this game so I was not aware of all the issues. I did checkout the branch mentioned by silnarm and was able to compile gae finally (3.2.2_network), unfortunately the compiled binary does not work for me! I can run it, bit all I get is a black OpenGL Window and no rendered graphics (I'm running Ubuntu 9.1032 bit Desktop). I verified that the program loops are running so it seems like some sort of rendering issue? This seems to backup Titi's claims that GAE isn't stable (I was always able to checkout the vanilla glest code, compile and just run it).

So we need to decide whether to keep both separate for now or if there is some way to get GAE stable in a short period of time. IS there anyone on the GAE team who is able to run the binaries on linux and windows to ensure the current code at least produces a functional screen output? Apart from Daniel Santos who is leading GAE? Titi, what would you want from the GAE team to make you feel that it would be worthwhile working on GAE instead of mega-glest? For now I agree with all of Titi's points unless I can be otherwise persuaded.

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Re: Mega-Glest 3.2.5 - new features
« Reply #14 on: 12 February 2010, 15:09:52 »
GAE for me always looked more like a testing field for programmers. I never had a version that didn't crashed after a while ( even in singleplayer if you play a bit more ). This was completly different to the original glest, which always was very stable for me. I waited nearly two years now for any good/stable results or any real release but I didn't see anything up to now...
0.2.12b crashes in single player? Where's my bug report?

I went to extreme measures to ensure 0.2.12b doesn't crash, there was a lot of work done between 0.2.11 and 0.2.12 with the pathfinder and there were bugs, most fixed in 0.2.12a, and one persisted until 0.2.12b, which also contained numerous fixes for other bugs that I didn't introduce.

[ Edit: deleted lots of stuff I should not have posted in the first place :-[ ]

Addendum
I composed that a while ago now... I've cooled downed since, but not sufficiently to delete it, as I know I probably should.

...When Silnarm joined the team I thought it would end up in something good, but I think he never had a real chance, because there where so many changes/ unfinished things /bugs and not working things, that he never had a real chance to make it work up to now...
Perhaps there is some truth to this, but I was not and am not willing to give up on all the work Daniel did, some of it is just too damn nice!  I may have had to track down and eliminate a lot of bugs not of my own making, but it's been worth it, and I'm 'almost there'.

Quote
Maybe I'm completly wrong in this GAE discussion, so please convince me that GAE can end up in something good!
Try 0.2.12b in single player, if you can get it to crash, I'd really like to know about it. (factions involved, map and 'stage' of the game the crash occurred).
Working mutliplayer will be in 0.2.13.

Quote
Of course cross platform gaming would be more important, but I don't know anyone who can fix it or is working on it :/ .

The engine is uncomplicated and can be 'integerised' without much difficulty, I've already done most of what needs doing with regards to command updates, GAE will have multi-platform multi-player before too long.

Double Addendum

Ok at least there is good discussion going on here. I don't have the depth of history that Titi has with this game so I was not aware of all the issues. I did checkout the branch mentioned by silnarm and was able to compile gae finally (3.2.2_network), unfortunately the compiled binary does not work for me! I can run it, bit all I get is a black OpenGL Window and no rendered graphics (I'm running Ubuntu 9.1032 bit Desktop). I verified that the program loops are running so it seems like some sort of rendering issue? This seems to backup Titi's claims that GAE isn't stable (I was always able to checkout the vanilla glest code, compile and just run it).

So we need to decide whether to keep both separate for now or if there is some way to get GAE stable in a short period of time. IS there anyone on the GAE team who is able to run the binaries on linux and windows to ensure the current code at least produces a functional screen output? Apart from Daniel Santos who is leading GAE? Titi, what would you want from the GAE team to make you feel that it would be worthwhile working on GAE instead of mega-glest? For now I agree with all of Titi's points unless I can be otherwise persuaded.
It's perfectly stable, barring multiplayer (I'm sounding like a broken record now...) switch to branches/0.2.x and try it, Yggdrasil was cleaning up initialisation warnings (that gcc is one picky compiler) on it recently, so I assume it works on linux... that is what 3.2.2_network was branched from... there has been very active development on the net branch, it is not surprising that something is broken on linux, as I mentioned, I can't actually run it under linux to test it on my 'everyday' machine. I will try to get some time in tomorrow on the crusty old desktop machine (older is sometimes better on linux) to find out what is going on.
« Last Edit: 12 February 2010, 21:25:08 by silnarm »
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Re: Mega-Glest 3.2.5 - new features
« Reply #15 on: 12 February 2010, 15:18:38 »
okokok, calm down everyone(especially me).......

I will try GAE again. You are completly right, we should all work together, thats the best we can do!
« Last Edit: 12 February 2010, 15:37:17 by titi »
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Re: Mega-Glest 3.2.5 - new features
« Reply #16 on: 12 February 2010, 16:08:54 »
Ok, first of all, sorry I didn't mean to create division (thats not a good thing). Lets all carefully consider these few things:

- Glest was written by many people over years. All contributions help to make it what it is.
- There are developers, content creators and community advocates, all of these help to make the experience as enjoyable as it is today.
- The best case scenario is ALWAYS working together, if it is possible it should be examined with the highest priority.
- Glest is already "fractured" in the sense we have glest, gae (with discussion of mega-glest looming)

Assuming my observations above are accurate (I might be wrong?) I think it would be best for Titi and I to try out GAE for a while to see if we can work together with the GAE team (At least give it a try).

With that said, I have successfully compiled (and able to run) the 0.2.x branch in linux. What branch should we focus out efforts to test with and add features too (like the multi-player code from mega-glest, etc..)?

If we don't cool off we'll lose the opportunity to get some VERY GOOD talent working together.

Thanks

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Re: Mega-Glest 3.2.5 - new features
« Reply #17 on: 12 February 2010, 16:18:02 »
You are completly right, so lets do it

( My wife called me and said that our internet connection is not working at home, so maybe thats my last post for this weekend )
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Re: Mega-Glest 3.2.5 - new features
« Reply #18 on: 12 February 2010, 17:36:24 »
Double Addendum

Ok at least there is good discussion going on here. I don't have the depth of history that Titi has with this game so I was not aware of all the issues. I did checkout the branch mentioned by silnarm and was able to compile gae finally (3.2.2_network), unfortunately the compiled binary does not work for me! I can run it, bit all I get is a black OpenGL Window and no rendered graphics (I'm running Ubuntu 9.1032 bit Desktop). I verified that the program loops are running so it seems like some sort of rendering issue? This seems to backup Titi's claims that GAE isn't stable (I was always able to checkout the vanilla glest code, compile and just run it).

So we need to decide whether to keep both separate for now or if there is some way to get GAE stable in a short period of time. IS there anyone on the GAE team who is able to run the binaries on linux and windows to ensure the current code at least produces a functional screen output? Apart from Daniel Santos who is leading GAE? Titi, what would you want from the GAE team to make you feel that it would be worthwhile working on GAE instead of mega-glest? For now I agree with all of Titi's points unless I can be otherwise persuaded.
It's perfectly stable, barring multiplayer (I'm sounding like a broken record now...) switch to branches/0.2.x and try it, Yggdrasil was cleaning up initialisation warnings (that gcc is one picky compiler) on it recently, so I assume it works on linux... that is what 3.2.2_network was branched from... there has been very active development on the net branch, it is not surprising that something is broken on linux, as I mentioned, I can't actually run it under linux to test it on my 'everyday' machine. I will try to get some time in tomorrow on the crusty old desktop machine (older is sometimes better on linux) to find out what is going on.
branch 0.2.x works for me on linux. I mainly use archlinux with opensource ati (which has an ugly bug after one clicks anywhere). It works flawlessly on my old kubuntu 8.04 install with proprietary driver. So it's more a bug in the os driver.

3.2.2_network has really a problem. As softcoder said nothing is rendered, just black. I will have a look, but i'm not familar with opengl in any way...

Quote
Assuming my observations above are accurate (I might be wrong?) I think it would be best for Titi and I to try out GAE for a while to see if we can work together with the GAE team (At least give it a try).
branch 0.2.x leads to the next release. The multiplayer part for it is in the currently for linux broken 3.2.2_network branch.
That's the roadmap for 0.2.13:
http://sourceforge.net/apps/trac/glestae/query?status=assigned&status=new&status=accepted&status=reopened&group=status&milestone=0.2.13

We should not add to much to it. Better get it ready for testing.

cmake and physfs is in trunk and not part of the next release.

softcoder

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Re: Mega-Glest 3.2.5 - new features
« Reply #19 on: 12 February 2010, 17:43:47 »
I assume Silnarm knows which branch to use? I compared 3.2.2_network with 0.2.x and found why the screen paints black (a simple one liner fix)

Program::Program requires a change:

visible(false),

to be:

visible(true),

and now glest renders properly using the 3.2.2_network branch. So is the 3.2.2_network branch the right place to focus efforts or is it the 0.2.x?

Thanks

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Re: Mega-Glest 3.2.5 - new features
« Reply #20 on: 12 February 2010, 17:57:57 »
I assume Silnarm knows which branch to use? I compared 3.2.2_network with 0.2.x and found why the screen paints black (a simple one liner fix)

Program::Program requires a change:

visible(false),

to be:

visible(true),

Thanks, works here too.

and now glest renders properly using the 3.2.2_network branch. So is the 3.2.2_network branch the right place to focus efforts or is it the 0.2.x?
That depends on what you want to do. If you want to work on multiplayer then yes, for other stuff on the roadmap please use 0.2.x, stuff for the future can go in trunk. That's my opinion, not sure what the others think about it.

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Re: Mega-Glest 3.2.5 - new features
« Reply #21 on: 12 February 2010, 18:02:52 »
I thought silnarm said they released 0.2.12b and they are working on 0.2.13 to get multiplayer working.
( internet works again here  at home :D )

I'm a noob to svn, so can someone tell me how to checkout 0.2.xxx ? What do I have to type exactly?
« Last Edit: 12 February 2010, 18:06:51 by titi »
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Yggdrasil

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Re: Mega-Glest 3.2.5 - new features
« Reply #22 on: 12 February 2010, 18:06:57 »
That's right. Did i say something else?

Code: [Select]
svn co https://glestae.svn.sourceforge.net/svnroot/glestae/branches/0.2.xor for switching from another branch
Code: [Select]
svn sw https://glestae.svn.sourceforge.net/svnroot/glestae/branches/0.2.x
« Last Edit: 5 April 2016, 17:49:06 by filux »

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Re: Mega-Glest 3.2.5 - new features
« Reply #23 on: 12 February 2010, 21:45:55 »
Sorry guys, I got a bit worked up.... I should have kept quiet and got a good nights sleep before replying.  I know you didn't mean to offend titi, and I can only apologise if 'in my madness' I offended you.

Program::Program requires a change:

visible(false),

to be:

visible(true),

and now glest renders properly using the 3.2.2_network branch. So is the 3.2.2_network branch the right place to focus efforts or is it the 0.2.x?

Thanks for the heads-up on the visible flag, I see Yggdrasil has attended to it already.  It was introduced just recently because Glest renders all the time, and when you are trying to test multiplayer with numerous instances of the program running on the same machine, this leads to rather sluggish experience. I just assumed that SDL was hooked up to the same event functions for minimise/restore, but it wasn't.

0.2.x will become 0.2.13, any fixes or 'small things' can go directly in there, the 3.2.2_network branch is to revert to the original Glest multiplayer, and will be merged back into 0.2.x once we get the remaining glitches sorted out.  If you want to help out with the networking, that's the place to be.
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softcoder

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Re: Mega-Glest 3.2.5 - new features
« Reply #24 on: 12 February 2010, 22:09:05 »
Ok, I would request everyone stay out of the network code in 3.2.2_network for a while. I will port over the multi-player fixes from mega-glest into what is currently there in that branch.

Thanks