Author Topic: megaglest ( 3.3.2 released! )  (Read 14583 times)

softcoder

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megaglest ( 3.3.2 released! )
« on: 7 April 2010, 00:26:42 »
Come and get it while its hot, version 3.3.2 is released!
( For more info about megaglest click here )

Windows x86 Full installer:
download here ( update: install the windows binaries below too, because they include a patch which is not in the installer yet! )

Windows x86 binaries:
download here
Linux x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer]):
download here
Data Package UPDATES ONLY (since the last major release of 3.3.0):
download here

Source Package:
download here
=================

Here are the release notes:

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- 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.
- 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.

« Last Edit: 8 April 2010, 07:45:54 by titi »

ultifd

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Re: megaglest ( 3.3.2 released! )
« Reply #1 on: 7 April 2010, 00:40:46 »
OK, thanks, the resolutions problems seems to be fixed, yeah it was   AutoMaxFullScreen=true...  ::)
Downloading files, thanks.  :)
Wow...  :thumbup:

-Archmage-

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Re: megaglest ( 3.3.2 released! )
« Reply #2 on: 7 April 2010, 00:43:45 »
Stickied.

I guess, I worked for hours on my own installer solution for nothing, I'm fully prepared to make Windows Installers specifically for MegaGlest, but it appears you've got it covered... :(

Maybe I could do Linux Installers? :)
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ultifd

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Re: megaglest ( 3.3.2 released! )
« Reply #3 on: 7 April 2010, 00:47:38 »
hmm...also I still have problems with recording now, but it is minor.  :thumbup:
Thank You! The Ctrl + # bug is fixed!  :O

softcoder

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Re: megaglest ( 3.3.2 released! )
« Reply #4 on: 7 April 2010, 01:03:22 »
Archmage, I had already mentioned (last release) that there are install scripts in svn. We use NSI (Null Soft Installer) as it is an open-source solution. Feel free to take over that installer if you wish, I would be more than happy to help you get setup.

Thanks

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Re: megaglest ( 3.3.2 released! )
« Reply #5 on: 7 April 2010, 01:12:16 »
I came up with my own solution, because I'm a guy that likes to solve things. :D
I know both works, and yours is slightly better, but IDK, I could build installers with my solution and then when I figure your out, I'll switch to that. :D
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ultifd

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Re: megaglest ( 3.3.2 released! )
« Reply #6 on: 7 April 2010, 04:16:40 »
Cool loading screens. Did you or Titi make it?  ::) Now every mod/faction can have their own loading screen...cool...  :)  :thumbup:

softcoder

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Re: megaglest ( 3.3.2 released! )
« Reply #7 on: 7 April 2010, 05:40:30 »
Actually this release had good contributions from Titi, Silnarm and PolitikerNEU so it was a team effort. I think moving forward we'll have more help and even greater features from the guys on the GAE project (and perhaps others too).

Nothing as good as an "open" source project :)

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Re: megaglest ( 3.3.2 released! )
« Reply #8 on: 7 April 2010, 05:50:14 »
YES,YES MUTHA ØØØ YES!, you fixed the font, i was wondering why it was so ugly in Megaglest and so awesome in GaE.

But you got it covered i LOVE YOU!.

/my precious MG.

also i LOVE all the other improvements not to forget.

i have ??? find lan games ???

button, and i have the english version, properly not used the updates, i will look into it when i get home, it properly just is me being silly and forgetting the updates.
« Last Edit: 7 April 2010, 05:52:03 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #9 on: 7 April 2010, 06:42:51 »
Is this a full release or a beta?

titi

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Re: megaglest ( 3.3.2 released! )
« Reply #10 on: 7 April 2010, 07:32:58 »
This is a full release.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #11 on: 7 April 2010, 08:05:59 »
One problem even when I set the max resolution to false in the configure it still puts it at full resolution

titi

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Re: megaglest ( 3.3.2 released! )
« Reply #12 on: 7 April 2010, 08:48:31 »
Did you try to change the resolution in the ingame options menu? ( manual restart is needed )
(update:  I thought the switch "max resolution" only works in linux. Am I wrong? )

Update2:
No, you are right, there is something wrong in windows :(
And the ingame resolution switch also doesn't work the desired way ( maybe a related problem )
« Last Edit: 7 April 2010, 10:10:46 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

-Archmage-

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Re: megaglest ( 3.3.2 released! )
« Reply #13 on: 7 April 2010, 10:54:47 »
How about a 3.3.3 bug-fix release, no BETAs. ;D

If you do a 3.3.3 release, I'll cover installers, k? :D
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MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #14 on: 7 April 2010, 11:34:22 »
I am sorry to have to rain on the new release with this new bug. But with max resolution stuck it is all but impossible to read the amount of resources you have. So please fix soon because this way can't be played unless you have 20 20 vision and in this day and time how many people has that. I know I don't.

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Re: megaglest ( 3.3.2 released! )
« Reply #15 on: 7 April 2010, 11:39:10 »
All, but impossible?
Ok, so if it's all but impossible, what's the problem? :confused:
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titi

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Re: megaglest ( 3.3.2 released! )
« Reply #16 on: 7 April 2010, 12:02:38 »
?? But what has the resolution to do with the ressources?
Is only a part of the screen shown to you?
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #17 on: 7 April 2010, 12:06:27 »
Let just say I don't want to sit 4 inches from my 22 inch monitor. Hard on the eyes. And Max resolution is kinda not a good idea. Unless you have lets say a 37 inch or bigger monitor witch I don't but many smaller monitors are HD resolution well a 22 inch monitor with 1920 x 1080 resolution would be impossible small writing on MegaGlest. And if this is the kind of attitude I can expect from MegaGlest team you can keep your new game I will just go back to regular Glest.
« Last Edit: 7 April 2010, 12:13:18 by MJR »

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #18 on: 7 April 2010, 12:11:51 »
The way it is now the writing on the stats as far as resources and creature stats goes it makes playing MegaGlest painfull to play and I wont be playing it in this dumb max resolution stuck mode. Beside why have a setting on MegaGlest if you can't change it.
« Last Edit: 7 April 2010, 12:18:38 by MJR »

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Re: megaglest ( 3.3.2 released! )
« Reply #19 on: 7 April 2010, 12:14:57 »
Are you talking about the font size?
I indeed made the fonts much smaller because it was much too big in glest in my opinion.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

titi

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Re: megaglest ( 3.3.2 released! )
« Reply #20 on: 7 April 2010, 12:19:27 »
Maybe I should add some switches in the next version to the glest.ini, so you can choose your desired font size
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #21 on: 7 April 2010, 12:21:19 »
With max resolution being stuck and your font it hurt my eyes to try to read any readout of the game for any long period of time.

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #22 on: 7 April 2010, 12:26:33 »
yes that would help but first get the max resolution sticking bug fix no matter what I have it set to true max resolution or false it still is stuck at 1680 x 1050 witch is my monitors max resolution. But I have my desk top set to 1440 x 900 witch with my eyes is the best for me to see.

MJR

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Re: megaglest ( 3.3.2 released! )
« Reply #23 on: 7 April 2010, 12:30:51 »
So please do both fix the max resolution not being able to turn off and please even then the font in the game as is my wife can't read so please give option in the game for larger font size. At least do like in windows allow the user to choose up to at least size 30 or so in the font size.

[Could you please try not to triple post like this? -- Arch]
« Last Edit: 7 April 2010, 12:36:55 by -Archmage- »

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Re: megaglest ( 3.3.2 released! )
« Reply #24 on: 7 April 2010, 12:51:11 »
Reorganized the downloads on the first post, and added a source package download.
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