Author Topic: MegaGlest 3.3.3 ( outdated!!! newer version available )  (Read 13418 times)

titi

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Ok, next try, this is megaglest 3.3.3
( For more info about megaglest click here )

Windows x86 Full installer:
download here

Windows x86 binaries:
download here
Linux x86 binaries:
download here  ( linux installation description below the release notes )

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer]):
download here

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

Here are the release notes:
Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

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.


Linux Installation:

Code: [Select]
Step1
download the data package and unpack it to the suggested installtion directory

Step2
unpack all things from the binary package to the installation directory ( overwrite all existing files )

Hints:
======
From version 3.3.3 Megaglest uses font Helvetica for linux. If its not available the fonts will look ugly.

Editor:
-------
libwx in version 2.8 must be installed to use the Editor from this release!
Use the "editor" script to start the editor!

 
« Last Edit: 15 August 2010, 23:29:05 by titi »
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ultifd

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Re: megaglest 3.3.3 released
« Reply #1 on: 8 April 2010, 23:09:55 »
OK, downloading... :)
Should I delete my old/other megaglests? Every time you update them, I have to re-download, then extract/install it.  ::) In the end, they are use lots of space...  ::) Like I think I think I have around 10 different versions...

titi

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Re: megaglest 3.3.3 released
« Reply #2 on: 8 April 2010, 23:20:39 »
Why not delete the old ones?
Should be uninstallable in windows when you did it with the installer
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-Archmage-

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Re: megaglest 3.3.3 released
« Reply #3 on: 8 April 2010, 23:34:42 »
Surprise coming up! :D
Egypt Remastered!

Proof: Owner of glest@mail.com

ElimiNator

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Re: megaglest 3.3.3 released
« Reply #4 on: 8 April 2010, 23:47:49 »
Surprise coming up! :D
What do you mean? You are giving a surprise?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: megaglest 3.3.3 released
« Reply #5 on: 8 April 2010, 23:50:55 »
Surprise coming up! :D
What do you mean? You are giving a surprise?
Probably something related to the installers...  ::)

-Archmage-

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Re: megaglest 3.3.3 released
« Reply #6 on: 9 April 2010, 00:00:54 »
Yes, I am giving a surprise..........later.......... :P

Ultifd, stop trying to spoil everything, let surprises be surprises!
Egypt Remastered!

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softcoder

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Re: megaglest 3.3.3 released
« Reply #7 on: 9 April 2010, 00:43:54 »
Ok, from now on we should be able to produce small data archives for each release with "Only" the different data from the last release. I have created a bash script to do it automatically. For those who want updated from between 3.3.0 and 3.3.3 it can be found at:

https://sourceforge.net/projects/megaglest/files/current_release/megaglest-data-updates-3.3.3.7z/download

ultifd

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Re: megaglest 3.3.3 released
« Reply #8 on: 9 April 2010, 01:30:15 »
Why not delete the old ones?
Should be uninstallable in windows when you did it with the installer
OK, I did...  ::)
Took 1 to 1 1/2 hours, Around 7 GB of files...  ::)
 :|
------------
Also, when I try to play a game, scenario OR custom, it says it can't create the 2D Textures...  :| Why...?  :confused:  :(

softcoder

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Re: megaglest 3.3.3 released
« Reply #9 on: 9 April 2010, 02:04:37 »
Yes I have confirmed something wrong with the full windows installer. I'll figure it out and let you all know what is wrong.

ultifd

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Re: megaglest 3.3.3 released
« Reply #10 on: 9 April 2010, 02:05:14 »
Yes I have confirmed something wrong with the full windows installer. I'll figure it out and let you all know what is wrong.
Too bad I deleted my old working one.  ::)
Oh well...  ::)

softcoder

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Re: megaglest 3.3.3 released
« Reply #11 on: 9 April 2010, 06:10:24 »
The problem seems to be related to the new loading_screen.* files. Strangely it crashes on some win32 systems and not others. I'm still trying to find a solution, but for now you could rename loading_screen.* to Xloading_screen.* and I think it will not crash.

Thanks

EDIT: Confirmed. I have the bug fixed, had to enable mipmap for these custom loading screens. I'll be posting new binaries shortly.

Update:

Ok the new Win32 binary archive (Full Installer will be sent in about 45 minutes) are ready, same links as already mentioned above.

For those with the previous build of 3.3.3 all you need is glest_game.exe from the 7z archive.
« Last Edit: 9 April 2010, 08:38:04 by softcoder »

titi

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Re: megaglest 3.3.3 released
« Reply #12 on: 9 April 2010, 08:22:00 »
Everything is updated for windows.
update: Also it was not really needed A new binary for linux is uploaded too now too.
« Last Edit: 9 April 2010, 11:42:45 by titi »
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MJR

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Re: megaglest 3.3.3 released
« Reply #13 on: 9 April 2010, 12:44:07 »
When you say everything for windows is updated do you mean the windows installer is fix or not.

softcoder

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Re: megaglest 3.3.3 released
« Reply #14 on: 9 April 2010, 13:14:27 »
All Windows files are fixed.

titi

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Re: megaglest 3.3.3 released
« Reply #15 on: 9 April 2010, 13:30:43 »
and linux too
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softcoder

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Re: megaglest 3.3.3 released
« Reply #16 on: 9 April 2010, 21:33:35 »
So quiet today, does that mean people are not having any problems?

MJR

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Re: megaglest 3.3.3 released
« Reply #17 on: 9 April 2010, 22:17:41 »
Seems to work on 64 Bit XP. Thanks for the font resizing and color changing. Great job on MegaGlest.

ultifd

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Re: megaglest 3.3.3 released
« Reply #18 on: 9 April 2010, 23:09:54 »
Works fine now, thanks.  ::)  :thumbup:
There is one bad thing though, 0, the original font "number size" is really small...It squishes the text... I think 4 is normal...  ::)
But it's ok I guess, I just chess it to 4 automatically... Actually, it is only small in game, for the menu, it is ok...  :|

titi

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Re: megaglest 3.3.3 released
« Reply #19 on: 9 April 2010, 23:25:50 »
if the ingame things are too small try to change these switches in the glest.ini:
FontDisplayBaseSize=12
FontDisplaySmallBaseSize=12

But I think if the ingame sizechange is ok for you, you should use this as you do now :)
« Last Edit: 10 April 2010, 00:56:30 by titi »
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ultifd

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Re: megaglest 3.3.3 released
« Reply #20 on: 10 April 2010, 00:19:53 »
if the ingame things are too small try to change these switches in the glest.ini:
FontDisplayBaseSize=12
FontDisplaySmallBaseSize=12

But I think if the if the ingame sizechange is ok for you, you should use this as you do now :)

Eh, for 0, it is already like that...  ::)
Oh well, I guess I'll just change it to 4 everytime there is a update. Even though 0 looks better for the menu...  ::)

titi

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Re: megaglest 3.3.3 released
« Reply #21 on: 10 April 2010, 00:58:32 »
Quote
Eh, for 0, it is already like that...  ::)
Oh well, I guess I'll just change it to 4 everytime there is a update. Even though 0 looks better for the menu...  ::)

Thats why I posted these switches, they only effect the display while playing, not the menus!
« Last Edit: 10 April 2010, 01:51:33 by -Archmage- »
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ultifd

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Re: megaglest 3.3.3 released
« Reply #22 on: 10 April 2010, 01:23:31 »
Quote
Eh, for 0, it is already like that...  ::)
Oh well, I guess I'll just change it to 4 everytime there is a update. Even though 0 looks better for the menu...  ::)
Thats why I posted these switches, they only effect the display while playing, not the menus!
OH, sorry...  :-[ I thought you meant something else.  ::) Thanks.  :)  :thumbup:
OK, I changed it.
I think font size 16 is better than 12, because when you start out with font size 12, it is all squished for some reason...  ::)
Besides, why would you want to start it out with it being squished...  ::)
Anyways, Thanks.

EDIT: Your Quoting is incorrect.  :|  :O
[I fixed it. -- Arch]
EDIT: Cool.  :)  :thumbup:

MJR

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Re: megaglest 3.3.3 released
« Reply #23 on: 10 April 2010, 02:16:47 »
Is there really anything else you need in this game? For me it is perfect as is will not be moving to another version unless some unknown bug pop up and the new version fixes it.

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Re: megaglest 3.3.3 released
« Reply #24 on: 10 April 2010, 03:10:12 »
We need to make a feature archive... :|
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