Author Topic: 0.3 teaser topic  (Read 8463 times)

Yggdrasil

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Re: 0.3 teaser topic
« Reply #25 on: 8 September 2010, 13:18:18 »
Sorry, i don't understand your problem. Could you please try to rephrase and tell us some more details?

wciow

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Re: 0.3 teaser topic
« Reply #26 on: 8 September 2010, 19:20:10 »
Thanks for the compiling tutorial Silnarm  :thumbup:

Its quite eay to follow along as a non-coder, however nowhere does it mention that you need to have microsoft VC installed for it to work.

Having downloaded and installed Tortoise SVN, Cmake, Trunk (with data), Win_deps and VC Express 2010 (don't be fooled, the "express" version is still 150 MB of M$ bloatware that most people will never use) I made it to the final stage only for the compile to fail  :'(

ALL_BUILD reports 6 succeeded and 2 failed. I managed to get the map editor and G3dviewer to compile but not the main game  :( As a non-coder I have no idea whats wrong.
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Yggdrasil

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Re: 0.3 teaser topic
« Reply #27 on: 8 September 2010, 21:09:31 »
You obviously need a compiler to compile, so it was assumed you have Visual Studio. Maybe we should add a list of required software...

If you don't post the build log with the error messages even we coders have no idea what's wrong ;) . (The message box at the bottom is meant.) Use http://pastebin.com/ for big logs.

silnarm

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Re: 0.3 teaser topic
« Reply #28 on: 9 September 2010, 01:13:01 »
@wciow:
Nice to see you giving it a shot wciow, will add 'VC++ express or VS' as a requirement to the guide (and also that little nugget about the DLLs ...).

You can find a buid log after the fact in $SVN_DIR$\build\source\game\glestadv.dir\Debug just load it up and copy and paste to pastebin so we can have look.  (That assumes you left the configuration on Debug, change the last dir accordingly if you changed it to Release).

@kobe:
I'm in the same boat as Yggdrasil I'm afraid, I have no idea what you are asking, please rephrase.
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silnarm

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Re: 0.3 teaser topic
« Reply #29 on: 9 September 2010, 02:06:17 »
excuse the double post, but I'm getting back on-topic now.

Generate command:
I've added a new command, 'generate' to produce non-unit producibles, the producible parameters are embedded in the command xml node, so it looks like this:
Code: [Select]
   <command>
      <type value="generate"/>
      <name value="produce_5_energy" />
      <image path="images/5_energy.bmp"/>
      <unit-requirements />
      <upgrade-requirements />
      <produce-skill value="produce_skill"/>
      <produced>
        <name value="5_energy"/>
        <time value="40"/>
        <image path="images/5_energy.bmp"/>
        <image-cancel path="../dark_elder/images/dark_magic_cancel.bmp"/>
        <unit-requirements/>
        <upgrade-requirements/>
        <resource-requirements>
          <resource name="gold" amount="50"/>
          <resource name="stone" amount="25"/>
          <resource name="energy" amount="-5"/>
        </resource-requirements>
      </produced>
    </command>

I changed hailstones xml setup for for transports slightly, the load cap is now specified in the command, not the skill.

I also added a <units-carried> node, so you can limit what units are loadable.

the Skills:
Code: [Select]
   <skill>
      <type value="load"/>
      <name value="load_skill"/>
      <ep-cost value="0"/>
      <speed value="120"/>
      <anim-speed value="120"/>
      <animation path="models/transport_loading.g3d"/>
      <sound enabled="true" start-time="0">
        <sound-file path="sounds/transport_load.wav"/>
      </sound>
      <max-range value="3"/>
    </skill>

    <skill>
      <type value="unload"/>
      <name value="unload_skill"/>
      <ep-cost value="0"/>
      <speed value="120"/>
      <anim-speed value="120"/>
      <animation path="models/transport_unloading.g3d"/>
      <sound enabled="true" start-time="0">
        <sound-file path="sounds/transport_unload.wav"/>
      </sound>
      <max-range value="2"/>
    </skill>

and the Commands:
Code: [Select]
   <command>
      <type value="load"/>
      <name value="load"/>
      <image path="images/transport_load.bmp"/>
      <unit-requirements/>
      <upgrade-requirements/>
      <load-skill value="load_skill"/>
      <move-skill value="move_skill"/>
      <units-carried>
        <unit value="infantry"/>
        <unit value="marine"/>
        <unit value="medic"/>
        <unit value="engineer"/>
      </units-carried>
      <load-capacity value="6" />
    </command>

    <command>
      <type value="unload"/>
      <name value="unload"/>
      <image path="images/transport_unload.bmp"/>
      <unit-requirements/>
      <upgrade-requirements/>
      <unload-skill value="unload_skill"/>
    </command>

All the new stuff has been added, we're going to spend a couple of days testing and fixing any bugs, and are hoping to have installers ready to go on the weekend.

Edit:

Also, if you are developing a mod, and textures or models can't be loaded because the files are missing or corrupt or not of a supported format, the game will still load and be playable, the missing textures or models will be replaced with 'place-holders',

« Last Edit: 9 September 2010, 02:35:10 by silnarm »
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John.d.h

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Re: 0.3 teaser topic
« Reply #30 on: 9 September 2010, 06:16:10 »
Nice.  I went ahead and put the load/unload skills and commands into one of my buildings, but I'm not sure what to do for move-skill because it's a building that can't move.  Is it safe to leave that blank? :look:

silnarm

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Re: 0.3 teaser topic
« Reply #31 on: 9 September 2010, 14:36:35 »
Errr... well it was intended for 'transports' ... but I'm sure we can generalise it for you.

Edit:
Done, move skills are optional.
« Last Edit: 10 September 2010, 04:11:41 by silnarm »
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