Well, I've tested GAE 0.3, and first of all, I admit, it looks gorgeous! However, I've noticed a few flaws, listed below:
- Firstly, I must admit, I oppose the directory structure a bit. I think having the bin and shared folders is a bad idea. Firstly, the normal installer doesn't work in the bin folder, and must be started one folder up (which is why you had to have a shortcut to start it in the installation directory). However, the DE version doesn't need this (and will NOT work in the install directory). I suggest you either (1) move the executables into the install directory and fix the DE version so it works from there or (2) Fix the normal version so that it works like the DE version, without requiring a shortcut to tell it to work one folder up (I personally prefer the first idea).
- Next, the configurator will not work without the configuration XML, as well, since the INI is stored in a personal folder, it simply won't work at all for that unless it is edited to create the INI in that personal folder. Alternatively, the configurator (and its XML) could be moved to that personal folder.
As well, that personal folder, while handy for windows newbies and those who do not have admin access, as I mentioned earlier elsewhere, I think we definately need to at least offer an option to store the items of the personal folder in the install directory instead. This will make some massive mods like Military MUCH easier (I distribute military with a different default INI personalized for Military, so now only the installer edition could possibly make the INI in the correct location). For some of us, namely me, working with all our glest stuff in one folder is much prefered, as well, it doesn't clutter up our personal folder with more folders (normally when games make a folder there, I hide the folder, but I can't do that with Glest because I would need to access that folder). Solved, didn't realize you had a command for that.- The map editor "Show Map" function does not work. It returns that there is no tilesets, most likely caused by the directory changes. When the map editor is moved to the shared/glestae folder, it works, and gives a list of tilesets to choose from, but after that, it fails and states that it cannot find the map specified (error 2). As well, it doesn't work at all if the map was not saved (tried both MGM and GBM).
- Not one bit a huge deal, though possibly a small overlook, the cursor does not 'fill in' when a command is selected. For example, normally, the cursor is an outline of a triangle, but when a command is selected, it would turn into a solid triangle. It no longer does so.
Other than these, I noticed nothing that actually affects the game, and gameplay went perfectly. I could also suggest bundling more maps in the future, particularily 8 player maps (only Glest's default maps were included, which only could go up to 4 players). Anyway, good job, and happy Glesting.
Yes, the dialog strings are looked up in the lang file, and no, I'm not changing it! The names are not translated though.
Oh well. As much as I oppose that decision, I can live with it, since I've found new ways to get around that. For example, on a timer scenario where you have a set amount of time to complete the scenario (scaled to the game speed), I used a javascript file to create a list of the values for the Lang file. Of course, this made the lang file a massive 611 lines for a ten minute timer... I will also be experimenting soon with trying to pass single characters in, in an attempt to make it possible to write anything (which would be useful if the user is able to add input).
EDIT2//
Well, here's a list of a few other things I've noticed with much more testing.
-Quit game option should ask for confirmation, as should the exit program button.
-The drop-down boxes should be wider, especially the scenario, scenario category, and map ones, as I've noticed a lot of things extend past those boxes, ending up being cut off.
-As per cue Megaglest, there should be an option to turn off unit particle systems. If I recall, some people with low-end computers had problems with the large number of particles constantly created.
-As someone previously mentioned, upgrades are not following their reqs. For example, If Upgrade A needs Upgrade B, normally, we have to get Upgrade B first, but in this version, the game seems to be ignoring that, making it possible to get any upgrade at any time, effectively breaking the game.
-As well, as previously mentioned, the save game function appears to be completely broken. Not only is it saving to the wrong folder (saves to the personal folder, but loads from the install directory (works if the personal folder is set to the install directory)) but even once it finally can read the save, it encounters an error with it, which may be linked to a file path problem (one person who encountered this error stated it included the name James in the path ;-) ).
-All tileset objects are clickable, and make the box in the top right hand corner appear (empty). This is most likely related to the resource selection, because trees are a tileset object.
-The developers edition doesn't let you use 'debug.lua', the external file it once did to allow you to load entire functions. I found that to be extremely handy since if I needed to test the pathfinding of a map, I had a massive function to have all players send large numbers of various units to attack all bases, or if I needed to test a game, it made it possible to use "cheats" to get to the part I needed to test.
-The random particle projectile style is BROKEN. It shoots a linear line now... It should also be fixed so that it's truly random, meaning recalculated every time.
-The unit particle systems on death (such as the indian's tipi, which has burning ruins) do not end when the model disappears.
Other than those, everything seems to work fine, and the upgrade one is the only one that affected gameplay (abet, extremely drastically). I must ask though, what did you do to the loading? I kid you not when I say Military loaded
TEN TIMES FASTER. The first time I loaded the game off the bat, it was just surprising! Everything is working well, and I'm maxing out the full 60 FPS, the Megapack (from Megaglest, not v4) works flawlessly (unit particle systems!) aside from death particles.
We can't expect such a major release to be without bugs, of course, so a damn good job, GAE Team!