Author Topic: GAE 0.3  (Read 13737 times)

ultifd

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Re: GAE 0.3
« Reply #50 on: 18 September 2010, 01:55:41 »
OK. I just confused that with the regular failure then.

Does anyone have trouble selecting units on the windows version? I can still only select one unit...

Zoythrus

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Re: GAE 0.3
« Reply #51 on: 18 September 2010, 02:58:45 »
Does anyone have trouble selecting units on the windows version? I can still only select one unit...


nope, works fine for me!

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Re: GAE 0.3
« Reply #52 on: 18 September 2010, 08:47:32 »
@me5: You could try, open glestadv.ini and set RenderInterpolateWithSIMD=false
..but I think the compiler may have inserted its own check.

The problem is there is no glestadv folder (where the "glestadv.ini" is) created.

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Re: GAE 0.3
« Reply #53 on: 18 September 2010, 13:45:53 »
The problem is there is no glestadv folder (where the "glestadv.ini" is) created.

It's created in your user folder, which is not your 'documents' folder.

XP: C:\Documents and Settings\USER_NAME\glestae
Win7: C:\Users\USER_NAME\glestae
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Re: GAE 0.3
« Reply #54 on: 18 September 2010, 17:26:44 »
XP: C:\Documents and Settings\USER_NAME\glestae

That's where I searched for it. (but can't find anything)

Omega

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Re: GAE 0.3
« Reply #55 on: 19 September 2010, 00:58:18 »
Well, got it downloaded at last! Now, tonight, I have fun!  ;D

I suppose it's time to get to work with military again, after all, I'll need a land carrier, a water carrier, new more strategic scenarios, improve the storyline based End of Morning series, customize the GUI, etc; However, I hit a small roadbump (and probably more to come as I hit more undocumented, cutting-edge features), the Lua reference (http://sourceforge.net/apps/trac/glestae/wiki/LuaReference) doesn't mention the actor and dialogue commands (and possibly a few others, though the damage unit one was there for sure, only checked a few). What is the syntax for the new lua commands?

@Chupa: GBM does not support 8 players. I assume that the GBM file structure has not been modified (and really, we can't. GAE will need a new map format that is NOT the GBM extension when it supports 12 players. The map format will have to be MGM for 5-8 players, though I don't know why yours are freezing... Didn't you have problems with map making before too? Lastly, the reason it says there are no maps if you don't have at least one GBM is probably because it checks for GBM files, but was not updated to also check for MGM files. That is a legimate bug, and you may wish to create a tracker item for that.

In other things, is GAE now using a personal folder for the INI, etc? Hmm.... that could be troublesome for largescale mods, as well as for those of us who prefer to do work in the Program Files folder (it's become a second home to me, once the evil UAC was vanquished). Is there any support for using the program files folder instead for files? (Many programs offer support for different places. For example, I know Blender lets you choose whether you wish to use a personal folder or the install directory, and I think the ability to choose this is a must.
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silnarm

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Re: GAE 0.3
« Reply #56 on: 19 September 2010, 01:42:58 »
That's where I searched for it. (but can't find anything)

That's where it defaults to, so it should be there, unless you are using a "-configdir some/other/path" in the shortcut target...

Open up "C:\Program Files\glestae 0.3\stdout.txt", with nothing in addons/ there should be two lines stating certain directories are in the 'search path', on will be the base data dir [./share/glestae/] and the other will be the config dir.

However, I hit a small roadbump (and probably more to come as I hit more undocumented, cutting-edge features), the Lua reference http://sourceforge.net/apps/trac/glestae/wiki/LuaReference) doesn't mention the actor and dialogue commands (and possibly a few others, though the damage unit one was there for sure, only checked a few). What is the syntax for the new lua commands?

Sorry, will be sure to update that today,

Dialogue is done like so:



Yes, the dialog strings are looked up in the lang file, and no, I'm not changing it!  The names are not translated though.

Quote
In other things, is GAE now using a personal folder for the INI, etc? Hmm.... that could be troublesome for largescale mods, as well as for those of us who prefer to do work in the Program Files folder (it's become a second home to me, once the evil UAC was vanquished). Is there any support for using the program files folder instead for files?

Yes, you can use any directory you want, edit the shortcut, add '-configdir /path/'
To use the 'data' directory, you could use '-configdir ./share/glestae'
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me5

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Re: GAE 0.3
« Reply #57 on: 19 September 2010, 16:13:32 »
I also have no "stdout.txt". All I have is "bin", "share" and "uninstall.exe". Is it possible that the glestae folder (in Documents and Settings ....) and all the other files in the "glestae 0.3" folder are only created when you start GAE the first time? (-> Because I can not start GAE I also have none of them  :confused:)

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Re: GAE 0.3
« Reply #58 on: 19 September 2010, 17:22:09 »
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!
« Last Edit: 20 September 2010, 01:18:18 by Omega »
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silnarm

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Re: GAE 0.3
« Reply #59 on: 20 September 2010, 05:45:13 »
I also have no "stdout.txt". All I have is "bin", "share" and "uninstall.exe". Is it possible that the glestae folder (in Documents and Settings ....) and all the other files in the "glestae 0.3" folder are only created when you start GAE the first time? (-> Because I can not start GAE I also have none of them  :confused:)

Yes, the config files will be generated by by the program on first run... I'd say the compiler had inserted an sse2 check at startup, if you're not getting stdout.txt then it is aborting _very_ early.

I'll build an exe without SSE2 enabled... sometime soon ;)

We can't expect such a major release to be without bugs, of course, so a damn good job, GAE Team!

Thanks for your understanding, there have indeed been some massive changes...

 * Directory structure.
 * 'show map' from map ed
 * save games
 * configurator
These are all path problems caused by the transition to the virtual file system, and we'll be taking extra care to ensure they are fixed and working in 0.3.1.
The configurator was not actually meant to be distributed, many of its options are obsolete and now do nothing...

 * cursor doesn't 'fill in' when selecting pos
Thanks, ticket #180

 * quit game / exit program confirmation
Agreed.

 * unit particle systems (on/off)
I think this may not be needed, currently excessive particle systems will cause lots of undue memory use and processing, this is ticket #158, only visible systems will do any processing in 0.3.1, which should not be a problem.

 * upgrades
 * tileset objects selectable
Already fixed.

 * debug.lua
This is the same problem that prevents widget.cfg from being loaded, I believe I have a solution, but haven't tried it yet...

 * random particle path
Thanks, ticket #181

 * unit particle system not going away on death
I expect they do go away, but not for some time? This would be because the unit still exists and is executing the die skill for some time after it dies, will look into it... Ticket #182

To check on the status of 0.3.1 you can use this report, which shows all tickets (including those already closed).
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Omega

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Re: GAE 0.3
« Reply #60 on: 20 September 2010, 18:55:00 »
Well, the unit had definately disappeared, and the fire was still burning for infinity... I waited 2 minutes on the fastest speed to test.

Also, did you make the shuffle parameter for the playlists? If I recall, you mentioned you were going to, though I'm not sure if it made it into 0.3 and I couldn't find it on the tracker (abet, I am a poor searcher) nor did the forum post mention it. With 10 tracks for military, shuffle would make the music even more epic!

EDIT//My bad. its in the tracker closed for 0.3.1
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Omega

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Re: GAE 0.3
« Reply #61 on: 22 September 2010, 21:58:21 »
[DPing because the post will go undetected otherwise]
I encountered what may or may not be a bug (refrained from making a new topic because of that). The generate command did not seem to work when I synched it up for food in military. I copied the exact example you mentioned on the first post, changing it as necessary for Military, but it won't seem to work. There's no crashes or anything, and GAE doesn't detect anything wrong. The button to 'produce' does appear on the unit, but clicking it does nothing.

This is either a bug or I did something wrong (there's only one example anyway...).
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silnarm

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Re: GAE 0.3
« Reply #62 on: 23 September 2010, 10:57:40 »
Does anyone have trouble selecting units on the windows version? I can still only select one unit...

Found it! Silly error I made whilst making resources clickable.

  • 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.

I did this instead,



I encountered what may or may not be a bug (refrained from making a new topic because of that). The generate command did not seem to work when I synched it up for food in military. I copied the exact example you mentioned on the first post, changing it as necessary for Military, but it won't seem to work. There's no crashes or anything, and GAE doesn't detect anything wrong. The button to 'produce' does appear on the unit, but clicking it does nothing.

Will look into it, I think I only tested it with static resources ...  :look:
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silnarm

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Re: GAE 0.3
« Reply #63 on: 23 September 2010, 13:28:16 »
-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.

Done and done. It was actually 'random' every time, but the RNG it was seeded with the same number every time... so the 'random' sequence was the same... All good now  :angel:

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ultifd

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Re: GAE 0.3
« Reply #64 on: 23 September 2010, 21:52:20 »
Found it! Silly error I made whilst making resources clickable.
Thanks a lot! I guess I'll update to SVN head and see :)

silnarm

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Re: GAE 0.3
« Reply #65 on: 25 September 2010, 01:13:26 »
This is either a bug or I did something wrong (there's only one example anyway...).

Worked fine for me, using this in the rations centre:
Code: [Select]
     <!-- Generate Command -->
     <command>
        <type value="generate"/>
        <name value="hand_out_rations"/>
        <image path="../rations_center/images/rations_center.bmp"/>
        <unit-requirements/>
        <upgrade-requirements/>
        <produce-skill value="produce_skill"/>
        <produced>
          <name value="rations"/>
          <time value="60" />
          <image path="images/food.bmp"/>
          <image-cancel path="../headquarters/images/cancel.bmp"/>
          <unit-requirements/>
          <upgrade-requirements/>
          <resource-requirements>
            <resource name="gold" amount="100"/>
            <resource name="food" amount="-10"/>
          </resource-requirements>
        </produced>
     </command>
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Omega

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Re: GAE 0.3
« Reply #66 on: 26 September 2010, 20:21:34 »
Excellent! Now I'm all anxious for 0.3.1...

Another particle problem found:
The megaglest particles aren't quite working. I think it may be the radius tag (it seems to have no effect at all on the particle system). Basically, the particles aren't sizing correctly, such as if you look at some of the death particles (ie: Indian's Tipi) in Megaglest and then in GAE, you notice MG has the realistic looking flames covering the unit, while GAE has one small ball in the center.

I'll try that code, not sure what I did wrong before...
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Re: GAE 0.3
« Reply #67 on: 27 September 2010, 13:32:50 »
Another particle problem found:
The megaglest particles aren't quite working. I think it may be the radius tag (it seems to have no effect at all on the particle system). Basically, the particles aren't sizing correctly, such as if you look at some of the death particles (ie: Indian's Tipi) in Megaglest and then in GAE, you notice MG has the realistic looking flames covering the unit, while GAE has one small ball in the center.
Heh... I thought I was just doing something wrong.  In that case, I can verify that I experience the same behavior.

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Re: GAE 0.3
« Reply #68 on: 27 September 2010, 21:56:11 »
This is either a bug or I did something wrong (there's only one example anyway...).

Worked fine for me, using this in the rations centre:
Code: [Select]
     <!-- Generate Command -->
     <command>
        <type value="generate"/>
        <name value="hand_out_rations"/>
        <image path="../rations_center/images/rations_center.bmp"/>
        <unit-requirements/>
        <upgrade-requirements/>
        <produce-skill value="produce_skill"/>
        <produced>
          <name value="rations"/>
          <time value="60" />
          <image path="images/food.bmp"/>
          <image-cancel path="../headquarters/images/cancel.bmp"/>
          <unit-requirements/>
          <upgrade-requirements/>
          <resource-requirements>
            <resource name="gold" amount="100"/>
            <resource name="food" amount="-10"/>
          </resource-requirements>
        </produced>
     </command>
Dang, even that exact code didn't work for me...odd. I do have the produce skill (just a normal produce skill, I assume it's no different than normal), and everything seems to make sense. The button appears, but simply doesn't do anything when clicked... Perhaps you can explain the XML attributes a bit more, I think I am a tad confused. Especially with the paths, since the paths you gave me, while they somehow worked, don't seem to make sense for the ration center...
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silnarm

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Re: GAE 0.3
« Reply #69 on: 29 September 2010, 13:42:48 »
Another particle problem found:
The megaglest particles aren't quite working. I think it may be the radius tag (it seems to have no effect at all on the particle system)....

Thanks, fixed up.

Dang, even that exact code didn't work for me...odd. I do have the produce skill (just a normal produce skill, I assume it's no different than normal), and everything seems to make sense. The button appears, but simply doesn't do anything when clicked... Perhaps you can explain the XML attributes a bit more, I think I am a tad confused. Especially with the paths, since the paths you gave me, while they somehow worked, don't seem to make sense for the ration center...

Ok, tried it on 0.3 and it doesn't work ... but has been fixed somewhere along the line...

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Re: GAE 0.3
« Reply #70 on: 29 September 2010, 14:23:18 »
hey, when will 0.3.1 come out? i could really use the .png support.

also, what is the code for multiple music tracks? the wiki doesnt say anything.

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Re: GAE 0.3
« Reply #71 on: 29 September 2010, 16:11:36 »
also, what is the code for multiple music tracks? the wiki doesnt say anything.
Code: [Select]
  <music value="true" play-list="true">
    <music-file path="music/blew.ogg"/>
    <music-file path="music/floyd_the_barber.ogg"/>
    <music-file path="music/about_a_girl.ogg"/>
  </music>
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Re: GAE 0.3
« Reply #72 on: 29 September 2010, 16:35:05 »
also, what is the code for multiple music tracks? the wiki doesnt say anything.
Code: [Select]
  <music value="true" play-list="true">
    <music-file path="music/blew.ogg"/>
    <music-file path="music/floyd_the_barber.ogg"/>
    <music-file path="music/about_a_girl.ogg"/>
  </music>

ok, thank you.

PS. is that the playlist for a mod?

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Re: GAE 0.3
« Reply #73 on: 29 September 2010, 18:40:25 »
also, what is the code for multiple music tracks? the wiki doesnt say anything.
Code: [Select]
  <music value="true" play-list="true">
    <music-file path="music/blew.ogg"/>
    <music-file path="music/floyd_the_barber.ogg"/>
    <music-file path="music/about_a_girl.ogg"/>
  </music>

ok, thank you.

PS. is that the playlist for a mod?
Erm, no... It's silnarm's example from the first post. Though, I already tested it in Military (which now has ten tracks. Can't wait for shuffle).
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Re: GAE 0.3
« Reply #74 on: 3 October 2010, 14:54:55 »
I don't know if you already know this, but you forgot to pack a configuration.xml in the Windows version (and probably the other versions, too).

Also, it seems like there's some issue with the saving of the ini in the configurator. You didn't add back in the downcase string stuff in it, did you? Because when I put the original Glest configuration.xml and glest.ini files in with the configurator and saved the ini in it, it added duplicate entries in the ini with lower case names.

Btw, what d'you have to put in the shortcut to make it run properly? The installer didn't create the shortcut in the start menu like it was supposed to.

~Zaggy

« Last Edit: 3 October 2010, 15:01:17 by Zaggy1024 »

 

anything