Author Topic: Glest 1.1.0-rc1 released  (Read 6582 times)

martiño

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Glest 1.1.0-rc1 released
« on: 7 May 2005, 01:21:03 »
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Glest 1.1.0-rc1 has been released.

This version is only available from the Glest sourceforge project site (https://sourceforge.net/projects/glest/), we will update the main site once it gets stable.

To run this version you will have to download the packages "glest binaries win32" and "glest data" and uncompress them in the same folder.

New in this version:

- Glest now compiles on MinGW
- New tileset objects
- Shared library merged with Duelfield
- Fixed OpenGL version detection bug (now the game detects OpenGL 2 correctly)
- Auto config option added to in-game config menu
- Added configuration option to bypass OpenGL version check
- Added object variations in tilesets
- All files renamed to lowercase to ease portability
- New map: One On One
- New 3D model format (G3D v4)
- Dead skills now have a fade parameter
- Strings in XML files restricted to lowercase (game formats names)
- ShadowMapLike shadows renamed to Projected shadows
- Shadow mapping support, producing everything over everything shadows
- 8 bit TGA support
- Changed some particle systems

- Now if video mode change fails the game tries the same mode with the default refresh rate
- Changes on about and loading screens
- Changes on language strings
- Fixed a bug affecting the orientation of the light at night
« Last Edit: 9 June 2005, 19:28:06 by martiño »

sackofcatfood

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« Reply #1 on: 7 May 2005, 01:28:00 »
"New 3D model format (G3D v4) "

Would you mind updating the thread you wrote documenting the previous format?  (presuming there are significant changes)
« Last Edit: 1 January 1970, 00:00:00 by sackofcatfood »

martiño

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« Reply #2 on: 7 May 2005, 01:38:39 »
You are right, this format was designed for "Glest: Duelfield", and it includes mutiple textures per mesh, and other features that are not really being used in the game yet.

I probably won't have the time to update the format spec, but you can take a look to the Model::load() method in model.cpp in the game "shared library 0.3-rc1" (that as the name indicates is the function to load a model from disc).
« Last Edit: 1 January 1970, 00:00:00 by martiño »

sackofcatfood

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« Reply #3 on: 7 May 2005, 01:52:13 »
Ok, thanks! :)
« Last Edit: 1 January 1970, 00:00:00 by sackofcatfood »

martiño

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« Reply #4 on: 8 May 2005, 15:38:37 »
We are tryin to unify windows and linux port for 1.1.0
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Speedator

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« Reply #5 on: 8 May 2005, 17:55:17 »
Do you put the new units in the final release?
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

martiño

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« Reply #6 on: 8 May 2005, 19:27:33 »
No, they are not finished yet, the main target of this release is the linux port unification and the new tileset objects.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

martiño

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« Reply #7 on: 11 May 2005, 22:40:48 »
Yes, you should wait unit the final, the platform and sound modules are still windows specific.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

 

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