Author Topic: Implementing Features for Glest In Space  (Read 2205 times)

Conzar

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Implementing Features for Glest In Space
« on: 26 December 2010, 16:33:39 »
Greetings,
  I am the new programer for the Glest In Space mod and am working on extending MG to meet the needs of GIS.  After digging into the code and making a few changes, I was thinking of how I can keep up with all of the changes from the main line.

So right now, I have a "fork".  But I think this might be a bad option for the obvious reason that we won't be able to get updates from the mainline.  So would it be possible to collaborate, pushing our additions to the mainline?

Here are the changes that I already have implemented (to suite GIS)
* Mini Map Relocation (moved the mini map from top left to bottom left)
* Remove Resource Max limits in HUD (this is a toggable option that doesn't show resource limits for non consumables)

Here is a list of features that we plan on implementing
http://sourceforge.net/tracker/?group_id=386661&atid=1606871

So if you would want our features, then all the features will be made toggle-able in the xml so that the new additions won't effect the main game.

Thanks
PS> I am leaving for a week on vacation so I won't be able to do any coding while I'm gone ...

titi

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Re: Implementing Features for Glest In Space
« Reply #1 on: 27 December 2010, 02:32:48 »
Some of your features are already implemented! I think best is if you join the glest chat and stay there for a long while so we can meet there!

- Hotkeys are already in ( and configurable ! ) whats needed is a ingame setup screen.
- "Change Fog of War" is there already to
and maybe others.

Please lets first discuss things to add.  Mouse speed settings would be great for example !
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Omega

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Re: Implementing Features for Glest In Space
« Reply #2 on: 28 December 2010, 06:29:20 »
I don't want to see the minimap moved. Perhaps an alternative is an XML value in the techtree to choose either top or bottom?

Game speed can already be changed with the + and - keys.

Patrolling already exists in GAE.

Overally, there's a lot of new features... I can't help but feel that seems more like a GAE thing. MG needs to be more cautious with new features because its the staple for multiplayer, and stability is a MUST. GAE is more of the testing ground for cutting edge features...
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Zoythrus

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Re: Implementing Features for Glest In Space
« Reply #3 on: 29 December 2010, 18:12:21 »
Omega has a point.

"Come to the "Advanced" side :wicked:"

ultifd

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Re: Implementing Features for Glest In Space
« Reply #4 on: 29 December 2010, 20:18:38 »
So he just wants some features that GAE has...I don't think they would use GAE, because as they said before multiplayer is the main priority, and since that is taken care of...

"Come to the "Advanced" side :wicked:"
:o The advanced side isn't evil... ::) Should have used a different smiley for that...  :|
Quote
MG needs to be more cautious with new features because its the staple for multiplayer, and stability is a MUST.
Given the many things that have been changed, fixed, or implemented in MG; just making MG more stable would be more "dangerous" than implementing new features...so...I suppose it would be fine...  :|

Gabbe

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Re: Implementing Features for Glest In Space
« Reply #5 on: 29 December 2010, 20:33:34 »
Cool! what will this engine be called? GISE?

Ishmaru

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Re: Implementing Features for Glest In Space
« Reply #6 on: 29 December 2010, 20:56:10 »

Here are the changes that I already have implemented (to suite GIS)
* Mini Map Relocation (moved the mini map from top left to bottom left)


There should be an option to place Mini Map and all other in game UI where ever the mod needs.  Personally I want to move it to the upper left, and get rid of the unit icons. But that's just me.  :P

Mega Glest already has the ability to edit menu GUI.

GAE defiantly have more actions abilitys that you may use but, Mega Glest has all the added particle effects that I'm sure you would find useful for space craft.

Either way I may be interested in this new glest fork!
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Conzar

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Re: Implementing Features for Glest In Space
« Reply #7 on: 30 December 2010, 02:42:22 »
We want to use MG as stated above by ultifd.

Also, what is the edit menu feature and how can it be used?

Once i get back into town i will join the glest chat ... is there a specific time that the mg devs get on?

Also, what is the coding style?  I use vim and have noticed that tabs are mixed in with 4 spaces making the code more difficult to read when tabs are set at the default 8 spaces.

ultifd

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Re: Implementing Features for Glest In Space
« Reply #8 on: 30 December 2010, 07:12:44 »
Once i get back into town i will join the glest chat ... is there a specific time that the mg devs get on?
Usually they are available between 19:00 UTC and 23:00 UTC, I believe. They are sometimes there an hour earlier/later.

Hmm...you should probably base your "fork" on a stable version of SVN...(usually SVN HEAD). 3.3.7.2 is very outdated.