Author Topic: RELEASE 3 IS OUT!!! LINUX, PC, OSX!  (Read 172352 times)

ultifd

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Re: Annex Conquer The World Anounced:
« Reply #100 on: 15 April 2011, 04:37:09 »
Should be OK on a decent comp right? I guess so...though this might be a problem in multiplayer games :P

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #101 on: 15 April 2011, 04:57:11 »
Should be OK on a decent comp right? I guess so...though this might be a problem in multiplayer games :P

You can always disable either tilleset particles or unit particles. So shouldn't have an issue. My computer is not the best on the market these days plus all background programs. I think it should be fine. Thats what I hope would be tested in the beta.
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will

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Re: Annex Conquer The World Anounced:
« Reply #102 on: 15 April 2011, 05:07:06 »
What today's computers struggle with, tomorrows will own.

Imagine how demanding the original glest was when it was built?!?

What license had you thought to use?

ultifd

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Re: Annex Conquer The World Anounced:
« Reply #103 on: 15 April 2011, 05:16:06 »
What today's computers struggle with, tomorrows will own.
I don't think that applies anymore, usually.  :-X Not for now, I think.
You can always disable either tilleset particles or unit particles. So shouldn't have an issue. My computer is not the best on the market these days plus all background programs. I think it should be fine. Thats what I hope would be tested in the beta.
I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.

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Re: Annex Conquer The World Anounced:
« Reply #104 on: 15 April 2011, 05:19:41 »
What today's computers struggle with, tomorrows will own.
I don't think that applies anymore, usually.  :-X Not for now, I think.
Graphics is a very parallel problem.  As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles.  It is also possible to move the particles themselves over to the GPU.  So I think what I said still applies.

ultifd

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Re: Annex Conquer The World Anounced:
« Reply #105 on: 15 April 2011, 05:24:30 »
Graphics is a very parallel problem.  As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles.  It is also possible to move the particles themselves over to the GPU.  So I think what I said still applies.
In that way, it still applies. But then it's still like I said, not for now. Besides, even if those changes were made I still don't think it would help people a lot if they have integrated cards...  :-X

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Re: Annex Conquer The World Anounced:
« Reply #106 on: 15 April 2011, 05:28:42 »
What today's computers struggle with, tomorrows will own.

Imagine how demanding the original glest was when it was built?!?

What license had you thought to use?

True. Probably go with one of the creative commons license, not totally sure yet.

I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.

Well i tried to make particles as efficient as possible. And as of now the official beta release will only have up to 4 player maps, due to the lag that would result from the large scale armies. Currently there is a unit cap of 70 per faction to limit army size. If I i have to disable any particles i usually disable tileset particles, and are fine with just unit particles. Perhaps an in game toggle would be better for multiplayer purposes.
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Hagekura

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Re: Annex Conquer The World Anounced:
« Reply #107 on: 15 April 2011, 21:38:55 »
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
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Re: Annex Conquer The World Anounced:
« Reply #108 on: 16 April 2011, 04:19:54 »
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
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Hagekura

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Re: Annex Conquer The World Anounced:
« Reply #109 on: 16 April 2011, 12:55:18 »
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.
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Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #110 on: 18 April 2011, 02:01:01 »
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.

I liked that it was a mech, just wasn't happy with design. Maybe if i have more time i will try to re-design the 4 legged walker. Right now i have some other units which need designing as well (which look terrible, namely my male characters, yea my girls look way better). Did u like the Giant Mech version of the destroyer??
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Re: Annex Conquer The World Anounced:
« Reply #111 on: 21 April 2011, 10:52:32 »
i really like the look how it is now, with a big mech destroyer and a non-mech mrls. but if you try to redesign it, try to make it less flat, give it longer legs to make it stalk. more like a spider than a turtle :)

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Re: Annex Conquer The World Anounced:
« Reply #112 on: 21 April 2011, 21:58:48 »
i really like the look how it is now, with a big mech destroyer and a non-mech mrls. but if you try to redesign it, try to make it less flat, give it longer legs to make it stalk. more like a spider than a turtle :)

more like a spider gives me an idea. Ill leave it tracked for now and ill change it after I take care of other things. Thanks!
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Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #113 on: 22 April 2011, 04:59:17 »
If all is ok, Looking to have a beta release on Sunday. In a Zip format. Unfortunately, I can only release a windows version, so if someone could make a linux build that would be great!
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Omega

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Re: Annex Conquer The World Anounced:
« Reply #114 on: 22 April 2011, 05:35:19 »
I'm assuming you made no changes to the binary itself, so just copy everything but the executables and distribute in the addons format. Details on how to structure the addons format can be found here: https://docs.megaglest.org/Addons

Please don't distribute as a zip. Pretty much everyone here will prefer 7-zip, as smaller = faster download = better, especially for those of us who get enough grief from their internet already. :-X
« Last Edit: 18 June 2016, 18:15:59 by filux »
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ultifd

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Re: Annex Conquer The World Anounced:
« Reply #115 on: 22 April 2011, 08:26:05 »
I agree with using 7-Zip, but this is a MegaGlest mod...

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Re: Annex Conquer The World Anounced:
« Reply #116 on: 22 April 2011, 08:41:47 »
There isn't really anything thing such as a "MegaGlest mod" because it would work with GAE too. But either way, I'm totally trying this out in MegaGlest multiplayer! I can't wait.  :P

And either way, I'd prefer it in the add-ons format so I DON'T need to download another Glest... Keeping both MG and GAE is already a bad enough.
« Last Edit: 22 April 2011, 08:45:31 by Psychedelic_hands »

Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #117 on: 22 April 2011, 13:57:23 »
My apologies in advance but this game would be on its own executable directory (glestuser.ini will be in annex_beta main directory so no overwriting megaglest anything). This game is built to be its own game not built to be run on another game, so it will be released with its own executable. I did not modify binary but i did move things around which will not work in addon format. There are new directories in main directory containing icons sounds and voices each in there own directory, plus dramatic changes to tileset (what each object does) would have issues working on non annex specific maps and vice-versa, even changes to particles in data directory (fire and water), and even changes to the faction colors. Also there are differences with ai between GAE and MG so there may be issues with AI working on GAE or not as i've seen with Imperial Faction. I want everyone using the same version for the least amount of complications and confusion between two engines.  Ill do both 7z and zip version for those too lazy to get an extractor for 7zip  :) (me being one of them, or at least i use to, i have it now).
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ultifd

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Re: Annex Conquer The World Anounced:
« Reply #118 on: 22 April 2011, 18:51:38 »
There isn't really anything thing such as a "MegaGlest mod" because it would work with GAE too.
Not really, and I thought Ishmaru used some MG specific ini settings anyways. I also think once titi implements some certain things he'll use them too. And then there's the AI as Ishmaru said...

My apologies in advance but this game would be on its own executable directory (glestuser.ini will be in annex_beta main directory so no overwriting megaglest anything). This game is built to be its own game not built to be run on another game, so it will be released with its own executable. I did not modify binary but i did move things around which will not work in addon format. There are new directories in main directory containing icons sounds and voices each in there own directory, plus dramatic changes to tileset (what each object does) would have issues working on non annex specific maps and vice-versa, even changes to particles in data directory (fire and water), and even changes to the faction colors. Also there are differences with ai between GAE and MG so there may be issues with AI working on GAE or not as i've seen with Imperial Faction. I want everyone using the same version for the least amount of complications and confusion between two engines.  Ill do both 7z and zip version for those too lazy to get an extractor for 7zip  :) (me being one of them, or at least i use to, i have it now).
Yes, that's what I thought. I really don't think you need to have a zip version though...You did edit the credits, right?  8)

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Re: Annex Conquer The World Anounced:
« Reply #119 on: 23 April 2011, 00:33:22 »
@ utlifd pretty much all you said is true. The Zip version is for those who don't want to install anything extra like an unpackker like 7zip, as winrows has built in support for. Zip anyways. I can't test multiplayer myself,  so I hope everyone tries it out for me.
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Ishmaru

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Re: Annex Conquer The World Anounced:
« Reply #120 on: 26 April 2011, 03:32:40 »
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
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Re: Annex Conquer The World Anounced:
« Reply #121 on: 26 April 2011, 03:41:23 »
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
It should be very little difference.  The main difference will be in the file size.

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Re: Annex Conquer The World Anounced:
« Reply #122 on: 26 April 2011, 04:56:33 »
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
It should be very little difference.  The main difference will be in the file size.
Ok would the difference still be small if it was 100 unit a (30 frames) and 100 unit b (10 frames)?
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will

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Re: Annex Conquer The World Anounced:
« Reply #123 on: 26 April 2011, 05:21:09 »
Each screen update, the engine is only drawing the interpolation between two frames.  Picking which two frames is not at all computationally expensive.

So lots of frames of animation is not a problem for the rendering speed, and only a consideration for filesize and RAM needed at runtime; textures tend to take a much bigger proportion of memory than vertices, so go add more frames to your animations!

Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)

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Re: Annex Conquer The World Anounced:
« Reply #124 on: 26 April 2011, 07:47:36 »
Ok thanks for the info!

Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)

Thanks! but as it stands as a 7z Annex is about 48mb. thats for 1 faction,1 tileset, and about 10 maps. How does that sound?
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