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Author Topic: Glest 3.2.0 Released  (Read 9623 times)
martiño
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« on: February 08, 2009, 02:05:51 PM »

Hello,

We have released Glest 3.2.0 today. This version aims to make Glest more accessible, by adding tutorials, scenarios and simplified menu interface. It also adds the new 'Dark Forest' environment, which uses more detailed models taking advantage of more recent video hardware.

Complete list of new features:

- LUA scriting
- New tileset: Dark Forest
- Tutorials
- Improved text rendering
- Added sound effect for chat messages
- Changed loading screen
- Removed IP from new game screen
- Removed Api Info screen

Download:

Windows Version: http://glest.org/en/downloads.php
Linux: Source code and data available at the SVN: https://glest.svn.sourceforge.net/svnroot/glest
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titi
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« Reply #1 on: February 08, 2009, 02:19:30 PM »

THANKS !!!!!
Finally official lua support!

For Linux see here
( Source package is there too )
« Last Edit: February 08, 2009, 04:32:23 PM by titi » Logged

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« Reply #2 on: February 08, 2009, 05:29:17 PM »

Well, the code is ok, but the data package....


The scenario "Duel" is only black in the game ( no units??)

The scenario "One Hope" crashes the game ( I think its the wrong map! )
(update)Same for "Siege of Dispair".,"Tech and Magic" and so on
They all use the map "valley_of_death" now, which is only a two player map......
« Last Edit: February 08, 2009, 06:06:59 PM by titi » Logged

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martiño
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« Reply #3 on: February 08, 2009, 07:51:39 PM »

I'm sorry about that, this is now fixed in both the SVN and the windows version.
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titi
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« Reply #4 on: February 09, 2009, 05:36:26 AM »

Will you upload a fixed data package for the linux users too?
( if you want you can of course upload my linux binaries and the sourcepackage I made too  Wink)
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« Reply #5 on: February 09, 2009, 06:54:18 AM »

Well, I saw you've uploaded your own data, so I wanted to avoid confusion having 2 data packages. Maybe you could pack the binaries and the data in a single linux pack and I will upload it to sourceforge.

Regards.
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titi
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« Reply #6 on: February 09, 2009, 07:03:52 AM »

No, I didn't made a data package yet, I linked to yours at sourceforge.
What I made is a source package and a linux binary package (without data).
But there are linux 64 and maybe apple users too, who would be happy to have the separated data package.
All completly similar to the glest 3.1.2 release.
I will contact the guys at liflg.org too to get a real linux installer( including the data ) and some promotion too.
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« Reply #7 on: February 09, 2009, 07:07:41 AM »

Whopeee!! Grin Grin Grin Grin
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martiño
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« Reply #8 on: February 09, 2009, 08:40:29 AM »

Ok. I will make a separate data package.
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martiño
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« Reply #9 on: February 09, 2009, 03:09:39 PM »

I've uploaded both the Data and the Code to sourceforge.
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Omega
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« Reply #10 on: February 11, 2009, 10:34:32 AM »

Whoa, whoa, whoa... Whats the difference from the beta-3?
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« Reply #11 on: February 11, 2009, 01:05:17 PM »

Yeah, what's the difference? And what is planned for the future? Any roadmap available?

And the most important question: Is it true that Glest development is dead now and only GAE will be developed and finally be the new official Glest? There was an announcement (that was more or less ignored), but now it's gone.

So any general information about the future of Glest/GAE?
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« Reply #12 on: February 11, 2009, 10:57:30 PM »

You are right; the Glest Team is no longer working on Glest.  So this means that the roadmap is whatever mods happen to be completed before Glest is outdated. Cry Cry Cry
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« Reply #13 on: February 12, 2009, 06:34:32 AM »

And why is this kept so secretive? There was a small anouncment, but a day later it was gone. Nobody wondered or cared about this sudden death.

So GAE will be really the "new" Glest? Will it be based on 3.2.0 or on 3.1.2 (latest GAE is based on this)?

On the FreeGamer blog there were also some people really confused about this whole situation. I think there should at least be an official announcment stating about the future of Glest and GAE (--> What will be developed? What is dead, what is alive? Why all this?).
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« Reply #14 on: February 12, 2009, 07:30:40 AM »

I haven't been told anymore than anyone else. It's not a bad thing that there is another release and it will be Martiño's choice whether he continues developing Glest or not. GAE (based from Glest 3.1.2) will continue to be developed as it was before.
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martiño
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« Reply #15 on: February 12, 2009, 08:15:51 AM »

I don't think we will develop glest in the way we used to do before, this is, adding new big features, however the project is far from dead, we will keep on updating if with bugfixes and improvements when it makes sense, and we will provide full support to the GAE team.

As for the GAE team I think their first priority should be to integrate 3.2.0 and make it more stable.
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« Reply #16 on: February 12, 2009, 09:29:58 AM »

OK, thanks for clearing this up.

So basically it will be this: GAE is the new "main game" (soon based on 3.2.0) and the original Glest developers will support the GAE team. Did I got this right?
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« Reply #17 on: February 12, 2009, 02:18:24 PM »

I think if GAE is able to create a stable release including all(or most) features of the current gest, GAE will be the official successor.

( @martino: I have one little feqature request for the lua system , if its easily possible.  Can you give us a command to position new units with coordinates x,y on the map ? This would be really cool to create scenarios )

« Last Edit: February 12, 2009, 02:38:48 PM by titi » Logged

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« Reply #18 on: February 12, 2009, 03:55:11 PM »

Yeah, thats what I've been nagging about for months. It would be very simple, but I'm still missing one of the header files to compile glest (gl something, sorry I'm at school) And even if I did add it myself, it would not be official. Fifteen minute work martino? (not including compile and upload time)
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martiño
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« Reply #19 on: February 12, 2009, 07:42:48 PM »

I think if GAE is able to create a stable release including all(or most) features of the current gest, GAE will be the official successor.

( @martino: I have one little feqature request for the lua system , if its easily possible.  Can you give us a command to position new units with coordinates x,y on the map ? This would be really cool to create scenarios )



That should already be possible, the createUnit('unit_name', 0, startLocation(0)), function takes the position as third parameter, however i never directly put the position in my scripts, but i don't see any reason why positions would not work, however I don't know how to specify this in LUA, i think it has to be an array.
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titi
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« Reply #20 on: February 12, 2009, 07:57:23 PM »



Quote
That should already be possible, the createUnit('unit_name', 0, startLocation(0)), function takes the position as third parameter...
yes , you can give  startLocation(0), but you cannot do something like this:

Code:
myLocation=createLocationAt(x,y)
createUnit('unit_name', 0, myLocation)
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« Reply #21 on: February 17, 2009, 06:45:20 AM »

Titi has a point. It would be nice to say
Code:
createUnit('unit_name', 0, pos.x, pos.y)
ie:
Code:
createUnit('daemon', 0, 61, 143)
And this could simply make a unit (the daemon) for faction 0 at 61,143. Glest clearly can recognize locations like this, as I can see from the way the AI log recognizes the locations of where it attacks, sends scouts, etc;

I tried a few ideas, but no success...
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