Saturday, December 11, 2010

Glest Community Development Monthly - Issue 36

The latest Glest Community Development Newsletter has been posted at The Glest Forums.

Thursday, December 2, 2010

Glest on "111 free games on 11 minuts"

Glest game is in the first minute. Thanks to samuel86!

Original title: 111 kostenlose Spiele in 11 Minuten

Saturday, November 27, 2010

Vote for Glest!

Glest is nominated for best game in PortalProgramas.com, it is on the final phase of Best Open Source game

You can help by voting for the game here: http://www.portalprogramas.com/software-libre/premios/proyecto/71

30 november is the close day.  Vote now!! :P :D
  Votar por Glest

Cards of the Glest units

Author: wciow
More info: Glest board

Tech faction:


Magic faction:

Thursday, November 11, 2010

Glest Community Development Monthly - Issue 35

The latest Glest Community Development Newsletter has been posted at The Glest Forums.

Saturday, November 6, 2010

Military Tech Tree


Military is a free game mod using the Glest Advanced Engine. It boasts powerful graphics, easy playability, and varying difficulties. Based upon the future, Military will leave you revitalized and wanting more!

About
Many years in the future, in the 2030 era, things are peaceful. Or for the most part, that is. However, not everyone want peace. Some would seek to use distruction and mayhem, threatening the world's balance. Thus, we must fight against these murderers, seeking for eternal peace, someday... Over time, technology has changed in some ways. New resources exist, and populations soar. Weapons have changed little over the past 30 years. Sure, they have grown faster, more powerful, more dangerous, but the basic style has been preserved.

Even if we defeat those who seek to destroy our planet, another will step forward to take their place. So why do we fight? Why throw away the lives of our soldiers like we would to a rabid dog? Simple, we fight to protect those who cannot protect themselves. We fight for the good of others, with an eternal dream of peace. We most likely will not live to see that day, but we fight so that our children and grandchildren may have better luck than you.

That
, is what Military is.

More info: Glest forum

Tuesday, November 2, 2010

Undead faction (wip)

It is a work in process from wciow user. Download & more info: Glest forum

Tuesday, October 26, 2010

Japanese Faction Mod


Hagekura is making making a japanese faction for Glest, it is intended for work with all variations of Glest (Vanilla Glest, GAE, Megaglest).

The mod is based on historical 16~17th century japan(there will be no-fantasy units). At the time Japan was under a civil war and the era was known for "SENGOKU JIDAI (era of warring states)".
Large variety of units will be included in this mod.such as ashigaru(conscripted spearman), archer, arquebuser, swordsman, armoured samurai, mounted samurai, cannon, warrior monks and ninjas Grin.along with many japanese traditional style buildings.

Currently it is done 70% of units and buildings.

More info: Glest forum

Saturday, October 23, 2010

Glest Community Development Monthly - Issue 34

You can find the post over at The Glest Forums. Due to time constraints I won't be posting a copy here for this version.

Sunday, October 10, 2010

Mega Glest 3.3.7 release


  • Significant game play performance improvements.
  • Added support for FreeBSD (thanks m0ellemeister) and Mac OS X (thanks GeoVah)!
  • Players can now tell multiple units to build a new unit all at the same time (multi-build)
  • Particle and Transparency improvements
  • Map Preview in game lobby
  • Added ability to pick a random faction in the game lobby
  • Added ability to be a non-player and Observe a network game (becoming an Observer)
  • Added ability to change playername in game lobby
  • Added new map filter (to display maps with x players)
  • AI Player improvements
  • Added new LUA functions and events (see wiki for details).
  • Added numerous new commandline options (use --help to see a detailed list)
  • Improved network performance
  • Masterserver PHP scripts will now run on a Microsoft Windows Server
  • Added ability to move / size UI components in a custom manner
  • Many bugfixes.
Downloads and information: Glest forum
News on russian gamedev site: UralDev.ru

Friday, September 17, 2010

Glest Community Development Monthly - Issue 33

Welcome to the thirty-third issue of Glest Community Development. Below you will find events I have recorded over the last month from the forum (usually for things that can be downloaded or a screenshot of progress), GAE SVN, mailing list and bug tracker. Thanks go to the people who have been busy improving Glest with patches, mods and providing support. Smile

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

----------------
Additions are more likely to be added to this list if it uses the same format I have used.

Format:
day Month
- Poster does something. link/reference

Note the capital letter for the poster and 0 is in front for single digit day numbers (ie 01-09).

Link to forum post
----------------

The next issue is scheduled for 11 October 2010.

GAE Bug Tracker fixes

MegaGlest project/tracker

General Announcements:


2010
05 September
- Zoythrus shows update of Crincillin.
24 August
- Mark releases Dark Magic v 10-8-23.
20 August
- Mark makes icons for Dark Magic.
16 August
- ElimiNator releases Hunter mod.
15 August
- Tiger releases Whimsical Forest v0.04.
- Omega releases Military Tech Tree v2.4.
14 August
- ElimiNator uploads British tech.
- Silnarm shows new features in GAE 0.3.
- Hailstone posts GCD 32.
12 August
- Softcoder releases MegaGlest 3.3.6.
- Ultifd shows screenshots of Dark Magic.

Friday, August 13, 2010

Sunday, July 11, 2010

Glest Community Development Monthly - Issue 31

Welcome to the thirty-first issue of Glest Community Development. Below you will find events I have recorded over the last month from the forum (usually for things that can be downloaded or a screenshot of progress), GAE SVN, mailing list and bug tracker. Thanks go to the people who have been busy improving Glest with patches, mods and providing support. :)

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

----------------
Additions are more likely to be added to this list if it uses the same format I have used.

Format:
day Month
- Poster does something. link/reference

Note the capital letter for the poster and 0 is in front for single digit day numbers.
----------------

The next issue is scheduled for 11 August 2010.

GAE Bug Tracker fixes
MegaGlest project/tracker

General Announcements:
- I created a script to format this better for the blog.

2010 (June - July)
11 July
- Silnarm fixes AI bugs in GAE. GAE SVN r680
09 July
- Hairy cat makes another map.
- Tiger updates Whimsical Forest Theme.
08 July
- Hairy cat makes down vs up map.
- Hairy cat makes a map.
- Softcoder releases MegaGlest 3.3.5.1 alpha.
07 July
- ChupaReaper uploads Necribus.
06 July
- ChupaReaper splits up Malevolent Rising download.
- Weedkiller posts concept art.
04 July
- Softcoder releases MegaGlest 3.3.5.
- Coldfusionstorm updates GIS.
03 July
- Tiger makes music pack.
- -Archmage- makes a humanoid exosuit model.
1 July
- Hailstone uploads a snapshot binary for carrier/transport units in GAE.
30 June
- ChupaReaper releases Malevolent Rising v1.0.
29 June
- ChupaReaper shows update of Malevolent Rising.
- Omega works on Glestimals.
27 June
- ChupaReaper updates Malevolent Rising.
- Titi makes 6isle map.
- Titi makes 4hill8kings map.
26 June
- Wciow updated Glestimals link.
24 June
- Titi makes 3vs1 map.
21 June
- Trappin makes Riptide map.
- ChupaReaper shows Malevolent Rising units.
20 June
- John.d.h shows tech tree for Dragon faction.
- John.d.h finishes spider Glestimal.
19 June
- Trappin makes Route 66 map.
18 June
- Omega gives changes for Military tech tree.
- ChupaReaper gives another update.
- ChupaReaper shows Necribus Faction.
- Hailstone shows work on carrier units.
16 June
- Zothrus shows model for Crincillin mod.
- John.d.h uploads quad armature.
15 June
- Wciow shows experiments of ground textures.
- Wyvern uploads aamissile launcher.
- John.d.h posts tech tree diagram for Dragon faction.
14 June
- Gabbe shows Amazons model.
- HyperCube shows model.
- Silnarm releases GAE 0.2.13a for Windows.
- Ultifd announces MegaGlest 3.3.5-beta5.
12 June
- Little Helper is going on vacation.
11 June
- ChupaReaper updates Malevolent Rising.
- Hailstone posts GCD 30.

Friday, June 11, 2010

Glest Community Development Monthly - Issue 30

Welcome to the thirtieth issue of Glest Community Development. Below you will find events I have recorded over the last month from the forum (usually for things that can be downloaded or a screenshot of progress), GAE SVN, mailing list and bug tracker. Thanks go to the people who have been busy improving Glest with patches, mods and providing support. :)

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

The next issue is scheduled for 11 July 2010.

GAE Bug Tracker fixes: 
MegaGlest project/tracker:  | Another link

General Announcements:
- Welcome back to Glest Network.
- Hailstone has some free time to work on GAE.
- Testing out the blog. I think in the future I'll just announce it on the blog.

2010 (May - June)
11 June
- Softcoder announces MegaGlest 3.3.5beta1. IRC, 
- Hypercube makes concept art. 
10 June
- Trappin completes Beta of Meadow tileset. 
- ChupaReaper shows update to Malevolent Rising. 
09 June
- Titi shows update to Dark Magic. 
08 June
- Softcoder updates MegaGlest. 
- Little Helper uploads models. 
- Wyvern shows new pup model. 
07 June
- Wyvern, Little Helper and HyperCube do a model dump. http://glest.org/glest_board/index.php?topic=5560.0
06 June
- Silnarm applied Zaggy1024's patch. 
03 June
- Wyvern shows destroyer modoel. 
- John.d.h shows model. 
01 June
- Mjace72 uploads The Death Tub map. 
31 May
- Omega releases Military tech tree. 
- Gabrielle, Gabbe shows model. 
30 May
- Mjace72 makes squared circle map. 
- Wyvern uploads models. 
- Samuelst gives French translation. 
29 May
- ElimiNator shows mortar. 
28 May
- Silnarm releases GAE 0.2.13a. 
- Gabriel, Gabbe uploads ant. 
27 May
- Emscape makes 2aboniation map. 
- Silnarm adds SSE2 support for model interpolation. GAE SVN rev616
25 May
- Mjace72 makes battlegrounds map. 
- Tetzank gets freetype working through physfs. GAE SVN rev615
24 May
- Little Helper shows models. 
- Silnarm adds new GUI widgets and freetype fonts to GAE. GAE SVN rev613
22 May
- Trappin makes Burnt Earth map. 
20 May
- Mjace72 uploads warland. 
19 May
- Gabriel, Gabbe releases model pack. 
18 May
- Gabriel, Gabbe shows Rebel Tech Robotics. 
17 May
- Jda announces found source of bug. 
16 May
- Gabriel, Gabbe shows phoenix model. 
15 May
- Josepzin announces Glest Total War blog. 
- Jda shows progress of Dragon Slayer. 
14 May
- Trappin makes Glest Meadow tileset. 
- Weedkiller shows concept art for ORCS. 
- Seanachaidh shows Medium Infantry. 
- ZaggyDad gives download for New Configurator. 
12 May
- Cds makes attackonly scenario. 
11 May
- Hailstone posts GCD 29. 

Saturday, May 15, 2010

New mod: Malevolent Rising (MRise)

What is Malevolent Rising (MRise)?


MRise is inspired by many games, but mainly: Doom (Doom models and animation will be included in this project), Stronghold Legends (I love werewolves lol), Rise of Legends, old games like Konung, Lords of Magic, Hexen and others.

Aiming for five detailed factions: Necribus (Werewolf and Satyr), Hyperion (Jotun [half-giants] and Angel), Gians (Dryad and Shapeshifter), The Damned (Scourge [half-ghosts] and Vampire) and Vestirus (Aquaparien [inspired by elder scrolls argonian] and Khajiit [as from elder scrolls too]).

So that's 2 races per faction. Each race (so twice per faction) will have their own Barracks for light troops and heavy troops, an element spire for magical troops and a draconic shrine for dragons (dragons will be worked on later once all factions are fully functional with standard units and magic units). I also intend to add some hero units in later, at least one per race (so two per faction).

The player will be able to play each faction in favour of one of the faction's races through upgrades and GAE subfactions.

More info: http://glest.org/glest_board/index.php?topic=5394.0;topicseen

New mod: Glest Total War

Author: njam2
i am making a glest mod that makes it easy to make an army and fight with out building a bunch of stuff.

controlling more units: okay this was kine of hard but i did it! in Blender 3d i made each unit have two units like you control two at a time. so you have 10 units it would look like you have 20.

kines of units: i only have 2 kines of units, a Knight and a Spearman... knights are better but they cost more.

how to show you: i don't know how to take snapshots during the game if anyone could help me, then that would be good.

i don't know another kine of unit i could make.. i was thinking two handed sword men and they would be greater then knights but idk.  

More info: http://glest.org/glest_board/index.php?topic=5382.25


Tuesday, May 11, 2010

Dwarf faction release: Aglarond 0.1.1


This is the Aglarond release of the Dwarf faction. As the previous release, declared by wciow as his last personal release of the Dwarves, was named Gimli, I thought it would be fit to name the next one, the result of "Gimli's work", as Aglarond, where Gimli founded and ruled a new Dwarf city.

More info: http://glest.org/glest_board/index.php?topic=5187.0

Sunday, May 9, 2010

Mediterran tileset



More info: http://glest.org/glest_board/index.php?topic=4735.0

New maps: Ancient Forest, Cold Mountain and Oasis of Thoth


Ancient Forest





    * Map: Ancient Forest
    * Author: wciow
    * Map Size: Small
    * Preferred Tileset: Imladris
    * Map Type: 4 player generic
    * Resource Allotment: Very low
    * Download: n/a
    * Date: 2/2010


   Cold Mountain





    * Map: Cold Mountain
    * Author: wciow
    * Map Size: Small
    * Preferred Tileset: New Winter
    * Map Type: 4 player generic
    * Resource Allotment: Average
    * Download: n/a
    * Date: 2/2010

Oasis of Thoth





    * Map: Oasis of Thoth
    * Author: wciow
    * Map Size: Medium
    * Preferred Tileset: Desert
    * Map Type: 4 player open
    * Resource Allotment: Low
    * Download: n/a
    * Date: 2/2010

More info at forum: http://glest.org/glest_board/index.php?topic=5101.0

8 player map "Double Cross"

A new Map made by Sir modman. It is called "Double Cross" because you have to cross two rivers.

http://www.filefront.com/16058501/double_cross.mgm

This is a release candidate, meaning if I feel like changing it..



More info in forum: http://glest.org/glest_board/index.php?topic=5306.0

Megaglest 3.3.4.3 released

Whats new in megaglest?

Version 3.3.4:
- Fog of war in scenarios is fixed

Version 3.3.4:
- Fixed multiplayer related crashes from 3.3.3
- 'M'-key to redisplay faded messages
- Some fontwork again
- Windows is using OpenAL as default
- Waterbug fixed. Walking in water volume is now releated to the camera position.

More info in forum: http://glest.org/glest_board/index.php?topic=5397.0

Sunday, April 11, 2010

Megaglest

Welcome to Megaglest!
Project homepage in general is:
https://sourceforge.net/projects/megaglest/

Here is the stable megaglest 3.3.3:
http://glest.org/glest_board/index.php?topic=5283.0

To see more screenshots click on the picture!


Whats new in megaglest?
Version 3.3.3:
- Font size adjustment can be set in the ingame options.
- Font colors can be toggled while playing using the 'C'-key.
- Bugfix for windows, ingame options can change resolutions now.
- Font Helvetica is used for linux and font Verdana is used for windows
- Fontsizes can be set very detailed in glest.ini
- Fixed glest.ini

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.

- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.

Version 3.3.1:
- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 )
- network consistency checks are reported more user friendly (on server and client )
- all network related errors should be handled with a dialog and doesn't crash glest any more.

Version 3.3.0:
- New multiplayer version of megaglest! It should be much more stable now
  and less choppy than original glest !
- New disconnect messages and chat in connect menu .....
- Now with several particles for every skill!
- black particles!
- Fire with smoke for every "burnable" unit ( even walking/flying ones )
- 8 player support
- Individual particle systems for damage indication
- More particles everywhere in the data
- New snow
- Ingame option to switch off all the new particles ( for slow machines )
- Morphing ground units to flying units
- Damage-all switch in splash definition works now
- Linux editor/g3dviewer/configurator are working and part of the linux
  distribution too now
- New maps
- New tileset scrubland
- Editor with lots of comfort functions and 8 player (*.mgm) support.
  The editor includes things like undo/redo, brush copy , mouseover display now

since Version 3.2.3:
- Only needed factions are loaded ( thanks silnarm ).
- a weeker CPU player was added for real beginners
- two new CPU players were added ( CPU-Mega and CPU-Easy )
- much much more data compared to glest ( factions/maps/tilesets ...)

megaglest ( 3.3.2 released! )

Come and get it while its hot, version 3.3.2 is released!
( For more info about megaglest click here )

Windows x86 Full installer:
download here ( update: install the windows binaries below too, because they include a patch which is not in the installer yet! )

Windows x86 binaries:
download here
Linux x86 binaries:
download here

Full Data package (for both linux and windows, intended for new installs [not using the win32 installer]):
download here
Data Package UPDATES ONLY (since the last major release of 3.3.0):
download here

Source Package:
download here
=================

Here are the release notes:

Version 3.3.2:
- Changed windows version to use SDL and also added support for OpenAL sound
  (DirectSound is still the default)
- Sound issues for windows users are related to a bad dsound.dll in the
  mega-glest folder. Delete this file as it is not required since DirectX should
  already be installed on your Windows installation.
- Textures may now be in any of the following formats (tga, bmp, jpg and png)
- Scenarios, Techs and Factions all allow for a custom 'loading' page when
  starting a game. Mega-Glest will look for a file called: loading_screen.*
  where .* is any supported graphic file type (tga, bmp, jpg and png). The
  priority is first in the scenario folder (if loading a scenario) if not found
  it looks in the faction root folder and if not found it will look in the tech
  folder.
- Screen Resolutions can be changed in the ingame options menu now
- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games'
  button to search on your local network for another Computer hosting a
  Mega-Glest game (a server).
- Mega-Glest now actually uses the ServerPort setting in the glest.ini
  (the default port for glest is 61357)
- Added a read-only display ofthe configured Server Port # when joining a network
  game.
- Added the ability to configure Fog of War per game session.
- Fully working Photo Mode where you may take good photos of your mega-glest
  game / mao scenario by setting the value in glest.ini:
  PhotoMode=true
- Added the ability to use a playername instead of the hostname when playing
  in a network game. Goto the options area (Options button on main screen)
  and type your custom playername into the Network Player Name edit box.
- Added the ability to rotate units when creating a unit (before placing it)
  by pressing the R key (for rotate)
- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your
  scroll mouse
- Added MANY new configurable items in glest.ini (some are optional and may not
  be in the ini file. Most options are described when you run the configurator
  application.
- Added the ability to run Glest full screen on multiple monitors
  (currently linux only) via the two settings in glest.ini:
  AutoMaxFullScreen=true
  Windowed=false
- Users may now save all user created context in their own customer folder using
  the glest.ini setting:
  UserData_Root=mydata/
  where mydata is a folder under the current glest folder. You may use ANY path
  in this setting.
- Glest allows users to specify a special folder to read / write the ini and log
  files. To do this set an environment variable with the name:
  GLESTHOME=/mycustomerpathtoawritablefolder/
- When experiencing problems, users may enable debugging to a logfile using the
  following glest.ini settings:
  DebugLogFile=debug.log
  DebugMode=true
  DebugNetwork=true
  This will log all debug information to a file in the glest folder called
  debug.log
- fixed a bug with not calling in lua scenario, when died due
  to running out of consumable ressources like food
- fixed the bug which lets you loose the active command if one of your unit dies.
  This was the problem that made it very hard to build buildings when you are in
  a battle for example.
- When a AI is disable for a faction in a scenario this faction doesn't consume
  consumable ressources like food any more.

Tuesday, January 5, 2010

Glest interface icons to download



I have packed the icons of the game foldes and upload to OpenGameArt to free download.

I use Adobe Fireworks to make the iconos, the source PNGs have layers, vector lines, gradients, etc, and only can be edited with Adobe Fireworks (sorry).

OpenSourceArt: http://opengameart.org/content/magic-and-mechanic-gamee-interface-icons

Jose Zanni blog: http://josezanni.com/iconos-de-la-interfaz-del-glest-para-descargar

Source PNGs: http://josezanni.com/resources/upload/link/410/icon-sources.7z
xx