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.
Friday, June 11, 2010
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
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
More info: http://glest.org/glest_board/index.php?topic=5382.25
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
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
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
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 ...)
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
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.
( 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
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.
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