megaglest

Re: megaglest

Postby tomreyn » 22 May 2012, 15:33

It's been a while that this thread has been active, but, just for completeness, I'd like to respond to some of the suggestions, feature requests and questions on this thread, since many of them have been implemented since.

The current MegaGlest version is 3.6.0.3 and it provides the following features discussed here:
  • multiplayer lobby
  • stable cross-platform (Linux 32/64, Windows, OS X, FreeBSD) multiplayer; that's mostly stable, people with bad connectivity or lacking hardware may drop out, but in many cases that's not something which can be fixed
  • programmatically; still, optimizations are on the way
  • three tutorials
  • more campaigns, including easy ones
  • four levels of AI opponents ('CPU'), rebalanced after Titi posted about them, and now with a variable resource harvesting multiplier
  • better pathfinding
There is also some kind of tower defense now, namely the BattleGlest mod by MuWuM. It's not exactly classical tower defense, but gets somewhat close to it.

Since licenses have been discussed here, I'd like to add that the MegaGlest engine is GPLv3 and the default game data (and so far also most of the contributions, which is very much appreciated) is licensed under the CC-BY-SA 3.0 Unported license (as Titi mentioned already). These licenses now ship with both installers and source code releases. When MegaGlest replaced Glest in Debian (and Ubuntu) some months ago Titi made all the "data sources" he could find available.

There are currently roughly 50 online players a day (more on the weekends and after new releases) and if you can spend up to ten minutes in the lobby then you will meet other players around european and american evenings. Three dedicated gameservers are available for those who cannot host games themselves (because their routers have UPnP disabled and they cannot reconfigure their routers).

More developers, especially OpenGL geeks, are welcome. The best way to get started is by building MegaGlest from source and by contributing patches via the forums or sourceforge. But there are many other ways anyone can contribute, including for non-programmers.

If you'd like to learn more, please also have a look at the MegaGlest website and read the interview with OSArena.
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Re: megaglest

Postby tomreyn » 26 Jun 2013, 16:15

We just uploaded MegaGlest 3.8.0 beta1 builds for Linux and Windows. A source code tarball is also available.

Your feedback is much appreciated (preferably on our forums, but here they'll be welcome, too).
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Re: megaglest

Postby Julius » 26 Jun 2013, 18:41

Nice, thanks for the news!
Any chance the 3.9 will feature a port of the advance graphical features of GAE? Except for the graphics, MegaGlest is really on of the best open-source RTS (engines)!
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Re: megaglest

Postby tomreyn » 26 Jun 2013, 22:22

I'm really the wrong person to discuss this with, that's really a questions for the MegaGlest forums. All I can say is that graphics improvements are difficult since the developers are not experts in OpenGL, and for most improvements in this area (which don't turn out to break a bunch of other things at the same time) you have to be just that.

On the other hand, if there's anyone out there who is really into OpenGL land is happy to lend a hand, I bet improvements can happen swiftly.
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Re: megaglest

Postby tomreyn » 16 Aug 2013, 18:41

Hi,

just for a heads up, I've just posted two project help requests on Sourceforge:

C++ OpenGL programmer for MegaGlest RTS game
https://sourceforge.net/p/forge/helpwan ... /a92fce61/

PHP developer (framework or CMS) for MegaGlest RTS game
https://sourceforge.net/p/forge/helpwan ... /c64498a7/

If any of you feels like contributing, please get in touch. We'd also appreciate wider circulation.

Thanks,

Tom
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Re: megaglest

Postby tomreyn » 18 Nov 2013, 09:59

Good news (from our perspective ;-) ): MegaGlest 3.9.0 is out.

Please grab a copy while Internet supply lasts.
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Re: megaglest

Postby Julius » 18 Nov 2013, 11:07

nice... that changelog sounds great!
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