Archive/Glest

Glest Copyright (C) 2001-2005 The Glest Team. All rights reserved. mail: contact@glest.org web: http://www.glest.org/

Code released under GNU GENERAL PUBLIC LICENSE Version 2, June 1991, or (at your option) any later version.

Data released under Creative Commons Attribution-ShareAlike 3.0 Unported license.

Development Team
MARTIÑO FIGUEROA. Programmer. Glest game, engine and tools coder. MS in Computer Science by the University of Coruña (Spain). JOSÉ GONZÁLEZ. Sound. Glest music composer and sound designer. MS in Composition and piano performance by the Vigo Conservatoire in Spain. Also studied Electroacoustic Music at the CCMIX in Paris.

TUCHO FERNÁNDEZ. 2D and 3D Artist. Design, modeling, texturing, and animation of the 3D models of units, buildings and more.

JOSÉ ZANNI. 2D Artist and Web design. Design of the logo, buttons, icons and other 2D stuff for the game. Design and implementation of the website.

MATZE BRAUN. Linux port. Ported Glest to SDL and OpenAL which enabled it to work under Linux and other operative systems.

FÉLIX MENéNDEZ. Artist and 3D Animator. New animations in v2.0.

MARCOS CARUNCHO. 3D Artist. Creator of the 3D models for buildings in versions prior to 0.7, his work helped in export plugin testing among other things.

Systems able to run Glest
Windows Linux MAC FreeBSD

Video Card Compatibility
This is a 3D card compatibility list for Glest, please tell us what 3D card do you have, the driver and game version, and if you can run the game without problems. NOTE: I haven't looked for doubled up cards.

Card: Intel GMA 965 X3100 Game version: 3.1.2 Driver version: Intel 2.3.2 with Mesa 7.0.3 OS: Debian GNU/Linux Sid Status: OK

Card: ATI Radeon HD 4650 512MB DDR2 PCIe x16 2.0 Game version: 3.1.2 Driver version: Catalyst 8.12 OS: Windows XP Status: OK

Card: ATI Radeon X1550 512MB DDR2 PCIe x16 Game version: 3.1.2 Driver version: Catalyst 8.9 OS: Windows XP Status: OK, Anti-Aliasing must be at the lowest or it runs horribly slow....

card: Geforce 6150 le game version: 1.2.1 Driver version 1.00.01.06574 OS:Windows vista Status: ok

Card: GeForce FX 5700 Game version: 1.2.1 Driver version: 52.16 OS: Windows XP Status: Ok

Card: GeForce 2 MX Game version: 1.2.1 Status: 3D textures slow (3D textures can be disabled with the Textures3D=0 option on glest.ini)

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Card: ATI Radeon 9600 Game version: 1.2.1 Driver version: Catalyst 4.4 OS: Windows XP Status: Ok

Card: ATI Radeon 9200 Game version: 1.2.1 Driver version: Catalyst 4.3 OS: Windows 2000 Status: Ok

Card: ATI Radeon 9800 XT Driver: Catalyst 4.5 OS: WinXP Pro Status: Ok (very fast)

Card: GeForce 4 MX 440-SE Driver: 53.03 OS: Windows XP Pro Status: Status: 3D textures slow

Card: ATI Radeon 9700 Driver: Catalyst 4.5 OS: Windows XP home Status: Ok

V-Card: GeForce MX 420 Driver: 53.03 OS: Windows XP Pro with Service Pack 2 Build 2138

card: Creative Geforce 2 GTS 32mb drivers: ForceWare 56.64 os: win98SE status: 3D textures slow choppines.

Card: GeForce FX 5700 Driver: 56.72 OS: Windows XP Status: Ok

4 computers: VideoCard:Radeon9800SE Omega(catalyst mod)4.5 : OK VideoCard:MobileRadeon9600pro Catalyst 4.6 : OK VideoCard:GeforceFX5900XT@GeforceFX5900Ultra : OK VideoCard:Geforce2TI : shadowing a bit slow

Card: GF4 420 go 32MB vram (openGL 1.3.1 support) Driver: 28.46 (because, the win xp that toshiba installed, will not boot, if i don't use toshiba drivers......) OS: Windows XP (toshiba edit Sad ) Status: ERROR(S): OpenGL extension not supported: GL_ARB_texture_env_crossbar, required for Glest

pentium 4- 1700 gefoce 2 mx 400 shadows must be off textures zero/ off trilinear slow graphic !

Pentium 4 1.05 Ghz Amd Athlon 2400 mobile 64MB 448MB ram a bit choppy if left on for a long period of time

AMD Athlon 700mHz 224 MB RAM Windows 2000 DirectX 9.0c Driver: 6.14.10.6177 (latest Version directly from NVIDIA) Card: Elsa Erazor III Pro (with Riva TNT2/ TNT2 Pro-Chip, 32 MB Memory, AGP 4x) Resolution: 1024x786 Status: Shodow: not possible (error) Filter: works(!) both, but trilinear is extrmely slow (can't play) 3D-Textures: works both Speed: I can play the game without shodows, 3d-textures or the tri.-filter, but it is still a bit slow...

Notebook Acer Aspire 1603LC OS: Windows XP Pro GC: Ati Radeon Mobility 9000 (64mb) Crash Version: v1.0.0 Time: Thu Sep 16 15:04:29 2004 Description: Access violation (Reading address 0x0) Address: 0x0

Video adapter: NVIDIA GeForce2 MX 200 (64 MB) 3D Accelerator: nVIDIA GeForce2 MX 100/200 Processor: Intel Pentium IV (1.6 GHz) RAM: 512 MB SDRAM OS: Windows XP Professional with Service Paack II DirectX: 4.09.00.0904 (DirectX 9.0) OpenGL Renderer: GeForce2 MX/AGP/SSE2 OpenGL: 1.4.1 ShadowMap Status: Failure 3D Texture Status: Very slow

amd athlon 900mhz windows xp prof. geforce fx 5200 driver: 56 Ok

Sapphire RADEON 9000/pro 64mb WORKS!

ATI MOBILITY RADEON 9000 IGP 128Mo Driver: Omega 2.5.67 Status: PERFECT

CPU: AMD Sempron 2200+ 1,5GHz RAM: 2x256 MB DDR-RAM 166MHz GPU: NVIDIA Geforce 3 ti200 Driver version: 66.93 Direct X version: 9.0c Sound: Creative SB Live! Value Driver: 5.12.1.444, Audigy2 Software OS: MS Windows 2000 SP4 AV: AntiVir Status: OK

Compac Evo n800v (notebook) CPU: Intel 2ghz Video ATI Mobility Radeon 7500 Version 6.14.10.6404 (13/11/2003) Glest_v1.0.9 1280x1024x32b 75hrz Filter Bilinear 3dc textures on Shadows shadowMapLike ShadowMap Size 256 Shadow Alpha Ma 0.1 Shadow map frame skp 2 Runnng smoothly No problems found

Card: ATI X800Pro Driver: Catalyst 4.9 OS: Windows XP Pro CPU: AMD 64 3500+ RAM: 1GB No problem when I used an older version of Catalyst and set the "DayTime=10000000".

CPU: P4 HT OS: Gentoo Linux 2005.0 Video: i915 integrated Status: playable, maybe a bit slow

RedHat Linux 9 stock Kernel. Athlon @ 1667Mhz GeForce4 MX4000 64Mb (8X,AGP,MMX.3Dnow,SSE) Works fine, with everything turned off, and still looks quite good.

ATI FireGL 8800 128 MB Using the latest stable Gentoo ATI fglrx driver. OS: Gentoo Linux 2005.1, Kernel 2.6.11-r4, X.org System: 1 Gig Mem, AMD 2700+, Nforce2 Chipset Did a standard emerge/compile and worked perfectly.

Duron 800 MHz, GeForce 2 MX/MX 400 32MB SuSE Linux 9.2 with 2.6.11.9 official nvidia drivers 71.74 X.org 6.8.2. Glest 1.0.10 installed with loki installer. I had to turn off shadows etc. in order to play fluently, however it still become slower when there are more than two players.

ATI Mobility FireGL T2 embedded in IBM Thinkpad R50p MDK10.2 stock kernel & xorg ATI official drivers latest version Works very well!

Dell i8600c (notebook) P-M 1.6 GHz Video ATI Mobility Radeon 9600 Pro Ubuntu Linux (Hoary) Xorg 6.8, ATI Drivers 8.8.25 Running perfectly

Athlon 64 3200+ nVidia GF 6600GT 128mb Driver version: 71.89 512 mb RAM Running fine.

P4 3Ghz HT, 1GB RAM ATI X700 Pro (256 MB) Catalyst drivers 5.6 Windows XP SP 2 Glest version is 1.1.0 The game runs (and scrolls) perfectly fine and smooth in 1280x1024, with all eye candy options turned on.

Glest: 1.1.0 OS: Linux kernel 2.6.12.2 CARD: Geforce FX5200 DRIVER: Nvidia driver 1.0-7174 Status: runs smoothly! sometimes the display goes blank for a tenth of a second, but returns to normal fine.

GAthlon 64 3800+ NVidia 8600 (512 MB) Ubuntu 8.04 64-bit Status: I tried to bump up the default settings and got a blank screen. I went back to Autoconfig and it works perfectly!

History
3.2.2 -Stable Multiplayer added -Name and Stat changes -Bug Fixes -(other members please update)

2.0.0 - New Magic units: - Tower of Souls: Air defense building, attacks air only - Golem: Defensive unit, needs EP to walk, can't attack air - Daemon giant: Heavy melee unit - Drake rider: Light ranged unit - New Tech units: - Aerodrome: Building for producing air units - Air ballista: Air defense building, attacks air only - Rider: Fast medium unit - Ornithopter: Light air unit - Airship: Heavy air unit, can't attack air - New Magic upgrades - New Tech upgrades - New animations for existing units - Shared vision between allies - New particle blending - Felix and Matze added to the credits - Players now start on the location indicated in the game settings menu - Score system - HTML documentation - Increased projectile accuracy - Optimized particle rendering - Loads of balance changes 1.2.2 - Fixed timig problem that was causing some units to regenerate too fast on some computers - Html tech tree documentation

1.2.1 - Fixed random crash during load

1.2.0 - New tileset objects - AI now expands its base - 2 new maps: "in the forest" and "island siege" - Improved existing maps - Pathfinding optimizations - Fixed issues in windowed mode - Balance changes - Enemy projectiles are visible when being attacked outside the sight range - Fixed crash when trying to build a unit without be_built skill

1.1.1 - Archmage energy regeneration rate back to normal - New windowed mode with window borders - New error message for when maps have dimensions that are not power of 2 - New contact email

1.1.0 - Glest now compiles on MinGW - New tileset objects - New particle systems for all units - Shared library merged with Duelfield - Fixed OpenGL version detection bug (now the game detects OpenGL 2 correctly) - Auto config option added to in-game config menu - Added configuration option to bypass OpenGL version check - Added object variations in tilesets - All files renamed to lowercase to ease portability - New map: One On One - New 3D model format (G3D v4) - Dead skills now have a fade parameter - Strings in XML files restricted to lowercase (game formats names) - ShadowMapLike shadows renamed to Projected shadows - Shadow mapping support, producing everything over everything shadows - 8 bit TGA support - Changed some particle systems - Now if video mode change fails the game tries the same mode with the default refresh rate - Changes on about and loading screens - Changes on language strings - Fixed a bug affecting the orientation of the light at night

1.0.10 - Small bug fixes

1.0.5 - Balance changes - Computer controlled units that can't attack air won't run under dragons - New configuration tool - Fixed a bug with building construction emplacement - Fixed a bug related with shadows in free camera mode - New translation strings for main menu - Win/Lose window - Other bug Fixes

1.0.0 - Remaining 3D models done - Remaining 2D art done - New magic faction music - New main menu art and programming - Fonts change it's size depending on screen resolution - Bug fixes

0.8.1 - New Sumoner Guild model - Startup crash on some systems fixed

0.8.0 - Two factions with new units and 3D models - Cellmaps for units, now units can enter and exit buildings - New sounds for everything - New 2D art for icons and buttons - New water rendering method - Improvements on projetile damage synchonization - New main menu system, now a 3d model is used for background - Particle systems redesigned to allow 3D models - Sounds synchronized to projectiles and splashes - New menu music - Meeting points - Selection improvements - HP regeneration - Camera can be moved with the arrow keys - About section changed - Bug fixes

0.7.6 - Bug fixes

0.7.3 - Selection improvements - Air units support - AI improvements - Bug fixes

0.7.2 - Fixed a bug related with unit resource info

0.7.1 - New stone texture - 3D textures disabling option added to config menu - ShadowVolumes removed from shadow options (can be enabled via glest.ini). - DepthBits now defaults to 32 (up from 24), and StencilBits to 0 (down from 8) - Fixed some bugs - Battlemage sounds are now at 22Khz - Performance optimizations - OGG files can also be used as static sounds

0.7.0 - New 3D models for units - New 3D models and textures for tilesets - 3D model format changed to add support for player colors - New maps - Improvements on building command - Experience levels - New sounds - New command available: morph - 3D textures (for animated water) - Water Effects - Focus arrows - New XML field: anim-speed - MPs (Magic Points) are now called EPs (Energy Points) - New cell sytem: maps 2x bigger, river borders more accurate - Minimap is now filtered - Surface detail removed (always draw on max detail) - Animated trees on intro screen - Pressing 'T' saves a TGA image on the screen folder - Improved AI - Units react instantly when given a command - Ranged units now attack walking units - Camera angle changed - Sounds are synchronized to the action (new XML tag for this) - Command and Skill format changed, now type is the first tag - New options for particle systems - Unit speed changed on XMLs - Fog of war changes smoothly - Optimizations on pathfinding - Optimizations on particle systems - Crash info is now saved in crash.txt

0.6.3 - New and very fast shadow mode: Shadow Mapping Like - Some new sounds - Camera movement stops slowly - Fire particles changed - Height fog removed, depth fog added - WGL extensions added to the api info menu - Anisotropic filtering (option added to glest.ini) - Map format changed from text to binary - Buildings are randomly rotated

0.6.2 - Texture tiling changed to texture splatting

0.6.1 - Units now turn arround when changing direction - Free camera mode optimized

0.6.0 - New building models - Music and sounds - New particle systems: fire ball and ice nova - Damage and armor types - Now it is possible to attack your own units - Now it possible to give "follow" and "attack unit" orders (using move and attack targeting a unit)

0.5.2 - Fixed a bug in pathfinding algorithm

0.5.1 - Fixed a bug loading GL_EXT_fogcoordf

0.5.0 - Added win/lose screen - DX8 sound - 3d realtime menu - Ogg sound support - Streaming sound support - Game speeds and pause - Groups and add/remove to/from selection - New 3d models for units

0.4.3 - Fixed a bug when double clicking two towers, one under construction and the other one built, caused the first one to finish its construction. - Fixed a bug that made that fire never stopped when repairing buildings - Performance counters added for world update timing

0.4.2 - Fixed a bug that made the game crash when right clicking outside the map and a building was selected

0.4.1 - Fixed a bug that made the game crash when canceling unit production

0.4.0 - Shadows (infinite shadow volumes) - New graphic engine, faster model and particle rendering - New model format, that allows to export files from 3dsmax - Memory leaks have been removed (using _CrtDumpMemoryLeaks) - Air units support - TGA texture support - Height fog (using GL_EXT_fog_coord) - ISO Latin 1 character set support for lang files - Screen resolution can be changed by editing glest.ini. - More configuration options - Now terrain borders are alpha-blended, and look better - Double click selects nearby units of the same type - Model viewer and map editor have been moved to the editor pack - New lang file format - New glest.ini file format

0.3.1 - Opengl 1.2 and GL_ARB_multitexture support check - G3d model viewer improvements

0.3.0 - Keyframe animation (linear interpolation) - Particle systems (rain, snow, fire and magic projectile) - New pathfinding algorithm (A* with g=0) - New tile generation system (no more problems with triple intersections) - Teams - Map editor - 3d model viewer - More sounds - Improved fog of war using multitexture (no more problems with water colors) - Auto orders when clicking right mouse button - New 3d models and animations - New sun orbit (better lighting) - New languaje strings added - Selection circles reflect HP and MP status - Progress bars - Bug fixes

0.2.0 - Models (such as trees) have RGBA textures. - Better lighting model now, less ambient and more difusse and specular - Units have new skills and magics. - Sound support (direct sound). - Corpses now remain in the battlefield - Unit format has totally changed, unit and buildings are the same now. - Speed optimizations. - glest.ini has more options. - Units now try to mantain it's formation when receiving move commands. - Some models have been remade (Archmage, Town Hall..) - Buildings adapt to the terrain - Lots of bug fixes.

0.1.6 - Unit models have been redesigned, now they have more polygons and detailed animations. - Minor bug fixes.

0.1.5 0.1.4 0.1.3 0.1.2 0.1.1 0.1.0 0.0.3 0.0.2 0.0.1