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{{Infobox
'''G'''lest '''A'''dvanced '''E'''ngine (GAE) is an advanced mod involving the modification of the Glest engine. At this time, tentative plans still exist to integrate GAE back into Glest once it has achieved a portion of it's goals, has integrated all latest Glest features (such as lua scripting) and has stabilized. GAE may be downloaded [http://sourceforge.net/projects/glestae/files here].
 
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|Box title = [http://sourceforge.net/projects/glestae/ Glest Advanced Engine]
=History=
 
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|image = File:Gaesplash.png
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|imagewidth = 250x250
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|Row 1 title = Latest Version:
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|Row 1 info = [http://glest.org/glest_board/index.php?topic=6283.0 0.3.2] <small>(12 December 2010; {{How long ago|year=2010|month=12|day=12}} ago)</small>
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|Row 2 title = Homepage:
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|Row 2 info = [http://sourceforge.net/projects/glestae/ Homepage]
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|Row 3 title = Downloads:
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|Row 3 info = [http://sourceforge.net/projects/glestae/files/0.3.2/ Download List]
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}}
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[[File:GAE_Icon.png|left|75px]]
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'''G'''lest '''A'''dvanced '''E'''ngine ('''GAE''') is a fork/modification of the '''R'''eal '''T'''ime '''S'''trategy ('''RTS''') game [[Glest]]. GAE may be downloaded [http://sourceforge.net/projects/glestae/files here].
  +
 
==History==
  +
GAE was originally started by [http://glest.org/glest_board/index.php?action=profile;u=4709 Daniel.Santos], as a desire to create a special engine for the then-work-in-progress, [[Four Path Magitech]], and started with offering auto returning units and other small enhancements, growing to eventually try to accompany the four path magitech. When four path magitech was abandoned, it was later picked up as an alternative way to play glest, and now is an engine with its own unique mods which work specifically on GAE (namely, [[Military]] and [[Malevolent Rising]]). To date, it is still actively developed by the GAE team, who's current active members include Silnarm, Hailstone, and Yggdrasil.
   
 
== Features ==
 
== Features ==
  +
{{Main|GAE/Features}}
 
A list of features in GAE:
 
A list of features in GAE:
 
 
*Only loads the factions used in a battle.
 
*Only loads the factions used in a battle.
 
*Unit effects and emanations.
 
*Unit effects and emanations.
 
*Unit pets.
 
*Unit pets.
  +
*Shroud of darkness
*Particles for skills and effects.
+
*[[Particles]] for skills and effects.
 
*Support for water based units
 
*Support for water based units
 
*Support for transport units
 
*Support for transport units
  +
*Teleport and cloaking skills
 
*Massive amount of new Lua commands with a dedicated Lua console.
 
*Massive amount of new Lua commands with a dedicated Lua console.
 
*Improved unit levels system.
 
*Improved unit levels system.
 
*Improved pathfinding for units.
 
*Improved pathfinding for units.
 
*Subfactions
 
*Subfactions
  +
*New GUI with tool tips and faction logos
*New GUI
 
  +
*Support for normal maps and shaders
 
*Support for zipped mod files via Physfs
 
*Support for zipped mod files via Physfs
 
*Patrol, guard and autorepair skills.
 
*Patrol, guard and autorepair skills.
 
*Multiple music tracks per faction.
 
*Multiple music tracks per faction.
 
*Many general bug fixes and improvements.
 
*Many general bug fixes and improvements.
  +
*Command queuing
  +
*Games can be saved and loaded
   
=Guide=
+
==Guide==
 
* The [[GAE/Guide|GAE Guide]] provides more of a guided tour through GAE's extended functionality
 
* The [[GAE/Guide|GAE Guide]] provides more of a guided tour through GAE's extended functionality
 
* The [http://sourceforge.net/apps/trac/glestae/wiki trac wiki] provides other valuable information about GAE.
 
* The [http://sourceforge.net/apps/trac/glestae/wiki trac wiki] provides other valuable information about GAE.
 
* The [[GAE/CodingConventions|GAE Coding Conventions]] provides instructions for how to layout and modify/add code
 
* The [[GAE/CodingConventions|GAE Coding Conventions]] provides instructions for how to layout and modify/add code
* [http://glest.org/glest_board/index.php?topic=4091.0 Joining the GAE team]
 
 
=Compiling=
 
*[[GAE/Linux Compiling|Linux Compiling]]
 
*[[GAE/Windows Compiling|Windows Compiling]]
 
*[[GAE/Mac Compiling|Mac Compiling]]
 
 
=Reference / Specification=
 
* The [[GAE/XML|GAE XML Specification]] gives examples of XML pages and explanations in XML comments.
 
* The [[GAE/Reference|GAE Reference]] examines each XML-configuration option more closely.
 
* The [[GAE/Lua|GAE Lua Reference]] provides details on the new Lua functions.
 
 
=Requirements Analysis=
 
* [http://glest.org/glest_board/index.php?topic=4015.msg22030#msg22030 Networking]
 
* [http://glest.org/glest_board/index.php?topic=4263.0 Game Settings]
 
 
=Source Explanation=
 
* [http://glest.org/glest_board/index.php?topic=4011.msg20615#msg20615 Key Mapping]
 
* [http://glest.org/glest_board/index.php?topic=4015.msg20693#msg20693 Network WIP]
 
* [http://glest.org/glest_board/index.php?topic=4019.msg20818#msg20818 Hex colours in XML]
 
* [http://glest.org/glest_board/index.php?topic=4171.msg22909#msg22909 Custom Enums]
 
* [http://glest.org/glest_board/index.php?topic=4281.msg24457#msg24457 rev306 Build Instructions]
 
* [http://glest.org/glest_board/index.php?topic=4330.msg25116#msg25116 Pathfinding (by silnarm)]
 
* [http://glest.org/glest_board/index.php?topic=4618.msg30409#msg30409 One A*, to rule them all (by silnarm)]
 
* [http://glest.org/glest_board/index.php?topic=4661.msg31466#msg31466 Revised Network Paradigm]
 
   
 
==Compiling==
== Code Discussions ==
 
  +
* [https://sourceforge.net/apps/trac/glestae/wiki/CompileGuide Official Compile Guide]
* [http://glest.org/glest_board/index.php?topic=4591.msg29862#msg29862 Memory Problem in Pathfinder]
 
   
 
==Reference / Specification==
=Processes=
 
 
*The [[XMLs|XML reference]] gives examples of XML pages and explanations in depth.
* New Member
 
 
*The [[GAE/Features|GAE features]] examines each new GAE only feature in depth.
* [[GAE/Releases|Releases]]
 
 
*The [[GAE/Lua|GAE Lua reference]] provides details on the new Lua functions.
* Code Review
 
  +
*The [[GAE/Keymap|GAE keymap reference]] provides details on setting hotkeys.
* Feature Request
 
* [[GAE/BugReport|Bug Report]]
 
* The [[GAE/BuildProcess|GAE Build Process]]
 
   
  +
==Bugs==
Developer Tips (not really sure where this would go):
 
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*[[GAE/Bug Reporting|Bug Reporting]]
*Put the dependencies folder at the same level as the branch folder, then multiple branches can be used with the same dependencies
 
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* [http://sourceforge.net/apps/trac/glestae/report/3 Bug Tracker]
*When you have checked out the branch, compile it before working on it (all branches should be compilable)
 
*Make the debug working directory the same as your Glest data directory so you can easily start the debugger in Visual Studio.
 
   
=Links=
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==Links==
* [http://glest.codemonger.org Glest Advanced Engine] web site (Currently down)
 
 
* [http://glest.org/glest_board/index.php?board=15.0 Glest Advanced Engine] web forums (hosted on main Glest site)
 
* [http://glest.org/glest_board/index.php?board=15.0 Glest Advanced Engine] web forums (hosted on main Glest site)
* [http://glestae.svn.sourceforge.net/viewvc/glestae/ subversion repository]
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* [http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=summary Git repository]
* [http://sourceforge.net/apps/trac/glestae/reportfeature tracker]
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* [http://sourceforge.net/apps/trac/glestae/report/3 Bug / Feature Tracker]
 
* [http://sourceforge.net/projects/glestae/develop Sourceforge hosting]
 
* [http://sourceforge.net/projects/glestae/develop Sourceforge hosting]
   
=GAE-based mods=
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==GAE-based mods==
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[[File:Military1b.jpg|thumb|250px|Military: One specific GAE-only mod.]]
* [[Four path magitech]]: A faction mod extending upon the existing magitech. ''Since as of August 5, 2010, FPM is incomplete.''
+
* [[Four path magitech]]: A faction mod extending upon the existing magitech, WIP.
 
* [[Military]]: A fully built mod exclusive for GAE with many GAE features such as Patrolling, Guarding, tracking projectiles, and emanations. It was the first created complete mod for GAE.
 
* [[Military]]: A fully built mod exclusive for GAE with many GAE features such as Patrolling, Guarding, tracking projectiles, and emanations. It was the first created complete mod for GAE.
  +
* [[Malevolent Rising]]: An RTS Game that is using GAE purely as an engine. Being recreated from scratch for a University Project.
  +
* [[Constellus]]: A sci-fi mod with two factions: the Crincillin Remnant and the Phorin Tribes. Currently a WIP project.
  +
* [[Project Green]]: A mod that aims to make GAE more like a real-time tactics game. It utilizes GAE's PhysFS capabilities for a smaller download size, as well as emanations and multi-production. WIP.
  +
* [[Japanese]]: While the Japanese mod was not produced with GAE in mind, a small secondary mod file allows it to run on GAE and also adds the GAE Patrol and Guard commands to armed units.
 
[[Category:GAE]]
 
[[Category:GAE]]

Latest revision as of 02:24, 14 July 2012

Glest Advanced Engine
Gaesplash

Latest Version:

0.3.2 (12 December 2010; 13 years, 3 months and 29 days ago)

Homepage:

Homepage

Downloads:

Download List

GAE Icon

Glest Advanced Engine (GAE) is a fork/modification of the Real Time Strategy (RTS) game Glest. GAE may be downloaded here.

History[]

GAE was originally started by Daniel.Santos, as a desire to create a special engine for the then-work-in-progress, Four Path Magitech, and started with offering auto returning units and other small enhancements, growing to eventually try to accompany the four path magitech. When four path magitech was abandoned, it was later picked up as an alternative way to play glest, and now is an engine with its own unique mods which work specifically on GAE (namely, Military and Malevolent Rising). To date, it is still actively developed by the GAE team, who's current active members include Silnarm, Hailstone, and Yggdrasil.

Features[]

Main article: GAE/Features

A list of features in GAE:

  • Only loads the factions used in a battle.
  • Unit effects and emanations.
  • Unit pets.
  • Shroud of darkness
  • Particles for skills and effects.
  • Support for water based units
  • Support for transport units
  • Teleport and cloaking skills
  • Massive amount of new Lua commands with a dedicated Lua console.
  • Improved unit levels system.
  • Improved pathfinding for units.
  • Subfactions
  • New GUI with tool tips and faction logos
  • Support for normal maps and shaders
  • Support for zipped mod files via Physfs
  • Patrol, guard and autorepair skills.
  • Multiple music tracks per faction.
  • Many general bug fixes and improvements.
  • Command queuing
  • Games can be saved and loaded

Guide[]

  • The GAE Guide provides more of a guided tour through GAE's extended functionality
  • The trac wiki provides other valuable information about GAE.
  • The GAE Coding Conventions provides instructions for how to layout and modify/add code

Compiling[]

Reference / Specification[]

Bugs[]

Links[]

GAE-based mods[]

Military1b

Military: One specific GAE-only mod.

  • Four path magitech: A faction mod extending upon the existing magitech, WIP.
  • Military: A fully built mod exclusive for GAE with many GAE features such as Patrolling, Guarding, tracking projectiles, and emanations. It was the first created complete mod for GAE.
  • Malevolent Rising: An RTS Game that is using GAE purely as an engine. Being recreated from scratch for a University Project.
  • Constellus: A sci-fi mod with two factions: the Crincillin Remnant and the Phorin Tribes. Currently a WIP project.
  • Project Green: A mod that aims to make GAE more like a real-time tactics game. It utilizes GAE's PhysFS capabilities for a smaller download size, as well as emanations and multi-production. WIP.
  • Japanese: While the Japanese mod was not produced with GAE in mind, a small secondary mod file allows it to run on GAE and also adds the GAE Patrol and Guard commands to armed units.