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Updated license and copyright info
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docs/AUTHORS
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###########################
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#Glest Community Megapack #
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###########################
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( from http://www.titusgames.de )
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Factions:
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=========
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Indians:
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Copyright 2007-2010 (C) Titus Tscharntke(titi) & Philipp Tscharntke ( http://www.titusgames.de )
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The Norsemen:
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Copyright 2008-2010 (C) Titus Tscharntke(titi) & Raphael Schröder(weedkiller) & Philipp Tscharntke ( http://www.titusgames.de )
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The Persian:
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Copyright 2010 (C) Titus Tscharntke(titi) & Philipp Tscharntke ( http://www.titusgames.de )
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The Norsemen:
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Copyright 2008-2010 (C) Titus Tscharntke(titi) & Raphael Schröder(weedkiller) & Philipp Tscharntke ( http://www.titusgames.de )
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The Egypts:
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Copyright 2010-2010 (C) Titus Tscharntke(titi) ( http://www.titusgames.de )
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Tech and Magic:
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The factions tech and magic are from the original game glest ( a bit modified now ).
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( copyrighted by the glest team www.glest.org )
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The new factions Indians/Norsemen/Persian use some models from original glest!
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Tilesets:
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=========
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Tileset Jungle: by Titus Tscharntke(titi) & Philipp Tscharntke
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Tileset Evergreen: by Titus Tscharntke(titi)
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Tileset Autumn: by Titus Tscharntke(titi)
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Tileset Desert2: by Idanwin and Titus Tscharntke(titi)
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Tileset Winter: by Titus Tscharntke(titi)
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Tileset Hell: by Titus Tscharntke(titi)
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Tileset Mediterran: by Titus Tscharntke(titi)
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Tileset Scurbland: by MadElf (improved a bit by titi)
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Maps:
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=====
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conflict by ttsmj
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domination_isles by mapmaker(from the glest forum)
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one_on_one by original glest team ( but no longer in the game yet )
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overgrown_city by mapmaker and Titus Tscharntke(titi)
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tropical_arena by mapmaker(from the glest forum)
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tt_goldrush_v2 by Titus Tscharntke(titi)
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waterworld by Titus Tscharntke(titi)
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Scenarios:
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==========
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m4_amazones by Titus Tscharntke(titi)
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m4_amazones_light by Titus Tscharntke(titi)
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m4_beehive_castle by Titus Tscharntke(titi)
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m4_indian_attack by Titus Tscharntke(titi)
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m4_kill_the_magic by Titus Tscharntke(titi)
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m4_magic_can_do_it by Titus Tscharntke(titi)
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m4_my_island by Titus Tscharntke(titi)
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m4_norsemen_attack by Titus Tscharntke(titi)
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m4_persian_conflict by Philipp Tscharntke
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m4_waterworld_light by Titus Tscharntke(titi)
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m4_waterworld by Titus Tscharntke(titi)
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Credits go to:
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==============
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Titus Tscharntke(titi) - Lead developer and creator of the new Mega-Glest project (http://www.titusgames.de)
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Mark Vejvoda(SoftCoder) - Developer of the new Mega-Glest project (http://www.soft-haus.com)
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The original glest team who made all this possible!!!
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Aminos for the indians and persian background music !!
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Margaras for the egypt background music!!
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manolo camp for the background music(norsemen)!!
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http://www.burningwell.org who have nice free (public domain) textures!
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Gameboy for the norsemen icons
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Weedkiller who created the spearman model of the indians, and the princess and swordman model of the persian faction
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My family, some friends and neighbors for the unit voices.
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ZaggyDad for some help with textures/models (norsemen) and for the persian elephant model.
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Baida for the axe_thrower model (norsemen)
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erdie (from http://www.freesound.org) for the autumn day sound
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patchen (from http://www.freesound.org) for the autumn night sound
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royal (from http://www.freesound.org) for the desert day sound
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Cacatoes (from http://forum.freegamedev.net/) for a nice rock texture photo used in autumn tileset.
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INFO:
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Some source textures distributed with the tilesets(evergreen/autumn) are copyrighted by CGTextures.com. Permission to release these specific textures has been granted to the creator of these tilesets.
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!!Textures downloaded from CGTextures.com DO NOT fall under any GPL or Creative Commons License by default.!!
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( !!! Texture Hint: Better use textures from www.burningwell.org which are really free to use (public domain)!!!)
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All files are released under the Terms of the
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Attribution-ShareAlike 3.0 Unported license ( see data_license.txt )
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9
docs/readme.txt
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docs/readme.txt
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Mega-Glest source code v3.2.x - Copyright (C) 2009-2010 Titus Tscharntke () and Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com.
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Glest source code v3.2.x - Copyright (C) 2002-2009 Marti<74>o Figueroa (www.glest.org - contact_game@glest.org).
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You can redistribute this code and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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For compilation instructions or any other info please visit the developer board at http://www.glest.org
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The data (including images and 3D models) is provided under the "Attribution-ShareAlike" Creative Commons license. This license lets others remix, tweak, and build upon your work even for commercial reasons, as long as they credit you and license their new creations under the identical terms. This license is often compared to open source software licenses. All new works based on yours will carry the same license, so any derivatives will also allow commercial use.
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127
docs/readme_linux.txt
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docs/readme_linux.txt
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Mega-Glest
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by Titus Tscharntke and Mark Vejvoda
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original Glest linux port
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by Matthias Braun
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1. System requirements
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Developed on Linux with glibc, little endian cpu. The game does currently not
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work on big endian cpus like ppc. There are some unfinished patches floating
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around the glest board, so this might improve (feel free to send me
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updated/finished ppc patches).
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Graphics card + OpenGL libraries that support OpenGL 1.3 and shader extensions
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(=opengl 1.4 or glUseProgramObjectARB and co.)
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The app has been reported to run fine on a 900Mhz Athlon box with nvidia geforce
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3 graphics card.
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It seems that the game also runs on geforce 2 and geforce mx class hardware when
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you disable 3d textures and shadowmaps in the options menu. The game seems not
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to work with the open source (ATI) DRI drivers. It has reported to run nicely
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with ATIs proprietary drivers though.
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2. Building and Installation
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2.1 Prerequesites
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The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* normal gnu compiler and additional tools (g++ version 3.2 or later is
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required at the moment)
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* perforce jam 2.5 or later (used as build tool)
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ftp://ftp.perforce.com/pub/jam
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* X11 libraries +headers
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http://www.x.org (or the older http://www.xfree86.org)
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* SDL 1.2.5 or later
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http://www.libsdl.org
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* Xerces-C
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http://xml.apache.org/xerces-c/index.html
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* OpenAL
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http://www.openal.org
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* Ogg
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http://www.xiph.org/ogg/vorbis
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* Vorbis
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http://www.vorbis.com
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If the configure script can't find some of the libraries, make sure that you
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also have the -dev packages installed that some distributions provide.
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At this point I'd like to thank all the authors of these helpful libraries
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that made our development easy and straightforward.
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2.2 Building
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To build and install the game use the following commands
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./configure
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jam
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Note: if you got the game from the subversion repository then you have to
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change to the mk/linux directory first and create a configure script:
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cd mk/linux
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./autogen.sh
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2.3 Installation
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Unfortunately there is no real installation mechanism present yet (jam install
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does NOT work correctly). Please copy the executable file named "glest" and the
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example linux config "glest.ini" into the directory where you extracted the
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datafiles and start the game there.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3. Troubleshooting
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Some hints for troubleshooting.
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In General:
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* Make sure you fullfill the system requirement above
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* Sound is played through OpenAL you might take a look at your openal
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configuration: http://supertux.lethargik.org/wiki/OpenAL_Configuration
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Compiling:
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* If configure fails make sure you have read the Building section above
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* If you don't manage to get it compiled, you can get a precompiled version for
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x86 (32bit) at http://www.lifl.org
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Sound/Audio errors when starting
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* If the game doesn't start because of audio/sound errors:
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Make sure no other application is using your soundcard. Typical problems
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are the gnome/kde sound dameons esd and artsd. You can kill these 2
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daemons with
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killall esd ; killall artsd
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* If this doesn't solve your sound problems try to get an updated OpenAL from
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somewhere, unfortunately there hasn't been an official OpenAL version up to
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now so distributions are only packing some preliminary snapshots. Some
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distributions seem to have bad versions that don't work (SuSE 9.2 is such a
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distribution)
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(The compiled binary from lifl.org has openal included and should not be
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affected by this problem)
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The game complains about opengl1.3 not available, is missing opengl extensions
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or works very slowly
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* Make sure you fullfill the system requirements
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* look at glxinfo and make sure the system is using ATI or NVIDIA driver and NOT the
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mesa drivers ("glxinfo | grep -i mesa" should return nothing)
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The game crashs
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* Fedora3 seems to have problems with the precompiled glest binaries -> compile
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the application yourself
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* There are some bugs related to the font code which I can't reproduce and am
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unable to fix without further input. Someone can help me with this?
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* The game does not work on ppc (big endian architectures) yet
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* Check the forums at www.glest.org
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* It would be nice if you could report any other crashs that are not described
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here yet (or post them to the forum at www.glest.org) preferably with gdb
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backtrace from a debugging enabled build (configure --enable-debug)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4. Contact
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Original Glest is from http://www.glest.org
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Linux port by Matthias Braun <matze@braunis.de> with help from
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Karl Robillard <krobbillard@san.rr.com>
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69
docs/readme_windows.txt
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69
docs/readme_windows.txt
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Mega-Glest
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by Titus Tscharntke and Mark Vejvoda
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original Glest linux port
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by Matthias Braun
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1. System requirements
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Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
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little endian cpu. The game does currently not work on big endian cpus like ppc.
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There are some unfinished patches floating around the glest board, so this might
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improve (feel free to send me updated/finished ppc patches).
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Graphics card + OpenGL libraries that support OpenGL 1.3 and shader extensions
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(=opengl 1.4 or glUseProgramObjectARB and co.)
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The app has been reported to run fine on a 900Mhz Athlon box with nvidia geforce
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3 graphics card.
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It seems that the game also runs on geforce 2 and geforce mx class hardware when
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you disable 3d textures and shadowmaps in the options menu.
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2. Building and Installation
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2.1 Prerequesites
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The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* Microsoft Visual C++ Express 2008 or higher
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* Glest Windows 32 bit Dependencies
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https://sourceforge.net/projects/megaglest/files/win32_deps.7z/download
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which includes:
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* Xerces-C
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http://xml.apache.org/xerces-c/index.html
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* wxWidgets
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http://www.wxwidgets.org/downloads/
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2.2 Building
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To build and install the game use the following steps:
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1. Download the win32_deps.7z mentioned above and decompress its contents
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into the 'source' folder (where you see glest_game, g3d_viewer, etc).
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This should create a folder called win32_deps with many sub files/folders
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in it.
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2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within
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the Visual C++ IDE.
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3. Right Click on the top level Glest node in Solution Explorer and select
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Rebuild All.
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If you had no errors all binaries will be created in trunk\data\glest_game.
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You should be to to just run glest_game.exe
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2.3 Installation
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Unfortunately there is no real installation mechanism present yet, just run the
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glest_game.exe from within the trunk\data\glest_game directory.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4. Contact
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Main Glest website from http://www.glest.org
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Titus Tscharntke ()
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Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com.
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