LuaMenu documentation

LuaMenu documentation

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sanguinariojoe
Posts: 26
Joined: 19 Apr 2016, 21:11

LuaMenu documentation

Post by sanguinariojoe »

Hey guys

There is some documentation on how LuaMenu works? How can I create a new menu?
gajop
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Joined: 05 Aug 2009, 20:42

Re: LuaMenu documentation

Post by gajop »

Use newest engine and see https://github.com/ZeroK-RTS/Chobby for a reference implementation.

LuaMenu is an unsynced state (akin to LuaUI) that runs before (and while) a game/map is started.
Other than that, and a few extra callins for communicating with LuaUI, it's not really that special. If you want to make a lobby/menu, just create widgets as you normally would.

PS: You're always free to assist with Chobby work as that's a game-agnostic lobby. Otherwise, if you want to connect to the Spring (or ZK) lobby server, you can use its liblobby library to help you get started.
sanguinariojoe
Posts: 26
Joined: 19 Apr 2016, 21:11

Re: LuaMenu documentation

Post by sanguinariojoe »

Thanks man!

I already knew chobby, but actually I'm not pretty sure how it works, but I'm making slight progresses anyway.

Right now, I focus in creating a Spring:1944 campaign lobby, not even with online mode yet... Depending on the result, maybe it can be integrated in Chobby later. And of course, if I develop something may help you, I'll conveniently make a pull request
sanguinariojoe
Posts: 26
Joined: 19 Apr 2016, 21:11

Re: LuaMenu documentation

Post by sanguinariojoe »

BTW, is it not a copyright flaw setting date="in the future"? (see for instance gui_chili_lobby.lua)

It's something like stating it will be GPLv2 in the future, right?
gajop
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Re: LuaMenu documentation

Post by gajop »

Have a look at https://github.com/ZeroK-RTS/Chobby/tre ... eConfig/zk for customization.

There are some ZK widgets for the ZK campaign here as well: https://github.com/ZeroK-RTS/Chobby/tre ... nu/widgets
Those probably do *not* belong there, as they are ZK specific, but you can use them as inspiration and write your own. They shouldn't cause any real conflict if they're named differently and properly configured.
sanguinariojoe wrote:BTW, is it not a copyright flaw setting date="in the future"? (see for instance gui_chili_lobby.lua)

It's something like stating it will be GPLv2 in the future, right?
As far as I'm concerned date doesn't mean anything (at least nothing related to the license) and all addons need to be GPL compatible anyway so this isn't important.
sanguinariojoe
Posts: 26
Joined: 19 Apr 2016, 21:11

Re: LuaMenu documentation

Post by sanguinariojoe »

Yeah, I think I'm changing my mind! Maybe adding it inside chobby would be the best option!

---

P.S. I cannot test it because it is failing downloading Zero-K $VERSION
P.S.2 I finally downloaded the GitHUB repo. Now I have problems with the AI :?
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: LuaMenu documentation

Post by Anarchid »

P.S.2 I finally downloaded the GitHUB repo. Now I have problems with the AI :?
ZK by default launches Chobby through a .net wrapper that provides some features like engine downloading, notifications, and deployment of the CircuitAI which is what i presume you are missing.

You can get it manually from springfiles, or from its github. Some assembly may be required.
gajop
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Joined: 05 Aug 2009, 20:42

Re: LuaMenu documentation

Post by gajop »

Copy paste from the other thread:
To alleviate some difficulties with non-ZK Chobby installations for now, I've created a more detailed guide: https://github.com/Spring-Chobby/Chobby ... tomization . Please try following it and report issues if you can't start Chobby. Other Chobby related issues should be reported https://github.com/Spring-Chobby/Chobby/issues . Please report all issues in detail, and outline which ones you think are necessary for your game to be using Chobby so I can optimize my workflow when I get back to working with Chobby.
If you have any issues with Chobby, please report them properly, otherwise it'll be hard to work on them.
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