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What would u like to see implentent next (after next release should be tomorrow or day after at most)???

Poll ended at 20 Jul 2006, 01:04

Direct IP Multiplayer Games
7
54%
Chatroom (chat only for the moment)
1
8%
More Options for Configure Section
2
15%
More Options for Skirmish Section i.e colors teams spectators etc
3
23%
 
Total votes: 13

Tangaroa
Posts: 77
Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

This is it, not a lot in it:
[MAIN]
STARTUP = 0
Word
Posts: 80
Joined: 12 Jun 2006, 09:59

Post by Word »

apparently it didn't config correctly...that's supposed to be set to 1 and other values.. see what happens when you set it to 1.
Tangaroa
Posts: 77
Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

Done that, I now get this error message, have tried making various files writeable, but no luck:
Traceback (most recent call last):
File "/usr/local/games/taspring/spring-gui/main.py", line 221, in ?
Config.temp_config(Config.get_option(ini,'MAIN','SPRING_CONF', ''),Config.get_option(ini,'MAIN','SPRING_CONF_TEMP', ''),'No')
File "/usr/local/games/taspring/spring-gui/config.py", line 43, in temp_config
dest_fd = open(dest,"w+")
IOError: [Errno 2] No such file or directory: ''
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@Tangaroa

Code: Select all

rm -rv ~/.spring-gui
mkdir -p /etc/spring
echo /path/to/spring/datadir > /etc/spring/datadir 
Then rerun script.
And btw spring uses /etc/spring/datadir if it there to find out where it is installed.

Next release wont need /etc/spring/datadir, will have option in GLOBAL.py to override script to tell it where SPRINGDATADIR for svn users
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Ok decided to finish off skirmish section all @ once (hopefully)
As reordering skirmish layout & tryin to keep it nice, as i add options in slowly = a pain :twisted:
  • So want to add all possible options / features peep could / want to use in skirmish. As i gonna code it all in for next release to get it done & outof my hair.
    Plz list / name what u want in skirmish, i.e whatever windows version of single player spring has but this doesnt plz. Basicly wish list for options for skirmish
Atm this is current WIP (note game mode = missing atm , till i find a nice spot to put it back onto skirmish section)
Image
Btw look @ under where u pick map :)
Can also extract MaxMetal Value = i cant make sense if the .0xxxx number
Also can get Extractor Radius anyone want this in skirmish section ???(not looking for no answers, only if someone wants it)
Tangaroa
Posts: 77
Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

Whoot, thank you very much, have it working now.
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Looking good buddy!
Word
Posts: 80
Joined: 12 Jun 2006, 09:59

Post by Word »

I'd like a simple color dropdown, nothing really fancy needed.
keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

Oh man, this thing is getting better and better!
I think I'm going to start learning python now. This is just too cool.

Thanks for being so involved in this project and being so in-touch with us. Sorry I didn't get more chances to test the latest version, the weather finally got sunny over boston. :o

Loading demo files would be nice, since I haven't had any success in doing that with the binary or with spring-setup, but this really doesn't count as part of skirmish I guess... Beyond that I can't think of anything else I could need...
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@keithjr
Blast completey forgot about demos :(
See if i can get it coded in later tonight & have a seperate menu item for replays (skirmish getting crowded abit)

Should be easy enough to load them if it works either have a combobox with them or a pygtk fileselector so u can pick them (and just have default to open up in demo folder.
Prob go with option 2 since then if u can download replays & watch them its easier for user.

@Everyone Else
Been messing about using manually edited script.txt to make direct ip games.

After next release thinking of working on direct ip games. (mainly got to figure out where to slap TeamNanoSpray in options or skirmish ?)

Main things needed todo is some sortof chat thinking basic irc (more examples of irc code than lobby so should be easier to implentment & use irc to send over the script.txt / keep player updated @ host changes when there setting up the game
i.e last thing u want todo is join a game with commander dies = game over & not be aware of it
Shouldnt be to hard todo :roll:

edit:- Updated WIP screenshot
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

@hollowsoul

in options
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Main things needed todo is some sortof chat thinking basic irc (more examples of irc code than lobby so should be easier to implentment & use irc to send over the script.txt / keep player updated @ host changes when there setting up the game
i.e last thing u want todo is join a game with commander dies = game over & not be aware of it
Shouldnt be to hard todo
Surely there are more IRC examples, but there is Omni, QSpring,TASClient, and they all implement the lobby chatroom IIRC. So there really should be enough sample code ;)

An IRC based lobby is nice, but you split up the userbase doing that, which is not too big on linux already. If you implement it through the lobby, then as soon as linux-windows sync is reached you have the entire windows userbase avaiable to linux users.

Just a thought though.
Progress is still always better than no progress, even if it is irc :D
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Had a quick glance @ omni.
& did a quick glance @ python irc client & found some nice examples including a simple version @ extract from o'reilly book.

Gonna try easier option & use irc (or something based off irc anyways) for direct ip matchs.
Was thinking (still got to code it in though, gonna work on it after tomorrow release)
  • Simple irc server for host (or option to use a irc server)
    And send script.txt via irc (including each change as a host makes them, so peep can see the changes as they occur & annoy host to turn a option on.
    Then send finally script.txt & have everyone pick ready button (once all ready start the game).
abit rough i know, but should work ok till i get lobby coded

And once i get hand of that, omni code for lobby should look a bit nicer / easier to use.
Remember i only started to mess with python since http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5527
Atm it looks abit daunting where to start since the 2 python files got wxGlade code in them aswell.

Of course, later on if i get lobby code sorted out, will rip out irc code & just use lobby code for direct ip matchs & lobby ones, Got some time to get lobby sorted out i.e until sync issues are sorted out .
Got to be a first thats a good thing :shock:

Basicly small steps at time
HAARP
Posts: 182
Joined: 06 Apr 2006, 07:18

Post by HAARP »

Whow, you're really investing a lot of time in this. Very nice!

I can think of a tactical use of knowing the extractor radius before the game starts. Consider this a "yes, I want it" :)
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Version 3.10 Released
Setup abit more user proof, will warn user if failed setup detected & if setup files are for a different version.
And simple instructions to fix the problem

Anyway, replays & colour selection didnt make it in. Replays = not working for me atm, might try svn release later.

Give a shout if u run into any bugs, since redid Skirmish / Config GUI code abit.
Will update screenshots later

Edit:-
Note that if u use Starting Positions = Select ingame
U will need to use .cheat .teamX
To assign ai starting positions
Then .teamX to get back to your team & then Ctrl-Enter to start a game
keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

if you ever get replays working, post in the thread I made a while ago. They won't work for me at all but from what I hear some people have gotten them to work...?
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

hollowsoul, try looking at the SVN in "Documentation\Lobby" folder, there is a "LobbyProtocol.txt" file there which explains how to implement the chat protocol (and more). IRC protocol isn't suitable for the lobby as is limited only to chat, but much more is going on between the server and the client. Also, implementing a full IRC protocol may be a bit overkill as lobby doesn't need half of its functionality and on the other side, it also lacks some of the functionality that the lobby does require.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

updated:-
Fixed problem with svn install

Released 3.11
Just a fix for svn users.

Absolutely no point upgrading if u got 3.10 already & its working for u
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Ok time for status update.

Been busy last day or 2 so only really got back to coding app today.
Anyway explain why i am doing rewrite of GUI code.

After looking into omni code for lobby (envolved stress, found only 1 annoying thing wx.Timer).
Not a major problem, need to rewrite a replacement for it i.e spawn a thread that loops & excutes a command very some many seconds. Its used to ping lobby server i.e ping / pong to keep connection alive.

So when i looked @ current GUI i got realised that the GUI was becoming a mess to add stuff onto. So been slowly doing rewrite, i.e givin time to think over GUI.

Highlights:-
  • Redoing GUI with tabs & multiple windows.
    Faster initial loading times for spring-gui

    Right-Click Popup Menu for Battle->PLayer Section

    Basic Idea for window layout is as follows

    1) Main Window = Menu / Background / ( Lobby when lobby coded in)
    2) Battle = Skirmish / ( hosting/joininh games when lobby coded in)
    3) Options for Spring / ( Lobby / Spring GUI Setup when lobby / GUI setup coded in)

    Gonna add windows support since unitsync compiles now ( thx tvo ).
Got simple screenshots below.
And yes there is placeholders there i.e Download Map / Mods
  • Main = Do i add in quit to menu or is the Close button i.e X from Window Manager enough ????
    Battle = WIP will finish tomorrow & includes fixing the size of map info.
    Also got idea to try out for resizing the map previews based on map size.
    Options = Nearly Done
Note :- Battle Screenshot is obviously WIP & will finish it off tomorrow.

I release a test version once i get same / more of features(/options) as in previous version 3.11


Image Image Image
keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

I have a nice piece of information for the people using dep-spring's spring-setup to download content...

It is really nice that in spring-gui we can pick from a drop-box which mod we want, but every time spring-setup saves its changes it deletes all the files in the /mods folder in the spring directory. This can be prevented simply by editting the file /usr/bin/spring-setup and changing LINE 950 from

Code: Select all

system("rm -f $pathq/mods/*");
to this:

Code: Select all

#system("rm -f $pathq/mods/*");

Now you can just keep copying, downloading, or moving mods from /usr/share/spring/mods (where debspring stores them) into your springdir mods folder. They will be used to populate spring-gui's drop box and won't be deleted if you use spring-setup again.
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