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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

User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Look on http://www.milztech.net, scroll down a bit for the news titles "Smilies Done" and all the smilies are there, you may save them and use them, but only for this project, i made them myself and don't want them being used in many other places.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Betalord can post on the forums and he's not the be all end all of lobbies.

We can implement our own standard Mod image without him, its not like it'd break TASClient. And if he's interested and wants to be involved the huzzah!
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@AF

Think we are better off havin all lobby client dev's if possible to agree in general on idea.
i get to pygtk to lobby status soon enough :P

We got better chance of mod's liking idea, since they know we be using / supported it in our programs.

Then we can work out sizes & types & location in mod archive :)

Mainly just pmed Betalord to ask what he thinks of idea.
Just so he aware of idea, never know he might like it. And incase he misses it, since this under linux section

edit:- Srry missed read post :P edited after read properly opps
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

It would be better to get the modders to agree on it rather than the lobby workers, as the lobby workers can implement a way the modders don't like, and then they simply won't use it.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Was talking about getting lobby peep to agree to idea first & then ask modders for thier view on idea.

No point asking modders if every lobby client gonna implentment thier own idea.

Besides easiest way is just to add images to archive, and wont break anything else.
Just need to work out what image types we all able to use / preferred image size & then annoy modders what they think of idea

Anyway gettin off-topic. Think i make a seperate thread in awhile
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

A modlogo.jpg in an archive is hardly awkward for modders...........
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

AF wrote:Betalord can post on the forums and he's not the be all end all of lobbies.

We can implement our own standard Mod image without him, its not like it'd break TASClient. And if he's interested and wants to be involved the huzzah!
Oh noes, are you forming a "lobby alliance" against me, AF? :)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

not at all, I'm just saying since me and hollowsoul both want the same thing we can both discuss it together, and if you want to do it too then 3 way dicussion si fine!

However we do have the nice fact that you're locked out of non-windows OS' by your programming language. pfft delphi
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

[joke]
Hmmm
*hollow* takes out beating stike
*hollow* strikes AF & Betalord
ahhh peace & quiet
[/joke]

How about we all inhale laughing gas ?


Seriously though i like the idea, but then again i am biased.
If we all agree on on file images / sizes, then we all benefit & hopefully modders be happy aswell.

So remember inhale deep breaths
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Spring-gui-3.11 running in windows: :-)

Image

It needed a bit of hacking and minimaps don't work, and you can't actually start a game, but still...
hollowsoul: PM tobi if you want access to put this in the svn repository, that way I can commit these changes as well.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@jcnossen
Tobi gave me svn access day ago i think.

But redoing GUI atm, since 3.11 was getting to messy to add anything on to it :(

And didnt want to upload old version, incase someone went & made patchs & then sees me replace whole thing :(

Anyway quickly coding atm, so can upload new gui version todo. Will be afew placeholders in GUI though
wally
Posts: 8
Joined: 30 Jul 2006, 11:44

Post by wally »

No no, spring-gui 3.11 is not working anymore at all:

Code: Select all

Traceback (most recent call last):
  File "/home/risto/pelit/spring-gui-3.11/main.py", line 253, in ?
    main = MainWindow()
  File "/home/risto/pelit/spring-gui-3.11/main.py", line 114, in __init__
    GUI_Config.create(self,ini)
  File "/home/risto/pelit/spring-gui-3.11/GUI_Config.py", line 69, in create
    self.resolution_combobox = combobox_setup(conf_temp, 'GAME', 'XResolution', GLOBAL.Resolution_Default, GLOBAL.Resolution, graphics_table, 1,2,0,1)
  File "/home/risto/pelit/spring-gui-3.11/GUI_.py", line 39, in combobox_setup
    value = int(Config.get_option(conf_temp,section,option,default))
TypeError: int() argument must be a string or a number
debspring installed, GLOBAL.py set correctly (I think):

Code: Select all

INSTALL = 'Debspring'
SPRING_GUI_INSTALL = '/home/risto/pelit/spring-gui-3.11'
SPRING = '/usr/bin/spring.bin'
SPRING_DATADIR = ''
Also have changed some fbo-script as told by keithjr. (+ran spring-setup)

Maybe this error is due I re-installed whole debspring?
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Wally PM your /home/wally/.springdir/<whatever u got here>/spring-gui/setup.ini

i.e
/home/wally/.springdir/localhost:0.0/spring-gui/setup.ini
& also
/home/wally/.springdir/localhost:0.0/.springrc

plz
wally
Posts: 8
Joined: 30 Jul 2006, 11:44

Post by wally »

PM sent

EDIT:

And problem solved, thanks HS!
In GLOBAL.py, edit Resolution section like this:
# Resolution

Code: Select all

Resolution   = ['640x480', '800x600', '1024x768', '1280x1024','1600x1200']
Resolution_X = ['640',     '800',     '1024',     '1280',   '1600']
Resolution_Y = ['480',     '600',     '768',      '1024',    '1200']
Resolution_Default = 2,
If you want to use 1600x1200 resolution.
wally
Posts: 8
Joined: 30 Jul 2006, 11:44

Post by wally »

I can use spring-gui now, change map, mod and players, but it says: "Description: file maps/<some map name here>.smd not found"
and doesn't show the picture or other information.

Edit:
Also I can't actually change mod from WD to any other, not even to XTA PE 5.5. Can't assign races then. That for cannot start game also.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

=O someone who uses a version of XTA outdated by months and months.....
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

If anyone interested new version for spring-gui in svn.

Important read the readme first.
So u are aware of known issues still to be fixed.
But it is useable.

Hopefully tomorrow will update the spring options with new ones that got added into svn.
Also need to add GUI progress bar for map indexing & button to manually update it.
Also need to add ally team selection code.
Well thats the plan of action for next fixes including some code cleanup i.e GUI code has alot of room to be modularised. GUI kinda evolved into place

Among other things, all in the readme.

Will also make static releases here for the time beening. When i feel its ready

Damn complete rewrites are a pain

edit:- Actually u dont need latest unitsync. But its prefered, otherwise may cause issues with map index down the road when u change to newer unitsync.
Last edited by hollowsoul on 05 Aug 2006, 12:03, edited 1 time in total.
keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

AF wrote:=O someone who uses a version of XTA outdated by months and months.....

XTAPE 5.5 is the version that currently comes with deb-spring and the tagged 0.72b1 svn. I myself only just learned that there's a new one. There's no post in the mod forum for XTAPE v7, so I don't see how other people would know either. You kinda have to bend over backwards to find anything in this project.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I'm pretty sure xtape v7 is in taspring-linux-data-0.72b1.tar.bz2.

Anyway, it's offtopic & doesn't matter at all.. spring should be able to handle v5.5 just as well as v7 AFAICS.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

If anyone interested.
Latest version in svn just got GUI setup :)
No longer need to edit GLOBAL.py

Dont forget to read README before u use it.

Also supports multiple spring installs / profiles
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