Any additions to "Host Battle" dialog - Page 2

Any additions to "Host Battle" dialog

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Kickban:
Changing anything in the files is very bad. Imagine, for example, a game crashing before reseting the values in the map file. We already had people complaint that they couldn't run TA::Spring anymore after playing it once...
SinbadEV wrote:disable units, ...
Ace07 wrote:...
@SinbadEV: I will add another button for that I guess. And, someone would need to get me the list for every single unit. (I won't include pictures, it will be text at first)
...
Just make sure that it will be easy to see and understand what, if any, units are disabled. I don't want to see ever again the classical:
someone wrote:- Hey, i didn't knew Big Berthas were disabled!?
- Yes, i don't like them!
- Ho? What do i do, now, with a lvl-2 cons vehicle in GOW?
coryrc
Posts: 81
Joined: 01 May 2005, 23:09

Post by coryrc »

Kickban wrote:Whoot, you ask me a big thing here :p
Ok, will get my C++ dev platform online, and i will give a look to see if i'm able to code what i said.
Great!
One thing, though: we don't want to modify the original maps, just make a copy -- this could cause problems later on.
edit: D'oh! missed the second page of posts... Just read Paulomorfeo's post
edit2: I should say I'll include it IF it works well (just in case that wasn't assumed).
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Ace07
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Joined: 21 Apr 2005, 20:46

Post by Ace07 »

It sounds like it could be more work than it needs to be. Why not just modify the engine so that it can change the values after it loads the map using script.txt?

I can see advantages to making sure that everyone has the same map file, but it woudln't matter anyways. This method won't CRC the map files, and you would still be left with the problem of trying to make sure everyone has the right map.

The best solution I can think of is this:

1. Allow people to host battles with altered map values, and pass them to the game to override the default map settings.
2. Add a way to check the map files with unitsync.dll. If we could integrate mod, map, and file checking into unitsync.dll, it would be a lot easier to work with.
3. Send a new map to the clients if needed.
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

Changing anything in the files is very bad. Imagine, for example, a game crashing before reseting the values in the map file.
That's why i gave the second method, which don't need the map values to be reseted between each game.

But i must admit that the smd method is not the best, and i already told so. The best way is to modify spring engine, but it is the first time i take part of an open source project, and i don't know how the main developpers will handle so many new versions from other developpers. And if you modify the engine, you also need to modify the client, and so, this is a really a new version.
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Ace07
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Post by Ace07 »

Yep, I will talk with some of the porters to see if it can get done (or I will do it myself). I like the idea though, so it will probably get done by somebody. 8)

Pic Update:

Image
b1ind
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Joined: 21 Apr 2005, 04:01

Post by b1ind »

Thats a nice dialog, but you'd have to be crazy to play with max units = 100! ;-) I suggest that you take advantage of the empty space to put a listbox listing disabled/limited units if any. I'm not sure what the 'Test' button does, but it might be nice to have a way to preview the generated script.txt.
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AF
AI Developer
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Post by AF »

On the contrary we dont want a cluttered interface and we want space for extra features if we get them.

Perhaps if you did somethign similair to what Jounin already has with the map selection where you click on the map screen to get an extra dialog at the side.
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

Another quick suggest, when the host create the game, he should be able to activate handicaps. Read something about them in the script.txt description in sources. Think they are already implemented (will check it tonigth).
Each player will have a small slider next to his name, and he will be able to set his handicap ONLY if the host checked the Handicap box when creating the game.
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AF
AI Developer
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Post by AF »

handicaps?
Torrasque
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Post by Torrasque »

If we can modifie values, it could be usefull to have a "defaut" button
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jensgb
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Post by jensgb »

Pic Update:
´

Typo: "Tidal Strength" (missing 'r')
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

where are the players listed :S
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jensgb
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Post by jensgb »

@NOiZE: This is the "Host Battle" screen, not the "Battle Room"
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

ok :D

maybe i's nice u can adjust those things while chatting..
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

@Alantai Firestar
Yep, handicaps

Code: Select all

[TEAM0]	
	{
		TeamLeader=x;
		AllyTeam=number;
		Color=number;
		Side=Arm/Core;
		Handicap=0-100;	//Percent bonus on all resources collected ?		
	}
"Spring start.txt" in Documentation in sources.

Gonna have a look to see if it work.

EDIT:
Just tested :
Handicap = 0 , Solar colector : +20, Energy : +20
Handicap = 100, Solar colector : +20, Energy : +40

Looks like the handicaps are working. It change the + value in energy input (top of screen), but don't change the value shown when you over the colector.

So this can be a good add to the host screen, can help noobs :D
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Ace07
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Post by Ace07 »

b1ind wrote:Thats a nice dialog, but you'd have to be crazy to play with max units = 100! ;-) I suggest that you take advantage of the empty space to put a listbox listing disabled/limited units if any. I'm not sure what the 'Test' button does, but it might be nice to have a way to preview the generated script.txt.
100 Max units is going to be the minimum. 8)

The test button tests whether or not you can host a game.

The "Disable Units" button will change to "Disabled Units." This is what you will use to open up the dialog allowing you to disable units. I plan on making an icon that displays in the lobby if a game has ANY disabled units.

Fixed the typo.

@Terrasque: Good idea. I think I will add that.

@Kickban: I will add a checkbox to the dialog for enabling/disabling handicaps. The host will then be able to adjust handicaps if they were enabled in the battle room dialog. If they weren't enabled, handicaps will not exist.
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PauloMorfeo
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Post by PauloMorfeo »

b1ind wrote:... you'd have to be crazy to play with max units = 100! ;-)
...
No you wouldn't! Try playing in a very small map with 2~4 players with a limit of some 50~100 units.
It's great fun! It's like playing a small war. It's really cool.
I call this style of play "Tactical Ops" (for my personal fun).
Ace07 wrote:...
100 Max units is going to be the minimum. 8)
...
Please don't do that... :(

About knowing what map features are going to be overrided, they could be presented in this way:
Tidal strength: Default 20
or
Tidal strength: Override 14
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Ace07
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Joined: 21 Apr 2005, 20:46

Post by Ace07 »

PauloMorfeo wrote: Please don't do that... :(
Well...isn't 100 units per person kind of low when it comes to TA?

What minimum do you propose? At what point is it literally impossible to play due to the unit limit?
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jensgb
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Post by jensgb »

Impose a lower limit of 1 (one) unit (the commander).
Let the number of units be up to people themselves to decide, if people feel that their quality of life increases by playing with a 5 unit max, by all means let them...
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Ace07
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Post by Ace07 »

jensgb wrote:Impose a lower limit of 1 (one) unit (the commander).
Let the number of units be up to people themselves to decide, if people feel that their quality of life increases by playing with a 5 unit max, by all means let them...
Ok ok....it would actually be more code to impose a limit anyways.... 8)
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