Any additions to "Host Battle" dialog - Page 3

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
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Ace07 wrote:...
Well...isn't 100 units per person kind of low when it comes to TA?
...
Generally yes, but sometimes playing with a limit of around 75 can be relaxing fun.

Also, i can imagine in the future, we beeing able to play some sort of game game where we start with a commander or a krogoth and play only with it, or something of that sort.
So, as jensgb said,
jensgb wrote:Impose a lower limit of 1 (one) unit (the commander).
...
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Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 »

What about the upper limit? None? :twisted:
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jensgb
Posts: 36
Joined: 06 May 2005, 14:06

Post by jensgb »

What about the upper limit? None?
Yes, people will fairly quickly find out what their machines are up to, and set unit-max for their games accordingly.
A later feature could poll individual computers for their performance, and suggest a unit-limit for the game being set up.
Kickban
Posts: 62
Joined: 03 May 2005, 18:34

Post by Kickban »

No limits :twisted:
Let's us make hundred of planes, armies of thousand of peewees and launch a massive nuclear assault with billion of nuclear launchs :twisted: and see our computer crash because the graphic card have burned :P

And about the handicap, will see if it can be lower than 0 or greater than 100. If it can be under 0, this would a really handicap, and not a bonus :)

EDIT

Just checked

Team.cpp

Code: Select all

void CTeam::AddMetal(float amount)
{
	amount*=handicap;
	...
}
Team.h

Code: Select all

	float handicap;
The handicap value in script.txt is divide by 100, then you add 1 (so 0 handicap mean base ressources values).

No check for handicap limit :) can be everything you can dream of (in the limit of a float of course ;))
renrutal
Posts: 84
Joined: 28 Apr 2005, 16:45

Post by renrutal »

So the custom settings will be stored in a text file, right?

And the host may override the map default settings with his own values, right?

Ok, more suggestions, some not really basic

Save, Load, Reset

Save opens a dialog window where you save a profile with your custom maps settings. Save the changes from all the maps in one file.
Load, you know.
Reset resets the settings of the map to default.

I don't think it should save all the other info, at least not in the same file. Same with the Disabled Units list.

A 'Random' button would be good too. But it should only get the maps from list made by the player. Default is all the maps.

Now the Disabled units screen:

Code: Select all

----------------------
| Allowed    Disabled|
|--------    --------|
||      |    |      ||
||      | >  |      ||
||      | >> |      ||
||      |    |      ||
||      |  < |      ||
||      | << |      ||
||      |    |      ||
|--------    --------|
|OK|Cancel  Save|Load|
----------------------
This way the disabled units will be easy to spot.
Another goog thing to add is when the players join the battle room, they should be noticed of any changes in the map and unit settings. Just say "Map settings changed" "Some units are disabled".
Do that whenever they join the room or the host change them during the wait. Changes will also unset all the players "Ready" flag, so everyone must agree with the combat terms.

Edit: Oh sorry I forgot the units aren't just allowed or disabled, you can allow a certain number of that unit to be build. So instead of allowed and disabled, make it unmodified and modified... or something like that.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Not sure if this is the right thread but...

Couldn't code from, for example, GAIM be reused for the battleroom client?
After all, it is a very similar program, runs under the GTK librarie for GUIs and runs on many platforms...
It would probably make it very easy to add colors and emoticons to the text, as well as time to the messages, sounds to texts, etc, etc. Maybe even allow for simple coding for file transfer... It should be easy to modify into our needs.

Haven't been able to check on the license GAIM has but if it's license is not suitable, there are probably others almost as good that have a suitable license!?

Ace07, you are the one coding the new client, right?
What do you (you and any other that may happen to be developing a new client) think?
Kickban
Posts: 62
Joined: 03 May 2005, 18:34

Post by Kickban »

I just found how to do map params override using the script.txt file. I coded the new scripts parts, but now i have a prb.
How can i compile ? i'm new to C++ universe (i'm good at Delphi and Fortran), and don't know which dev software to use, which libraries i need to compile, etc...
I tested VC++ Beta2 (from M$ homepage), but looks like, when i try to compile using it, that's i'm missing a big SDK (maybe the windows SDK ?).

So if someone can give me a good URL with a tuto, or even better, give me a complete procedure to compile Spring, i will be happy :p

PS : i'm trying to compile the 3D client, not the lobby one.
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Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 »

GAIM is written in C I believe, and we are doing everything in C++. I doubt it would work, sorry. :(

It would be best if you just posted the C++ files when you are done. I can integrate it into the source I have here once I get the framework setup.
coryrc
Posts: 81
Joined: 01 May 2005, 23:09

Hmmm

Post by coryrc »

<devilsadvocate>
What's the point of this dialog if the info can be changed in the battleroom? Why write that extra code?
</devilsadvocate>
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

You are going about this all wrong.
You click
Host Game, choose a map and a mod, and choose whether the game is private. You click Host.

Now, you game appears like so

Name:___________ Mod:___________Map:_____Players: __Host:_______Ping Time:
_________________Star Wars TA 1.1_Hoth 1.2__2/4______Doomweaver___ 0.8

Then you can change the name in the game. Because seriously, what do you call you games? Star WarZZZZ! That can be deduced by the Mod. HoThXtReME GaMiNg? It's just so lame. But if you can change it in the game, then if you decide amongnst yourselves to play, say, a FFA, and then you can write that and it will be automatically updated.

It's a new, cutting edge way of doing it which is far superior to the standard method of giving your games fixed names. I mean, if poeple aren't joining your game, why remake? The way I see it, you should NEVER have to remake. It's just a waste of time, after all.
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Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 »

Actually, you guys have a point. We would still need the dialog for several things though.

Name (it needs a name before you start, changing it after is ok)
Private Game
Port (extremely important, you can't change this once you have hosted)
Map
Mod

All of that "needs" to be changed before, because then you can change stuff without having the game already hosted. The host dialog is quite useful, but some of the features it has are useless. (like the changing of default map values)

I don't mind getting rid of most of it, but the above needs to stay.
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