- Fixed bug in Joining Battles
Fixed some minor bugs & removed unneeded imports (thx to pychecker)
Add new threading class for launching Spring. Needed for Online Battles, still need to tie in GUI part i.e graying out Battle Pages when u are still playing spring.
UnityLobby
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Just need to work on updating battle details, mainly just GUI work since backend is done.
If anyone knows of AI & Mod that works for 74b1 release plz PM / or post them here thx. Needed to help test a few things i.e graying out Battle Options when in a Battle etc...
Anyway here is a screenshot of mod listing been grayed out when u host a game or join a game.
Not in svn yet. Be tonight / tomorrow

If anyone knows of AI & Mod that works for 74b1 release plz PM / or post them here thx. Needed to help test a few things i.e graying out Battle Options when in a Battle etc...
Anyway here is a screenshot of mod listing been grayed out when u host a game or join a game.
Not in svn yet. Be tonight / tomorrow

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Found solution to AI problem using the dead TestGlobalAI. Just need a game to start.
Uploaded some more changes. Nothing major besides fixing the Battle Threading Class.
Important, if exiting spring == turns into a zombie.
U will find this release annoying since u wont be able to start a second game without restarting UnityLobby
Uploaded some more changes. Nothing major besides fixing the Battle Threading Class.
Important, if exiting spring == turns into a zombie.
U will find this release annoying since u wont be able to start a second game without restarting UnityLobby
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Another Commit
Also survey questions need to be answered thx
Also Options Saving seems to be broken, will look into it later on. Dont want to much on the code. Cause planing on ripping it out and replacing with loading options from xml file
- Fixed bug in handling zombied processes
Also finished Code for detecting if spring is alive / dead
And added faded out GUI for Battle Window, while spring is running

Also survey questions need to be answered thx
- <hollowsoul> Hi all question
<hollowsoul> When u join a online battle & play & then exit battle
<hollowsoul> Do u go back to the battle chat room ? And are u still marked as been ready ?
<hollowsoul> Also same behaviour if u quit of out battle ?
Also Options Saving seems to be broken, will look into it later on. Dont want to much on the code. Cause planing on ripping it out and replacing with loading options from xml file
Looks promising, keep up the good work!
One thing I noticed is that players are in the mod column and mods in the player column in the battle list
About your question, the battle window remains open, and when spring exits you see something like "Game exited" in the battle chat area. As JC said on IRC, everyone is unreadied at game start.
EDIT: Also disconnecting from a battle doesn't work yet (if you close battle and join the same battle later you find yourself in it twice), but you probably are aware of that already.
One thing I noticed is that players are in the mod column and mods in the player column in the battle list

About your question, the battle window remains open, and when spring exits you see something like "Game exited" in the battle chat area. As JC said on IRC, everyone is unreadied at game start.
EDIT: Also disconnecting from a battle doesn't work yet (if you close battle and join the same battle later you find yourself in it twice), but you probably are aware of that already.
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I can repeat it always and here is the screenshot http://www.ashu39.dsl.pipex.com/BUG1.jpghollowsoul wrote:@ own3d if u can reproduce with screenshot of Battle Window
and pm me a copy of ~/.unity-lobby/profiles/Gentoo/script.txt plz
No ai is working for me without seg faulting on me here atm
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Another Commit
Anyway Partial Fix in till i get code to save config fixed.
And store default player name into profile.
Since gonna use username for Lobby Server connectted to. For when u are hosting / joining a battle online. Small bit of work to get it work right, working on it atm
- Partial Fix Committed Should be able play single player.
Not sure when that bug got commited thx for hunting it down.
Anyway Partial Fix in till i get code to save config fixed.
And store default player name into profile.
Since gonna use username for Lobby Server connectted to. For when u are hosting / joining a battle online. Small bit of work to get it work right, working on it atm
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Another Commit
On a roll lately
Changes
If anyone feels like helping out.
Recommend SPE IDE will highlight # TODO: foo
And has labels only got 1 in Battle.py but planning to add more
Also pychecker is a handy console python script for checking code.
On a roll lately

Changes
- UnityLobby:- Restored Ability to save options again
There is a default Player Name stored in profile used for offline games
For online games UserName for Lobby Server u are connected to, is used instead
Fixed Bug where client wouldnt remove itself from list of players in a battle. When it left the battle
- There is a lobby crash error mentioning tag / tag table. Lost copy of error from it. If u encounter it plz pastebin & put link here thx
Hosting a game with bots present before u host is broken for some reason. havent looked @ it yet, but its strange error report from it
Seems i broke mods / player list in lobby screen. There listed under wrong columns should be easy enough fix
The code for removing Users from Players in a Battle in Lobby Window == horrible wrong. Gonna change to store them in a List & then generate a string from them to display.
If anyone feels like helping out.
Recommend SPE IDE will highlight # TODO: foo
And has labels only got 1 in Battle.py but planning to add more
Also pychecker is a handy console python script for checking code.
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- Joined: 06 Jun 2006, 19:49
Another Commit Done:
And check there right while testing thx.
Note If u get crashs plz report them.
Since gonna work on UPDATEBATTLEINFO & UPDATEBATTLEDETAILS tying into GUI. And adding code for displaying Spectators in Player List. And a multiplayer tab in bottom right corner for various options i.e changing player count / locking battle etc
- Fixed Player List / Mod Columns been mixed around
Fixed Code removing / adding Players to Player List in Lobby Window
Possible Fix regarding detecting locked games, noticed a typo in code. Might fix peep saying joining locked games was broken
Code: Select all
# 15 Locked
# 16 Founder Status
# 17 Bot Status
Note If u get crashs plz report them.
Since gonna work on UPDATEBATTLEINFO & UPDATEBATTLEDETAILS tying into GUI. And adding code for displaying Spectators in Player List. And a multiplayer tab in bottom right corner for various options i.e changing player count / locking battle etc
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Small break for abit.
But here is a small preview of GUI Change for Battle Screen. Not complete read below to see current plans

Changes of upcoming changes
But here is a small preview of GUI Change for Battle Screen. Not complete read below to see current plans

Changes of upcoming changes
- Top Bar Button for hosting / joining games == gone
New Notebook Tab for hosting games on bottom left ( will have faded out options if offline / host / not host etc ).
Will allow u to see options for game i.e password / description / max players. Since u are already ingame
Thinking of showing current num of players in brackets in text. With a spinner box for setting max players.
Will add combobox for locking battles.
Will have button for Host Battle change text to Leave Battle.
Also will include if u close battle window == Leaving Battle, seems more user friendly imo.
Also will need to add code to show Battle Window, when joining a game
UDP Port option will be moved to GUI Wizard & Options Section. If u need to change UDP Port so much u need to shoot your firewall admin
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Taking another break.. trying to keep sane
Got another week of holidays to get this multi-player working
Found some code rot in Add Bots will look over it later. Nothing serious just a stray varible not been used *shrugs*
Also rewrote the code for fading widgets in Battle Window to something more logical / sane on the mind.
Left todo before next commit, is
U really should never need to change Spring UDP Port on the fly, although peep might have some strange router i.e diff ports for lan server / internet server.

Got another week of holidays to get this multi-player working
Found some code rot in Add Bots will look over it later. Nothing serious just a stray varible not been used *shrugs*
Also rewrote the code for fading widgets in Battle Window to something more logical / sane on the mind.
Left todo before next commit, is
- Test code for Hosting / Joining / Leaving Battles.
Mainly to check Host Button works ok.
Quick look Over AI code
U really should never need to change Spring UDP Port on the fly, although peep might have some strange router i.e diff ports for lan server / internet server.

First of I would tell you of the value of empty space in GUI design and generally anything aimed at being aesthetically pleasing.
However, your method of starting a game copies the tasclient which is very counter intuitive, and can be seen from time to time in #main when noobs are asking 'how do I start a game'.
You as a lobby dev are given the chance to 'design out' flaws like this, and I stress to you the importance of taking time and consideration rather than chasing after 'pure functionality'. Design can sometimes be full of shortcuts and it can be hidden by the illusion of nicety given by a wellformed internal infrastructure or quick speedy functionality.
Essentially what I'm suggesting is a more ergonomic approach to design emphasising time and good usage design than a utilitarian approach based on functionality as used in tasclient. Right now your flittering between the two albeit more to the latter.
However, your method of starting a game copies the tasclient which is very counter intuitive, and can be seen from time to time in #main when noobs are asking 'how do I start a game'.
You as a lobby dev are given the chance to 'design out' flaws like this, and I stress to you the importance of taking time and consideration rather than chasing after 'pure functionality'. Design can sometimes be full of shortcuts and it can be hidden by the illusion of nicety given by a wellformed internal infrastructure or quick speedy functionality.
Essentially what I'm suggesting is a more ergonomic approach to design emphasising time and good usage design than a utilitarian approach based on functionality as used in tasclient. Right now your flittering between the two albeit more to the latter.