AFLobby Alphas - Page 3

AFLobby Alphas

Please use this forum to set up matches and discuss played games.

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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

AF wrote:Battle protocol support is at 94% completion. I'd estimate omni is at 40% and Unity is at 60%.
equals, you pwn, or have little life left ;)
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

How stares @ UnityLobby getting rated @ % of completation. And comparing to omni is silly since it has almost no Battle Protocol support & auther is mia

Especially, when most of Battle Protocols are easy enough i.e force player to teamX

Its mainly BATTLESTATUS & CLIENTSTATUS that are hard ones, and need to be done first for most of Battle Commands. Which i have done now...

Also drawing starting positions on map preview & unit restrictions (mainly cause i havent looked at them yet)

UnityLobby will have multiplayer working tomorrow or day afterwards & be compatible with TASClient. Just wont support displaying Map Starting Positions / Unit Restrictions / Nat Hole Punching.

note :- setting the record straight
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Post by Licho »

If you decided to port to C# (or J#) you could use springie, which has isolated "client" module that supports such stuff.
Spring and client modules in springie are enough to make full client .. all that is needed is a bit different gui than it currently has and some tweaks. And it's very easy to connect it to gui because of C# events.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well lucky for me the battle protocol is almost complete for AFLobby, and I just need UnitSync stuff adding in, and one or two GUI quirks that come along with it (namely a map picker and mod listings).
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