UnityLobby - Page 29

UnityLobby

Discuss everything related to running Spring on your chosen distribution of Linux.

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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

hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another commit done.
  • Changed Team / Ally Number scheme to same as TASClient

    Added Support for MYBATTLESTATUS
Now u can update your values i.e color / team / ally / bonus etc & have it sent to other clients.

Next on todo is CLIENTBATTLESTATUS, so u can see everyone else status
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

I was testing Unity earlier and it claimed in debug options that I had the mod (balanced annihilation 4.3 I believe) when I have no such mod. Also I joined a game which used Absolute annihilation 2.11 and I have 2.23 and it claimed in debug that the mod was "good"


It did correctly detect the fact that I did not have the map they were using though.


When I joined a game which should have worked; Me hosting it, I still get a "fatal error"
GetTDFName: Unknown extension: rea
when me and the ai are ready.

That last error is because of the file extension of the map, its not using the .extension its just taking the last three letters of the map's name for example a map called "Heavy_Metal" will give an error of "fatal error"
GetTDFName: Unknown extension: tal
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Noticed Mod detection, was off abit.
Will look in abit, just finishing off CLIENTBATTLESTATUS atm.

I will commit a fix for adding Map Extension to script.txt in next commit in awhile...

But till then if u really want to

edit UnityLobby/client/Battle.py

search for the following line

Code: Select all

fd_game.write ('Mapname=' +  self.game_settings['map'] + ';\n')
change to

Code: Select all

fd_game.write ('Mapname=' +  self.game_settings['map'] + GLOBAL.MAP_EXTENSION';\n')
updated:
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Taken small break, since i got auto-banned from flooding

Anyway here is a link to new screenshot
http://www.fileden.com/files/2006/7/17/ ... shot-1.png

Think u might see a nice surprise, i.e not to much left todo. Before can host / join games & be compatiable with TASClient.

Note:- Initial working multiplayer wont support displaying Unit Restrictions / Drawn starting positions on Map , but u will be able to join a game where host has them setup. Also no map gradings.

Also unlikely i get NAT hole-punching done, which means port forwarding. Not to hard for linux users i believe :)

Unless the person who is making the python bot has NAT hole-punching done & cares to send me his code for connection to lobby server would love to see it / use it. Already got bitmask code for BATTLESTATUS / COLOR off person before hand & using them saved me alot of time & works like a charm :-)
Last edited by hollowsoul on 01 Jan 2007, 20:53, edited 1 time in total.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another Commit done
  • Added Support for CLIENTBATTLESTATUS (need to add code to
    remove AI when joining a battle, and disable com-sharing players from changing values, since lobby server doesnt allow for it)

    Optimized Sending UPDATEBATTLEINFO & MYBATTLESTATUS to prevent flooding server & getting auto-banned

    Fixed Detecting Mod for sync status, was looking for map name before opps
    Fixed Creating script.txt, was missing map extention

Next on todo list is the online tab, doesnt seem to be fading out the options sometimes & update thier values when u join a battle. And get a bunch of host battle protocols done i.e Force Player to TeamX
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

hollowsoul wrote:

Code: Select all

fd_game.write ('Mapname=' +  self.game_settings['map'] + ';\n')
change to

Code: Select all

fd_game.write ('Mapname=' +  self.game_settings['map'] + GLOBAL.MAP_EXTENSION';\n')
Will this work with sdd maps? Shouldn't mapname be a property of the map itself?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Non SM3 maps always have .smf map extension. The .sdz/.sdd/sd7 is just the archive they're in.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Ok, my bad.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Small Status Update, not committed yet

Reverted back to mouse popups for changing Army / Allies / Sides / Handicap. Also some GUI changes for popup, displaying faded out Player Name, Menu Seperators, Faded Options for already selected Side etc

Really had to be done due to adding lobby protocol, was to much hassle & drawbacks otherwise...

Also finished coding Support for the following
  • FORCETEAMNO
    FORCEALLNO
    FORCETEAMCOLOR
atm compiling wine so can test out against TASClient,

Todo List (not sure will make it into next commit, taking a break atm)
  • Restore Code for Offline Games to update shared-com ( player & ai ) color.

    Removed ability to change handicaps, to much work / ulgy hacks to get gtk.SpinButton() into a popup menu. So gonna add a popup dialog to do the job. And will add Lobby Protocol HANDICAP when done

    Also need to add support naming Bots, shouldnt be to hard once done
    Will add ADDBOT REMOVEBOT UPDATEBOT. Also will try & add support for renaming bots online, techincal not supported. But doable by saving bot status, removing bot, adding new bot with old status & new name.
After above is done, all thats needed for online multiplayer == compatiable with TASClient is support for starting positions & unit restrictions when creating script.txt ( not displaying !!! )

Waiting till this is done before releasing working multiplayer, so not to disrupt online games, with incompatible client
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

commit done...

Will get to fixing some things up tomorrow. And add forcing Spectator, and AI Battle Protocols
  • Added Support for FORCETEAMNO, FORCEALLNO, FORCETEAMCOLOR.
    Temp removed ability to change Handicap.
    Temp removed code auto-updating Colors in offline games. (only effects com-sharing with AI, so not big prob, but will fix in next commit)
Changed back to changing values via mouse popups

Think that pretty much covers it.

edit:- Single Player is broken as in creating script.txt. I fix it up tomorrow
Rudirogdt
Posts: 82
Joined: 18 May 2006, 18:00

Post by Rudirogdt »

newest version is right now...: ?

can you update links at first page ?
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

I get around to updating first post if i get time to later.
UnityLobby is in svn i.e where spring is look in development forum sticky for address.

U will need GTK-2.10 PYGTK-2.10 (depending on distro, may be hard to find packages for them due to been newish) & Python Imaging Library (PIL) to run it though.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Small commit, just fixes Single Player i.e creating script.txt

I get around to coding BOT Procotols for Lobby tomorrow.
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

hollowsoul wrote: I get around to coding BOT Procotols for Lobby tomorrow.
Any news guv?
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Works a pain. i.e just back
Got up to go to work @ 5:30 am got back at 8:45 pm.

I do have ADDBOT code done, and support for naming bots. Also have updated bot image much more user friendly. Believe someone pointed it out to before on irc, and decided to use something else (doh). Anyway guess i search my irc logs.

Left todo is commands to Update Bot Battle Status, Remove Bot. (also gonna add change bot name, since can work it in by saving bot status to memory, remove bot, add bot, update bot status, to accomplish same thing).
Minor, background support for unit restrictions & starting positions.
I.E supported in creating script.txt, not supportted in displayed & been able to choose when hosting.

Next day i get real time for coding is Friday (hopefully be finished at 2pm) or early Saturday.

srry about delay

edit: also have plans in future when basic multiplayer is added. Is rewrite of Lobby Connection Code to use twisted python module, will allow me to use async communication to lobby server (only a recent addition to Lobby Server ) (displaying of latency to server) and in generally speed up the repsonsive nature of app when connected to Lobby. But this is after i finish code for multiplayer this weekend. And will in future allow me to borrow bittorrent code i.e there is already a pygtk / twisted / bittorrent client
duncs
Posts: 107
Joined: 27 Feb 2006, 16:27

Post by duncs »

hollowsoul wrote:Works a pain. i.e just back
Got up to go to work @ 5:30 am got back at 8:45 pm.

I do have ADDBOT code done, and support for naming bots. Also have updated bot image much more user friendly. Believe someone pointed it out to before on irc, and decided to use something else (doh). Anyway guess i search my irc logs.

Left todo is commands to Update Bot Battle Status, Remove Bot. (also gonna add change bot name, since can work it in by saving bot status to memory, remove bot, add bot, update bot status, to accomplish same thing).
Minor, background support for unit restrictions & starting positions.
I.E supported in creating script.txt, not supportted in displayed & been able to choose when hosting.

Next day i get real time for coding is Friday (hopefully be finished at 2pm) or early Saturday.

srry about delay

edit: also have plans in future when basic multiplayer is added. Is rewrite of Lobby Connection Code to use twisted python module, will allow me to use async communication to lobby server (only a recent addition to Lobby Server ) (displaying of latency to server) and in generally speed up the repsonsive nature of app when connected to Lobby. But this is after i finish code for multiplayer this weekend. And will in future allow me to borrow bittorrent code i.e there is already a pygtk / twisted / bittorrent client
you're the man! I'm waiting with bated breath to see your complete lobby! Thanks for working on this.
/me waits to change to ubuntu...

woot! :D
kaiserbert
Posts: 50
Joined: 21 Jul 2006, 22:11

Post by kaiserbert »

:arrow: :arrow: hollowsoul Go Go Go :shock: :lol:
Yeahhh

I Hope you will do the requirements a little bit deeper than at this moment.
As i wrote some where else in this Forum the requirements are only performed in Debian experimental.

bye Bert
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

kaiserbert wrote::arrow: :arrow: hollowsoul Go Go Go :shock: :lol:
Yeahhh

I Hope you will do the requirements a little bit deeper than at this moment.
As i wrote some where else in this Forum the requirements are only performed in Debian experimental.

bye Bert
Debian is a conservative server operating system, so you cant expect it to be up to date like Ubuntu or Gentoo. Besides hes not going to change the libraries he is using, as hes written most of the program with them.

One experimental package for one program doesn't make any difference.

I used gentoo experimental branch basically bleeding edge for two years with no real problems so its cobblers to claim it will break your pc. Whats the big deal about one experimental package anyway?
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Image

Just though some peep might want to see it will have bot commands finsihed in a hour or so. Just tying up some lose ends atm

Also committed some minor fixes i.e
  • clearing Player List of Bots when joining a battle
    clearing Player List of Players(and thier bots) when leaving a battle
    Updated Bot Image (todo: will be added for bots in Battle Window to make it easier to know at a glance if bot / player)
edit the Add Bot Popup Window for entering name is just a place holder. Till i add automatic naming of bots & support for renaming them
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Current WIP is
  • ADDBOT == just about finished. Minor GUI display fixes todo. Also need to add default naming logic code.
    Also need to add code to save AI's & their status, before hosting a game and then go through saved list of AI's & thier status & tell lobby server to add them.


    UPDATEBOT == Done & done
    REMOVEBOT == Done aswell

Anyway here is a screenshot of TASCLient running in wine desktop (less hassle for me not dealing with window manager bugs & only need it for testing). Showing Bot Added, notice the AI Location

Image
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