UnityLobby
Moderator: Moderators
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
The SVG I made had an error on it so I have remade it the updated image can be found here:

The SVG can be found here:
http://www.ashu39.dsl.pipex.com/springcommunity.svg (RIGHT CLICK SAVE LINK AS)
I made the SVG in Inkscape 0.45_pre1 beta so if it doesn't work its because of that, I will convert it to the latest release when it comes out. It uses currently in development features :)

The SVG can be found here:
http://www.ashu39.dsl.pipex.com/springcommunity.svg (RIGHT CLICK SAVE LINK AS)
I made the SVG in Inkscape 0.45_pre1 beta so if it doesn't work its because of that, I will convert it to the latest release when it comes out. It uses currently in development features :)
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Nice i try it out in abit. sure it will work.
Only things left todo is
So will have multiplayer working in abit...
A few things to note for this (limitations)
Only things left todo is
- Anyway small break & then just need to add code for MYSTATUS.
Also need to code to Force Player to Spectator, though i had it done already :/
So will have multiplayer working in abit...
A few things to note for this (limitations)
- No displaying of Starting Positions / Unit Limitations (supportted though in script.txt)
Sending of full path of AI (will come up with solution over following week)
Absolutely no support for NAT, hole punching. So make sure u got port forwarding setup right. ( Going to rewrite code using python-twisted & will add NAT support then)
No Map Ratings Support (hell i dont even have enough time online to even test it if it were coded)
Options slightly outof data (i.e missing options for newer releases)
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Ok very latest commit has abit of untest code.
Should mostly work....
If u got Port Forwarding Setup if behind a NAT or Port Opened if not behind a NAT. Plz help organise groups of peep to help Test UnityLobby Multiplayer & paste bugs here thx
note:- above means no NAT Support yet
Dont have much time to test about to go out for abit
Should mostly work....
If u got Port Forwarding Setup if behind a NAT or Port Opened if not behind a NAT. Plz help organise groups of peep to help Test UnityLobby Multiplayer & paste bugs here thx
note:- above means no NAT Support yet
Dont have much time to test about to go out for abit
Last edited by hollowsoul on 21 Jan 2007, 16:09, edited 1 time in total.
So can UnityLobby play multiplayer games now? If so, how do you install it? Is UnityLobby in https://taspring.clan-sy.com/svn/spring ... ng_0.74b2/
supposed to be used?
supposed to be used?
- architeuthis
- Posts: 86
- Joined: 15 Dec 2005, 20:47
You will have to build UnityLobby from the trunk (https://taspring.clan-sy.com/svn/spring/trunk/, when you build Spring from the trunk you also have the latest in development version of UnityLobby), the version of UnityLobby in 0.74b2 is too old. The basic multiplayer now included is untested so I don't think it will be completely functional.So can UnityLobby play multiplayer games now? If so, how do you install it? Is UnityLobby in https://taspring.clan-sy.com/svn/spring ... ng_0.74b2/
supposed to be used?
BTW: Great work Hollowsoul!
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Ok done some testing thx to tobi for helping out 
Anyway some very basic testing multiplayer with UnityLobby V UnityLobby, should be working now..
If peep get time, try testing UnityLobby V TASClient...
Dont forget to test with AI & Unit Restrictions & Map Starting Positions plz...
Should be working, but never know till it gets tested out thx
Remember if u are Hosting a Battle !!!!
to use Port Forwarding (if behind NAT) or have Port Opened (if not behind NAT) for Spring

Anyway some very basic testing multiplayer with UnityLobby V UnityLobby, should be working now..
If peep get time, try testing UnityLobby V TASClient...
Dont forget to test with AI & Unit Restrictions & Map Starting Positions plz...
Should be working, but never know till it gets tested out thx
Remember if u are Hosting a Battle !!!!
to use Port Forwarding (if behind NAT) or have Port Opened (if not behind NAT) for Spring
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Yes u cant see starting positions (gonna be a pain to code) and unit restrictions (not sure yet, how to get unit names from mod yet, havent look into it).
But they are supportted in creating script.txt. So u wont have a prob starting a game, if host is using either one. Just wont be aware of it yet...
Want to recode Lobby Connection first (ripped from omni) using python-twisted, so can properbly prevent client from flooding server in all scenarios (very unlikey atm), and support NAT and so i understand the code.
Not to mention async connection would be alot more responive
But they are supportted in creating script.txt. So u wont have a prob starting a game, if host is using either one. Just wont be aware of it yet...
Want to recode Lobby Connection first (ripped from omni) using python-twisted, so can properbly prevent client from flooding server in all scenarios (very unlikey atm), and support NAT and so i understand the code.
Not to mention async connection would be alot more responive
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Multiple spawnings should now be fixed completely...
Client may not be compatiable TASClient Hosts
Not sure if TASClient auto starts game when all hosts == ready
Or auto-launches game when host == ingame
And host can only pick to launch game, when everyone == ready
Either scenario == possible
Atm pray TASClients start battle, before spring timeouts with no connection to host's spring
Client may not be compatiable TASClient Hosts
Not sure if TASClient auto starts game when all hosts == ready
Or auto-launches game when host == ingame
And host can only pick to launch game, when everyone == ready
Either scenario == possible
Atm pray TASClients start battle, before spring timeouts with no connection to host's spring
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
i tried the unitylobby included in the version 0.74b3 svn (revision 3287)
i would like to add the following library to the list of requied libraries (my distro is mandriva linux 2007):
-DevIL (libDevIL)
without that lib installed, i had that following error while trying to run the lobby:
* python: 2.4.3
* python-imaging: 1.1.6
* pygtk: 2.10.3
* libDevIL: 1.6.7
what could i do to fix it?
again, i apologize for my english
i would like to add the following library to the list of requied libraries (my distro is mandriva linux 2007):
-DevIL (libDevIL)
without that lib installed, i had that following error while trying to run the lobby:
after installing libDevIL, i got rid of the previous error, but i still got errors while trying to run both unity & profile, here is the backtrace (i apologize, since my locale isn't english, i did my best to translate the error messages):Traceback (most recent call last):
File "/home/cloud/spring/UnityLobby/client/main.py", line 47, in ?
from unitsync_wrapper import unitsync_wrapper
File "/home/cloud/spring/UnityLobby/client/unitsync_wrapper.py", line 32, in ?
import unitsync
ImportError: libIL.so.1: cannot open shared object file: No such file or directory
those are the versions of the libraries i have installed on my pc:Traceback (most recent call last):
File "/home/cloud/spring/UnityLobby/client/main.py", line 231, in ?
status_icon = status_icon(options.profile)
File "/home/cloud/spring/UnityLobby/client/main.py", line 97, in __init__
self.register_iconsets([('unitylobby-bot', bot_image_location)])
File "/home/cloud/spring/UnityLobby/client/main.py", line 220, in register_iconsets
pixbuf = gtk.gdk.pixbuf_new_from_file(file)
gobject.GError: Impossible to recognize the image format for the file «/home/cloud/spring/UnityLobby/resources/status/bot.svg»
* python: 2.4.3
* python-imaging: 1.1.6
* pygtk: 2.10.3
* libDevIL: 1.6.7
what could i do to fix it?
again, i apologize for my english