UnityLobby
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Yes, thats my intention. I was merely saying that an ingame client would be a good thing. I think spring very much lacks good skirmish support and a good menu, it makes spring look quite beta and unfinished. (SpringSP is nice, but for some reason yeha doesnt want to include it in the spring installer)As for ingame client, I think jelmer was thinking more of running CE and having a campaign and skirmish game starter, think Supreme commander, it has an ingame client but it uses GPGNet for multipler.
Anyway if you have a start menu, a configuration gui, and a skirmish game launcher, you're not very far away from including some lobby functionality. However I do see the need for an external lobby that you can just keep open and idle while using other programs.
But CE is a different project. Spring is a finished, working game with lots of players. In any case a linux lobby for it will be used for a very long time.
I am including support for the TASServer protocol because making an entire stretch of programs obsolete isnt wise when you consider the need to rebuild them. It also make the whole process of moving protocols a lot easier, and the setup I've envisioned should allow for hybrid protocols, perhaps half TASServer half CE for those who are in the middle of porting or want to add extra functionality without rewritting from the ground up....
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
Nah if has todo with logic of code
i.e when joining a game map / mod changes triggering sending MYBATTLESTATUS ( and gnerating a new one)
But u also recieve REQUESTBATTLESTATUS regardless if u send one, which is like an annoying thorn for me.
Also as far as i can remember sync status = 0/1/2 for unknown / known / bad (order prob is wrong).
No checksums sent, client figures out if it is synced or not from checksums it receives from BATTLEOPENED & UPDATEBATTLEINFO
i.e when joining a game map / mod changes triggering sending MYBATTLESTATUS ( and gnerating a new one)
But u also recieve REQUESTBATTLESTATUS regardless if u send one, which is like an annoying thorn for me.
Also as far as i can remember sync status = 0/1/2 for unknown / known / bad (order prob is wrong).
No checksums sent, client figures out if it is synced or not from checksums it receives from BATTLEOPENED & UPDATEBATTLEINFO
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
- architeuthis
- Posts: 86
- Joined: 15 Dec 2005, 20:47
Launching Unity-Lobby I always get:
How to fix it? Any ideas?Traceback (most recent call last):
File "/usr/share/games/spring/UnityLobby/client/main.py", line 236, in ?
status_icon.main()
File "/usr/share/games/spring/UnityLobby/client/main.py", line 213, in main
self.create()
File /usr/share/games/spring/UnityLobby/client/main.py, line 134, in create
self.lobby.Create()
File "/usr/share/games/spring/UnityLobby/client/GUI_Lobby.py", line 1110, in Create
Lobby.client(self)
File "/usr/share/games/spring/UnityLobby/client/Lobby.py", line 355, in __init__
self.client_localIP = socket.gethostbyaddr(socket.gethostname())[2][0] # TODO Add Option to select different interfaces
socket.gaierror: (-2, 'Name or service not known')