I've fixed scripts for small games such as 1v1 etc, however theres still a big issue with team ordering and large games.
AFLobby script
Code: Select all
[GAME]
{
Mapname=DeltaSiegeDry.smf;
StartMetal=1000;
StartEnergy=1000;
MaxUnits=1077;
StartPosType=2;
GameMode=0;
GameType=Balanced Annihilation V4.7;
LimitDGun=0;
DiminishingMMs=0;
GhostedBuildings=1;
HostIP=62.112.6.42;
HostPort=8452;
MyPlayerNum=5;
NumPlayers=10;
NumTeams=5;
NumAllyTeams=2;
[PLAYER0]
{
name=firebat_36;
Spectator=0;
team=0;
}
[PLAYER1]
{
name=Kaot;
Spectator=0;
team=1;
}
[PLAYER2]
{
name=mf;
Spectator=0;
team=2;
}
[PLAYER3]
{
name=coolmann;
Spectator=0;
team=2;
}
[PLAYER4]
{
name=[AVG]sekin88;
Spectator=0;
team=0;
}
[PLAYER5]
{
name=Hellcom;
Spectator=0;
team=3;
}
[PLAYER6]
{
name=Digin_DJ;
Spectator=0;
team=4;
}
[PLAYER7]
{
name=vatc;
Spectator=0;
team=4;
}
[PLAYER8]
{
name=[]AF;
Spectator=1;
}
[PLAYER9]
{
name=montfort42;
Spectator=1;
}
[TEAM0]
{
TeamLeader=0;
AllyTeam=0;
RGBColor=0.84313 0.48235 0.00392;
Side=ARM;
Handicap=0;
}
[TEAM1]
{
TeamLeader=1;
AllyTeam=0;
RGBColor=0.00000 0.00000 0.00000;
Side=CORE;
Handicap=0;
}
[TEAM2]
{
TeamLeader=2;
AllyTeam=0;
RGBColor=0.14901 0.60784 0.12549;
Side=CORE;
Handicap=0;
}
[TEAM3]
{
TeamLeader=5;
AllyTeam=1;
RGBColor=0.00000 0.51372 1.00000;
Side=ARM;
Handicap=0;
}
[TEAM4]
{
TeamLeader=6;
AllyTeam=1;
RGBColor=0.78431 0.00000 0.00000;
Side=ARM;
Handicap=0;
}
[ALLYTEAM0]
{
NumAllies=0;
StartRectLeft=0.800;
StartRectTop=0.000;
StartRectRight=1.000;
StartRectBottom=1.000;
}
[ALLYTEAM1]
{
NumAllies=0;
StartRectLeft=0.000;
StartRectTop=0.000;
StartRectRight=0.210;
StartRectBottom=1.000;
}
NumRestrictions=0;
}
TASClient script
Code: Select all
[GAME]
{
Mapname=DeltaSiegeDry.smf;
StartMetal=1000;
StartEnergy=1000;
MaxUnits=1077;
StartPosType=2;
GameMode=0;
GameType=BA47.sd7;
LimitDGun=0;
DiminishingMMs=0;
GhostedBuildings=1;
HostIP=62.112.6.42;
HostPort=8452;
MyPlayerNum=8;
NumPlayers=10;
NumTeams=8;
NumAllyTeams=2;
[PLAYER0]
{
name=[AVG]sekin88;
Spectator=0;
team=0;
}
[PLAYER1]
{
name=firebat_36;
Spectator=0;
team=1;
}
[PLAYER2]
{
name=Kaot;
Spectator=0;
team=2;
}
[PLAYER3]
{
name=mf;
Spectator=0;
team=3;
}
[PLAYER4]
{
name=coolmann;
Spectator=0;
team=4;
}
[PLAYER5]
{
name=Hellcom;
Spectator=0;
team=5;
}
[PLAYER6]
{
name=Digin_DJ;
Spectator=0;
team=6;
}
[PLAYER7]
{
name=vatc;
Spectator=0;
team=7;
}
[PLAYER8]
{
name=[]AF;
Spectator=1;
}
[PLAYER9]
{
name=montfort42;
Spectator=1;
}
[TEAM0]
{
TeamLeader=0;
AllyTeam=0;
RGBColor=0.35294 0.35294 1.00000;
Side=ARM;
Handicap=0;
}
[TEAM1]
{
TeamLeader=1;
AllyTeam=1;
RGBColor=0.84314 0.48235 0.00392;
Side=ARM;
Handicap=0;
}
[TEAM2]
{
TeamLeader=2;
AllyTeam=0;
RGBColor=0.00000 0.00000 0.00000;
Side=CORE;
Handicap=0;
}
[TEAM3]
{
TeamLeader=3;
AllyTeam=0;
RGBColor=0.14902 0.60784 0.12549;
Side=CORE;
Handicap=0;
}
[TEAM4]
{
TeamLeader=4;
AllyTeam=0;
RGBColor=1.00000 1.00000 0.00000;
Side=ARM;
Handicap=0;
}
[TEAM5]
{
TeamLeader=5;
AllyTeam=1;
RGBColor=0.00000 0.51373 1.00000;
Side=ARM;
Handicap=0;
}
[TEAM6]
{
TeamLeader=6;
AllyTeam=1;
RGBColor=0.78431 0.00000 0.00000;
Side=ARM;
Handicap=0;
}
[TEAM7]
{
TeamLeader=7;
AllyTeam=1;
RGBColor=0.26275 0.98431 0.28235;
Side=ARM;
Handicap=0;
}
[ALLYTEAM0]
{
NumAllies=0;
StartRectLeft=0.8;
StartRectTop=0;
StartRectRight=1;
StartRectBottom=1;
}
[ALLYTEAM1]
{
NumAllies=0;
StartRectLeft=0;
StartRectTop=0;
StartRectRight=0.21;
StartRectBottom=1;
}
NumRestrictions=0;
[RESTRICT]
{
}
}
Team re-ordering is borked and starts messing up as the number of players ingame rises. There's no documentation on how tasclient re-orders its player teams in order to prevent spring crashing.
There isnt even documentation telling the user that the teams need re-ordering to prevent spring crashing at all, its conveniently ommitted.
No autohosts have created documentation either, no other lobby makers have done so either.
I do not understand the way these algorithms work, or why the one rayden wrote is not working. I dont know where tasclient performs this or how, and teh autohosts is a simple "just look at the code".
I have struggled with this for months now and its at the point where its been gone at so much I couldnt understand it even if it was very simple because I'm that pissed off with it and nobody seems to want to do anything about it.
You have a
99.9999999999% finished lobby. This is the last thing stopping you from getting that glorious moment of
'omg we have a working linux lobby', this is that big great stumbling block thats preventing the slew of features in the gigantic traffic jam behind it. All those people complaining about betalords lobby, all those wanting a CE server from me, pretty graphics, lobby scripts and widgets, boneyards galactic warfare games, it's all stuck waiting behind this script generation issue.
When this issue is solved, AFLobby beta 1 will be released.