Random faction and ban faction in the Lobby

Random faction and ban faction in the Lobby

Requests for features in the spring code.

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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Random faction and ban faction in the Lobby

Post by el_matarife »

There's no "Random" option in TASClient or SpringLobby (As far as I know). I think being able to choose a random faction versus just choosing Arm or Core (Adjust on a mod by mod basis) is a pretty basic RTS feature that we really should implement. Additionally, I think it would be nice to ban factions from play, or enforce the choosing of one faction or random factions globally. There's a variety of use case scenarios for these options, like "All Random" games or banning experimental factions like the chickens from CA.

I opened a Mantis ticket for random factions a year ago then I forgot about it, along with everyone else. It has some details of the proposed technical implementation. http://spring.clan-sy.com/mantis/view.php?id=791
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Random faction and ban faction in the Lobby

Post by REVENGE »

+1'd
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Random faction and ban faction in the Lobby

Post by zwzsg »

It's rather easy to implement mod side.

And yes, if there is a random choice handled by lobby, it has to get a way to know that some factions are not meant to be played.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random faction and ban faction in the Lobby

Post by smoth »

zwzsg wrote:It's rather easy to implement mod side.

And yes, if there is a random choice handled by lobby, it has to get a way to know that some factions are not meant to be played.
I am fine with adding this mod-side in the future. it would be cool to have it and I don't see a reason why not
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Random faction and ban faction in the Lobby

Post by zwzsg »

Is there a mod side implementation that let stuff like the side returned by GetTeamInfo be properly changed?

I am fine with adding this client-side or engine-side in the future. it would be cool to have it and I don't see a reason why not. However, if you do, please add a related entry in EngineOptions.lua/ModOptions.lua that let us disable it entirely or restrict it to some race. Make it so if that entry is absent then the random side is activated and pick from all side, or that if we use it we can specificy which race to randomly chose from, including none in which case the random side button is removed from the interface.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random faction and ban faction in the Lobby

Post by smoth »

I don't know if I can disable it by changing settings in mod options
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Random faction and ban faction in the Lobby

Post by Tobi »

This can actually be added as feature to any lobby/autohost quite easily now that the generated script.txt is sent to all clients by Spring anyway: there is no need anymore to implement the identical feature in all lobbies.
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Random faction and ban faction in the Lobby

Post by det »

Good random should be random until you encounter the other players in the game. This is the way CA random works. In the playerlist, a random player has the random logo. If it was random implemented by lobbies, then you would know the opposing player's side as soon as you entered the game.
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bibim
Lobby Developer
Posts: 959
Joined: 06 Dec 2007, 11:12

Re: Random faction and ban faction in the Lobby

Post by bibim »

I think that's 2 different things: random and hidden.
We could imagine a faction mode where you can choose your faction but factions of other players are hidden until you meet the player in game.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Random faction and ban faction in the Lobby

Post by Tobi »

det wrote:Good random should be random until you encounter the other players in the game. This is the way CA random works. In the playerlist, a random player has the random logo. If it was random implemented by lobbies, then you would know the opposing player's side as soon as you entered the game.
Why? The lobby doesn't have to show the chosen faction in the GUI, the host's lobby just has to pick random faction when writing the startscript.

I guess you have a point tho that it would need support from all lobbies or the mod to actually have that random faction icon and a way to select it. :|
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random faction and ban faction in the Lobby

Post by smoth »

all you have to do for random is have one faction and when the game starts said faction just gets a random com.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Random faction and ban faction in the Lobby

Post by imbaczek »

...which is what CA does AFAIK. since 76b1? can't even remember.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Random faction and ban faction in the Lobby

Post by Tobi »

Ya I suppose that is the easiest solution after all, since some mod support is needed anyway one can as well make the entire solution in the mod :-)
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Random faction and ban faction in the Lobby

Post by BrainDamage »

Tobi wrote:
det wrote:Good random should be random until you encounter the other players in the game. This is the way CA random works. In the playerlist, a random player has the random logo. If it was random implemented by lobbies, then you would know the opposing player's side as soon as you entered the game.
Why? The lobby doesn't have to show the chosen faction in the GUI, the host's lobby just has to pick random faction when writing the startscript.

I guess you have a point tho that it would need support from all lobbies or the mod to actually have that random faction icon and a way to select it. :|
the host would get an unfair advantage since he could just check script.txt to know all player's factions
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Random faction and ban faction in the Lobby

Post by det »

Side choice is available to the widgets API (I think this is correct behaviour). The AdvPlayerList widget takes advantage of this to draw side icons in the in-game playerlist. This is why random has to be a real side choice, and not something done by the lobby.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Random faction and ban faction in the Lobby

Post by BrainDamage »

el_matarife wrote: I think it would be nice to ban factions from play, or enforce the choosing of one faction or random factions globally.
protocol doesn't allow the host to set a player faction for human players, only bots
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Random faction and ban faction in the Lobby

Post by el_matarife »

Brain Damage wrote: protocol doesn't allow the host to set a player faction for human players, only bots
Which is why I am requesting that as a feature.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Random faction and ban faction in the Lobby

Post by KDR_11k »

Tobi wrote:
det wrote:Good random should be random until you encounter the other players in the game. This is the way CA random works. In the playerlist, a random player has the random logo. If it was random implemented by lobbies, then you would know the opposing player's side as soon as you entered the game.
Why? The lobby doesn't have to show the chosen faction in the GUI, the host's lobby just has to pick random faction when writing the startscript.

I guess you have a point tho that it would need support from all lobbies or the mod to actually have that random faction icon and a way to select it. :|
The advanced player list widget, for example, displays the faction icon next to the name. Lua can read the faction name and thus display it.
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