And another question about TAS client

And another question about TAS client

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smoke_th
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Joined: 25 May 2010, 13:15

And another question about TAS client

Post by smoke_th »

Yesterday I accidentally clicked single player button and tasclient loaded with not bad full-screen GUI. Now tell me please what Campaign and Missions buttons mean? If they're really working how can i use em to make campaign or missions for any mod?
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zwzsg
Kernel Panic Co-Developer
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Re: And another question about TAS client

Post by zwzsg »

I have made a nice mission for BA. However, Regret will censor me if I link to it. PM me if you are interested.
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

Survive waves of giant robot raping dinosaurs?

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zwzsg
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Re: And another question about TAS client

Post by zwzsg »

No. That's a silly, unBAish, mod option.

I'm talking about the "Fusion Farm" mission.
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smoke_th
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Re: And another question about TAS client

Post by smoke_th »

Jazcash wrote:Survive waves of giant robot raping dinosaurs?

Image
Perv :x
No i mean make some missions or entire campaigns for mods and of course move OTA campaign using ota3.1 mod to spring.
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

smoke_th wrote: Perv :x
Don't even pretend you just didn't have a quick fap.
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zwzsg
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Re: And another question about TAS client

Post by zwzsg »

I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional. It's probably only a few fix away from properly working though. But, anyway, not matter how pretty the frontend is, you can't have missions without first including some special gadgets into the mod.
Last edited by zwzsg on 13 Aug 2010, 15:07, edited 1 time in total.
Satirik
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Re: And another question about TAS client

Post by Satirik »

the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

Satirik wrote:the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it
So very true. It's only the new players who care about SP. Then after a short while they realise Multiplayer is what it's all about.
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smoke_th
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Re: And another question about TAS client

Post by smoke_th »

:( you know I can care about SP. In fact, you know that good campaign can make game more interesting even without normal multiplayer. I mean - take a look at Red Alert 2 - multiplayer unbalanced as hell, but campaign is nice. Same thing with some other games where multiplayer was only feature but not main part. :evil: so this is veeery sad if you will not continue missions feature.
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

smoke_th wrote::( you know I can care about SP. In fact, you know that good campaign can make game more interesting even without normal multiplayer. I mean - take a look at Red Alert 2 - multiplayer unbalanced as hell, but campaign is nice. Same thing with some other games where multiplayer was only feature but not main part. :evil: so this is veeery sad if you will not continue missions feature.
Feel free to make your own missions.
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smoke_th
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Re: And another question about TAS client

Post by smoke_th »

zwzsg wrote:I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional.
How about include in spGui Gecko engine dlls?

To Jazcash - you know that with some sort of mission editor this will be much more easier.
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

smoke_th wrote:
zwzsg wrote:I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional.
How about include in spGui Gecko engine dlls?

To Jazcash - you know that with some sort of mission editor this will be much more easier.
Yeh, somebody should try and fix it.
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zwzsg
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Re: And another question about TAS client

Post by zwzsg »

How about include in spGui Gecko engine dlls?
I do my spGui in Lua now. It offers the following advantage:
- Every necessary calls/commands already present in Spring
- No lobby support needed
- Cross-plateform
- Mod-embedded
- No new language to learn
- Can use info and art from the mod.
- Already done, working, now.

Nevertheless, I would have enjoyed making the TASClient GUI work as well. But then Satirik has enough on his plate already, no reason to pressure him into fixing his SP menu when I have alternate route working already.
Last edited by zwzsg on 13 Aug 2010, 15:45, edited 1 time in total.
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smoke_th
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Re: And another question about TAS client

Post by smoke_th »

zwzsg wrote:
How about include in spGui Gecko engine dlls?
I do my spGui in Lua now. It offers the following advantage:
- Every necessary calls/commands already present in Spring
- Cross-plateform
- Mod-embedded
- No new language to learn
- Can use info and art from the mod.
- Already done, working, now.

Nevertheless, I would have enjoyed making the TASClient GUI work as well. But then Satirik has enough on his plate already, no reason to pressure him into fixing his SP menu when I have alternate route working already.
:o Aw man you make my day twice already. First cause your mission, second cause your working about spGui. Give a link when you will finish it.
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zwzsg
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Re: And another question about TAS client

Post by zwzsg »

Never seen KP spGUI or GRTS spGUI?

Yes it's ugly. But only because I'm better at code than art. Can also use bitmaps for the button. Or for a very sleek GUI, just grab Chili or whatever your favorite Lua UI framework is.
smoke_th wrote:Give a link when you will finish it.
- I already gave you link.
- It will never be "finished". Such project are either dead, or being worked on.
- I would rather avoid spending weeks making pretty menu art for every Spring game, especially considering how half of them will ignore it.
slogic
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Re: And another question about TAS client

Post by slogic »

Satirik wrote:the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it
I used it really (and even reported bugs & suggestions) but SL's SP mode is much better (though SL loves to hang or behave in extreme unusual way under windows). I think your choice to develop this part by using JS is wrong. It should be part of the main app and using its internal components you've already developed.
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zwzsg
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Re: And another question about TAS client

Post by zwzsg »

Jazcash wrote:So very true. It's only the new players who care about SP. Then after a short while they realise Multiplayer is what it's all about.
So very wrong. Even for a mutiplayer-geared game such as DemiGod, 77% of players stayed solo and never touched multiplayer. [source]

And I don't have stats, but I bet 99% would rather play SP first before jumping to multi. Heck, even the mighty prophet of multiplayer balance Caydr, wrote he considered the normal procedure to play 8 hours of SP first, for a coop, multiplayer only, game. [source]

But Spring is such a failure at SP that newb interested in it quit before they can get it running. [source]
slogic
AI Developer
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Re: And another question about TAS client

Post by slogic »

In addition to zwzsg info about SP players base. Here is a poll (you can use automatic translation which is on the right vertical bar) about multiplayer in StarCraft II: http://www.ag.ru/votings . If we throw away the results of not interested in SCII at all we can easily calculate that 50.4% are NOT interested in MP at all. 26% told they _may try_ MP mode. It is 76% overall players not using MP generally.
zwzsg wrote:...77% of players stayed solo and never touched multiplayer.
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Jazcash
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Re: And another question about TAS client

Post by Jazcash »

What I'm saying is player's just want SP so they can learn the game and figure out what everything is before they jump into a fully fledged 8v8BADSD and get screamed and shouted at because they don't know anything. SP only has limited use, when a "Campaign" or "Mission" of an SP game are completed, there's not people that would consider replaying them.

I mean when people get into Multiplayer, they can play for years without getting bored. Hell some of the players here have been playing *A games of some sort from over a decade non-stop.
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