[Req] more control over team, allieances and players
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[Req] more control over team, allieances and players
I would like to support those scenarios:
* new player can join running game and join one ally (other players will give him units)
* before game starts, there is list of alliances and people can rebalance while in game (taking into account players who are idle/failed to load). This would also allow simplified lobby without team and ready management.
* two players can decide to start sharing control (mergine team) midgame
For that I would like:
- control over player->team assignment (ability to move player from team to team like with cheats). This control could be given to gadgets.
- adding players midgame while also setting their alliance (to not reveal them all the map while they replay game)
- ability to setup alliances/teams before game starts
- *optional* - ability to create new team
Is it feasible or not?
* new player can join running game and join one ally (other players will give him units)
* before game starts, there is list of alliances and people can rebalance while in game (taking into account players who are idle/failed to load). This would also allow simplified lobby without team and ready management.
* two players can decide to start sharing control (mergine team) midgame
For that I would like:
- control over player->team assignment (ability to move player from team to team like with cheats). This control could be given to gadgets.
- adding players midgame while also setting their alliance (to not reveal them all the map while they replay game)
- ability to setup alliances/teams before game starts
- *optional* - ability to create new team
Is it feasible or not?
Re: [Req] more control over team, allieances and players
it is a lot of work, and it will create a lot of new bugs, initially, which would be fixed slowly, over time. we already have enough big refactors in planning/going on for now, so i would say this will have to wait. i would not stop anyone from trying it, as long as he does not cause problems for other stuff already going on (which i think will not be possible). it sure would be nice to have.
Re: [Req] more control over team, allieances and players
Its very simple change hoi .. for example changing teams:
Just stick this to luarules -cheat check = done..
Code: Select all
if (cmd == "team") {
if (gs->cheatEnabled) {
const int teamId = atoi(action.extra.c_str());
if (teamHandler->IsValidTeam(teamId)) {
net->Send(CBaseNetProtocol::Get().SendJoinTeam(gu->myPlayerNum, teamId));
}
}
Re: [Req] more control over team, allieances and players
Changing alliance should be:
Code: Select all
const int teamId = atoi(action.extra.c_str());
if (teamHandler->IsValidTeam(teamId)) {
gu->myTeam = teamId;
gu->myAllyTeam = teamHandler->AllyTeam(teamId);
}
CLuaUI::UpdateTeams();
Re: [Req] more control over team, allieances and players
.. as said, i won't stop you from doing it. make a branch, code it.
i think there is code that assumes stuff is fixed for the entire game. this code is spread over the engine, Lua widgets and gadgets in all games, AI interfaces and AIs, lobby clients and servers (maybe i forgot some).
but i guess one could just grep for "team" and manually check all these places, and fix it everywhere ... very fast.
i think there is code that assumes stuff is fixed for the entire game. this code is spread over the engine, Lua widgets and gadgets in all games, AI interfaces and AIs, lobby clients and servers (maybe i forgot some).
but i guess one could just grep for "team" and manually check all these places, and fix it everywhere ... very fast.
Re: [Req] more control over team, allieances and players
Just give us lua control and we will figure out possible issues ..
But I believe those 2 things are all thats needed..
I cant code it..
I can't easilly compile it on windows.
I can't easilly test linux compiled version on windows.
I cannot figure out the overcomplex git and I don't have rights to commit or push or whatever it is.
I already have millions spring related coding things in todo its just not cost effective for me (or anyone on windows)
But I believe those 2 things are all thats needed..
I cant code it..
I can't easilly compile it on windows.
I can't easilly test linux compiled version on windows.
I cannot figure out the overcomplex git and I don't have rights to commit or push or whatever it is.
I already have millions spring related coding things in todo its just not cost effective for me (or anyone on windows)
Re: [Req] more control over team, allieances and players
This again, really?I can't easilly compile it on windows.
Re: [Req] more control over team, allieances and players
Yes ..
Let's consider any other sensible project or website I work at:
- download source,
- open the project
- hit F5 to compile, run and debug it in nice IDE with visual watches
Now what should I do again to achieve same level of friendliness with spring?
When it becomes as simple I will gladly help with engine development. If the instructions are compile with mingw or "download this, download that, do a few hand tweaks" - no thanks..
You only have 2 commits Flozi.. that does not really count as engine dev .. I made more commits to spring blindly while it was in svn..
Let's consider any other sensible project or website I work at:
- download source,
- open the project
- hit F5 to compile, run and debug it in nice IDE with visual watches
Now what should I do again to achieve same level of friendliness with spring?
When it becomes as simple I will gladly help with engine development. If the instructions are compile with mingw or "download this, download that, do a few hand tweaks" - no thanks..
You only have 2 commits Flozi.. that does not really count as engine dev .. I made more commits to spring blindly while it was in svn..
Re: [Req] more control over team, allieances and players
2 commits in git, I had several more under SVN. I've never claimed to be an engine dev.
I'm far from being an active contributor. Which makes my seemingly amazing ability to compile Spring on windows all the more remarkable.
I'm far from being an active contributor. Which makes my seemingly amazing ability to compile Spring on windows all the more remarkable.
Re: [Req] more control over team, allieances and players
Yeah it is .. CarRepairer was unable to compile it even on linux just recently and Spliff tried to help him for 1.5h ..
I'm still scared..
I'm still scared..
- Aether_0001
- Posts: 228
- Joined: 25 Feb 2008, 03:41
Re: [Req] more control over team, allieances and players
I'd like it too but I dunno how I can help.
-
- Posts: 834
- Joined: 19 May 2009, 21:10
Re: [Req] more control over team, allieances and players
Hard to balance. Or players join minutes before the end, do almost nothing and still get/lose elo.Licho wrote: * new player can join running game and join one ally (other players will give him units)
Added a callout: https://github.com/1231e7b84a5de93a/spr ... changeteamLicho wrote:Its very simple change hoi .. for example changing teams:
[some code]
There is even a mod using it: Random Team. Base on ZK, your team changes randomly (among all alliances) every 15 seconds. Should be fun with many players on duck map. Should work with other mods, just change dependencies and ModOptions.lua.
Only issue I saw so far:
I assume this is due to the small network delay, where the host already saw the change and clients didn't receive it yet.Got message 51 from 0 claiming to be from 1
Looks like this doesn't change the game state, just local unsynced state. Also, if you change team you already changed the alliance.Licho wrote:Changing alliance should be:
Lie.Licho wrote:I cant code it..
Nor do I, but some of my patches got applied. Must have been magic. </sarcasim>Licho wrote:I don't have rights to commit or push or whatever it is.
Last edited by SirMaverick on 03 Apr 2011, 18:08, edited 1 time in total.
Re: [Req] more control over team, allieances and players
Ok tahnks
Team control should be enough, we could create fake "teams" and then assign peple to them before game starts, it will work i hope 
Midgame join will be hard to elo solve yeah .. we will have to think about that..


Midgame join will be hard to elo solve yeah .. we will have to think about that..
Re: [Req] more control over team, allieances and players
Well, for the initial implementation, you could simply not count the player who joined in the ELO calculation, though there would still be an impact on the other players participating. That, or you could discard the whole match. A more complicated solution can be added later after the sync issues are handled.