Lua Start menu / lobby

Lua Start menu / lobby

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Lua Start menu / lobby

Post by Funkencool »

With the somewhat recent push and momentum for lua lobbies etc..
I've started working on a proof of concept to help keep it going.

http://youtu.be/AQBTD6oUBIk

What it can do now:
- join lobby/chat ( thanks to Gajop )
- start BAR match on any map vs any number of KAIK ( haven't got to allyteams just yet)
- that's basically it

Some things to implement:
- Single Player Game selection ( BAR for now, or any *a with a simple edit )
- UI for joining any online match ( should be easy with gajops libs )
- Chickens (easy)
- Missions (distant goal)
- Figure out a way to get metal/height/minimap (has been an incredible time sink for me so far :evil: )
- dynamic layout

*I'll upload the sd7 in a bit in case anyone wants to tinker with it
Attachments
StartScreen.txt
can start with this, but may need to change map
(478 Bytes) Downloaded 17 times
StartMenu.sd7
(8.43 MiB) Downloaded 9 times
Last edited by Funkencool on 14 Oct 2014, 19:34, edited 2 times in total.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Lua Start menu / lobby

Post by jK »

did you code it on gajop's code?
- Figure out a way to get metal/height/minimap (has been an incredible time sink for me so far :evil: )
Needs an engine patch, I thought about already.
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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Lua Start menu / lobby

Post by Funkencool »

All chat related stuff is just his work modified.

and I'll be patiently waiting for that patch then :-)
gajop
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Re: Lua Start menu / lobby

Post by gajop »

Looks very nice.
I'd like to integrate some of your skirmish functionality into chili lobby, although I wouldn't necessarily use that same layout. Possible?
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: Lua Start menu / lobby

Post by Silentwings »

That looks fantastic!
gajop
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Re: Lua Start menu / lobby

Post by gajop »

I'm sure you are fully aware, but don't forget to change the buttons (caption/functionality) when you login/logout. At the very least, "Login" should become "Logout", and if for some reason you need to be logged into to start certain games, don't forget to disable/remove those buttons.

(mostly directed to funkencool):
That said, while most people are probably used to this kind of layout as it was used frequently in older games, I personally want to try experimenting with something different with chili lobby. Still, I certainly don't want to force anyone to use the same layout, but I do want to make it the default. Check out the master branch for an idea of how it would look (I've only done the layout of the status bar for now).
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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Lua Start menu / lobby

Post by Funkencool »

gajop wrote:Looks very nice.
I'd like to integrate some of your skirmish functionality into chili lobby, although I wouldn't necessarily use that same layout. Possible?
By all means, but you may want to wait until I get teams added. If you're not up to it; I still plan on sending my work upstream when it's not changing so sporadically.
gajop wrote:I'm sure you are fully aware, but don't forget to change the buttons (caption/functionality) when you login/logout. At the very least, "Login" should become "Logout", and if for some reason you need to be logged into to start certain games, don't forget to disable/remove those buttons.
I basically just had some ideas I wanted to try out but first I needed a simple canvas to work on. So some things are just there, while I work on other ideas.
I'd like to eventually have the lobby mostly hidden and there for limited purposes only, such as multiplayer. My ultimate goal is for users to feel like they're in the game, not in a chat room waiting for a game to start.
gajop wrote: (mostly directed to funkencool):
That said, while most people are probably used to this kind of layout as it was used frequently in older games, I personally want to try experimenting with something different with chili lobby. Still, I certainly don't want to force anyone to use the same layout, but I do want to make it the default. Check out the master branch for an idea of how it would look (I've only done the layout of the status bar for now).
One way to go about it would be to have defaults, but also except new properties
maybe instead of just

Code: Select all

VFS.Include(chat_window.lua)
have

Code: Select all

ChatWindow = VFS.Incluse(chat_window.lua)  -- returns class
ChatWindow{height = 100, x = '10%', etc..}  -- then init with custom properties
Then users/devs could change the layout in the widget without touching the actual libs/source ( not that I personally mind ).
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