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Re: About Glest
Posted: 29 Jan 2008, 07:09
by SwiftSpear
Zoy64 wrote:once we get the lobby going, we need a combination game, ARM & CORE vs. TECH & MAGIC. I think it would work. or we could make them compatible with each other, etc Glest on Green Fields or Spring on "Four Rivers" (Glest map)
The spring server will be able to boot other pieces of software... it's not going to be able to arbitrarily combine their content into some super engine. That's impossible for the most part.
Not to say a combo of spring/glest is intrinsically impossible, just that it's a totally different project than what's being discussed here (plus it would be a very huge project as well, probably as big a recoding one of the engine's from scratch)
Re: About Glest
Posted: 29 Jan 2008, 07:56
by lurker
Just code modules for command engine.

Re: About Glest
Posted: 29 Jan 2008, 12:18
by AF
I really don't think you get it swiftspear, nor do I think your mindset about the lobby environment is really up to scratch either. It's the same as saying there's no such thing as bold in windows because notepad doesn't support it. TASClient may be the default lobby at the moment but it is not the lobby, and it does not have a monopoly. I would prefer it if you did not speak of it as if it has yet to be done when I've had a working example for quite a while now.
AFLobby has support. If a users wants to play glest in our lobby, the user uses AFLobby, or submits a patch to another lobby project implementing support.
There is no way a user can join a glest game using tasclient or spring lobby at the moment unless they implement support just like non-ladder lobbies cannot join ladder games. The implementation of glest support itself is not hard, the real task is in refactoring a lobby for multiple engine support and changing the GUI to provide access to the new features.
Re: About Glest
Posted: 29 Jan 2008, 13:38
by tombom
Zoy64 wrote:once we get the lobby going, we need a combination game, ARM & CORE vs. TECH & MAGIC. I think it would work. or we could make them compatible with each other, etc Glest on Green Fields or Spring on "Four Rivers" (Glest map)
It wouldn't work because they're completely different games.
Re: About Glest
Posted: 29 Jan 2008, 21:41
by SwiftSpear
AF wrote:I really don't think you get it swiftspear, nor do I think your mindset about the lobby environment is really up to scratch either. It's the same as saying there's no such thing as bold in windows because notepad doesn't support it. TASClient may be the default lobby at the moment but it is not the lobby, and it does not have a monopoly. I would prefer it if you did not speak of it as if it has yet to be done when I've had a working example for quite a while now.
AFLobby has support. If a users wants to play glest in our lobby, the user uses AFLobby, or submits a patch to another lobby project implementing support.
There is no way a user can join a glest game using tasclient or spring lobby at the moment unless they implement support just like non-ladder lobbies cannot join ladder games. The implementation of glest support itself is not hard, the real task is in refactoring a lobby for multiple engine support and changing the GUI to provide access to the new features.
Exactly. That's a problem. And it's going to be fixed.
There's also other functionality things. If you start up a glest game on spring server using AF lobby, I can't see it, nor join it, because I'm using spring client lobby. That should be addressed as well... A system needs to be in place where even if a specific game isn't implemented in the lobby client there are methods in place for working around that. Basically, the functionality for handling new peices of software from the lobby menu needs to be dynamic. That's what is currently being worked on from what I understand.
Re: About Glest
Posted: 29 Jan 2008, 21:58
by AF
Not particularly, that would mean supporting arbitrary engines using pure generics, at some point it would fall apart when the target engine requires the lobby to provide information in a particular format.
Also glest games would be visible to non AFLobby clients but they wouldn't be joinable, in fact several tasclient users saw some of my glest test games and started asking questions while I was coding.
The only difference between a glest battle and a normal battle as far as the server is concerned is that glest battles are flagged under the "Glest" mod, and people in those battles don't send or handle the vast majority of the battle protocol (team numbers and colours etc aren't handled because it's not needed by glests interface).
But yes things need to be worked through, but on the glest side not the lobby side.
Re: About Glest
Posted: 29 Jan 2008, 22:10
by CarRepairer
Hey, if you want to unite two communities, start simple for now. Make a bot that relays the chats of both game servers. Maybe place it in its own channel other than #main. That way curious users from both sides can at least talk with eachother even if the single client support is not here yet.
Re: About Glest
Posted: 29 Jan 2008, 22:12
by SwiftSpear
AF wrote:Not particularly, that would mean supporting arbitrary engines using pure generics, at some point it would fall apart when the target engine requires the lobby to provide information in a particular format.
The idea is abstracting that information to a format that the lobby user or game's fan can create and redistribute, as opposed to requiring it be created by a lobby developer. So ya, it's not just making a lobby that magically handles every game, that's infeasible like you say, it's just making a lobby system that can be worked with to provide compatibility with every game in a format where the work doesn't have to be officially committed somewhere. Sort of like how I can make a spring mod right now, and I don't have to commit it, yet I can distribute it and other users can play it without any work from spring moderation or development.
About glest: I don't really know how workable it is for multiplayer... If it has bugs they should be fixed, but if it works, any lobby client should be able to reach compatibility with it.
Re: About Glest
Posted: 29 Jan 2008, 22:46
by SinbadEV
Is the multiplayer version of Glest acctually available yet? I could only find the old one on their site.
Re: About Glest
Posted: 30 Jan 2008, 01:12
by rattle
Peet wrote:Oh wow...it's sure improved since I last looked at it. Win!
Re: About Glest
Posted: 30 Jan 2008, 14:53
by AF
Look in their forums
Re: About Glest
Posted: 04 Feb 2008, 02:40
by Jasper1984
AF wrote:As it stands should anyone wish to complete the work or the glest team has a miraculous change of heart this is all that's needed to be implemented:
Command line parameters:
glest -h -p <port>
glest -j -ip <IP> -p <port>
If it were so easy, its about time that pidgin(previously known as gaim) got arbitrary game-starting abilities.
But it has said difficulties of requiring data send to the program. It is a great idea though, pidgin should make some interface so that it can be an arbitrary lobby, with the setting of game settings GUI and sending this data to the game must be on the game (binary) side.
Re: About Glest
Posted: 04 Feb 2008, 05:43
by SinbadEV
Jasper1984 wrote:AF wrote:As it stands should anyone wish to complete the work or the glest team has a miraculous change of heart this is all that's needed to be implemented:
Command line parameters:
glest -h -p <port>
glest -j -ip <IP> -p <port>
If it were so easy, its about time that pidgin(previously known as gaim) got arbitrary game-starting abilities.
But it has said difficulties of requiring data send to the program. It is a great idea though, pidgin should make some interface so that it can be an arbitrary lobby, with the setting of game settings GUI and sending this data to the game must be on the game (binary) side.
Sorry, we are SOOOO totally OT here but that's an idea I've had for a while... I mean, AIM had multi-player matching at a basic level back when I last used it... are you thinking a new protocol/server, a piggy back on one of the current protocol (IRC/Jabber) or just some kind of chat initialized Direct Connect or "code words" to trigger the plugin from any of the current protocols...
I mean, gaim is an open source project with high adoption already, if we could make it into steam with a simple plugin we could change the internet.
edit:
quick google found this project:
http://goim.us/wiki/show/Features
Also, don't forget XFire, which does this but you have to wait for the authors to provide plugins because it's not open source.
edit:
(also:
they know about us but haven't done anything about it.)
Re: About Glest
Posted: 04 Feb 2008, 21:34
by Gota
Does glest have peons and wolf riders?If not im out..
Re: About Glest
Posted: 04 Feb 2008, 21:37
by Felix the Cat
Gota wrote:Does glest have peons and wolf riders?If not im out..
Spring doesn't have those either, feel free to declare yourself out from Spring too.
Re: About Glest
Posted: 04 Feb 2008, 21:46
by AF
Actually, there's a youtube video of experimental lua gadgets showing peons in spring.
Re: About Glest
Posted: 04 Feb 2008, 22:06
by Felix the Cat
AF wrote:Actually, there's a youtube video of experimental lua gadgets showing peons in spring.
Yes, but the vast majority of Springdom is happily peon-less. Those gadgets are fairly new stuff as well, and Gota has been sockpuppeting for at least six months here...