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Posted: 20 Jan 2007, 20:19
by own3d
I made a unity lobby logo with inkscape earlier if your interested:

Unity Logo

Posted: 21 Jan 2007, 08:26
by det
Nice job, looks slick :)
Is the SVG available somewhere?

Posted: 21 Jan 2007, 12:23
by hollowsoul
Nice image,

Small commit
  • Added Raw Support for Starting Positions, Unit Restrictions.
    Misc Fixs
Left todo
  • Is getting host IP address, before battle
    MYSTATUS code
    Updating the code to generate script.txt

Posted: 21 Jan 2007, 14:28
by own3d
The SVG I made had an error on it so I have remade it the updated image can be found here:
Image

The SVG can be found here:
http://www.ashu39.dsl.pipex.com/springcommunity.svg (RIGHT CLICK SAVE LINK AS)

I made the SVG in Inkscape 0.45_pre1 beta so if it doesn't work its because of that, I will convert it to the latest release when it comes out. It uses currently in development features :)

Posted: 21 Jan 2007, 14:46
by hollowsoul
Nice i try it out in abit. sure it will work.

Only things left todo is
  • Anyway small break & then just need to add code for MYSTATUS.
    Also need to code to Force Player to Spectator, though i had it done already :/
Basicly updates client status to say if u are ingame / afk / present.

So will have multiplayer working in abit...
A few things to note for this (limitations)
  • No displaying of Starting Positions / Unit Limitations (supportted though in script.txt)

    Sending of full path of AI (will come up with solution over following week)

    Absolutely no support for NAT, hole punching. So make sure u got port forwarding setup right. ( Going to rewrite code using python-twisted & will add NAT support then)

    No Map Ratings Support (hell i dont even have enough time online to even test it if it were coded :P)

    Options slightly outof data (i.e missing options for newer releases)

Posted: 21 Jan 2007, 16:04
by hollowsoul
Ok very latest commit has abit of untest code.
Should mostly work....

If u got Port Forwarding Setup if behind a NAT or Port Opened if not behind a NAT. Plz help organise groups of peep to help Test UnityLobby Multiplayer & paste bugs here thx

note:- above means no NAT Support yet

Dont have much time to test about to go out for abit

Posted: 21 Jan 2007, 16:06
by own3d
I made it on a white background so you will probably want it with a transparent background. I'll make up a set of different sizes with transparent backgrounds what sizes would you like?

Posted: 21 Jan 2007, 17:59
by ZellSF
So can UnityLobby play multiplayer games now? If so, how do you install it? Is UnityLobby in https://taspring.clan-sy.com/svn/spring ... ng_0.74b2/
supposed to be used?

Posted: 21 Jan 2007, 20:03
by architeuthis
So can UnityLobby play multiplayer games now? If so, how do you install it? Is UnityLobby in https://taspring.clan-sy.com/svn/spring ... ng_0.74b2/
supposed to be used?
You will have to build UnityLobby from the trunk (https://taspring.clan-sy.com/svn/spring/trunk/, when you build Spring from the trunk you also have the latest in development version of UnityLobby), the version of UnityLobby in 0.74b2 is too old. The basic multiplayer now included is untested so I don't think it will be completely functional.

BTW: Great work Hollowsoul!

Posted: 21 Jan 2007, 20:20
by ZellSF
How do I get unitsync?

Posted: 21 Jan 2007, 20:28
by Tobi
it's automatically built in UnityLobby/client/

Posted: 21 Jan 2007, 23:53
by hollowsoul
Ok done some testing thx to tobi for helping out :-)

Anyway some very basic testing multiplayer with UnityLobby V UnityLobby, should be working now..

If peep get time, try testing UnityLobby V TASClient...
Dont forget to test with AI & Unit Restrictions & Map Starting Positions plz...
Should be working, but never know till it gets tested out thx

Remember if u are Hosting a Battle !!!!
to use Port Forwarding (if behind NAT) or have Port Opened (if not behind NAT) for Spring

Posted: 22 Jan 2007, 03:08
by ZellSF
Spring 0.74b2 + trunk UnityLobby = starts 40 spring processes.

I tried hosting a test game with TASClient clients, and it desynced, no clue if it's supposed to desync or if it just did it because of too many spring processes.

Posted: 22 Jan 2007, 06:45
by hollowsoul
i try again to fix it spawning procresses again & there is a new spring version out in last few hours

Posted: 22 Jan 2007, 06:54
by ZellSF
Yes, I realize that's why I got the sync error now. I just didn't connect the downtime of the server with the possibility of a new release at first :P

Edit: ok, will you fix the too many processes bug later? or is that due to some incompatibility with TASClient?

Posted: 22 Jan 2007, 17:27
by hollowsoul
abit of both....

i get around to fixing it in afew hours when get home...

Basicly need to launch (online) game only when host == ingame status.
So it compatiable with TASClient...

Small bit of coding to get it right. Will be done later

Posted: 22 Jan 2007, 17:48
by ZellSF
Oh, I can't set starting boxes, but if I connect to a game with starting boxes, it'll work right? (assuming everything else works, that is)

Posted: 22 Jan 2007, 19:02
by hollowsoul
Yes u cant see starting positions (gonna be a pain to code) and unit restrictions (not sure yet, how to get unit names from mod yet, havent look into it).

But they are supportted in creating script.txt. So u wont have a prob starting a game, if host is using either one. Just wont be aware of it yet...

Want to recode Lobby Connection first (ripped from omni) using python-twisted, so can properbly prevent client from flooding server in all scenarios (very unlikey atm), and support NAT and so i understand the code.
Not to mention async connection would be alot more responive

Posted: 22 Jan 2007, 22:22
by hollowsoul
Multiple spawnings should now be fixed completely...

Client may not be compatiable TASClient Hosts
Not sure if TASClient auto starts game when all hosts == ready

Or auto-launches game when host == ingame
And host can only pick to launch game, when everyone == ready

Either scenario == possible

Atm pray TASClients start battle, before spring timeouts with no connection to host's spring

Posted: 22 Jan 2007, 23:12
by BrainDamage
i tried the unitylobby included in the version 0.74b3 svn (revision 3287)

i would like to add the following library to the list of requied libraries (my distro is mandriva linux 2007):
-DevIL (libDevIL)

without that lib installed, i had that following error while trying to run the lobby:
Traceback (most recent call last):
File "/home/cloud/spring/UnityLobby/client/main.py", line 47, in ?
from unitsync_wrapper import unitsync_wrapper
File "/home/cloud/spring/UnityLobby/client/unitsync_wrapper.py", line 32, in ?
import unitsync
ImportError: libIL.so.1: cannot open shared object file: No such file or directory
after installing libDevIL, i got rid of the previous error, but i still got errors while trying to run both unity & profile, here is the backtrace (i apologize, since my locale isn't english, i did my best to translate the error messages):
Traceback (most recent call last):
File "/home/cloud/spring/UnityLobby/client/main.py", line 231, in ?
status_icon = status_icon(options.profile)
File "/home/cloud/spring/UnityLobby/client/main.py", line 97, in __init__
self.register_iconsets([('unitylobby-bot', bot_image_location)])
File "/home/cloud/spring/UnityLobby/client/main.py", line 220, in register_iconsets
pixbuf = gtk.gdk.pixbuf_new_from_file(file)
gobject.GError: Impossible to recognize the image format for the file «/home/cloud/spring/UnityLobby/resources/status/bot.svg»
those are the versions of the libraries i have installed on my pc:
* python: 2.4.3
* python-imaging: 1.1.6
* pygtk: 2.10.3
* libDevIL: 1.6.7

what could i do to fix it?

again, i apologize for my english