Page 5 of 5
Re: (in-) engine menu
Posted: 26 Feb 2015, 21:02
by smoth
abma wrote:imo there is nothing to discuss atm, some work has to be done first before talking more.
Cool glad to know the thread isn't going to
result in a bunch of gabbing
Re: (in-) engine menu
Posted: 26 Feb 2015, 21:12
by Funkencool
Since it's lua it would work as either really. In my mind I'm thinking of it as something like springcontent.sdz.
What I've gathered from most people is the replacement should:
- be a replacement ( it can at least do what the current one does )
- have bells and whistles ( at least for now so we can thoroughly test things )
- launch any game, new or otherwise, using standard spring format ( AI's, Teams, Map, Rules )
- most importantly, be lua, so it can be picked apart and customized easily
So that's what I'll be working on, implementing these features to see how well they work. If I want comments on design and such I'll start a separate thread for it (functions need to be there first imo ). I will report back, however, if I hit any roadblocks.
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:13
by smoth
will it use chili or not?
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:17
by abma
chili, there is no alternative to that!
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:33
by smoth
some people advocate using raw gl.
Abma, do we have a call to retrieve the following:
- Gamenames for valid game and mutator modules.
- can we get any other properties from mod info(maybe even check for missing dependencies?
- Mapnames for valid map modules
- can we get any other properties from map info, not limited to but including stuff like metal, wind, player start point count?
- minimap picture if present?
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:36
by abma
stop the panic mode please...
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:44
by Super Mario
Why you would use raw gl for menu base gui? That is pure overkill.
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:44
by smoth
No, no not paniced. was just asking if we have anything for those. for my own reasons.
Re: (in-) engine menu
Posted: 26 Feb 2015, 22:45
by abma
locked, we are very offtopic.
will be locked until some real progress is made (=some working menu / pull requests or commits to
https://github.com/spring/menu-map.sdd and
https://github.com/spring/menu-game.sdd)
i/we shouldn't waste our time with discussing theoretical stuff. if you want to do so, use the offtopic forum please:
viewforum.php?f=10
Re: (in-) engine menu
Posted: 02 May 2015, 04:08
by abma
i've added MenuGameArchive & MenuMapArchive config setting which allows to automaticly start a menu:
https://github.com/spring/spring/commit ... a1ad63d6bd
also i've added a minimal map:
https://github.com/spring/menu-map.sdd/ ... b389e42a86 (thanks silentwings!)
now i only need a working menu,
https://github.com/LebDooder/StartMenu sadly didn't work for me

Re: (in-) engine menu
Posted: 02 May 2015, 08:56
by gajop
I think this is confusing and should be removed:
https://springrts.com/wiki/Springsettin ... enuArchive
It isn't a real archive (like maps, games and mutators are), instead it just seems to overwrite some files (such as the background image).
I also think MenuGameArchive/MenuMapArchive approach is a bit overly simplistic.
Can't we just have a default startscript that will get executed instead? The last Ludum Dare is a perfect example use case: we don't need/want a menu, but rather have the users immediately join the game. Default startscripts would also cover the issue of starting a menu.
PS: What didn't work for you?
Re: (in-) engine menu
Posted: 02 May 2015, 10:28
by abma
gajop wrote:
I think this is confusing and should be removed:
https://springrts.com/wiki/Springsettin ... enuArchive
It isn't a real archive (like maps, games and mutators are), instead it just seems to overwrite some files (such as the background image).
I also think MenuGameArchive/MenuMapArchive approach is a bit overly simplistic.
agreed, even code is cleaner:
https://github.com/spring/spring/commit ... 7487d08895
gajop wrote:
PS: What didn't work for you?
https://github.com/gajop/IngameLobby/issues/1
Re: (in-) engine menu
Posted: 02 May 2015, 10:41
by gajop
But you said "
https://github.com/LebDooder/StartMenu" didn't work for you. That and
https://github.com/gajop/IngameLobby/ are different projects, with
https://github.com/LebDooder/StartMenu not connecting to the Spring lobby server, so it should work.
Re: (in-) engine menu
Posted: 02 May 2015, 11:00
by abma
this didn't work for me, too. some weird lua error not beeing able to load modinfo.lua from some "special" DeltaSiegeDry map.
Re: (in-) engine menu
Posted: 02 May 2015, 11:18
by gajop
This is probably due to the fact that it tries to load mapinfo.lua/modinfo.lua from the archives directly (this is likely to fail for a number of reasons, including games downloaded in rapid).
Maybe post a full infolog?
Re: (in-) engine menu
Posted: 02 May 2015, 11:29
by abma
Re: (in-) engine menu
Posted: 08 May 2015, 15:57
by Funkencool
Hey sorry guys, been away for a while. I'll get my environment back up and running so I can test with new spring and also fix said issue.
As far as starting it goes, it is just a standard game archive like any other (needs map, players, etc.. ) . If it isn't launching it's likely an issue and the infolog is all I need (like any other game). However, I think gajop nailed it by assuming it's my hacked together way of getting more info out of archives. This should be easy to fix since I can just revert back to when I used a non-hacked-together method.
Re: (in-) engine menu
Posted: 08 May 2015, 16:20
by abma
Funkencool wrote:As far as starting it goes, it is just a standard game archive like any other (needs map, players, etc.. ) . If it isn't launching it's likely an issue and the infolog is all I need (like any other game). However, I think gajop nailed it by assuming it's my hacked together way of getting more info out of archives. This should be easy to fix since I can just revert back to when I used a non-hacked-together method.
see
https://github.com/LebDooder/StartMenu/issues/1
->
http://paste.springfiles.com/view/50af89d8
Re: (in-) engine menu
Posted: 09 May 2015, 05:02
by Funkencool
Sorry, I just meant the infolog you put up there was helpful; not that I still needed it. From looking at it earlier it seems to confirm what gajop said. I get into the archive for info from the mapinfo.lua but it appears an archive it thought was a map did not contain it. Not sure if this is because it's from rapid or not but my whole method needs changing. I'll need to deal with no info other than name for now. ( can only get more info about currently loaded map in lua, from what I know ) Maybe there's a solution that fixes both problems I just haven't found or thought of yet
