Page 1 of 2

And another question about TAS client

Posted: 13 Aug 2010, 12:44
by smoke_th
Yesterday I accidentally clicked single player button and tasclient loaded with not bad full-screen GUI. Now tell me please what Campaign and Missions buttons mean? If they're really working how can i use em to make campaign or missions for any mod?
Image

Re: And another question about TAS client

Posted: 13 Aug 2010, 13:44
by zwzsg
I have made a nice mission for BA. However, Regret will censor me if I link to it. PM me if you are interested.

Re: And another question about TAS client

Posted: 13 Aug 2010, 13:48
by Jazcash
Survive waves of giant robot raping dinosaurs?

Image

Re: And another question about TAS client

Posted: 13 Aug 2010, 13:51
by zwzsg
No. That's a silly, unBAish, mod option.

I'm talking about the "Fusion Farm" mission.

Re: And another question about TAS client

Posted: 13 Aug 2010, 13:52
by smoke_th
Jazcash wrote:Survive waves of giant robot raping dinosaurs?

Image
Perv :x
No i mean make some missions or entire campaigns for mods and of course move OTA campaign using ota3.1 mod to spring.

Re: And another question about TAS client

Posted: 13 Aug 2010, 14:01
by Jazcash
smoke_th wrote: Perv :x
Don't even pretend you just didn't have a quick fap.

Re: And another question about TAS client

Posted: 13 Aug 2010, 14:49
by zwzsg
I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional. It's probably only a few fix away from properly working though. But, anyway, not matter how pretty the frontend is, you can't have missions without first including some special gadgets into the mod.

Re: And another question about TAS client

Posted: 13 Aug 2010, 14:55
by Satirik
the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it

Re: And another question about TAS client

Posted: 13 Aug 2010, 14:56
by Jazcash
Satirik wrote:the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it
So very true. It's only the new players who care about SP. Then after a short while they realise Multiplayer is what it's all about.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:02
by smoke_th
:( you know I can care about SP. In fact, you know that good campaign can make game more interesting even without normal multiplayer. I mean - take a look at Red Alert 2 - multiplayer unbalanced as hell, but campaign is nice. Same thing with some other games where multiplayer was only feature but not main part. :evil: so this is veeery sad if you will not continue missions feature.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:04
by Jazcash
smoke_th wrote::( you know I can care about SP. In fact, you know that good campaign can make game more interesting even without normal multiplayer. I mean - take a look at Red Alert 2 - multiplayer unbalanced as hell, but campaign is nice. Same thing with some other games where multiplayer was only feature but not main part. :evil: so this is veeery sad if you will not continue missions feature.
Feel free to make your own missions.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:06
by smoke_th
zwzsg wrote:I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional.
How about include in spGui Gecko engine dlls?

To Jazcash - you know that with some sort of mission editor this will be much more easier.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:07
by Jazcash
smoke_th wrote:
zwzsg wrote:I'm a bit sad that all people will remember from that version is the raping dino, instead of the savegame system, the startscript generator, the 0.81 & 0.82 compatibility, the anti-nap options, ...

As for Satirik's single player GUI: Indeed it's quite neat looking. Satirik had made me a nice looking KP menu as well, but as I tried to fill the blanks to make it run the proper things, I had some small issues, which I reported to him, and as far as I remembered it ended with Satirik cursing at IE support of javascript, so I'm not sure it's fully functional.
How about include in spGui Gecko engine dlls?

To Jazcash - you know that with some sort of mission editor this will be much more easier.
Yeh, somebody should try and fix it.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:38
by zwzsg
How about include in spGui Gecko engine dlls?
I do my spGui in Lua now. It offers the following advantage:
- Every necessary calls/commands already present in Spring
- No lobby support needed
- Cross-plateform
- Mod-embedded
- No new language to learn
- Can use info and art from the mod.
- Already done, working, now.

Nevertheless, I would have enjoyed making the TASClient GUI work as well. But then Satirik has enough on his plate already, no reason to pressure him into fixing his SP menu when I have alternate route working already.

Re: And another question about TAS client

Posted: 13 Aug 2010, 15:44
by smoke_th
zwzsg wrote:
How about include in spGui Gecko engine dlls?
I do my spGui in Lua now. It offers the following advantage:
- Every necessary calls/commands already present in Spring
- Cross-plateform
- Mod-embedded
- No new language to learn
- Can use info and art from the mod.
- Already done, working, now.

Nevertheless, I would have enjoyed making the TASClient GUI work as well. But then Satirik has enough on his plate already, no reason to pressure him into fixing his SP menu when I have alternate route working already.
:o Aw man you make my day twice already. First cause your mission, second cause your working about spGui. Give a link when you will finish it.

Re: And another question about TAS client

Posted: 13 Aug 2010, 16:09
by zwzsg
Never seen KP spGUI or GRTS spGUI?

Yes it's ugly. But only because I'm better at code than art. Can also use bitmaps for the button. Or for a very sleek GUI, just grab Chili or whatever your favorite Lua UI framework is.
smoke_th wrote:Give a link when you will finish it.
- I already gave you link.
- It will never be "finished". Such project are either dead, or being worked on.
- I would rather avoid spending weeks making pretty menu art for every Spring game, especially considering how half of them will ignore it.

Re: And another question about TAS client

Posted: 13 Aug 2010, 21:04
by slogic
Satirik wrote:the thing is no one cares about SP, i spent a lot of time doing that shit no one uses and i don't want to spend more time on it
I used it really (and even reported bugs & suggestions) but SL's SP mode is much better (though SL loves to hang or behave in extreme unusual way under windows). I think your choice to develop this part by using JS is wrong. It should be part of the main app and using its internal components you've already developed.

Re: And another question about TAS client

Posted: 14 Aug 2010, 01:04
by zwzsg
Jazcash wrote:So very true. It's only the new players who care about SP. Then after a short while they realise Multiplayer is what it's all about.
So very wrong. Even for a mutiplayer-geared game such as DemiGod, 77% of players stayed solo and never touched multiplayer. [source]

And I don't have stats, but I bet 99% would rather play SP first before jumping to multi. Heck, even the mighty prophet of multiplayer balance Caydr, wrote he considered the normal procedure to play 8 hours of SP first, for a coop, multiplayer only, game. [source]

But Spring is such a failure at SP that newb interested in it quit before they can get it running. [source]

Re: And another question about TAS client

Posted: 14 Aug 2010, 06:36
by slogic
In addition to zwzsg info about SP players base. Here is a poll (you can use automatic translation which is on the right vertical bar) about multiplayer in StarCraft II: http://www.ag.ru/votings . If we throw away the results of not interested in SCII at all we can easily calculate that 50.4% are NOT interested in MP at all. 26% told they _may try_ MP mode. It is 76% overall players not using MP generally.
zwzsg wrote:...77% of players stayed solo and never touched multiplayer.

Re: And another question about TAS client

Posted: 14 Aug 2010, 13:37
by Jazcash
What I'm saying is player's just want SP so they can learn the game and figure out what everything is before they jump into a fully fledged 8v8BADSD and get screamed and shouted at because they don't know anything. SP only has limited use, when a "Campaign" or "Mission" of an SP game are completed, there's not people that would consider replaying them.

I mean when people get into Multiplayer, they can play for years without getting bored. Hell some of the players here have been playing *A games of some sort from over a decade non-stop.