Minor changes

Minor changes

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Minor changes

Post by AF »

Suggestions for changes that would require minimal code changes are as follows.

A Screenshot & Docs/Logs folder

Somewhere to move them all, I'm getting annoyed constantly scrolling down to my AI logs through loads of shots I've just taken. The same for documents and gamelogs, these would only require adding a few letters to a function call arguement in the right place and a tweak in the installer.

LUA interface

A bind betwen the AI interface and the lua do_string(char* ch) function provided with most luabind c++ examples.
Aswell as a more complete lua itnerface for scripts taking more functionality as can be seen in the IAICallback class.

Offline Lobby

Allow us to start games without checking if we're online, so we can use the lobby battlehost window rathr than manually editing scripts or having to go onlin which soemtimes cant be done to use a nice GUI.

I suggest all other suggestions be of the same type
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Use the LAN server for using the client locally, I do. I've asked betalord to make the client not require connecting first, so one could use it for single player, but he said it's too dependent on the server to really do that.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

It shouldn't be too hard to make a small offline game starter though for anyone. (hint hint :P )
At least the script writing & gui part of it, I don't know how the lobby gets his mod info.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah, I think the script loading interface is still quite crude, it could atleast be split up in sections like single player and such...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Why bother with the oflfine game starter when we have one that works, it just needs to be online to work as ti HAS to be logged in, but that check could easily eb removed.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

i guess using the lan server to host offline, is as easy as run it and setting server to localhost.

thats it.

(you dont even need the firewall rules or disable anything).
Pnakotus
Posts: 25
Joined: 17 Oct 2005, 01:40

Post by Pnakotus »

Is it possible to use the sp scripts through the lobby? I use a local server to let me pick teams etc, but AFAIK it's not possible to play a CORE game against the 'random AI' script.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Perhaps an easy way to do it is to make a batch that launch lanserver.bat and the lobby with "local host" and "autoconnect at startup" forced.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Obviously it's not a huge priority because we still have a work around that let's us use it mostly how we want it to.

But you can't tell me that (at least eventually) it wouldn't be nice to be able to open up one program, choose skirmish, mission, multi, or a custom script... pick AI and normal players etc and run the game... And we, seeing how pretty and regularly updated the TASClient is expect it shouldn't be hard to simply "add" this function to the program... so the suggestion is a good one and shouldn't be attacked for being un-needed or unwanted... though it's valid to continue to put it off until the project is "ready for public consumption", if you will.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I dont want to have to downlaod extra software to do something I should be able to do anyway, nevermind if it's a server etc.

Add lua scripts support to the client and you can simply rewrite the randomAI script using fnordias interface.
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