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Lua Start menu / lobby

Posted: 14 Oct 2014, 16:22
by Funkencool
With the somewhat recent push and momentum for lua lobbies etc..
I've started working on a proof of concept to help keep it going.

http://youtu.be/AQBTD6oUBIk

What it can do now:
- join lobby/chat ( thanks to Gajop )
- start BAR match on any map vs any number of KAIK ( haven't got to allyteams just yet)
- that's basically it

Some things to implement:
- Single Player Game selection ( BAR for now, or any *a with a simple edit )
- UI for joining any online match ( should be easy with gajops libs )
- Chickens (easy)
- Missions (distant goal)
- Figure out a way to get metal/height/minimap (has been an incredible time sink for me so far :evil: )
- dynamic layout

*I'll upload the sd7 in a bit in case anyone wants to tinker with it

Re: Lua Start menu / lobby

Posted: 14 Oct 2014, 18:58
by jK
did you code it on gajop's code?
- Figure out a way to get metal/height/minimap (has been an incredible time sink for me so far :evil: )
Needs an engine patch, I thought about already.

Re: Lua Start menu / lobby

Posted: 14 Oct 2014, 19:14
by Funkencool
All chat related stuff is just his work modified.

and I'll be patiently waiting for that patch then :-)

Re: Lua Start menu / lobby

Posted: 16 Oct 2014, 05:25
by gajop
Looks very nice.
I'd like to integrate some of your skirmish functionality into chili lobby, although I wouldn't necessarily use that same layout. Possible?

Re: Lua Start menu / lobby

Posted: 16 Oct 2014, 09:51
by Silentwings
That looks fantastic!

Re: Lua Start menu / lobby

Posted: 16 Oct 2014, 13:34
by gajop
I'm sure you are fully aware, but don't forget to change the buttons (caption/functionality) when you login/logout. At the very least, "Login" should become "Logout", and if for some reason you need to be logged into to start certain games, don't forget to disable/remove those buttons.

(mostly directed to funkencool):
That said, while most people are probably used to this kind of layout as it was used frequently in older games, I personally want to try experimenting with something different with chili lobby. Still, I certainly don't want to force anyone to use the same layout, but I do want to make it the default. Check out the master branch for an idea of how it would look (I've only done the layout of the status bar for now).

Re: Lua Start menu / lobby

Posted: 19 Oct 2014, 15:17
by Funkencool
gajop wrote:Looks very nice.
I'd like to integrate some of your skirmish functionality into chili lobby, although I wouldn't necessarily use that same layout. Possible?
By all means, but you may want to wait until I get teams added. If you're not up to it; I still plan on sending my work upstream when it's not changing so sporadically.
gajop wrote:I'm sure you are fully aware, but don't forget to change the buttons (caption/functionality) when you login/logout. At the very least, "Login" should become "Logout", and if for some reason you need to be logged into to start certain games, don't forget to disable/remove those buttons.
I basically just had some ideas I wanted to try out but first I needed a simple canvas to work on. So some things are just there, while I work on other ideas.
I'd like to eventually have the lobby mostly hidden and there for limited purposes only, such as multiplayer. My ultimate goal is for users to feel like they're in the game, not in a chat room waiting for a game to start.
gajop wrote: (mostly directed to funkencool):
That said, while most people are probably used to this kind of layout as it was used frequently in older games, I personally want to try experimenting with something different with chili lobby. Still, I certainly don't want to force anyone to use the same layout, but I do want to make it the default. Check out the master branch for an idea of how it would look (I've only done the layout of the status bar for now).
One way to go about it would be to have defaults, but also except new properties
maybe instead of just

Code: Select all

VFS.Include(chat_window.lua)
have

Code: Select all

ChatWindow = VFS.Incluse(chat_window.lua)  -- returns class
ChatWindow{height = 100, x = '10%', etc..}  -- then init with custom properties
Then users/devs could change the layout in the widget without touching the actual libs/source ( not that I personally mind ).