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Posted: 05 Dec 2006, 13:18
by nicko117
Just for info, does windows people use UnityLobby ?
I've never seen a windows user playing with python :)
Posted: 05 Dec 2006, 14:00
by Tobi
TASClient.exe is "the" lobby on windows.
Posted: 05 Dec 2006, 14:12
by imbaczek
But nothing stops Unity from working on Windows. I've did several pygtk apps and they work flawlessly on both Windows and Linux.
Posted: 05 Dec 2006, 15:14
by clericvash
Nothing stops people from using it, but right now the main lobby works better as you can do everything with it.
The only thing i could think of for windows users when unity is done is to play single player (if unity still does that, i havn't tried it for a long time!).
Posted: 05 Dec 2006, 16:43
by imbaczek
Of course it works better if people (me included) use wine to run it :)
Posted: 05 Dec 2006, 16:49
by clericvash
Wern't we talking about Windows here for a minute, now You've changed to Linux, your confusing boy.
Posted: 05 Dec 2006, 16:50
by imbaczek
It's a Linux forum, duh.
Posted: 05 Dec 2006, 17:14
by clericvash
Well your original post was talking about windows useage of the program, i was replying to that, try to keep up

Posted: 05 Dec 2006, 17:28
by imbaczek
I know you were talking about Windows. The point is that Unity lacks so much when compared to TASClient that it's the main lobby client not only on Windows, but even on Linux.
EOT.
Posted: 05 Dec 2006, 18:14
by hollowsoul
1) For UnityLobby to work on windows. Need a custom built unitsync.dll with python bindings. < never actually got to get spring to build for me yet on windows >
2) Need to add code to read / write to windows registry values. Rest of windows code to save UnityLobby files are already in the code.
As for missing features... afew missing protocols i.e auto updating when server version gets changed. Need to talk to Betalord about it in future, since protocol really doesnt allow for different clients to update @ different times.
Also missing some of the battle code & map ratings. And option to cache map previews to disk.
Also unit limiting & selecting starting areas on the map preview.
Think that about sums it up.
Posted: 05 Dec 2006, 18:32
by imbaczek
Hm, that sounds like it's two evenings of hacking from being in a usable state. Minimap caching isn't required for the first release, ditto map ratings. These can come later. As for disabling units, it will be acceptable if it'll work when the host disables units, the first release doesn't need to support disabling them while hosting (even if it isn't hard.) The hardest part seems to be area select... But this too can wait, it's not needed for 1v1s and it'll be fine if it only outputs a correct script.txt, so it'll be possible to join a game without problems.
IOW, please make some kind of an alpha release ASAP!