unit selection screen

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zuzuf
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unit selection screen

Post by zuzuf » Sat Aug 30, 2008 4:19 pm

since r1203 we have a unit selection screen which allows you to select the units you want to play with. It works both in single and multi player modes (but only the server can change the available units and clients don't see which units are available before starting the game).

The interface is rich enough to add lots of options to it, so if something is missing we can add it without any problem.

So now this requires testing :D
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Post by Balthazar » Sat Aug 30, 2008 4:59 pm

Hurray!!! :D :D :D

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Post by milipili » Sat Aug 30, 2008 4:59 pm

To be able to load/save settings via a profile is about to be necessary :)
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Post by zuzuf » Sat Aug 30, 2008 5:35 pm

so here comes the question:
what do we put in profiles exactly ?

we can put default/last game settings (map, script, players, teams, enabled units, ...), game statistics (it's not really working in multiplayer mode currently ...), last mod (requires to select profile before anything else), GUI skin (and which do we use for the profile selection menu ? last loaded skin ?), engine settings (display options, play list, ...)

How can we interface this with the file parameter stuffs that allow an external lobby to start a multi player game ?

How do we manage online profile stuffs ? (stats, etc...)
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Post by milipili » Sun Aug 31, 2008 10:40 pm

In a profile :
- Only informations related to the player
. The last map
. The last mod
. Unists / scripts ....

A profile should not contain any settings related to the engine. It is a thing related the compuler or the computer user's profile. This is already managed by your system when file settings are located in the good folders (that's why all files into one single location is bad)

About stats, personally I don't care and they don't have any meaning for me. Stats on what ? Units killed ? It is a strategy game :) There are a lot of good ways to win a battle, then the war
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Post by zuzuf » Mon Sep 01, 2008 2:25 pm

stats could contain more interesting data such as number of won/lost games, some kind of score that would be updated according to your victories/defeats against other human players ... but this requires some server centralized stuffs :), so we could store some identification data as well :D
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Post by milipili » Mon Sep 01, 2008 2:50 pm

I don't see any interests in those stats. They mean nothing to me unless I miss something. Stats for the battle yes of course we want it, otherwise ...

If you store something on a remote host, it should be disabled by default
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Post by zuzuf » Mon Sep 01, 2008 3:23 pm

we could use those scores to organize events such as tournaments ... it would be a kind of rating. But of course that's not a priority now :)
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Post by xpoy » Tue Sep 23, 2008 4:42 pm

in warzone,all hate lever before com(we call him 40) boom,because this Confusion the Record
just add a mothed to Admit defeat?
then we can quit before 40 died..

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Post by Balthazar » Tue Sep 23, 2008 7:00 pm

We can use system like in Starcraft (if I understand your suggestion correctly) - if during 40 sec from start someone is quitting the game - he get`s no score. If after 40 - then someone lose and others are win.

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Post by zuzuf » Tue Sep 23, 2008 10:21 pm

maybe we could just analyze the game state, and when something obvious is noted we can decide if player loses or wins (of course during the first 60 sec this would be irrelevant).

But before we'll a stable multiplayer code so that crashed players don't get bad points for nothing.
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