player profiles and more detailed stats
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player profiles and more detailed stats
how about making and adding a player profile/name manager on the main screen so that the player can easily change their name?
Also, how about adding more pages of stats to post game stats like AOE have Economy,Buildings,Military,etc.?
How about looking into SDL for graphics and sound?
Also it needs options for commander continues game ends, watch mode, and the in game menu needs the following options resign and watch, resign, Save game and quit,etc. When I click leave game it freezes not quits.
Also, how about adding more pages of stats to post game stats like AOE have Economy,Buildings,Military,etc.?
How about looking into SDL for graphics and sound?
Also it needs options for commander continues game ends, watch mode, and the in game menu needs the following options resign and watch, resign, Save game and quit,etc. When I click leave game it freezes not quits.
- zuzuf
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that's a good idea, but we'll add this to 0.5.1, we already have lots of things to finish for 0.5.0.how about making and adding a player profile/name manager on the main screen so that the player can easily change their name?
Also, how about adding more pages of stats to post game stats like AOE have Economy,Buildings,Military,etc.?
SDL looks very interesting, we're thinking about replacing allegro with SDL but not before releasing 0.5.0How about looking into SDL for graphics and sound?
Yeah, it's still lacking a few things ... but you can select a script that allows to play with different options, for example default.lua ends the game for a player once its commander is killed but annihilation.lua require all units to be annihilatedAlso it needs options for commander continues game ends, watch mode, and the in game menu needs the following options resign and watch, resign, Save game and quit,etc.
it may take a moment before it finishes releasing memory/video resources allocated by the engine. If it really freezes that's not normal.When I click leave game it freezes not quits.
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help
is there a way that i can help with the two features i mentioned to get them into 050?
where is dedicated server?
is there a way to run one?
when will the next test version of 050 be released?
where is dedicated server?
is there a way to run one?
when will the next test version of 050 be released?
- Balthazar
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Re: help
It is always running - when you chose multiplayer game TA3D automatically connects to itbigman2008 wrote:is there a way that i can help with the two features i mentioned to get them into 050?
where is dedicated server?
is there a way to run one?
when will the next test version of 050 be released?
The bad thing is that since there are no 0.5.0. released there are very seldom hanging up people, who ready to play, so most of all time the dedicated server is empty.
You should ask about exact time here, so others could create or join server altogether.
- zuzuf
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it is not a "dedicated server", it's the same server the web site uses. There is a hidden page that keeps track of games available from the Internet (well at least games which are advertised as "internet servers"), this is only an internet server discovery service, a bit like LAN server discovery except it requires a server to maintain the list.
I've made too much changes yesterday to core code, so current SVN may not sync very well with TEST 6:
_paralyzer support has been added since TEST 6 (with some special effects ... which can be improved)
_lots of bug fixes, some related to network synchronization
_support for infinite number of weapons
also saved games compatibility is regularly broken between SVN versions because of some code being rewritten and some variables being added.
PS: about profile/stats, start thinking about a protocol to sync that with a server and register/login to a network account, then it's all PHP code (we use standard HTTP requests, and check client name which must be TA3D on server side - you cannot change the game list from your web browser, except maybe with some addon on Firefox)
I've made too much changes yesterday to core code, so current SVN may not sync very well with TEST 6:
_paralyzer support has been added since TEST 6 (with some special effects ... which can be improved)
_lots of bug fixes, some related to network synchronization
_support for infinite number of weapons
also saved games compatibility is regularly broken between SVN versions because of some code being rewritten and some variables being added.
PS: about profile/stats, start thinking about a protocol to sync that with a server and register/login to a network account, then it's all PHP code (we use standard HTTP requests, and check client name which must be TA3D on server side - you cannot change the game list from your web browser, except maybe with some addon on Firefox)
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bugs on network play
when you play lan with ai game freezes and un freazes. Also loading of game takes a while.
By player manager I mean a drop down menu with add and delete buttons on the main menu, as well how about a mod manager that comes up before the game starts so you don't have extra archives in the main folder, just in the mods folder. All that really needs to be in the main folder is a map archive. Also the ability to choose which network interface you want to use int the game.
Also, for a true dedicated server you could add code to ta3d-bin that would let you run it as a dedicated game host(ex as web server or proprietary protocol. This would entail using a command line option like -dedsvr or something like that to do this. A seperate app would be fine too.
By player manager I mean a drop down menu with add and delete buttons on the main menu, as well how about a mod manager that comes up before the game starts so you don't have extra archives in the main folder, just in the mods folder. All that really needs to be in the main folder is a map archive. Also the ability to choose which network interface you want to use int the game.
Also, for a true dedicated server you could add code to ta3d-bin that would let you run it as a dedicated game host(ex as web server or proprietary protocol. This would entail using a command line option like -dedsvr or something like that to do this. A seperate app would be fine too.
- zuzuf
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we're rewriting lots of code, so these bugs may appear and be fixed quickly.when you play lan with ai game freezes and un freazes. Also loading of game takes a while.
currently the mod management system already allow you to select the mod you want to play, with default mod being common resources only (maps, some textures, units, etc... required by mods), it only lacks the mod manager menu that shows up before main menu (currently you can select mod in "options")By player manager I mean a drop down menu with add and delete buttons on the main menu, as well how about a mod manager that comes up before the game starts so you don't have extra archives in the main folder, just in the mods folder. All that really needs to be in the main folder is a map archive.
We'll have to look at how hawknl handle this ...Also the ability to choose which network interface you want to use int the game.
This should be possible from current code state, since it doesn't really need the renderer ... only a "main thread" to handle input/outputs and lua script monitoring (but if we put the lua script in a separated thread ...)Also, for a true dedicated server you could add code to ta3d-bin that would let you run it as a dedicated game host(ex as web server or proprietary protocol. This would entail using a command line option like -dedsvr or something like that to do this. A seperate app would be fine too.
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