These are chat archives for Spring-Chobby/Chobby

29th
Jun 2016
ParzivalX
@ParzivalX
Jun 29 2016 01:25
dang
this is lookin nice
sweet GUI too
Jose Luis
@TurBoss
Jun 29 2016 01:27
those pics are not from chobby xD
ParzivalX
@ParzivalX
Jun 29 2016 01:27
I was talking about actually chobby pic
far far above
at least its fairly noob-friendly
Jose Luis
@TurBoss
Jun 29 2016 01:28
oh
ParzivalX
@ParzivalX
Jun 29 2016 01:28
Only thing I would worry about is lobby + game lag
for no multithread thats some strain
Jose Luis
@TurBoss
Jun 29 2016 01:29
lobby spawn in one spring thne it will restart or spawn another instance
i think...
ParzivalX
@ParzivalX
Jun 29 2016 01:29
It better or else memory goes boom
Imagine speedmetal running with lobby pulled up xD
Jose Luis
@TurBoss
Jun 29 2016 01:30
no idea
ParzivalX
@ParzivalX
Jun 29 2016 01:30
lol
oh well
we'll see soon enough
Gajo Petrovic
@gajop
Jun 29 2016 01:41
lobby spawns new spring instances so they do run in parallel
ParzivalX
@ParzivalX
Jun 29 2016 01:50
K
Jose Luis
@TurBoss
Jun 29 2016 02:22
@gajop i made a temporal fix for the cmdcolors stuff but I want to do it i a single line
Gajo Petrovic
@gajop
Jun 29 2016 03:35
@TurBoss hopefully you can improve it still :P
btw temporary ~= temporal
Jose Luis
@TurBoss
Jun 29 2016 03:35
phew
@gajop you are a linux guy?
i need to figure out how to run a script with an user that has nologin as shell
ParzivalX
@ParzivalX
Jun 29 2016 03:38
Lol @TurBoss I'm surprised you don't need sleep
Jose Luis
@TurBoss
Jun 29 2016 03:38
:D
ParzivalX
@ParzivalX
Jun 29 2016 03:39
It's like 2 AMM here @_@
Gajo Petrovic
@gajop
Jun 29 2016 03:39
Yes but busy atm
Jose Luis
@TurBoss
Jun 29 2016 03:39
5:40 am
and work at 9:00 am
ParzivalX
@ParzivalX
Jun 29 2016 03:40
Dang, you live in Barcelona I'm guessing, or near there
Jose Luis
@TurBoss
Jun 29 2016 03:40
this way i'm sure i'm not late
ParzivalX
@ParzivalX
Jun 29 2016 03:40
Ofc
Foolproof :D
Jose Luis
@TurBoss
Jun 29 2016 03:40
Castellon-vila-real
spain
ParzivalX
@ParzivalX
Jun 29 2016 03:40
Kk
Time to hitch a ride with friends over to Spain :D
I think someone I know is going
Jose Luis
@TurBoss
Jun 29 2016 03:43
ok figured it out
the linux question
:D
ParzivalX
@ParzivalX
Jun 29 2016 03:44
Is it possible?
I would assume it would be
Jose Luis
@TurBoss
Jun 29 2016 05:53
Hurray
LoadCmdColorsConfig was the command
Jose Luis
@TurBoss
Jun 29 2016 06:24
Gajo Petrovic
@gajop
Jun 29 2016 06:25
fairly easy to create a message box, but in the engine it's used in different contexts
e.g. it can be shown if spring fails to start
TurBoss @TurBoss goes afk
GoogleFrog
@GoogleFrog
Jun 29 2016 07:07
it would be really useful if instances created with Spring.Start could be tracked
if we know whether a subspring is running then the UI can do a lot of nice things. It can say whether you are in a battle in a straightforwards way, make rejoin buttons
etc..
also the ability to kill a subspring would be good
Gajo Petrovic
@gajop
Jun 29 2016 07:08
you'd also know if it crashed and stuff
GoogleFrog
@GoogleFrog
Jun 29 2016 07:09
exactly
Gajo Petrovic
@gajop
Jun 29 2016 07:09
yeah there's no doubt about its usefulness
didn't do any research about implementing it
the alternative approach might be to use sockets for communication
GoogleFrog
@GoogleFrog
Jun 29 2016 07:16
I have the socket idea as a background implementation
backup
but it fails at catching start crashes, at least until it says "I got no ping for 3 minutes, probably a crash"
if everything works then sockets are fine
Gajo Petrovic
@gajop
Jun 29 2016 07:17
yeah starting crashes might not be easy to catch
GoogleFrog
@GoogleFrog
Jun 29 2016 07:17
sockets might even be fine if everything loads correctly and runs for 10 minutes before crashing, we can send pings there
Gajo Petrovic
@gajop
Jun 29 2016 07:17
btw have you seen the fastcache jk implemented in the engine?
pretty useful stuff
GoogleFrog
@GoogleFrog
Jun 29 2016 07:18
start crashes will be really hard
I haven't
Gajo Petrovic
@gajop
Jun 29 2016 07:18
basically only caches the archives being used
GoogleFrog
@GoogleFrog
Jun 29 2016 07:18
thats nice
ZK has loading time problems which are not related to that though
its from 8 years of believing that memory is cheap and recomputing stuff is a waste of time
so there is a lot of caching and generation spread all over widgets
which can probably be cut down on
Gajo Petrovic
@gajop
Jun 29 2016 07:19
big problem for spring games is first time starts, too much caching happens then
GoogleFrog
@GoogleFrog
Jun 29 2016 07:21
yes
although the steam plan was always to package it with a bunch of maps and release with a cache
already built, somehow
Gajo Petrovic
@gajop
Jun 29 2016 07:22
i never tried to do that for LD games, wasn't sure if cache was platform independent
GoogleFrog
@GoogleFrog
Jun 29 2016 07:23
but cache should be really fast for someone with just a LD game and one map
Gajo Petrovic
@gajop
Jun 29 2016 07:24
LD people have really shit PCs and often no SSDs :S
GoogleFrog
@GoogleFrog
Jun 29 2016 07:24
I don't think SSD is normal
or at least, people put certain things on their SSD. They probably aren't going to put their LD games that they download on their SSD
is Login Automatically supposed to function?
Gajo Petrovic
@gajop
Jun 29 2016 07:28
yeah it is, but the checkbox width is small
so it's probably not selected
it's a one liner fix :P
and yeah, it's just important to test everything on slow machines & HDD
GoogleFrog
@GoogleFrog
Jun 29 2016 07:41
I had spring freeze while trying to join a game
with 450
but after that I killed it and tried again and it worked
so something is going on with caching, but this behaviour is not unusual
Gajo Petrovic
@gajop
Jun 29 2016 07:41
the host freeze?
GoogleFrog
@GoogleFrog
Jun 29 2016 07:41
the host?
Gajo Petrovic
@gajop
Jun 29 2016 07:42
the parent process froze?
GoogleFrog
@GoogleFrog
Jun 29 2016 07:42
no
it still uses restart
the restarted one froze, or at least did not start loading for 2 minutes
Gajo Petrovic
@gajop
Jun 29 2016 07:42
aha
GoogleFrog
@GoogleFrog
Jun 29 2016 07:46
what are the arguments to Spring.Start?
Gajo Petrovic
@gajop
Jun 29 2016 07:46
same as Restart and Reload
well same as Restart at least
GoogleFrog
@GoogleFrog
Jun 29 2016 07:46
no its not
you did this Spring.Start(scriptFileName, "")
Gajo Petrovic
@gajop
Jun 29 2016 07:47
right
GoogleFrog
@GoogleFrog
Jun 29 2016 07:47
yet we do this with Spring.Restart
Spring.Restart(springURL, "")
Gajo Petrovic
@gajop
Jun 29 2016 07:47
that's different
joining vs hosting
GoogleFrog
@GoogleFrog
Jun 29 2016 07:47
so you can pass either a URL or a script file name to the callin?
Gajo Petrovic
@gajop
Jun 29 2016 07:48
the first parameter are command line arguments, the second one is the scriptfile
GoogleFrog
@GoogleFrog
Jun 29 2016 07:48
both as argument 1?
Gajo Petrovic
@gajop
Jun 29 2016 07:48
hm wait
ok
yeah that looks good although it's odd i realize now
both are command line arguments actually
restart one results in "spring spring://URLthing" , start one results in "spring script.txt"
for .Start it would be cleaner not to pass anything as first argument and instead add scriptxt as second (without saving it to disk)
GoogleFrog
@GoogleFrog
Jun 29 2016 12:12
why does list_window.lua exist? Chili already has stack panels
GoogleFrog
@GoogleFrog
Jun 29 2016 12:18
what is this code trying to do?
gajop what is the purpose of ListWindow and does the code make sense?
Gajo Petrovic
@gajop
Jun 29 2016 12:26
i think chili's stackpanels weren't as reliable on autosize and didn't work well when controls were removed
ParzivalX
@ParzivalX
Jun 29 2016 12:38
Yeah, that would be cleaner
considering that you could have two operations that are easier to manage
btw is there a spring.stop callin?
Gajo Petrovic
@gajop
Jun 29 2016 12:39
there is no subprocess management other than start
ParzivalX
@ParzivalX
Jun 29 2016 12:42
(Sorry, I'm learning and trying to figure out a lot of LUA right now)
Gajo Petrovic
@gajop
Jun 29 2016 12:42
start with easy issues if you want to learn
(subprocess management isn't it..)
ParzivalX
@ParzivalX
Jun 29 2016 12:42
Yeah lol
i wonder if it's possible to get custom calling without modifying engine
callin*
Gajo Petrovic
@gajop
Jun 29 2016 12:43
@GoogleFrog : is there a point in having three different issue labels for what seems to be the same thing: Chili, User Interface, Lobby Interface?
spring.stop would be a callout, and no
ParzivalX
@ParzivalX
Jun 29 2016 12:45
Ah k. Also, what is chili exactly? I'm assuming it's some sort of plugin
I know it manages chat and stuff as well
wiki/google search is your friend
ParzivalX
@ParzivalX
Jun 29 2016 12:46
Yep :P
Oh
so that's why chili has so many things running
its the GUI framework xD
Dang, I feel like a noob
GoogleFrog
@GoogleFrog
Jun 29 2016 12:53
Chili is when we need to fix something within chili or extend chili in some way
User interface is the task of creating and maintaining the user interface. Using chili. Sometimes a task will involve both using a modifying chili
Lobby Interface is the whole liblobby wrapper thing
stuff to do with liblobby
Gajo Petrovic
@gajop
Jun 29 2016 12:54
ah please rename lobby interface to liblobby, i think it associates to the Lobby (User) Interface
GoogleFrog
@GoogleFrog
Jun 29 2016 12:55
its just a label name, if you're looking at the label control panel its right there to rename
Gajo Petrovic
@gajop
Jun 29 2016 12:56
oke done
i wonder if it makes sense creating issue priority/difficulty labels
GoogleFrog
@GoogleFrog
Jun 29 2016 12:57
perhaps milestones are for priority
Gajo Petrovic
@gajop
Jun 29 2016 12:57
don't want to waste too much time managing stuff but maybe could make the "easy" label for @TurBoss and maybe @ParzivalX
ye, but we're too far away from even starting a milestone :D
ParzivalX
@ParzivalX
Jun 29 2016 12:58
I'm reading through LUA refman right now
although its not making much sense
GoogleFrog
@GoogleFrog
Jun 29 2016 12:58
what is easy here?
ParzivalX
@ParzivalX
Jun 29 2016 12:59
arguably nothing
Gajo Petrovic
@gajop
Jun 29 2016 13:00
stuff i just labelled, kinda
GoogleFrog
@GoogleFrog
Jun 29 2016 13:01
I have some problems with stackpanels as used for scrolling chat in ZK. Perhaps I should use this listwindows thing
alignment is always hard
I think all multi-line chili changes are hard
Milestones can be created at any time
Gajo Petrovic
@gajop
Jun 29 2016 13:02
i've never gone into chili's layout code but it's been causing a lot of issues , many ways to improve that
not sure how much you're trying this but you may notice battlelist doesn't always redraw properly if there's too many battles
GoogleFrog
@GoogleFrog
Jun 29 2016 13:03
why is user_list_panel not a list_window?
Gajo Petrovic
@gajop
Jun 29 2016 13:03
can be seen if there's too many elements and you try mousing over
because it's not a window
list_window is a bad idea, not generic enough
GoogleFrog
@GoogleFrog
Jun 29 2016 13:04
well it should be that generic
Gajo Petrovic
@gajop
Jun 29 2016 13:04
should be list_panel, or chili's stackpanel (if/when fixed)
GoogleFrog
@GoogleFrog
Jun 29 2016 13:04
basically it seems to want to be a stackpanel
Gajo Petrovic
@gajop
Jun 29 2016 13:04
then it could be used
yes
it's a stackpanel wrapper kinda, or that's what it should be
but right now it has magic numbers and is used for (battlelist/queue) windows only
GoogleFrog
@GoogleFrog
Jun 29 2016 13:05
user_list_panel is poorly written
Gajo Petrovic
@gajop
Jun 29 2016 13:05
definitely
I was very lazy
GoogleFrog
@GoogleFrog
Jun 29 2016 13:05
my lesson from chili is that :New is a slow function
Gajo Petrovic
@gajop
Jun 29 2016 13:06
the issue with that function is the :Update thing
GoogleFrog
@GoogleFrog
Jun 29 2016 13:06
I see no reason for this not being a stackpanel
ParzivalX
@ParzivalX
Jun 29 2016 13:06
how do I run LUA scripts
GoogleFrog
@GoogleFrog
Jun 29 2016 13:06
in spring
Gajo Petrovic
@gajop
Jun 29 2016 13:07
i think all list-like things should be made to extend list_panel (a conversion of list_window) and cleaned up
the list_panel itself could use stack_panel, if that works, or work the way it currently does
ParzivalX
@ParzivalX
Jun 29 2016 13:10
I think it's time to switch to linux, LUA doesn't run right on windows
Gajo Petrovic
@gajop
Jun 29 2016 13:11
it runs fine in spring
ParzivalX
@ParzivalX
Jun 29 2016 13:16
I need to get started on that FPS style player widget
there was something else too
GoogleFrog
@GoogleFrog
Jun 29 2016 13:19
list_windows is completely broken when updating off-screen stuff
the window doesn't change its text and it becomes unresponsive
Gajo Petrovic
@gajop
Jun 29 2016 13:21
I think i mentioned this before, it's a chili bug
the workaround i have is pretty bad hackery
GoogleFrog
@GoogleFrog
Jun 29 2016 13:22
it sounds like the FTL texture caching to me
not updating for offscreen stuff
Gajo Petrovic
@gajop
Jun 29 2016 13:23
very well could be
i haven't been able to find the bug in chili but i did search for it
GoogleFrog
@GoogleFrog
Jun 29 2016 13:23
is there an easy toggle off for FTL?
Gajo Petrovic
@gajop
Jun 29 2016 13:23
not aware of it
i think the right thing would be to spend a weekend digging into chili code or bribe/pressure jk to do it
ParzivalX
@ParzivalX
Jun 29 2016 13:30
lol
why not just make new specialized framework?
Gajo Petrovic
@gajop
Jun 29 2016 13:31
@ParzivalX please refrain from giving suggestions when you have so little knowledge
ParzivalX
@ParzivalX
Jun 29 2016 13:31
but it does make sense
Gajo Petrovic
@gajop
Jun 29 2016 13:31
just a couple of hours ago you learned what chili is
ParzivalX
@ParzivalX
Jun 29 2016 13:31
kk
GoogleFrog
@GoogleFrog
Jun 29 2016 13:32
control contains useRTT
useRTT = ((gl.CreateFBO and gl.BlendFuncSeparate) ~= nil)
I set this to false and stuff seems to work
Gajo Petrovic
@gajop
Jun 29 2016 13:32
oh that was enough?
GoogleFrog
@GoogleFrog
Jun 29 2016 13:32
and then I looked it up and "graphics RTT" has a search result render to texture
so I think that is how to disable FLT
Gajo Petrovic
@gajop
Jun 29 2016 13:33
now ideally i'd report this upstream but i can't make a "simple" widget that has issues
GoogleFrog
@GoogleFrog
Jun 29 2016 13:33
the FPS hit is "sevre"
but not important
an idle lobby with RTT enabled gives me 1240 fps
without RTT I get 167
but it is stupid to compare FPS numbers this high
Gajo Petrovic
@gajop
Jun 29 2016 13:34
that's a lot but ms would be better to know
did you do that change on a global level?
GoogleFrog
@GoogleFrog
Jun 29 2016 13:34
I edited control
it can be applied individually in :New
Gajo Petrovic
@gajop
Jun 29 2016 13:34
try just overriding it for the specific thing in list window
GoogleFrog
@GoogleFrog
Jun 29 2016 13:34
but this was quicker as a test
I could reliabily reproduce by spawning 20 springies then joining a springie at the top of the list and !maping
spawn lots of springies
scroll to the bottom of the list
use ZKL to join a springie and do !map
scroll back to top of list
map is wrong
button no longer highlights when mousing over
the window is basically nonresponsive
Gajo Petrovic
@gajop
Jun 29 2016 13:36
yeah that's the bug
i know it well :P
GoogleFrog
@GoogleFrog
Jun 29 2016 13:37
I don't think FPS is a problem for the lobby
and leaving RTT on anywhere will create some really hard to track bugs
if people can't run lobby chili they probably can't run game chili while a real game is on in the background
although I guess FPS is important to reduce the load of the lobby
but we could get the same effect by hiding screen0 when subspring is active
I think we should remove RTT and report upstream
because I don't want to be debugging things while RTT is adding confusion
then if it is fixed upstream we can reenable
or we can tackle the bugs later ourselves, use it sometimes and not others
Gajo Petrovic
@gajop
Jun 29 2016 13:42
i think the best way to do this is to redefine Control
so that it invokes Chili.Control by also setting RTT=false
and i agree on the rest
ideally keep hacks outside of libs/chiliui
i'll be sending upstream stuff and i'd prefer if libs/chiliui sub-history was clean
GoogleFrog
@GoogleFrog
Jun 29 2016 13:44
that would take a lot of lines to redefine
but do it if you like
I think 1 line configuration changes are fine. They are not exactly hard to merge.
Gajo Petrovic
@gajop
Jun 29 2016 13:45
it's just a single line
GoogleFrog
@GoogleFrog
Jun 29 2016 13:45
ok
GoogleFrog
@GoogleFrog
Jun 29 2016 13:47
skirmish window gets to use a stackpanel
Gajo Petrovic
@gajop
Jun 29 2016 13:47
Control = {} function Control:New(_, tbl) return Chili.Control:New(table.merge({RTT=false, tbl})) end
skirmish window has no updates, that's why prolly
GoogleFrog
@GoogleFrog
Jun 29 2016 13:52
list_window is part of a window
so I would remove the window part to make something more general
but by that time I have just made a stackpanel
Gajo Petrovic
@gajop
Jun 29 2016 13:53
@gajop
i think all list-like things should be made to extend list_panel (a conversion of list_window) and cleaned up
the list_panel itself could use stack_panel, if that works, or work the way it currently does
use stackpanel if it works
GoogleFrog
@GoogleFrog
Jun 29 2016 14:02
I'll leave user_list_panel for now
I want to work on a battleroom and getting something which matches the current functionality of lobbies
Gajo Petrovic
@gajop
Jun 29 2016 14:03
ok that's good
GoogleFrog
@GoogleFrog
Jun 29 2016 14:03
can you deal with the downloads?
also, can we extract minimaps?
Gajo Petrovic
@gajop
Jun 29 2016 14:03
yes and don't know
where are minimaps?
GoogleFrog
@GoogleFrog
Jun 29 2016 14:04
minimaps is not that important to me
idk, maybe unitsync finds them?
Gajo Petrovic
@gajop
Jun 29 2016 14:04
minimaps are very important for skirmish for example
and i'd like it for many things
GoogleFrog
@GoogleFrog
Jun 29 2016 14:04
I think coming with a set of minimaps is acceptable
Gajo Petrovic
@gajop
Jun 29 2016 14:04
i'll investigate
GoogleFrog
@GoogleFrog
Jun 29 2016 14:04
built in
Gajo Petrovic
@gajop
Jun 29 2016 14:05
i think minimaps are contained in the map itself
GoogleFrog
@GoogleFrog
Jun 29 2016 14:05
I think it depends, spring seems able to generate them from the map texture
Gajo Petrovic
@gajop
Jun 29 2016 14:05
funkencool implemented a way of directly accessing map archives but it wasn't very good - it would fail a lot
GoogleFrog
@GoogleFrog
Jun 29 2016 14:05
actually, if you change the sun settings in widget:Initialize then the minimap has different colours
Gajo Petrovic
@gajop
Jun 29 2016 14:05
so if we had a fail-safe way of accessing map archives that would simplify things
ok?
GoogleFrog
@GoogleFrog
Jun 29 2016 14:06
I feel like spring generates minimaps because the sun settings change how they look
but the map texture is definately in the map archive
apparently weblobby gets minimaps from the ZK site. Forb kept complaining about his map tagging/uploads because of that
so ZKL probably gets the minimap from online too
GoogleFrog
@GoogleFrog
Jun 29 2016 14:08
might be an SMF thing?
Gajo Petrovic
@gajop
Jun 29 2016 14:08
yea but most maps are SMF anyway
GoogleFrog
@GoogleFrog
Jun 29 2016 14:08
I've opened maps to find no minimap in them
Gajo Petrovic
@gajop
Jun 29 2016 14:08
it's optional
GoogleFrog
@GoogleFrog
Jun 29 2016 14:08
anyway, something will work
Gajo Petrovic
@gajop
Jun 29 2016 14:08
yeah
so what do you want to do with BRs?
i was thinking of implementing the skirmish window
GoogleFrog
@GoogleFrog
Jun 29 2016 14:10
there is a lot of reuse between the two thoug
Gajo Petrovic
@gajop
Jun 29 2016 14:10
that's why i'm asking
ignoring the left side of the interface for now
GoogleFrog
@GoogleFrog
Jun 29 2016 14:11
I think that is a poor display of team
Gajo Petrovic
@gajop
Jun 29 2016 14:12
you think it should be grouped by team?
GoogleFrog
@GoogleFrog
Jun 29 2016 14:12
yes
that basic type of thing on the left
Gajo Petrovic
@gajop
Jun 29 2016 14:13
the problem with that is that UI components "jump" around as players join different teams
GoogleFrog
@GoogleFrog
Jun 29 2016 14:13
players are vertically stacked and sorted into teams. At the bottom you can have a "extra team" area
I feel like seeing the teams at a glance is the important factor
Gajo Petrovic
@gajop
Jun 29 2016 14:13
it can be, yes
what about separating teams horizontally? http://i.imgur.com/6jq5xXN.jpg
I think this is a bad interface in general but shows the idea
GoogleFrog
@GoogleFrog
Jun 29 2016 14:15
doesn't scale to FFA
and it takes up a lot of room.
Gajo Petrovic
@gajop
Jun 29 2016 14:15
for FFA (non-team version) you could just have a list of players
GoogleFrog
@GoogleFrog
Jun 29 2016 14:15
we can vertically stack the teams and put some leeway between them. Then the team headers only move once the teams exeed a certain size
Gajo Petrovic
@gajop
Jun 29 2016 14:16
yeah
that's what i think may be ideal
we can also use scrollpanels maybe
GoogleFrog
@GoogleFrog
Jun 29 2016 14:16
the battleroom system does not have designated FFA or teamgame rooms though
so we can't have two systems which cannot be merged into each other
Gajo Petrovic
@gajop
Jun 29 2016 14:17
it's probably also not easy to automatically tell in which you are
GoogleFrog
@GoogleFrog
Jun 29 2016 14:17
each team header should have an "Add bot" and "Join team" button on it
with Add Bot opening a small scrollwindow
Gajo Petrovic
@gajop
Jun 29 2016 14:18
you should move Kick to the right, maybe under a dropdown
with options {Kick, Move to team-> Dropdown{Team1, Team2...}}
GoogleFrog
@GoogleFrog
Jun 29 2016 14:18
I don't like dropdowns
and its mostly for bots anyway
or admins i guess
do you expect anyone to host their own games?
ParzivalX
@ParzivalX
Jun 29 2016 14:19
may i present design idea
?
Gajo Petrovic
@gajop
Jun 29 2016 14:19
i don't think anyone will until matchmaking becomes a thing
current spring/ZK BRs are not really "custom games"
GoogleFrog
@GoogleFrog
Jun 29 2016 14:19
I guess they give you boss though
so the kick button should be visible
Gajo Petrovic
@gajop
Jun 29 2016 14:20
it's normal to host games though, i'm sure many people would want to host games for their friends: you can see that in ZK often
GoogleFrog
@GoogleFrog
Jun 29 2016 14:20
yes
!spawn does it
and they get boss so should get kick etc..
Gajo Petrovic
@gajop
Jun 29 2016 14:20
yea i know but that shouldn't be visible to the user
!stuff
GoogleFrog
@GoogleFrog
Jun 29 2016 14:21
duh
Gajo Petrovic
@gajop
Jun 29 2016 14:21
i mean, it shouldn't be mandatory
so as far as the user knows, he's "hosting" his game :P
GoogleFrog
@GoogleFrog
Jun 29 2016 14:21
the open new battle in ZK already does an auto-!spawn
I'd just detect boss and enable the kick UI for the right people
Gajo Petrovic
@gajop
Jun 29 2016 14:22
GUI could also include map changing, ability to add bots and move players/bots
GoogleFrog
@GoogleFrog
Jun 29 2016 14:22
obviously
I like this http://imgur.com/4JAlLNU because it removes some dropdown menus
I prefer clicking join team then selecting your team from a list
and its easier to parse the teams
Gajo Petrovic
@gajop
Jun 29 2016 14:23
the main benefit is that it's easier to parse teams imo
the dropdown version is denser
GoogleFrog
@GoogleFrog
Jun 29 2016 14:23
and you can add bots to particular teams
Gajo Petrovic
@gajop
Jun 29 2016 14:24
you don't have buttons to do stuff to players, and join teams, it's all just one dropdown
GoogleFrog
@GoogleFrog
Jun 29 2016 14:24
it is denser yes. But density saves space and it will be too hard to parse when the space savings are most relevant
its not all one dropdown, there is one for team, for faction, colour etc..
I'll add a dropdown for the kick action
or maybe not
idk
Gajo Petrovic
@gajop
Jun 29 2016 14:25
no i mean, you have one dropdown for displaying team, changing your own team and changing player's team
GoogleFrog
@GoogleFrog
Jun 29 2016 14:25
I think few dropdowns is best
I don't want the ability to set start areas
Gajo Petrovic
@gajop
Jun 29 2016 14:26
do we even really want the ability to join teams for now
GoogleFrog
@GoogleFrog
Jun 29 2016 14:26
the UI for doing so is invariably arcane. In ZK we'll just add our gameside configs to set areas for all maps
Gajo Petrovic
@gajop
Jun 29 2016 14:26
it's problematic that ZK has autobalance rooms and custom ones
joining teams is pointless in balance rooms (ignoring the !forcestart thing)
GoogleFrog
@GoogleFrog
Jun 29 2016 14:26
what do you mean? Joining teams is good and a nice way to test the protocol
joining teams will be a required thing for custom rooms
Gajo Petrovic
@gajop
Jun 29 2016 14:27
yes but you can't tell apart the two right now
GoogleFrog
@GoogleFrog
Jun 29 2016 14:27
so?
Gajo Petrovic
@gajop
Jun 29 2016 14:27
providing an interface for an action that does nothing and changes from your desired state is confusing
GoogleFrog
@GoogleFrog
Jun 29 2016 14:27
I'm not worried about right now
the UI only needs to make sense when people are using the lobby
implementing full team selecting UI is not a waste of time
Gajo Petrovic
@gajop
Jun 29 2016 14:28
so essentially aim is Steam release with proper MM and BRs only used as custom games?
GoogleFrog
@GoogleFrog
Jun 29 2016 14:28
idk, probably
Gajo Petrovic
@gajop
Jun 29 2016 14:28
ok
GoogleFrog
@GoogleFrog
Jun 29 2016 14:29
but autobalanced battlerooms can be figured out when its reached
maybe we lock the team selection ability.
or just have a "players pool"
but for now we have the benefit of having no users so intermediate stages don't need to make sense in all contexts. Knowing that a bit of UI will be useful is all we need
*useful for something
anyway, I'd like to do the player/team list
Gajo Petrovic
@gajop
Jun 29 2016 14:30
alright
GoogleFrog
@GoogleFrog
Jun 29 2016 14:30
you could do minimap and map selection UI?
Gajo Petrovic
@gajop
Jun 29 2016 14:31
well until sunday i should really only do my paper and prepare the conference proceedings book
i was lazy and got caught up with it
but i'll do that + download stuff
btw
GoogleFrog
@GoogleFrog
Jun 29 2016 14:32
yea I should be writing a paper too
Gajo Petrovic
@gajop
Jun 29 2016 14:32
this is where i wanted to steal part of the skirmish UI from
it's not great but gives us a start, kinda
GoogleFrog
@GoogleFrog
Jun 29 2016 14:33
well I knew about it from the ticket
Gajo Petrovic
@gajop
Jun 29 2016 14:33
it's worth seeing at least, even if you don't look at the code
the best thing is the debug+widget selection
GoogleFrog
@GoogleFrog
Jun 29 2016 14:35
can we use sockets in loadscreen lua?
because that would improve ping times
and make a non-process monitoring system more reliable
Gajo Petrovic
@gajop
Jun 29 2016 14:36
maybe but LuaIntro is diff state from LuaUI so can't transfer it
(I think)
GoogleFrog
@GoogleFrog
Jun 29 2016 14:36
that is ok
Gajo Petrovic
@gajop
Jun 29 2016 14:36
would have to see for that
GoogleFrog
@GoogleFrog
Jun 29 2016 14:37
I cloned the StartMenu and no lua appears to load
they do load. But they do not appear to have loaded ingame
Gajo Petrovic
@gajop
Jun 29 2016 14:38
maybe try https://github.com/gajop/StartMenu, i have a few bugfixes that may happen to you
although you may need to explicitly enable the widget?
its also using my old chililobby but that fails to start for me
GoogleFrog
@GoogleFrog
Jun 29 2016 14:40
the debug is very nice
I just wanted a scrollpanel full of console output
what else is there?
it loads maps
Gajo Petrovic
@gajop
Jun 29 2016 14:41
  1. the simple "start game" thing that i ported to chobby
2) the more complex skirmish setup which i don't like very much but may have some useful code bits
and that's it really, other is just some random stuff he seems to have been experimenting with
ParzivalX
@ParzivalX
Jun 29 2016 14:50
Why not have all the buttons against the left side, then just pull up a screen for each
so like you could make start game just start a 1v1 game with CAI
Gajo Petrovic
@gajop
Jun 29 2016 15:33
@ParzivalX dude you just learned what chili is and how to actually run spring lua code; don't go announcing your lobby projects right away, it shows absolutely no credibility
ParzivalX
@ParzivalX
Jun 29 2016 16:48
I gave people a heads up that it wouldn't be done soon
And plus, I can usually figure that stuff out pretty fast
Gajo Petrovic
@gajop
Jun 29 2016 16:51
you're just being ridiculed
i honestly suggest you start by doing simple things and setting realistic goals... not running to create something as complex as you imagined
ParzivalX
@ParzivalX
Jun 29 2016 16:54
On forums
Eshed
@ashdnazg
Jun 29 2016 17:12
just joined to say how great it is to see your progress guys :clap:
Gajo Petrovic
@gajop
Jun 29 2016 17:13
i was hoping you'd come to offer help with the engine :D
Eshed
@ashdnazg
Jun 29 2016 17:13
I'm afraid to do anything drastic before 102
but in general yes
Gajo Petrovic
@gajop
Jun 29 2016 17:14
yeah i totally didn't realize we were in a feature freeze, i was pushing those idiotic Spring.Start commits; at least that's mostly irrelevant :p
Eshed
@ashdnazg
Jun 29 2016 17:15
that's why I didn't worry
ParzivalX
@ParzivalX
Jun 29 2016 17:23
Hmmm
Who was ridiculing me?
Eshed
@ashdnazg
Jun 29 2016 17:26
Parz, almost every comment in that thread
ParzivalX
@ParzivalX
Jun 29 2016 17:27
Wow, lemme see
Not all redicule is bad tho
Gajo Petrovic
@gajop
Jun 29 2016 17:28
drone's post that got +7 should've been pretty obvious :P
Eshed
@ashdnazg
Jun 29 2016 17:29
when drone gets +7, something fishy is going on
GoogleFrog
@GoogleFrog
Jun 29 2016 17:37
I think its important to get the spring changes in before the release. Things tend to break after releases so changes are less useful because other peoples changes will have broken the rest of spring
unless of course we get the ability to start different engine versions. Then we can use 102+dev for the required chobby changes while using 102 for ZK. This should work as chobby depends on barely any engine functionality compared to ZK so hopefully chobby stuff won't break in the post-release feature-frenzy
Eshed
@ashdnazg
Jun 29 2016 17:38
I understand your concern, but we will never manage to release more often if we don't release at all
starting different versions needs to work both ways though (when the game exits, it needs to start the lobby again)
GoogleFrog
@GoogleFrog
Jun 29 2016 17:40
no it doesn't, we have Spring.Start now
Gajo Petrovic
@gajop
Jun 29 2016 17:40
(lobby keeps running)
Eshed
@ashdnazg
Jun 29 2016 17:41
ah I see
starting different versions can surely be added early in 102+
GoogleFrog
@GoogleFrog
Jun 29 2016 17:42
with some basic process tracking (even a function to check whether any subprocesses are running) we could avoid all mandatory in-game changes
releases are good in the sense that people feel more able to add features after them
Gajo Petrovic
@gajop
Jun 29 2016 17:43
starting diff versions will require a bit of design (imo), to have engines be captured by unitsync
GoogleFrog
@GoogleFrog
Jun 29 2016 17:43
so wide changes can happen
there is a high disposition towards adding features though. Nearing a release only dampens it a bit
ParzivalX
@ParzivalX
Jun 29 2016 17:43
"+7"
doesnt sound right
Gajo Petrovic
@gajop
Jun 29 2016 17:44
our main problem about engine dev now is that kloot is pretty much gone
we're down to 3 now, a bit scary
ParzivalX
@ParzivalX
Jun 29 2016 17:44
What is engine programmed in?
GoogleFrog
@GoogleFrog
Jun 29 2016 17:46
mostly in .cpp and .h
Eshed
@ashdnazg
Jun 29 2016 17:59
Kloot is pretty random
Jose Luis
@TurBoss
Jun 29 2016 18:00
hi hoko
Eshed
@ashdnazg
Jun 29 2016 18:00
o/
gajop was it clear that it's a singu on the catapult?
Gajo Petrovic
@gajop
Jun 29 2016 18:02
ohhh
well now it is
but it's 3AM and I've been worknig since 9AM with ~6h sleep
i'm basically on my own little LD trying to finish some RL work :D
Eshed
@ashdnazg
Jun 29 2016 18:03
ah k
Gajo Petrovic
@gajop
Jun 29 2016 18:03
i think you don't need the rope that's "holding" it
since blue is used to denote solid structure
Eshed
@ashdnazg
Jun 29 2016 18:05
well, too late for that
I'm not going to edit the pic
just added a spoilered explanation
Gajo Petrovic
@gajop
Jun 29 2016 18:06
fix in next release
Eshed
@ashdnazg
Jun 29 2016 18:06
:P
ParzivalX
@ParzivalX
Jun 29 2016 19:25
Now, time to see how springlobby works
Gonna study that
And see how everything clicks