These are chat archives for Spring-Chobby/Chobby

28th
Aug 2016
GoogleFrog
@GoogleFrog
Aug 28 2016 04:49
how is this going?
Eshed
@ashdnazg
Aug 28 2016 07:37
you can try the LuaMenu yourself
latest engine
Chobby on LuaMenu branch
err
luamenu
start spring.exe --menu "Chobby $VERSION"
and see how you are in Chobby before loading and with no map or game
Reload to a script may already work, not sure
Eshed
@ashdnazg
Aug 28 2016 09:23
heh, I currently survive reload, but lose all textures
we'll have to deal with that
Анархид
@Anarchid
Aug 28 2016 11:07
what should i do
Eshed
@ashdnazg
Aug 28 2016 11:42
k, versions are still compiling
but the current situation is that LuaMenu lobby works
GoogleFrog
@GoogleFrog
Aug 28 2016 11:44
how much?
does it have a way to query the state of the running game?
Eshed
@ashdnazg
Aug 28 2016 11:45
no
why do you need that?
and I've just noticed there are some issues still
the started game has errors
you may want to check it yourself
anyway
set DefaultLuaMenu = Chobby $VERSION in springsettings
or
spring.exe --menu "Chobby $VERSION"
use Chobby's LuaMenu branch
damn
luamenu
GoogleFrog
@GoogleFrog
Aug 28 2016 11:48
to know when the game starts and ends
Eshed
@ashdnazg
Aug 28 2016 11:49
it starts when you run "spring.reload()"
I think you will get a callin on gameover?
if not I'll make sure you do
the game that ends has to call Spring.Reload("") in order to return to menu
doing /quit or /quitforce does exactly what it says on the tin
lobby interface is still not hidden during game
GoogleFrog
@GoogleFrog
Aug 28 2016 11:51
that is good, technically
Eshed
@ashdnazg
Aug 28 2016 11:51
indeed
LuaMenu itself is responsible for hiding
GoogleFrog
@GoogleFrog
Aug 28 2016 11:52
and it draws over?
I think luaMenu needs a way to disable interaction with the game
a toggle to stop any user input from reaching the game
Gajo Petrovic
@gajop
Aug 28 2016 11:54
this is interesting
but yeah what google says
since otherwise it would always grab it?
GoogleFrog
@GoogleFrog
Aug 28 2016 11:54
if the game calls Spring.Reload then how does luamenu know whether a game is running?
I would like some sort of IsGameLoaded callin to reduce the potential for state tracking bugs
Eshed
@ashdnazg
Aug 28 2016 11:55
GoogleFrog super easy, just make a widget that returns true on Mouse and Key presses
Gajo Petrovic
@gajop
Aug 28 2016 11:56
those are different lua states..?
GoogleFrog
@GoogleFrog
Aug 28 2016 11:56
so anything handled by luaMenu does not make it to the game?
Eshed
@ashdnazg
Aug 28 2016 11:56
indeed
and you can decide yourself when to return true
you can probably reuse this widget https://github.com/Spring-Chobby/Chobby/blob/luamenu/LuaMenu/widgets/gui_standalone_lobby.lua since I kinda commented it out entirely :D
I'm not 100% sure why there are lua errors but I have stuff I must do
so I'll check this later
GoogleFrog
@GoogleFrog
Aug 28 2016 12:04
why is the lobby not visible during loading?
Eshed
@ashdnazg
Aug 28 2016 12:05
can be changed
(I think)
but low priority IMO
GoogleFrog
@GoogleFrog
Aug 28 2016 12:05
does it exist during loading?
how does infolog low?
*work
Eshed
@ashdnazg
Aug 28 2016 12:07
it doesn't exit
I think infolog doesn't clear
pretty sure
ah, exist vs exit
it does exist
I can probably verify that at least update is called so you can keepalive the server
GoogleFrog
@GoogleFrog
Aug 28 2016 12:10
ideally the infolog would go to another file
Eshed
@ashdnazg
Aug 28 2016 12:10
why?
GoogleFrog
@GoogleFrog
Aug 28 2016 12:11
actually, I think infologs should save to a unique file in the case of a crash
because so often report issues stem from overriding infolog
Eshed
@ashdnazg
Aug 28 2016 12:11
that's a good idea
and in crashes you want the entire spring exe history
so I'd say splitting infolog is a bad idea
anyway latest engine versions had some bugs
or compile errors
I've just pushed a new one
when it's ready testing may work better
also game loading doesn't work as it should for some reason
GoogleFrog
@GoogleFrog
Aug 28 2016 12:14
loading units is broken
Eshed
@ashdnazg
Aug 28 2016 12:14
seems so
GoogleFrog
@GoogleFrog
Aug 28 2016 12:14
or loading movedefs
Eshed
@ashdnazg
Aug 28 2016 12:15
I'll check it later but in the meanwhile I don't think it affects working on lobby graphics/input stuff
GoogleFrog
@GoogleFrog
Aug 28 2016 12:15
how do you reload this lua state
Eshed
@ashdnazg
Aug 28 2016 12:16
not possible yet
I'll hack something up
GoogleFrog
@GoogleFrog
Aug 28 2016 12:16
ok, well that is required
I like how it loads rapidly
Eshed
@ashdnazg
Aug 28 2016 12:17
indeed
GoogleFrog
@GoogleFrog
Aug 28 2016 12:17
better than the 3 minutes it takes spring to reach the game selector menu
Gajo Petrovic
@gajop
Aug 28 2016 12:17
/luamenu reload? :P
GoogleFrog
@GoogleFrog
Aug 28 2016 12:18
there is no console or history
does the add message line callin still occur?
then we could add a debug tab for local lua things
which I think is also required
GoogleFrog
@GoogleFrog
Aug 28 2016 12:26
fullscreen switching does not seem to work out of the box
I'll have to fiddle with it
Eshed
@ashdnazg
Aug 28 2016 12:27
GoogleFrog latest spring with fastarchive thingy takes far less than 3 minutes I think
GoogleFrog
@GoogleFrog
Aug 28 2016 12:27
is that enabled by default?
Eshed
@ashdnazg
Aug 28 2016 12:27
yes
GoogleFrog
@GoogleFrog
Aug 28 2016 12:27
it still takes forever
Eshed
@ashdnazg
Aug 28 2016 12:27
so no idea
GoogleFrog
@GoogleFrog
Aug 28 2016 12:27
this is on running spring directly
Eshed
@ashdnazg
Aug 28 2016 12:27
yes
well, I'm glad this works then
GoogleFrog
@GoogleFrog
Aug 28 2016 12:28
it will often freeze the first time and take a few minutes on the second launch
I think it is related to changing sdds
Eshed
@ashdnazg
Aug 28 2016 12:28
I don't think it should care about that
GoogleFrog
@GoogleFrog
Aug 28 2016 12:28
as it is often only the first launch and I pull before the first launch
Eshed
@ashdnazg
Aug 28 2016 12:28
anyway, doesn't matter much
glad LuaMenu works for you :P
GoogleFrog
@GoogleFrog
Aug 28 2016 12:29
how will a game know that lua menu exists?
technicaly it could read the config string
Eshed
@ashdnazg
Aug 28 2016 12:30
not enough
I can give you luaunsyncedread callouts for stuff liek that
*like
just give me a concentrated github issue with these
GoogleFrog
@GoogleFrog
Aug 28 2016 12:31
ok
Eshed
@ashdnazg
Aug 28 2016 13:37
I've figured the reason for the errors
shouldn't be extremely difficult to address