For example, to programatically host a glest game one would issue something similar to the following command:
Code: Select all
glest -hCode: Select all
glest -h
Adding --host would be pretty easy to add to go to the host screen. I'll fix that up when I get done with the current patch.AF-TNowell wrote: As I said out of game configuration is not necessry.
For example, to programatically host a glest game one would issue something similar to the following command:
Glest when started takes care of its battle screen, the lobby only provides the clients with the necessary information to connect to the host, and the means for them to come together.Code: Select all
glest -h
AF-TNowell wrote: Sorry for the double post, but regarding links to my client, at the moment I don't have anything I can post publicly as I'm in a development phase and my previous release isn't very pretty compared to my private build. If you could add me on msn/yahoo xxxx or email me at xxxxx I can sort something out.


Buginator: Can this be modified to actually join the game? Currently it just seems to take the player into the lobby of that server.Buginator wrote: -- join ip/hostname
If given a ip/hostname, it will then bring you to the 'join' screen.

Any particular reason why you decided to go with Java/Swing?AF-TNowell wrote: My client uses java 6 and swing, and I've verified that it runs under windows XP/Vista/Ubuntu myself. I'm unclear what support Mac OS X has for java 6 since they make their own Runtime rather than using Suns and I lack a Mac OS X machine.



Seems reasonable. To me the only viable advantage that Java has is that it is extremely easy to write a cross-platform program. However, I'm curious to see where Mono is going, because C# (and more broadly, the .NET platform) is extremely powerful and quite impressive.AF-TNowell wrote: And I chose Java because I found it easier to manage than a cross platform C++ project, or dealing with C#, and I didn't want to have to deal with learning python or some other language, especially when they seemed fiddly to set-up under windows and the majority of the user base used windows. That and the vast majority of what I wrote would work under all java runtimes with no porting effort required.

There is a two-fold reason for that, one is, we can't really tell for sure if the host is up, so you can hit the 'refresh' icon if you don't see the game. The other reason is, that if we are connecting faster than the host can setup, then we have a big delay polling to find said server, and it will drop you back to that screen anyway.DevUrandom wrote: Buginator: Can this be modified to actually join the game? Currently it just seems to take the player into the lobby of that server.
2-3 secs is fine. It just depends on the host's machine on how fast it can load warzone.AF-TNowell wrote: My client uses java 6 and swing, and I've verified that it runs under windows XP/Vista/Ubuntu myself. I'm unclear what support Mac OS X has for java 6 since they make their own Runtime rather than using Suns and I lack a Mac OS X machine.
Regarding delays between hosting etc, when the host starts the game there's a delay with telling the server you've started and the message ending up at the other end, not very much though, but it always worked fine for spring. I can program in a delay if necessary, what would you suggest? 2-3 seconds?
I can make a push to finish support in my client and put out something to test with, luck would have t that the TA3D engine put out a lobby interface at the same time I started this thread, and their interface requires a little more thought as it requires mod and map names. Anything I do put out right now though wouldn't have the large UI changes I planned to do, and you'd be sharing with the spring engine, I can give you details on setting up your own server if you'd prefer not to see spring and warzone2100 side by side in the battle listings.

On --join, they are currently taken directly to the game selection screen of the host. (Each host has an own "lobby".) So what needs to be done (click on the game you want to join) should be self-explanatory.AF-TNowell wrote: Ideally for GUI design and usability reason when the host 'hosts' they start hosting immediately with no in-between steps between wz2100 starting and the host screen showing up, and the same for joining the host, they should join immediately. If you cant manage this then Ill add a delay of 2-3 seconds on the client side, but if you could make it clear to the end user what needs to be done so there's as little confusion as possible then that would help greatly.
