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Re: Warzone Online
Posted: 11 Apr 2010, 21:29
by Terminator
I don't know ..should I mess with QT, cause I never really deals with it.
I'm useing NetBeans right now. May I could get TASServer, it written on java. I dont see any advantages of QT.(JavaFX can do better

)
Re: Warzone Online
Posted: 11 Apr 2010, 21:37
by Emdek
Terminator, there is way to mix advantages of both.
http://en.wikipedia.org/wiki/Qt_Jambi
Re: Warzone Online
Posted: 06 Nov 2010, 17:58
by Terminator
ok. I set this project as prior, I will do this for my university diploma work, so it should be ready till january.(beta version)
I thought about functionality so here it is:
* chat-massage system (xmpp);
- voice chat(may be TS3, but my VoIP protocol for now);
* lobby room(main feature for creating game in wz);
- auto client updater;
- internal mod manager;
* addons download/upload (also in room clients-mods sync);
- custom map-upload(share your maps);
- tournament system;
- rank system(don't really know how it will work from wz profiles or develop my own...will see);
- clan system;
- quick-game (like quick game in C&C or battlenet, search for player with similar rank);
* - high priority;
My lecturer said that this is not enough, so If you can offer something interesting, plz be kind =))
Re: Warzone Online
Posted: 06 Nov 2010, 20:15
by Buginator
Terminator wrote:ok. I set this project as prior, I will do this for my university diploma work, so it should be ready till january.(beta version)
I thought about functionality so here it is:
* chat-massage system (xmpp);
- voice chat(may be TS3, but my VoIP protocol for now);
* lobby room(main feature for creating game in wz);
- auto client updater;
- internal mod manager;
* addons download/upload (also in room clients-mods sync);
- custom map-upload(share your maps);
- tournament system;
- rank system(don't really know how it will work from wz profiles or develop my own...will see);
- clan system;
- quick-game (like quick game in C&C or battlenet, search for player with similar rank);
* - high priority;
My lecturer said that this is not enough, so If you can offer something interesting, plz be kind =))
This a external client or something ?
Written in C / C++ / Qt ?
Re: Warzone Online
Posted: 06 Nov 2010, 20:47
by Terminator
Buginator wrote:This a external client or something ?
Written in C / C++ / Qt ?
Yes it will be external app. I have not decided yet, but I think QT or Java.
Re: Warzone Online
Posted: 07 Nov 2010, 06:24
by Rman Virgil
Terminator wrote:ok. I set this project as prior, I will do this for my university diploma work, so it should be ready till january.(beta version)
I thought about functionality so here it is:
* chat-massage system (xmpp);
- voice chat(may be TS3, but my VoIP protocol for now);
* lobby room(main feature for creating game in wz);
- auto client updater;
- internal mod manager;
* addons download/upload (also in room clients-mods sync);
- custom map-upload(share your maps);
- tournament system;
- rank system(don't really know how it will work from wz profiles or develop my own...will see);
- clan system;
- quick-game (like quick game in C&C or battlenet, search for player with similar rank);
This covers all the bases, I think, for the complete set of relevant interests in
Real Time.
Terminator wrote:* - high priority;
My lecturer said that this is not enough, so If you can offer something interesting, plz be kind =))
How about a
Time-Shifting Component ?
Like a fully relational DB for
matching up like minded player prefs / styles of playing ? Criteria fields can be under a dozen and done as pop-up checks. I'm sure you can come up with the core criteria.
Also a key part of this
Time-Shifting component - optimal days / times for future scheduling of games.
The basic model for this - and don't laugh - would be net dating. Instead of matching for "romance" your matching for game style prefs and instead of calendering a future date for dinner & a movie, your calendering for a game that has been type-matched per the DB sort.
(Just a set of monologue thoughts this suggested Time Shifting Component as it will not likely lead to reciprocal dialogue, or even simple acknowledgement, if obvious past patterns hold.
Though there is always memetic infection.
)
- Regards, Rman
.
Re: Warzone Online
Posted: 07 Nov 2010, 16:08
by macuser
WOW i like these ideas. also since it will be an external app we could merge the code into the actual game. (is that your plan?)
Re: Warzone Online
Posted: 07 Nov 2010, 16:27
by Terminator
no, merging won't work. My plane is to make finding new players easier(&mod managing in MP)until new WZ GUI interface will be released.
Re: Warzone Online
Posted: 07 Nov 2010, 18:37
by macuser
What i meant by merging was to use your code in wz2100 (copy and paste) as long as that is OK with you (and the devs)
Re: Warzone Online
Posted: 07 Nov 2010, 22:49
by Terminator
macuser wrote:What i meant by merging was to use your code in wz2100 (copy and paste) as long as that is OK with you (and the devs)
it more complicated than simple copy past..anyway will see.