Re: [Warzone-dev] Starter application - The second try.
On Jan 29, 2008 8:55 PM, Kamaze [EMAIL PROTECTED] wrote: i mentioned this already quite a while ago and want to talk again about it. Ok, i think it would be good if we would had an starting application for warzone, where you can setup game settings like the resolution etc... and features for managing mods and maps. As well it would be easier to implement a game (lobby) browser, instead of touching the awful GUI code - from what i heard about it. My idea was to implement this application via wxWidgets and transfer the data from this application via a socket at startup. That means, the starter starts warzone with the -extern flag, warzone fires up, opens a local socket and the starter transfers all needed data trough it. (Instead of implementing it via long cmd switches) We already have in-game GUI for changing video resolution now, so what we need is a GUI option for changing mods? I think it would actually be easier to make an in-game GUI for this, than to make a portable external starter application. Not to mention that to have an external starter application would be really ugly and not user friendly at all, IMHO. An in-game mod changing option should go in the Options menu, I guess? Then we can open up load/save dialog filled with mods found in the usual directories. Can someone clue me in on the difference between global and not global mods, BTW? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Starter application - The second try.
Am Mittwoch, 30. Januar 2008 10:00:02 schrieb Per Inge Mathisen: On Jan 29, 2008 8:55 PM, Kamaze [EMAIL PROTECTED] wrote: i mentioned this already quite a while ago and want to talk again about it. Ok, i think it would be good if we would had an starting application for warzone, where you can setup game settings like the resolution etc... and features for managing mods and maps. As well it would be easier to implement a game (lobby) browser, instead of touching the awful GUI code - from what i heard about it. My idea was to implement this application via wxWidgets and transfer the data from this application via a socket at startup. That means, the starter starts warzone with the -extern flag, warzone fires up, opens a local socket and the starter transfers all needed data trough it. (Instead of implementing it via long cmd switches) We already have in-game GUI for changing video resolution now, so what we need is a GUI option for changing mods? I think it would actually be easier to make an in-game GUI for this, than to make a portable external starter application. Not to mention that to have an external starter application would be really ugly and not user friendly at all, IMHO. An in-game mod changing option should go in the Options menu, I guess? Then we can open up load/save dialog filled with mods found in the usual directories. I'd list all mods found in any directory, just like we currently list maps. Then have a checkbox to enable or disable it. (I think lib/widgets/ doesnt support checkboxes, that would have to be written.) Then have a line in the config file listing the enabled mods, comma seperated. Can someone clue me in on the difference between global and not global mods, BTW? global/ - for mp and sp mp/ - for mp only sp/ - for sp (campaign) only --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Starter application - The second try.
Hi all. On Tue, 29 Jan 2008 20:55:22 +0100, Kamaze [EMAIL PROTECTED] wrote: Hi there, i mentioned this already quite a while ago and want to talk again about it. Ok, i think it would be good if we would had an starting application for warzone, where you can setup game settings like the resolution etc... and features for managing mods and maps. As well it would be easier to implement a game (lobby) browser, instead of touching the awful GUI code - from what i heard about it. We already have a basic lobby browser and resolution configuration options in the current SVN version. My idea was to implement this application via wxWidgets and transfer the data from this application via a socket at startup. That means, the starter starts warzone with the -extern flag, warzone fires up, opens a local socket and the starter transfers all needed data trough it. (Instead of implementing it via long cmd switches) I think that the time could be better spent working on improving the in-game GUI code (we are missing a few widgets here and there). Then using this we could add a mod switcher/loader to the game. From a user experience perspective it is easier (and more the 'norm') to have a mod switcher in game. In my experience (I haave not been a gamer for many years now) very few to no commerical games use a started application to select mods. I do, however, think there is a need/requirement for an external lobby browser application. As a lot of people prefer external applications for such a purpose as opposed to the built in browser. Just a thought. Regards, Freddie. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Starter application - The second try.
On Jan 30, 2008 10:03 AM, Dennis Schridde [EMAIL PROTECTED] wrote: I'd list all mods found in any directory, just like we currently list maps. Where? In the MP dialog? Or in menu-Options-Mods? Then have a checkbox to enable or disable it. (I think lib/widgets/ doesnt support checkboxes, that would have to be written.) The widget library does not need support for checkboxes to implement this, and I am sure nobody wants to implement that anyway. We can just make a toggle like in the MP dialog. However, I am unsure if that is a wise approach. We have discussed this before. I think being able to load one mod is enough. At least it is a start, and then we can check the demand for more. If people want to combine mods, they can use a separate tool, which can do the merger in a controlled and more easily user-queried environment than the current game UI. I think we are opening a Pandora's box that we do not quite see the extent of if we allow multiple simultaneous mods. Just see the previous discussion thread for how the required features list just kept on growing as the discussion unfolded. Let's discuss why we want mods. I suspect some people want them so that veteran players can tweak their own setup exactly the way they want it. If that is someone's primary goal, then I want to hear it because I am very much against making that a priority. I want to enable total conversions / new campaigns, as that is what will bring this game forward and make it better for everyone. Then have a line in the config file listing the enabled mods, comma seperated. Put those in the debug dump file, too, then. Can someone clue me in on the difference between global and not global mods, BTW? global/ - for mp and sp mp/ - for mp only sp/ - for sp (campaign) only I think mods against the campaign is pretty pointless, and these categories just serve to confuse users. How will mods work with networked games? We need to ensure that all players are running the same mod(s). In any case, I am pretty sure we want to wait with all of this until after 2.1 is out. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Starter application - The second try.
Am Mittwoch, 30. Januar 2008 12:16:47 schrieb Per Inge Mathisen: On Jan 30, 2008 10:03 AM, Dennis Schridde [EMAIL PROTECTED] wrote: I'd list all mods found in any directory, just like we currently list maps. Where? In the MP dialog? Or in menu-Options-Mods? Then have a checkbox to enable or disable it. (I think lib/widgets/ doesnt support checkboxes, that would have to be written.) The widget library does not need support for checkboxes to implement this, and I am sure nobody wants to implement that anyway. We can just make a toggle like in the MP dialog. However, I am unsure if that is a wise approach. We have discussed this before. I think being able to load one mod is enough. At least it is a start, and then we can check the demand for more. If people want to combine mods, they can use a separate tool, which can do the merger in a controlled and more easily user-queried environment than the current game UI. Ok, agreed for now. Some day I want it at least like Oblivion's game starter though. ;) I think we are opening a Pandora's box that we do not quite see the extent of if we allow multiple simultaneous mods. Just see the previous discussion thread for how the required features list just kept on growing as the discussion unfolded. Let's discuss why we want mods. I suspect some people want them so that veteran players can tweak their own setup exactly the way they want it. If that is someone's primary goal, then I want to hear it because I am very much against making that a priority. I want to enable total conversions / new campaigns, as that is what will bring this game forward and make it better for everyone. Total conversions, like SmackMod. :) Then have a line in the config file listing the enabled mods, comma seperated. Put those in the debug dump file, too, then. Can someone clue me in on the difference between global and not global mods, BTW? global/ - for mp and sp mp/ - for mp only sp/ - for sp (campaign) only I think mods against the campaign is pretty pointless, and these categories just serve to confuse users. They were used as patches before, that is what whoever, Rod? remodeled with the global/,mp/,sp/ directories. How will mods work with networked games? We need to ensure that all players are running the same mod(s). In any case, I am pretty sure we want to wait with all of this until after 2.1 is out. signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev