Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread 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. Can someone clue me in on the difference between
global and not global mods, BTW?

  - Per

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Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread Dennis Schridde
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


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Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread Freddie Witherden

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.


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Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread 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.

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

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Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread Dennis Schridde
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.


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