On Fri, 2008-09-19 at 09:46 +0800, eugene tan wrote:
> Hi Lee, 

> Really happy to hear about the upcoming BattleXML support.
> Eventually I'll be adding it to the 3d client as well, but for now I'm
> working on a release.

Some BattleXML support would make the games a lot more interesting. Just
knowning you won a battle is less interesting then watching it in cool
3d graphics with explosions and such.

BattleXML is better supported by TP04 where we can download data from
the server easier. I'm hoping to move tpclient-pywx towards TP04 support
after we do a release with ezod's single player stuff.

> Currently a large problem I see with the project
> is finding people to play with. When newcomers visit the site and
> download the client, they can see the demo servers, but with no
> competitive games going on it would be hard to hook them in. 

The other solution is ezod's single player stuff! 

This allows a person to quickly setup and play a game against AI's
locally. No need to find other players or do anything apart from just
get playing.

I think it would be great to support this in the 3d client too. Most of
the support is done through the Python client library and all you should
have to do is add a UI. I have been holding off suggesting this until
you get your first release out :)

> I think there could be a few ways to solve this problem:
> 1. The irc channel could be the main lobby for players to arrange
> games, but #tp on freenode is more for developers (as it is logged).
> Maybe we could open a new irc channel and have a built in chat for the
> clients?

I think this could be part of the "server browser" interface that gets
information from the metaserver. 

Adding an IRC support to python clients is pretty trivial, there are
good IRC libraries. We could setup a channel, say something like
#tp-play or #tp-games. Another option is to extend the metaserver to
kind of have support 

> 2. After finding some players, I'll need to setup a server for
> everyone to join. If all of us are on windows, then the server has to
> be runnable on windows but the latest binary of tpserver-cpp is 0.41,
> and they would have to download and configure that, etc.

I'll have a look at what needs to be done to make the server compile on
Windows again.

The single player mode will eventually be extended to simply setup a
private server too.

>  Perhaps a
> different approach would be to allow the current demo server to host
> new games? Like having some way for players to startup a new instance
> of tpserver on the demo server, or perhaps tpserver could host several
> games in a single process. (I don't really have a deep understanding
> of what's possible, sorry)

Currently tpserver-cpp does not support "virtual hosting" for games,
hence we can only have one server per IP/port setting. 

tpserver-py does support virtual hosting, but it only supports two
rulesets.

> Happy Software Freedom Day,
> Eugene

Tim 'mithro' Ansell
<snip>

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