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Ramblurr | submitted a parsek build fix to Agon | 00:48 |
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llnz | yes | 00:51 |
llnz | cool | 00:51 |
Ramblurr | hm, parsel seems totally borked at the moment | 00:51 |
Ramblurr | does it support git versions of the cpp server and tpprotocol? | 00:52 |
Ramblurr | or maybe its just not fully featured yet :) | 00:52 |
Ramblurr | ah yea, definitely. TODO has some serious items heh | 00:53 |
Ramblurr | llnz: does Agon hang out in IRC much? | 01:20 |
llnz | he used to, haven't seen him in a while | 01:21 |
llnz | ~seen Agon | 01:21 |
tpb | llnz: Agon was last seen in #tp 11 weeks, 5 days, 2 hours, 31 minutes, and 26 seconds ago: <Agon> hm ok will try to implement that too | 01:21 |
llnz | oh, about that.. | 01:21 |
llnz | libtpproto-cpp (which parsek uses) hasn't been updated for the changes made a little while ago | 01:21 |
llnz | if i remember i'll get around to doing them soon | 01:22 |
Ramblurr | It would be neat to develop a glaxyng port in TP | 01:47 |
Ramblurr | http://galaxyng.sourceforge.net/ | 01:48 |
tpb | Title: GalaxyNG (at galaxyng.sourceforge.net) | 01:48 |
Ramblurr | llnz: has any work been done on a test suite for protocol libs? | 01:49 |
llnz | cool, i will have to look at that | 01:49 |
llnz | there has been a bit on the libtpproto-py(2) iirc | 01:49 |
Ramblurr | a galaxyng would be a fine milestone/goal for TP. it is a mature complex turn-based game | 01:50 |
Ramblurr | i imagine even some of the existing code could be ported over | 01:53 |
Ramblurr | any idea why quickstart-mtsec doesn't work? | 02:33 |
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Ramblurr | llnz: ^ | 02:36 |
llnz | might be failing to find a file? | 02:37 |
llnz | try starting with -d | 02:37 |
Ramblurr | ah sorry i was vague | 02:39 |
Ramblurr | the server starts fine | 02:39 |
Ramblurr | but the client errors when connecting | 02:39 |
Ramblurr | err.. now it is working | 02:40 |
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llnz | bbl, maybe | 03:12 |
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Ramblurr | morning | 14:14 |
verhoevenv | Heya. | 14:15 |
Ramblurr | Are there any provisions for passing "library" data to the client? | 14:29 |
Ramblurr | I.e., a mechanism for the user to browser all the information he/she has discovered or is allowed to see? | 14:30 |
Ramblurr | Descriptions and stats of ship types, resources, technologies, etc? | 14:30 |
verhoevenv | For ship types we have a specific provision in the protocol. Resources are (in the protocol) planet-based and attributes of planets but could be synchronized in the server. I'm not sure they can be hidden though. | 14:39 |
Ramblurr | Hm | 14:40 |
verhoevenv | Every "object" is in the object tree. These are usually star systemts, planets, fleets but maybe it can be skillfully manipulated to more abstract concepts. | 14:40 |
Ramblurr | What I'm thinking of is like an in-game reference | 14:41 |
verhoevenv | I think ruleset determines whether objects are visible or not to a player. | 14:41 |
verhoevenv | Ah. | 14:41 |
verhoevenv | Like the civilopedia or how is it called. | 14:41 |
verhoevenv | Something like that? | 14:41 |
verhoevenv | Or just some sort of empire overview screen? | 14:41 |
Ramblurr | more the latter | 14:42 |
Ramblurr | an in game list of things and their descriptions | 14:42 |
verhoevenv | They are mostly separate windows in tpclient-pywx, grouped by function. Like a screen for ship designs, a dock with all the ingame objects, a dock for the orders on the selected object, ... | 14:43 |
verhoevenv | A dock with properties for the selected object. | 14:43 |
Ramblurr | this is an example from an RPG, but still applies: http://tiny.cc/moyhz | 14:43 |
verhoevenv | Other clients might do different things in theory but this seems to make sense. | 14:43 |
Ramblurr | Hm | 14:44 |
verhoevenv | There's not 'one' main browser mechanism, no. It seems kind of the point of the whole client to display the given information in the best way possible, no? | 14:45 |
verhoevenv | Well, next to sending data back the the server. | 14:45 |
Ramblurr | I agree | 14:45 |
Ramblurr | I was just wondering how complicated things could become UI wise if there was a dock for every type of thing | 14:46 |
Ramblurr | objects, technologies, designs.. eventually maybe buildings, ship modules, etc | 14:46 |
verhoevenv | Most of the things you don't need that often (like the ship designs) are hidden in a menu somewhere, i guess that would be the same for technology etc. | 14:47 |
Ramblurr | speaking of buildings, is it possible to express that in the protocol? Planet objects that can have under them (in the heiarchy) "building" objects? | 14:47 |
verhoevenv | I think it would be possible, yes. It's pretty recent though, the option we used before is to use resources on the planet. | 14:48 |
verhoevenv | But I think you can now basically name an object type whatever you want, make it stationary like a planet and a child of a planet et voila. | 14:49 |
verhoevenv | I haven't seen it done yet which is way I'm not 100% certain. | 14:49 |
Ramblurr | hm | 14:51 |
Ramblurr | I'll have to play with it | 14:51 |
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llnz | morning all | 18:32 |
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llnz | bbl, meeting | 20:05 |
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Ramblurr | herm, why would Agon make the game list browser a TreeView? | 21:48 |
Ramblurr | Since there is only one game per server, shouldn't a TableView suffice? | 21:48 |
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Ramblurr | wb llnz | 22:23 |
llnz | thanks | 22:23 |
Ramblurr | is it true that there can only be one game per server? | 22:24 |
Ramblurr | server proccess that is | 22:24 |
llnz | on tpserver-cpp yes (currently) | 22:29 |
llnz | tpserver-py can host many games as once | 22:36 |
Ramblurr | oh | 23:51 |
Ramblurr | i see | 23:51 |
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