Ok, looks Bradley might be gone for a while.
So if anyone is game enough to implement the final touches for USL, then I can get to work on the tutorial.
Just a reminder, these are (in any form, web safe or not, I don't mind, talk to Nct :-D )
* Integration with the games gui for example to hide all elements as the
game maker sees fit (menu buttons, buildings, flags, tabs etc).
* The 'space' command (IIRC, Nct suggests making sure space is received from all players before continuing (in single player, would be instant, in web, would halt the script execution for everyone until the last one is received.))
* Moving over the commands of the new features
Bradley added is a must as well. These include but arn't limited to
failing objectives, showing/hiding
hints, and the new unit/building/panel highlighting system
(highlighting elements with a big blue arrow).
* Not to mention area
controls, changing ai types on the fly when playing, changing alliances
ingame via the script, and timers.
As I've said before, I'm not lazy, I just dont know C++, or I'd glady help myself.
On Fri, Aug 29, 2008 at 9:00 PM, Kieran P <address@hidden>
I would prefer it correctly done as I suggested in the previous post : that
is, with a clean network-safe event subsystem, that would work for the
tutorial as well as for the network games.
Ok. Sounds good.
Yes. However, most of them is just a matter of setting the right accessors in
Game or GameGUI, the USL part being trivial. So Bradley should add support
for the function he added in the game gui as he is the best placed to do so.
I cannot speak for Bradley of course, but from what I understand, he'll probably have very little time, if any, to work on Globulation 2 anymore.
He's probably on a plane, train, bus or car trip at the moment, heading towards university as I type.
So my vote for who implements these missing features goes to someone who actually wrote USL or knows most about it, and has an hour or two this weekend.
I'd have been happy to help, but I've not had the time to learn C++ yet.
Anyway, beta4 is ready for testing. I'll see what I can do about making a source and windows distrib this weekend for RC testing.