Separate script to choose a game makes total sense, that seems like the good way to do it yeah (: On Mon, Feb 22, 2010 at 3:52 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Thanks for going over it. I have an idea of where I want to go now. > > I like your idea of trying to get a chat window to work first. > > Ok, chat window concept. > > so for my first step, I should be able to recreate your chat lobby but make > it so you can select from a list of all the available game rooms? > > Do you think it would be easier to make a seperate map that does this and > combine em together or should I start throwing more code into the pirate > dice scripts? > > > > On Mon, Feb 22, 2010 at 3:14 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Hey Kent, >> >> BTW you know what might be easiest would be to get the chat portion of a >> pirate dice room working first. >> >> that way you could join or create a pirate dice game, go in there and >> start chatting with people. >> >> once you know that is working, the only difference for actually doing the >> game stuff would be making it send other messages besides the "chat" >> message. >> >> like youd have messages for bets being raised, hands being folded etc >> instead of only chat. >> >> but, getting chat working you know all the network voodoo is working right >> so you dont have to worry about that going into the more complex stuff >> >> >> On Mon, Feb 22, 2010 at 1:44 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Ok. Let's see here. Maybe if I write it out and discuss it I will be able >>> to make myself an outline or some framework to work with. >>> >>> Let's say I wanted to add networking to piratedice. What would I need to >>> do? >>> >>> Before the game initilizes it will need connect connect to the game >>> server. This will need to check to see if there is a server. If it is there >>> connect. If not create one. >>> >>> The game server will then need to wait for a full game. so it would need >>> to know how many players should join (arbitrarily 4) and how many it has. >>> Each player joining would need to send the information that they joined to >>> the server. >>> >>> After the game has enough playersit will then need to initialize the game >>> and draw the interface. For this part each player would just do thier thing >>> individually right? After all the players are loaded and the game is ready >>> to begin all of the players will need to send their player information to >>> the server. Then each player would send their dice roll to the server and >>> also their name, player number, and amount of gold. All of this information >>> would then get sent back to the players. >>> >>> Player 1s turn. First player is also blinds so they will need to send >>> that amount to the server. The server then passes this info back to the >>> other players. Player1 then decides what they have in their hand. Calls, >>> raises, or folds. Player 1 makes their choices and ends their turn >>> >>> Player 1s choice get's sent to the server. Server sends the choice to the >>> players. >>> >>> Player 2s turn... repeat for player 2 >>> >>> Does this sound right? >>> >>> >>> >>> >>> >>> On Mon, Feb 22, 2010 at 9:08 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> Well I'm not sure if this clears much up or not but you don't need to >>>> create a server AND join a server, you either do one or the other. >>>> >>>> If you want to join an existing game you join it >>>> >>>> if you want to make a new game you create it (which joins it >>>> automatically after you create it) >>>> On Mon, Feb 22, 2010 at 8:11 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Ok, so ultimately, I want to add networking to pirate dice. >>>>> >>>>> First, should I try getting a networking script working on its own? At >>>>> first I was just trying to add the code to pirate dice. Pirate Dice's code >>>>> can get a little confusing especially when it comes to the starting >>>>> initization code (because it does it 2x!?). So this whole thing got really >>>>> confusing really quickly. >>>>> >>>>> Then, I was trying to make something simple like you log on and it >>>>> tells you, you log on but I just couldn't piece together the info. I >>>>> guess a >>>>> little step by step guide would be more helpful? Like you need to login, >>>>> create a game server, connect to the server, send message, receive message >>>>> (even if its just a variable) but when it comes to coding it I keep >>>>> getting >>>>> confused. >>>>> >>>>> I think... I'm still just confused >>>>> >>>>> >>>>> On Sun, Feb 21, 2010 at 9:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> well hrm, what kind of problems are you having? i might be able to >>>>>> help you out by explaining better >>>>>> >>>>>> >>>>>> On Sun, Feb 21, 2010 at 9:42 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> I still seem to be having a problem trying to figure out how to use >>>>>>> the commands. Can you possibly make a different kind of network script >>>>>>> that >>>>>>> I can also use for reference? >>>>>>> >>>>>>> >>>>>>> On Sat, Feb 13, 2010 at 2:35 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> I think that helps. I will take another stab at it next chance I >>>>>>>> get. >>>>>>>> >>>>>>>> You are welcome to take and delegate tasks that are needed. If >>>>>>>> something becomes urgent scripting-wise let me know. >>>>>>>> >>>>>>>> I did see the commands in the scripting help but I did not find the >>>>>>>> documents very helpful. They explained the variables and values but I >>>>>>>> couldn't really figure out how to use the commands. >>>>>>>> >>>>>>>> >>>>>>>> On Sat, Feb 13, 2010 at 9:34 AM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Hey Kent, >>>>>>>>> >>>>>>>>> Totally understandable about your shift in time usage. I figure >>>>>>>>> i'll take on some of the scripting tasks but leave the important >>>>>>>>> stuff like >>>>>>>>> networked pirate dice to you. >>>>>>>>> >>>>>>>>> If anything becomes uber important and you dont have time to do it, >>>>>>>>> i have no problem takin it over so we should be fine (: >>>>>>>>> >>>>>>>>> Ok, about the network stuff hrmms... >>>>>>>>> >>>>>>>>> #1 - GetServerList: well first things first, i added the network >>>>>>>>> script functions to the script help documents. Have you seen those? >>>>>>>>> If so >>>>>>>>> were they not too helpful? If not let me know, maybe i need to >>>>>>>>> document >>>>>>>>> things better. >>>>>>>>> >>>>>>>>> Anyhow, GetServerList is only useful for searching for existing >>>>>>>>> servers. Theres another function for creating servers but you are >>>>>>>>> right, >>>>>>>>> you would change the string to PirateDice and thats all you need to >>>>>>>>> do to >>>>>>>>> make it work for pirate dice. >>>>>>>>> >>>>>>>>> #2 - SendChat: yeah this is the only place it sends to the server. >>>>>>>>> For the success thing, basically what thats about is every network >>>>>>>>> function >>>>>>>>> returns whether or not it was successful. If it wasn't, you should >>>>>>>>> display >>>>>>>>> an error message to the player and then bail out of the game. The >>>>>>>>> reasons >>>>>>>>> it wouldnt be successful is like if they unplugged their internet >>>>>>>>> cable or >>>>>>>>> something. >>>>>>>>> >>>>>>>>> #3 - OnNetworkMessage: This guy is called by the game whenever it >>>>>>>>> receives a network message from the server. How network messages >>>>>>>>> work is >>>>>>>>> you send a message to the server which consists of "MessageName" and >>>>>>>>> "MessageValue". After it gets to the server, the server sends it >>>>>>>>> down to >>>>>>>>> all of the clients, including the person who sent the message in the >>>>>>>>> first >>>>>>>>> place. OnNetworkMessage is called once for each message received so >>>>>>>>> that >>>>>>>>> you can respond to the message (like if someone raised a bet, you can >>>>>>>>> update >>>>>>>>> the pot size). Everyone receives messages in the same order (: >>>>>>>>> >>>>>>>>> Since messages have both a name and a value you can do something >>>>>>>>> like all chat messages have the message name "Chat" and all message >>>>>>>>> values >>>>>>>>> are what the person typed for chat. >>>>>>>>> >>>>>>>>> For when anyone takes a turn you might make a message named >>>>>>>>> "TakeTurn" and then have the message value be something like "call", >>>>>>>>> "fold", >>>>>>>>> "raise 10" etc. >>>>>>>>> >>>>>>>>> OnNetworkMessage also receives messages when players join or leave. >>>>>>>>> >>>>>>>>> Also each network message (i think... going from memory) give you >>>>>>>>> both the name of the player, as well as a "PlayerID" which is a >>>>>>>>> unique ID# >>>>>>>>> associated with that player (if its ever useful to know, this ID# is >>>>>>>>> always >>>>>>>>> the same for the same player, it's like an account number). >>>>>>>>> >>>>>>>>> Does this help at all? >>>>>>>>> >>>>>>>>> On Sat, Feb 13, 2010 at 2:05 AM, Kent Petersen >>>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> Tonight is the first time I really spent any time on the network >>>>>>>>>> code and let me tell you I am confused as hell. If I follow along >>>>>>>>>> the lobby >>>>>>>>>> code I can make enough sense of it but when it comes time for me to >>>>>>>>>> recreate >>>>>>>>>> it I can't get shit to work right. I can get it to log in to a >>>>>>>>>> server by >>>>>>>>>> copying the "Join chat server" section of the lobby code but I don't >>>>>>>>>> really >>>>>>>>>> understand what to do from there. >>>>>>>>>> >>>>>>>>>> Here are some questions off the top of my head >>>>>>>>>> >>>>>>>>>> in the "Join chat server" section I think I would want to change >>>>>>>>>> GameServer_GetServerList("Chat") to GameServer_GetServerList("Pirate >>>>>>>>>> Dice") >>>>>>>>>> I think this would cause the game to join the game server Pirate >>>>>>>>>> Dice. Am I right? >>>>>>>>>> >>>>>>>>>> is the function SendChat the only point in the code where the >>>>>>>>>> player can send information to the server? I don't really get the >>>>>>>>>> success= >>>>>>>>>> part? >>>>>>>>>> >>>>>>>>>> I also don't really understand the OnNetworkMessage part. I think >>>>>>>>>> it has something to do with sending messages to the server and out >>>>>>>>>> to the >>>>>>>>>> players but I don't see how it does it. I understand that the bottom >>>>>>>>>> portion >>>>>>>>>> of OnNetworkMessage is updating the chatroom. Pirate Dice should >>>>>>>>>> probably >>>>>>>>>> have an in game chat. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> I want to start Pirate Dice. Have a button for join network game. >>>>>>>>>> This will look through for a list of servers and then create one if >>>>>>>>>> there is >>>>>>>>>> nothing available. Like the lobby, I believe. Pirate Dice will then >>>>>>>>>> begin as >>>>>>>>>> it does now. >>>>>>>>>> >>>>>>>>>> Somehow I want the players name and ID to be assigned to the >>>>>>>>>> player value. For example Player1 will say Atrix. >>>>>>>>>> >>>>>>>>>> Somehow I want the players game choices to get sent to the server >>>>>>>>>> and back to the players. The information that should be sent would, >>>>>>>>>> the >>>>>>>>>> choice they made (raise, bluff, call), what they have in their hand >>>>>>>>>> (pair, >>>>>>>>>> three of a kind), and any money information (amount raised, raising >>>>>>>>>> to the >>>>>>>>>> called amount) >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Between work and school I just don't have a lot of time to invest >>>>>>>>>> right now. So this is mostly for discussion and to get my brain >>>>>>>>>> thinking. I >>>>>>>>>> love working on this stuff I do it for fun and relaxation these >>>>>>>>>> days. I >>>>>>>>>> might be able to squeeze some time in on the weekends or if I >>>>>>>>>> finally get >>>>>>>>>> ahead on homework. The workload will definitely drop as I get the >>>>>>>>>> hang of my >>>>>>>>>> job and as I finish off my internet classes. >>>>>>>>>> Any help is greatly appreciated. >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >