Hey, I'm tom, known usually by my alias AF, I have spent quite a bit of time coding in open source game projects and I'm in my second year of a computer games tech degree in the UK.
[img]http://spring.clan-sy.com/res/logobar.jpg[/img]
As much as the whole business of competence is off topic, I believe either way it is tied to multi player whether you like it or not. I come from the spring community, another free RTS for windows and linux, however spring is GPL, and is open and community driven unlike glest. Spring took the opposite path to glest and implemented multiplayer before single player. Yes we had human versus human games a year before we had skirmish AIs.
So, at some point you guys are going to have to come up with a lobby system to manage games. A gamespy/msn zone/steam/xbox live of sorts.
You guys aren't alone here in this predicament. The TA3D engine is about 3-4 weeks behind you in implementing multi player and they're facing identical issues. They too have a free open source outset and value clean code, and they too took the same path as you guys. Sadly their developer pool was marginalized by the older spring community which directly competed with them.
[img]http://ta3d.darkstars.co.uk/ta3d.jpg[/img]
So eventually you're all going to get sick of passing around IPs and port numbers. And then there's the whole debacle of desync and Network address translation connection issues. And don't deny these will happen. It happened to spring. It happened to Total Annihilation in 1997, it even happened to certain Supreme Commander patches. Go ahead look at GPGNet changelogs (yah gpgnet is another lobby program).
So what did they do over at the spring project? How have they dealt with multiplayer games the previous 2 years?
I am a lobby developer at the spring engine. My client is called AFLobby, and there are other clients too. TASClient, and Spring Lobby. My client and springlobby have been verified running and building on windows XP/Vista and under various linux distributions. I've even been told my own client runs under Mac OS X (a ppc machine nonetheless).
[img]http://www.darkstars.co.uk/wp-content/uploads/2007/10/lobbies.jpg[/img]
I sent an email to the glest team about this and got no reply. I sent several emails actually to various email addresses as I was confused as to where to send them. The main website said one thing, something else said another was it contact'@'glest.org? contact_game'@'glest.org?
This did remind me of when I came over here asking about spring AIs and glest support and just got a few replies from the fan base.
But the point is, spring has 3 lobby clients and a vast array of bots and auto hosts, and they're all independent projects. Our lead programmer cannot shut us down or lecture us on what we can and can't do. We manage our own code bases, and you're going to be stuck with the same predicament too.
You the glest team could put a padlock on your lobby setup and force glest users to use an internal setup, but that's easily fiddled out. I know for certain I could then waltz in and patch it up in 5 minutes and open a world of pain as your time strapped development of an internal lobby is laid waste by 2 years of heavy external client development in 3 projects with the backing support of 2 external RTS engines and possibly a sizeable army of disgruntled glest fans.
So I would suggest you start co-operating. Early in springs history a guy called betalord threw up the first of our 3 lobby systems along with his own server implementation, and tried to rule over the spring lobby system with his monopoly. Suffice to say his days are now numbered, and he's had to relinquish his role of maintainer over TASClient to another developer. I don't think you where there when the national lottery did their UK opening advert campaign but "IT COULD BE YOU!!!!"
As an outsider looking in, I see an engine development process that's stalling and creeping along. I cannot see evidence of progress save major announcements such as this news item. The website is pretty much identical, and the threads that do seem to grab my attention appear to be angst generated by issues with glest developers. I myself have been contacted several times by various people if I want to work on glest related projects (NTai seems to have gotten me kudos somehow =s), and I'm not impressed.
Darkstars, My Website + AFLobby:
http://www.darkstars.co.ukSpring engine:
http://spring.clan-sy.comTA3D engine:
[url=http://ta3d.darkstars.co.uk]http://ta3d.darkstars.co.uk[/url]
Spring Lobby:
http://www.springlobby.infoI wish you good luck in your multiplayer effort.