yeah
, so i will have a couple of thought here about the lobby.
currently we dont have a lobby?, why is this so?
and i would like to clarify what i mean by lobby.
1. a network listening part of the game wich enables you to see local clients on the network.
it is NOT.
2. a part of the game that shows what faction you are and what you will be playing in the game you are currently connected to.
in my mind this would be easy to implement.
now when you are to start a game in glest(a network game that is). you open a single slot, now this is pretty nice but has a bad bi-effect, that you close and open sockets relatively fast. if you change those settings.( i might have a solution for that tho)
so i was thinking mainly you have a "enable LAN" button. wich when enabled broadcasts on your network and thats pretty much that for hosting.
oh, and it will NEED a option to specify what network card the lobby listens on. i cant stand games wich dont do that, it makes it ass hard to use VPN connections like Hamachi. (wich is a great tool for playing over internet).
also, i would like to state a thing this lobby does NOT have the ability to see internet games it could have but im not sure that would be a smart thing. for long distance things you will still need a IP.
hmm, now that i think of it, the current method isnt THAT bad, a lobby dosnt really help on peoples patience.
for joining all you would have to is have a simple GUI and a network code wich listen for these broadcast packets.
PS. im a no programmer (yet/perhaps gonna be? for fun), im gonna do this myself if i learn c++, BUT i wanted to share my thoughts about this as well if any programmer was sitting and thinking damm how the hell do i do this.
This post will get updated with my progress on my lobby as im progressing in c++, this will be one of my first tasks.
so why dont we have a lobby yet(IF it is so easy) and does my idia work?. (i know its terrible simpifyed in the sense but i also do think that is should be so,broadcasting seems very simple to me) and all we need is a packet with a glest host IP in it). and then just use the normal glest join method
im also aware that daniel.santos is writeing new netcode is it tied to that? that you think we will need to rewrite the lobby?.