HamaIndustries / FEMultiPlayer-V2

Reupload & revamp of FEMP with fresh bugfixes... usually. Check "releases" for download.
http://eliatlarge.github.io/FEMultiPlayer-V2/
GNU General Public License v3.0
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Rule Settings via FEServer #111

Open ghost opened 8 years ago

ghost commented 8 years ago

Issue type: feature request

Description:

After much balancing discussions, the one thing the sub and Discord seem to be in unanimous agreement on, is for FEServer to have a series of Rule Settings needed to control various aspects of play, including but not limited to:

I feel these should be implemented as a GUI expansion to FEServer (with the option to save them to a file for quick access to commonly used rules). @eliatlarge would rather introduce a new "Modifier" that simply references a setting file similar to app.config which houses all of them.

@Purplemandown You seem more eager to implement new features and other incremental changes, though I can't assign on here, mind if I "assign" you to this? I feel it's something you can tackle pretty quickly. @rayrobdod In case @Purplemandown is too busy, do you want to take care of this since we've seemingly hit a wall with other outstanding issues?


Example:

https://www.reddit.com/r/FEMP/comments/4nokoc/rule_settings_via_feserver/ < includes suggested defaults.

Purplemandown commented 8 years ago

How long this is going to take is likely going to depend on how the server code is set up (And I'm not sure on that myself), but I can take a look at it on Saturday (Assuming nothing comes up. I don't have any other plans as of now.)

Purplemandown commented 8 years ago

Turns out only collaborators can be assigned to things: https://help.github.com/articles/inviting-collaborators-to-a-personal-repository/

rayrobdod commented 8 years ago

The number options (min level, max level, max legendaries, gold, unit count) should be set using spinners. The multiple-choice with three-or-four options (Attack Speed, Starting Equipment, Objective, Map) should correspond to either listboxes or drop-downs; the existing multiple choice options are drop-downs, so probably drop-downs. The boolean options (Shove, True Hit, Phantoms, Sudden Death) can probably be added to the existing list builder.

Purplemandown commented 8 years ago

Yes. A lot of this needs a framework to work though, which I am working on. (I figured out a way to do the shop limits a few minutes ago, I'll put it together tomorrow.) As it stands, I can understand the logic behind the way that a lot of this was originally done, but for custom settings it's a bit screwy, so I was going to have the GUI (When it gets set up) build a custom modifier, as that seems like the most sane way to do it. So, I'm working backwards, starting with the modifier. Everyone's going to have to bear with me here.

rayrobdod commented 8 years ago

Even if a setting is selected via a drop-down, the setting can be internally represented as a Modifier, right? Like, if "None" is selected for AS penalty, then that means the session uses the net.fe.modifier.SpeedPenaltyNone modifier and if "Str-diluted" is selected for AS penalty, then that means the session uses the net.fe.modifier.SpeedPenaltyStr modifier (just giving arbitrary names).

Purplemandown commented 8 years ago

I see no reason as of now why that shouldnt work.

-------- Original message -------- From: Raymond Dodge notifications@github.com Date:06/19/2016 3:06 AM (GMT-06:00) To: eliatlarge/FEMultiPlayer-V2 FEMultiPlayer-V2@noreply.github.com Cc: Purplemandown Purplemandown@yahoo.com,Mention mention@noreply.github.com Subject: Re: [eliatlarge/FEMultiPlayer-V2] Rule Settings via FEServer (#111)

Even if a setting is selected via a drop-down, the setting can be internally represented as a Modifier, right? Like, if "None" is selected for AS penalty, then that means the session uses the net.fe.modifier.SpeedPenaltyNone modifier and if "Str-diluted" is selected for AS penalty, then that means the session uses the net.fe.modifier.SpeedPenaltyStr modifier (just giving arbitrary names).

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ghost commented 8 years ago

@rayrobdod I'm really digging this idea of making the GUI settings modular behind the scenes. However, if they're implemented that way, wouldn't that make each module component show in the Modifiers section of the GUI (reserved for more unorthodox changes such as the "Vegas" or "Made In China" modifiers)?

Purplemandown commented 8 years ago

That can be worked around.  We add an attribute to the modifier interface, hidden, for instance, that would make the lists ignore it. (For instance.  Its not the only way it would work, but it's an example)

-------- Original message -------- From: SapphireTactician notifications@github.com Date:06/20/2016 2:53 PM (GMT-06:00) To: eliatlarge/FEMultiPlayer-V2 FEMultiPlayer-V2@noreply.github.com Cc: Purplemandown Purplemandown@yahoo.com,Mention mention@noreply.github.com Subject: Re: [eliatlarge/FEMultiPlayer-V2] Rule Settings via FEServer (#111)

@rayrobdod I'm really digging this idea of making the GUI settings modular behind the scenes. However, if they're implemented that way, would that make each part show in the Modifiers section of the GUI (reserved for more unorthodox changes such as the "Vegas" or "Made In China" modifiers)?

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ghost commented 8 years ago

Sounds good

rayrobdod commented 8 years ago

Or we could not add the combobox-controlled Modifiers to the list builder.

ghost commented 6 years ago

I'm guessing @Purplemandown left us since it's been almost two years since we've last seen or heard from him. Anyone is welcome to continue this once we get caught up.