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Re: NetWars - beta
Posted: Sun Apr 01, 2012 11:16 pm
by NecroBumpist
T-Bone wrote:How about adding some sort of description of the game to the first post in this thread?
Yeah, it's rather lacking. However, a small description can be found at the site linked in the original post:
Netwars Website wrote:
NetWars is simple multiplayer game where your goal build large
roburst network. What for? To take down enemy networks and not being
taken down yourself. And of course for FUN!
Also, development news:
Since Borg is open to outside code, I have rewritten the Chat UI from scratch for him.
Borg is away at the moment, and can't move this code into the main love repository yet, but hopefully he will accept it tomorrow.
Improvements:
- Chat display now has longer wait time before disappearing (10 sec default)
- Instead of disappearing it now fades very smoothly to transparent over the course of 4 seconds after 10 seconds of inactivity.
- You can now scroll through the chat log (pageup & pagedown buttons) and a scroll bar is also present
- A small reminder appears when a message is received and you are not scrolled all the way down.
- You can now hold down a key and it will repeat. (Repeats every 50ms after 1000ms)
The source code for all of this can be found at
my fork of his code on GitHub.
It is based upon the most recent version of the official client.
For those of you who just want a .love file,
here's one I just made (hosted on mediafire)
Also, anyone interested in Netwars should join the #netwars channel over at irc.oftc.net
Re: NetWars - beta
Posted: Sat Apr 07, 2012 7:10 pm
by Borg
Okey, here goes major update to netwars. Finaly its more like RTS now, instead of clickfest.
Here is a list of changes:
- there is no G to buy anymore, you need to capture them from neutral resources. (or steal them from players!)
- you can have one B now as your Base.
- healing is 1/1 as aswell as attacking.
- when your network split and loses power (no connection to G or B) it will degrade slowly.
- D needs power to operate (store cash)
- Online status informat that device is willing to accept packets from neighbors.
so G and B does NOT need to be online, they always send packets.
Putting them online means they will accept packets and so.. you can heal them on demand.
Now server also support MAP files!, API is very very simple.
There is one function for adding neutral G on map:
add_G(x,y,pwr)
add_G return true when G was added and false when not (collision with other G probably).
So, starting a server w/ custom map: ./netwars.lua <mapfile.lua>
It will be loaded and you can start to play.
ftp://borg.uu3.net/home/borg/tmp/netwars.love
This build is more compatibile with lua-5.1 (thx to JustAPerson).
Re: NetWars - beta
Posted: Mon Apr 09, 2012 10:32 am
by Nixola
I tried to play with the currently downloadable version and with the git version, I get ths error when a packet reaches a device:
Code: Select all
main.lua:529: attempt to call method 'delete' (a nil value)
If I delete that line, I get the same error, after 2/3 minutes, at line 523.
Re: NetWars - beta
Posted: Mon Apr 09, 2012 10:38 am
by Borg
[quote="Nixola"]I tried to play with the currently downloadable version and with the git version, I get ths error when a packet reaches a device:
[code]main.lua:529: attempt to call method 'delete' (a nil value)[/code]
If I delete that line, I get the same error, after 2/3 minutes, at line 523.[/quote]
Heh, strange. Works fine here.. I checked the code and everything is okey.
Packet:delete() looks ok.
Anyone else have issues?
Re: NetWars - beta
Posted: Mon Apr 09, 2012 2:10 pm
by trubblegum
Freezes on startup when I run in 0.8.0
Re: NetWars - beta
Posted: Mon Apr 09, 2012 8:12 pm
by Nixola
I've that problem too, Trubblegum, since it was written for 0.7.2 I don't mind... I'm on Windows XP right now, I'll try to run Netwars on both Win7 and Ubuntu 11.10
Re: NetWars - beta
Posted: Mon Apr 09, 2012 10:15 pm
by trubblegum
Good to know .. I'll take a look at the code tomorrow and see if I can come up with any useful suggestions.
Re: NetWars - beta
Posted: Tue Apr 10, 2012 11:21 am
by trubblegum
Sorry .. don't really have time to go into it beyond "Are you sure you want to be doing that with love.run?" and reiterating this :
viewtopic.php?p=54052#p54052, substituting "events" with "states".
Re: NetWars - beta
Posted: Fri Apr 13, 2012 9:15 am
by Borg
Okey, so current status of NetWars for love 0.8.0 is like this:
I have proper love.run for 0.8.0, so game works.
There is problem with setLineStipple() and its no more available with love 0.8.0
I really like how links looks in NetWars.
So, if someone is willing to provide me alternative good looking line link (and it should be fast!),
then I can make an 0.8.0 compatibile release.
Today evening I will publish my love-0.8 branch.
Re: NetWars - beta
Posted: Fri Aug 10, 2012 10:58 am
by Borg
Okey. I am back.
After some toughts (and failed, in my opinion, units branch) I merged units to master and removing
units and leaving all other fixes and improvements.
So, currently, its something like tower defense game, except that there are no units, you just
plant T (Tower) to fight on borders destroying T, R, S, V or even G (require manual targeting)
There is new devices added, called S (Signal). Its used to capture and operate G (Generators).
Genrators need to receive control signaling to operate, one control packet per 10 secs is requred to G to work.
If no control packets is received, G shutdown itself.
Feedback is apreciated.
Server is usualy up at: borg.uu3.net