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[Freeciv-Dev] Re: Improved game starting version 6 [patch] [ready, IMO]
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[Freeciv-Dev] Re: Improved game starting version 6 [patch] [ready, IMO]

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To: Daniel Sjölie <deepone@xxxxxxxxxx>, jdorje@xxxxxxxxxxxxxxxxxxxxx, Freeciv List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Improved game starting version 6 [patch] [ready, IMO] (PR#1215)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 15 Jan 2002 10:42:42 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Jan 15, 2002 at 06:26:03AM +0100, Daniel Sjölie wrote:
> Den 2002-01-15 00:07:04 freeciv, %Y skrev Jason Short följande:
> 
> > Daniel Sjölie wrote:
> > 
> > > On 2002-01-14 22:32:57, Per I. Mathisen wrote:
> > 
> > >> - the client attempts to connect to server immediately, and gives error
> > >>message (confusing). you need to find the "start game" button to start
> > >>the game (bad design). IMHO it should loop and try discretely to
> > >>start the server until it succeeds or times out.
> > 
> > Maybe I'm missing something, but connecting to a server and starting the 
> > game are not the same thing.  Normally you would (1) start a server (2) 
> > connect to it (3) set any options and (4) start the game.  The 
> > connection dialog aims at eliminating (1), (2), and part of (3), but not 
> > (4).
> > 
> > If we did auto-start after connecting, the code would generally be of no 
> > use in other cases - that is, we couldn't use it to control multiplayer 
> > servers, since we would have no handling of the pre-start case.
> 
> Well, it might be a good idea to include a choice between multiplayer
> and singleplayer somewhere (probably in (3)), start the server at once
> if singleplayer is selected and display something like a dialog with
> "Waiting for players" and a "Start game" button...

I agree. You may also show "Other clients should be pointed to
host.network at port xxxx" in the multiplayer case.

        Raimar

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