Author Topic: JCloisterZone 3.1 (playonline/hostmode)  (Read 22516 times)

Offline farin

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JCloisterZone 3.1 (playonline/hostmode)
« on: January 03, 2015, 05:23:19 AM »
Hi

late Xmas are here.

First 3.1 alpha build:
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-1.zip
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-2.zip
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-3.zip
http://www.jcloisterzone.com/builds/JCloisterZone-3.1.0-beta1.zip

server keeps now created games only in memory, but it will be changed soon to be more robust
(my idea is that you can simply leave game and continue anytime later - so there will be implicit save)
also translations are missing

changelog:

play online feature - play through public webserver
tile rotation behavior changed - tile is rotated to first valid position
added play again button
show tunnel tokens supply in control panel
CornCicles ui - don't ask if there is not deployed any follower of that kind (if no player can perform any action)
click on tile in control panel triggers rotation
fix: if game folder is not writeable, system APPDATA dir (win) or ~/.jcloisterzone (unix) is used
fix: Cathars escape is not allowed for builder
fix: beep sound playback in Linux

Linkback: https://www.carcassonnecentral.com/community/index.php?topic=1399.0
« Last Edit: January 25, 2015, 03:38:49 AM by farin »

Offline quevy

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #1 on: January 03, 2015, 05:28:20 AM »
Thanks a lot farin for hard work.
I feel this immediately.
A knight is sworn to valour.
His heart knows only virtue.
His blade defends the helpless.
His might upholds the weak.
His word speaks only truth.
His wrath undoes the wicked.

 :white-meeple: My works.

Offline quevy

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #2 on: January 03, 2015, 06:37:27 AM »
I tried to connect to the server with two different computers, it works.
I created a game from any computer to see if they were visible on the other, they were visible.
I created a game by a computer and connected to it with each other and it was possible.
The game, however, it was not possible, on both computers was visible the tile initial but neither was enabled in the game.
« Last Edit: January 03, 2015, 06:56:25 AM by quevy »

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #3 on: January 03, 2015, 08:54:34 AM »
Sorry, golden rule - don't male this last time changes wthout proper testing :) Sorry, I will pack it again today,

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #4 on: January 03, 2015, 09:15:01 AM »
i am lame. Used second computer and made build from old revision.

this should be better http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-2.zip

Offline quevy

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #5 on: January 03, 2015, 09:56:35 AM »
Now it's ok. I did a test game with my wife and it worked :)  :(y)

Offline quevy

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #6 on: January 04, 2015, 03:15:09 AM »
I along with danisthirty we did a test game right now, only the base game, but everything worked perfectly, congratulations for the work Farin.

Offline danisthirty

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #7 on: January 04, 2015, 04:07:12 AM »
I along with danisthirty we did a test game right now, only the base game, but everything worked perfectly, congratulations for the work Farin.

Yes, thanks for the game quevy!  :)

Excellent work Farin, in my opinion this is a huge step in the right direction for JCloisterZone. It's probably stuff you've already thought about, but here are a couple of ideas I've had anyway:

1) Store individual game scores on the server, perhaps grouped by feature as it is on the game stats window at the end of the game (and possibly a facility to recall previously played games for others to watch?)
2) Rather than simply enter your name, it may be an idea to allow players to register a particular nickname with associated password. you can then start logging win/ loss ratio per user, or achievements or what not. Please don't let anyone else take danisthirty!

Clearly none of this is very important/ urgent but I thought I'd suggest it all the same...

PS - On a side note, do you intend to take part in the next tournament Farin? It'd be great to have you on board!

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #8 on: January 04, 2015, 11:55:07 AM »
danisthirty: That's exactly points on the list. I get idea to store result when I saw that every tournament player makes screenshot manually. There should be just web link to result page.
My focus is now on finishing and debuging basic functionality. This nice to have points are for future.

btw: I realized that in recent time I found pack size indicator confusing - initial idea was show number of tiles currently hidden in bag. But now I think that number of tiles that will be placed is would be more clear (it means 1 higher number during placement) Players are probably used to old value, but I trick even myself last time (thinking it was last but it wasn't :)


Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #9 on: January 05, 2015, 09:22:58 AM »
btw: I realized that in recent time I found pack size indicator confusing - initial idea was show number of tiles currently hidden in bag. But now I think that number of tiles that will be placed is would be more clear (it means 1 higher number during placement) Players are probably used to old value, but I trick even myself last time (thinking it was last but it wasn't :)
farin - good idea!

It is a little non-intuitive that there is one more piece to play when the counter is at zero!   :)
Robert Fielder
Brampton, Ontario, Canada  EST

Offline danisthirty

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #10 on: January 06, 2015, 01:46:09 AM »
It is a little non-intuitive that there is one more piece to play when the counter is at zero!   :)

I've always liked the way this works as it makes sense that the number in the top-right represents the number of tiles left to play. If it's 0 you know you're placing the last tile. But it's no big deal either way...

Offline danisthirty

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #11 on: January 11, 2015, 02:02:15 PM »
fain, is the online play mode (your hosted server) designed to work for more than 2 players?

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #12 on: January 11, 2015, 03:03:50 PM »
It designed for any number of players, but old server implementation was about proof of concept. I rather shut old server down today.

Now I deploying it to new server with production workers - so I hope it will be up in few days and
this new version will be right for load testing. It should not close connections and could handle couple of players.

Offline danisthirty

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #13 on: January 12, 2015, 02:38:45 AM »
Thanks. I look forward to finding out how this goes!  :)

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #14 on: January 15, 2015, 11:19:46 AM »
Hi guys. Online server is back, on new hosting. Now it's running with production setup, so any trouble with it should be considered as regular bug.


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