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Bygfoot Football Manager as Online Game
Posted: Tue Apr 26, 2005 1:10 am
by dylansmrjones
Well - I'm pretty active at hattrick.org and have some misgivings about the way it's running. Basically the license is way out of line. Basically, if the GMs thinks your are cheating, you'll be banned - pretty much without a chance to explain anything - even if you're not cheating. And it might be a 3 year old case which triggers it. And on top of that you're not allowed to tell anything to anybody. If you publish the mails from the GM's you will be banned again. And so on. And the whole process is extremely closed.
I DON'T LIKE THAT. I believe in openess, not just for code but in general.
So my idea is to create a competitor for hattrick. A FLOSS competitor with as much openess as possible. And a better tactical engine and smarter training as well.
Of course I cannot do that yet. I'm not good enough at C or C++ nor at PHP or Perl. But I think it would be great, so I'm willing to give it a try if anyone thinks the idea is good or at least not too bad.
/dylansmrjones
Posted: Tue Apr 26, 2005 6:33 am
by gyboth
there's been a discussion about bygfoot online multiplayer (see
this post; not online mp, though, rather network-based), but i've decided against that path. my network programming skills are simply not enough (since i don't have any
) to do it well.
i'm sorry to disappoint you but i can't help you with the programming part. however, should you ever find someone who'd like to do it (or if you try to do it yourself) you're most welcome to reuse any part of the
Bygfoot source code that helps you.
gyözö
Okay...
Posted: Tue Apr 26, 2005 2:35 pm
by dylansmrjones
I'll start reading the source to see what I can learn from it. My own networking skills aren't to great (if I have any that is
) - but PHP and Perl might be what I need. I'll start reading now.
However - I hope somebody else comes a long one day - but for now I can manage it myself. It's going to take some time no matter what
BTW: I'm working on a danish translation to
Bygfoot - just so you know
/dylansmrjones
Re: Okay...
Posted: Tue Apr 26, 2005 3:07 pm
by gyboth
dylansmrjones wrote:BTW: I'm working on a danish translation to
Bygfoot - just so you know
great to hear
though i must say that the 1.8 branch is somewhat outdated and won't have new features any more. the next version of the game will be 1.9.0 for which we'll need new translations, probably.
you could make a danish country definition for 1.9.0, that'd be even better
have a look at
this howto.
gyözö
Okay
Posted: Tue Apr 26, 2005 7:14 pm
by dylansmrjones
I'll just make two translations then
And a couple of country definitions as well. One 1.9.x and one for 1.8.1 (the one I'm currently using.)
Btw: Bygfoot rules... I really like the game - of so many reasons I wont bother you about all the reasons. But I really like it, and I'm looking forward to 1.9.x and 2.6.x and 7.4.x and .... you get the picture, right
/dylansmrjones
Re: Okay
Posted: Tue Apr 26, 2005 8:23 pm
by gyboth
dylansmrjones wrote:I'll just make two translations then
And a couple of country definitions as well. One 1.9.x and one for 1.8.1 (the one I'm currently using.)
great! though i've got to warn you, there won't be more than 1 or 2 1.8 releases, so maybe it's not really worth making a definition for the 1.8 branch. perhaps it'll be good to make one for 1.9 and if you've still got the energy, you can make one for 1.8.
or maybe you're good at making icons? 1.9 still needs a lot of icons, and the "official" icon-maker is rather busy lately
Btw: Bygfoot rules... I really like the game - of so many reasons I wont bother you about all the reasons. But I really like it, and I'm looking forward to 1.9.x and 2.6.x and 7.4.x and .... you get the picture, right
thanks
btw, if you'd like to have a look at the 1.9 branch, you can do a cvs checkout using the
bygfoot-update script (also shipped with 1.8.1).
gyözö
Posted: Thu Jun 23, 2005 1:15 pm
by Lomion
Changing a single player game into a multi-player online game is not an easy thing to do. You have to define a protocol, design a server, find a place to run the server. The easiest way is the reverse way: design the game as multiplayer from scratch and implement bots that allow anyone to play alone against one or several AIs. I don't know the Bygfoot code well enough to tell if it is possible to make an online Bygfoot.
Posted: Thu Jun 23, 2005 4:05 pm
by gyboth
Lomion wrote:I don't know the Bygfoot code well enough to tell if it is possible to make an online Bygfoot.
there's been a discussion about it here:
http://bygfoot.sourceforge.net/forum/vi ... highlight=
eventually i decided against server/client multiplayer. i still think it was the right decision because i'm fairly convinced that the concept of football manager games isn't well suited for online multiplayer (unless you're very patient).
gyözö