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[Guide] Adding a GUI

Discussion on [Guide] Adding a GUI within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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[Guide] Adding a GUI

Requested by SilentKill.
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Old 10/30/2010, 03:58   #2
 
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I had the right idea i totally forgot about the change in properties though..
mine was still in console so that explains why it was running both of them..
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Old 10/30/2010, 09:38   #3
 
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I'm Wondering how you did transparent background
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Old 10/30/2010, 09:42   #4
 
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Pwnzor
I'm Wondering how you did transparent background
I changed the window opacity to 90% in the World's properties.
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Old 10/30/2010, 10:21   #5
 
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for the love of *** i cannot figure out how to do the player count..

label_players_online.Text = ServerBase.Kernel.GamePool.Count.ToString();

doesnt seam to work like i was hoppin it would..
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Old 10/30/2010, 10:28   #6
 
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for the love of *** i cannot figure out how to do the player count..

label_players_online.Text = ServerBase.Kernel.GamePool.Count().ToString;

doesnt seam to work like i was hoppin it would..
I Will help you
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Old 10/30/2010, 10:34   #7
 
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ooo just noticed im going to need a timer to run the check ...
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Old 10/30/2010, 10:35   #8
 
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ooo just noticed im going to need a timer to run the check ...
Add me anyway please.
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Old 10/30/2010, 10:43   #9
 
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Originally Posted by SilentKill View Post
ooo just noticed im going to need a timer to run the check ...
Yeah. Check out the update region. You'll learn everything you need there. Everything that updates per second is located there (including CPU management *hint*). CPU management is a good idea to have in your GUI! =]

Good luck!
Sincerely,
Fang
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Old 10/30/2010, 11:00   #10
 
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Smile

Quote:
Originally Posted by FuriousFang View Post
Yeah. Check out the update region. You'll learn everything you need there. Everything that updates per second is located there (including CPU management *hint*). CPU management is a good idea to have in your GUI! =]

Good luck!
Sincerely,
Fang
yay got the playercount working wow i was makin that way harder then it was.. Cpu usage is also done..
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Old 10/30/2010, 19:46   #11
 
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Game and authport = 9958, 9959 lol.

Gameport = 5816
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Old 10/30/2010, 20:08   #12
 
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I dont know why i did an attachment I should of just did a [img][/img]
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Old 10/30/2010, 20:37   #13
 
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Originally Posted by _DreadNought_ View Post
Game and authport = 9958, 9959 lol.

Gameport = 5816
9958 works fine on my server. Lol
It's whatever port you want really as long as you put it correctly in Server.dat. It's easier to remember when it's just minus one of the auth port. More organized looking when port forwarding too =P
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Old 10/31/2010, 12:33   #14


 
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I should point out GUI's are not the best option for running a server, their threading style is different which makes them significantly less efficient.

A better way to do this would be to have it use a console, but hide the console so that it cant be visible and then on a separate thread start your GUI, that way the GUI's threading doesnt mess up the rest of the server.

This isnt hard to achieve the open source project has a semi finished map viewing dialog which is loaded from the console with a command currently.
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Old 11/01/2010, 03:34   #15
 
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Originally Posted by Korvacs View Post
I should point out GUI's are not the best option for running a server, their threading style is different which makes them significantly less efficient.

A better way to do this would be to have it use a console, but hide the console so that it cant be visible and then on a separate thread start your GUI, that way the GUI's threading doesnt mess up the rest of the server.

This isnt hard to achieve the open source project has a semi finished map viewing dialog which is loaded from the console with a command currently.
Guess that means i gota try to find out how to keep it in console and just be able to hide it then..
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