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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.
10/30/2010, 03:13
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#1
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[Guide] Adding a GUI
Requested by SilentKill.
Deleted by FuriousFang.
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10/30/2010, 03:58
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#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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10/30/2010, 09:38
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#3
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Pwnzor
I'm Wondering how you did transparent background
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10/30/2010, 09:42
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#4
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Quote:
Originally Posted by StefanHAKER
Pwnzor
I'm Wondering how you did transparent background
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I changed the window opacity to 90% in the World's properties.
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10/30/2010, 10:21
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#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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10/30/2010, 10:28
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#6
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Quote:
Originally Posted by SilentKill
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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I Will help you
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10/30/2010, 10:34
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#7
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ooo just noticed im going to need a timer to run the check ...
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10/30/2010, 10:35
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#8
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Quote:
Originally Posted by SilentKill
ooo just noticed im going to need a timer to run the check ...
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Add me anyway please.
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10/30/2010, 10:43
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#9
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Quote:
Originally Posted by SilentKill
ooo just noticed im going to need a timer to run the check ...
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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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10/30/2010, 11:00
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#10
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Quote:
Originally Posted by FuriousFang
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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yay got the playercount working wow i was makin that way harder then it was.. Cpu usage is also done..
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10/30/2010, 19:46
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#11
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Game and authport = 9958, 9959 lol.
Gameport = 5816
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10/30/2010, 20:08
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#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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10/30/2010, 20:37
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#13
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Quote:
Originally Posted by _DreadNought_
Game and authport = 9958, 9959 lol.
Gameport = 5816
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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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10/31/2010, 12:33
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#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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11/01/2010, 03:34
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#15
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Quote:
Originally Posted by Korvacs
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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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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