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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 03:08 Post subject: |
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The problem with Ai's is that the file adding the ai's to the interface is empty
in lobby.lua
Code: |
local slotMenuData = {
open = {
host = {
'ailist',
-- 'open',
-- 'close',
'occupy',
}, |
later in lobby.lua we see this
Code: |
for index, key in slotMenuData[stateKey][hostKey] do
if key == 'ailist' then
local aitypes = import('/lua/modules/ui/lobby/aitypes.lua').aitypes
for aiindex, aidata in aitypes do
table.insert(keys, aidata.key)
table.insert(strings, aidata.name) |
So we can see it wants to pull the possible ai's which are
aiarchetype-balanced.lua
aiarchetype-easy.lua
aiarchetype-medium.lua
aiarchetype-rush.lua
aiarchetype-turtle.lua
but in aitypes.lua we see
Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Chris Blackwell
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
aitypes = {
} |
So it's empty and thats why no ai's show up on the interface we have to add references to the archetypes in this file before they will show up.
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Baleur
Posts: 2343
Location: South Sweden
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 03:17 Post subject: |
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Baleur wrote: | So epsilon, hamaschi?  |
I don't have the bandwith to run a server 
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[sYn]
[Moderator] Elitist
Posts: 8374
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Posted: Mon, 23rd Oct 2006 03:25 Post subject: |
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Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Chris Blackwell
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
aitypes = {
} |
The above is simply creating an array named aitypes, so I would assume that filling the array may solve the problem.. Although, I assume you tried that already.. There might be a need to add each file name to a variable, then add each variable to the array..
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 03:30 Post subject: |
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[sYn] wrote: | Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Chris Blackwell
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
aitypes = {
} |
The above is simply creating an array named aitypes, so I would assume that filling the array may solve the problem.. Although, I assume you tried that already.. There might be a need to add each file name to a variable, then add each variable to the array.. |
Aye did that, didn't work I think I have to define each ai and import it's file by path like ai-medium = import(/lua/modules/Ai/aiarchetype-medium.lua).medium or what?
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 23rd Oct 2006 03:31 Post subject: |
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I can create a server
Hamaschi network:
SupremeCommander
Password: nforce
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 03:34 Post subject: |
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Baleur wrote: | I can create a server
Hamaschi network:
SupremeCommander
Password: nforce |
Good show wait for mee 
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 23rd Oct 2006 04:00 Post subject: |
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Baleur
Posts: 2343
Location: South Sweden
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 06:23 Post subject: |
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Someone set an Irc chan up #SupremeCom-Beta obviously on Efnet, join it today or be stoned 
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 23rd Oct 2006 11:01 Post subject: |
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Great job, i would like to sandbox a little with no enemies but when i deselect my commander i cant select him again hehe
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Posted: Mon, 23rd Oct 2006 11:37 Post subject: |
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Ankh
Posts: 23342
Location: Trelleborg
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Ankh
Posts: 23342
Location: Trelleborg
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Posted: Mon, 23rd Oct 2006 11:53 Post subject: |
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Besides "direct connect" works fine too im told 
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 15:01 Post subject: |
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Ai's doesn't work, i'm having some trouble with that as I have to write a new script for it like so
Code: |
aitypes = {Easy, Medium, Rush, Turtle
local Easy = import('/lua/modules/AI/aiarchetype-easy.lua')
local Medium = import('/lua/modules/Ai/aiarchetype-medium.lua')
local Rush = import('/lua//modules/Ai/aiarchetype-rush.lua')
local Turtle = import('/lua/modules/Ai/aiarchetype-turtle.lua')
}
end |
The ai's exists it's just this reference file I have to rebuild, the thing is this doesn't work
so help would be greatly appreciated.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 15:55 Post subject: |
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Crap my Windows installation went bonkers just as I was about to test the new version I've made containing:
AI
Mod support
Skirmish
Now I have to reinstall the bloody thing before I can test it and possibly release 
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Teramos
Posts: 336
Location: Outer Limits
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Ankh
Posts: 23342
Location: Trelleborg
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Posted: Mon, 23rd Oct 2006 16:29 Post subject: |
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I just don't seem to get it. The beta needs a key right? So unless all you souls got a beta key, the above mentioned mod might do no good for you.
Unless ofc, the key is only needed for the online play with the beta, in which case unlocking skirmish and lan play can go around the problem easily. God bless for having VPN. So whats up with it now? Should i bother downloading the 1g client even though i do not have a beta key?
Im somewhat hesitant to try the beta anyway. I mean.. the game is scheduled for an early 2007 release, thats like 3+ months by now. There is a lot that can be done to the game in 3+ months, and with such an early beta, i fear one might get all the bugs, but only few of the good things.
Anyway. whats up with this beta now? Those who have tried it already: is it worth the time to download?
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$n@ke
Posts: 917
Location: the Netherlands
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Posted: Mon, 23rd Oct 2006 16:35 Post subject: |
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Had the same question as csebal.
Installabele without key?
Can i play sp sandbox mode with Epsilon's mod?
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 23rd Oct 2006 16:39 Post subject: |
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you only need a key to connect to it's multiplayer service. installation and sandbox works fine without a key. I didnt try LAN but that seems to work as well. it's of course interesting to check out this game as it's release is some time next year.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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$n@ke
Posts: 917
Location: the Netherlands
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Posted: Mon, 23rd Oct 2006 16:42 Post subject: |
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Surray wrote: | you only need a key to connect to it's multiplayer service. installation and sandbox works fine without a key. I didnt try LAN but that seems to work as well. it's of course interesting to check out this game as it's release is some time next year. |
1 faction playable?
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