Author |
Message |
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
RTE ABORTED wrote: Something went wrong reading the line; make sure it is providing the expected type in UnmappedLands.rte/Weapons/DummyAPRL.ini at line 272! DummyAPRL.ini wrote: AddAmmo = AEmitter PresetName = DAP rocket LifeTime = -1 <<<<<<<<<<<<<<<<< Not Mac version friendly. There are a few instances of this, but setting them to a few digits of nines fixes it.
|
Mon Jul 19, 2010 9:36 am |
|
|
Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
PhantomAGN wrote: RTE ABORTED wrote: Something went wrong reading the line; make sure it is providing the expected type in UnmappedLands.rte/Weapons/DummyAPRL.ini at line 272! DummyAPRL.ini wrote: AddAmmo = AEmitter PresetName = DAP rocket LifeTime = -1 <<<<<<<<<<<<<<<<< Not Mac version friendly. There are a few instances of this, but setting them to a few digits of nines fixes it. Yeah, I said that earlier; if it's a problem again, that means they probably ignored me.
|
Mon Jul 19, 2010 11:55 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Looking back at the file, I apparently missed a few instances. Eh, have a patch for future mac users, it will be incorporated into the next update as soon as I make my current copy stable for use. I've used awesomeness's fix, just to prevent me missing anything.
Attachments:
File comment: Won't hurt if your not on a mac.
patch.zip [2.81 KiB]
Downloaded 236 times
|
Mon Jul 19, 2010 7:09 pm |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Fighting as Dummies, I happened upon a coalition boss that stood out oddly. The timing of the shot was slow, and by the time I got the image the turret had already committed regicide.
|
Thu Jul 22, 2010 5:55 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Huh. Probably a preset name not included by the brain replace function. Have you seen this bug with any other factions besides dummy?
|
Thu Jul 22, 2010 6:14 am |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Only seen this with dummies. I "beat" the game as Coalition and have played Ronin without issues. I think the same thing happened with another coalition brain, but I cannot remember.
Oh, and I think you should tack on the Smart Brain to make the AI less retarded in defense.
|
Thu Jul 22, 2010 7:15 am |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
mail2345 wrote: Huh. Probably a preset name not included by the brain replace function. Have you seen this bug with any other factions besides dummy? It happened while playing as Ronin on that same mission. I came to the same room as Dafred Commander only to see there is a another Dafred Commander there waiting to be killed. Could you please reduce the aim distance of the ronin commander? Because every time I turn around as him, the screen shifts so fasts that its just plain annoying to play as the commander. Btw the latest version on OP has someones game already running. When I downloaded it and ran it, I was suddenly in the middle of a Ronin vs Coalition game on Turn 6.
|
Thu Jul 22, 2010 10:31 am |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Found it:
Attack04.lua:107
local aibrain = CF_SpawnBrain(CF_CPUTeam , nil , CF_PlayerFaction , Actor.AIMODE_SENTRY);
UPD:
Now I wonder why my brain dies with disabled foreign check for no reason as soon as attack04 starts.
UPD2:
Found out why and I really don't get it:
if ironman then playerischeater = true; end ironman = true; ... if playerischeater then for actor in MovableMan.Actors do if actor:IsInGroup("Brains") and actor.Team == 0 then actor.Health = 0; end end end
|
Thu Jul 22, 2010 7:07 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
That's to prevent cheaters from doing ctrl-r if they loose. Course it makes deving a bit harder. Both of those variables are set to false when the strat screen launches the mission.
|
Thu Jul 22, 2010 7:58 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
numgun: Refreshed OP with clean game mail2345: Cool But variable name is weird...
|
Thu Jul 22, 2010 8:06 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
ironman comes from the option in SMAC that disabled save scumming.
|
Thu Jul 22, 2010 9:24 pm |
|
|
Solus
Joined: Wed Jul 21, 2010 4:58 am Posts: 12
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
I have seen the Ronin commander used for attacking the coalition levels. I was the ronin when I played.
|
Fri Jul 23, 2010 12:05 am |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
I find that variable naming hilarious, but the function is also pretty annoying. I find myself needing to restart or skip past missions that have gotten tedious, especially in the zombie-nullification mission. Is there a simple way to skip just one mission?
|
Fri Jul 23, 2010 12:08 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Code: CF_CommitVictory(CF_ReadConfigFile("UnmappedLands.rte", "current.dat"), "UnmappedLands.rte", "current.dat");ActivityMan:GetActivity().WinnerTeam = CF_PlayerTeam;ActivityMan:EndActivity(); For some reason ingame it says you lost, but strat screen processes a win. Also to disable the anticheat for one round Code: ironman = false;playerischeater = false I'll add in a global variable that disables the ironman check and any other anti-cheater checks that might get in the way of debugging.
|
Fri Jul 23, 2010 2:04 am |
|
|
Zuriki
Joined: Wed Feb 11, 2009 11:01 pm Posts: 28
|
Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Ronin are impossible. There are no Ronin ships so they gib and kill all the troops. What's the point in that.
|
Fri Jul 23, 2010 8:27 am |
|
|
|