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by UrbanVoyeur
25 Dec 2007, 16:35
Forum: Development
Topic: Compile guide for MSVC 2005
Replies: 12
Views: 2564

Re: Compile guide for MSVC 2005

DevUrandom wrote: My crosscompile package uses these versions currently:libintl is a part of gettext.
Thanks. My packages from GnuWin32 are way out of date. I will get/build more up to date versions.
by UrbanVoyeur
25 Dec 2007, 05:35
Forum: Development
Topic: Compile guide for MSVC 2005
Replies: 12
Views: 2564

Re: Compile guide for MSVC 2005

Did you get it to compile? Yes. (though I'm not the original poster) I included all the packages you mentioned and the versions, and rev 3173 does compile in MSVC 2005. However I get an unhandled exception in clparse.c  when it makes a call to one of the popt functions.  /* loop through command lin...
by UrbanVoyeur
09 Jun 2007, 19:05
Forum: Development
Topic: aivolution
Replies: 5
Views: 1685

Re: aivolution

i have been asked if there is a stand alone version of the aivolution AI....  if not how does one go about getting it - and installing it?? ;D You can get it here: http://svn.gna.org/viewcvs/warzone/trunk/data/multiplay/skirmish/customai/aivolution/ There's a readme and installation instructions on...
by UrbanVoyeur
31 May 2007, 05:29
Forum: Development
Topic: aivolution
Replies: 5
Views: 1685

aivolution

Tried the "aivolution" AI upgrade mod in the svn. It's more aggressive than the regular and plain english commands for "help" are great. A couple of things i noticed - it seems to be under-utilizing aircraft.  - at some point the AI's stop additional research, and leave many key technologies undone ...
by UrbanVoyeur
26 May 2007, 16:39
Forum: Bug reporting
Topic: Missing hex-menu on saved game load (campaign), crash soon afterwards
Replies: 9
Views: 10505

Re: Missing hex-menu on saved game load (campaign), crash soon afterwards

PPPS: The issue with missing Hex-Menu (on first load) and missing energy-bar (on any campaign savegameload) remains. I've seen the missing energy bar on loading games saved under previous trunk versions for some time (since 127x), plus a boatload of other crashes,  but I assumed it was because of c...
by UrbanVoyeur
26 May 2007, 14:56
Forum: Other Talk
Topic: Compatable with Windows XP?
Replies: 25
Views: 4296

Re: Compatable with Windows XP?

Giel wrote: Ah you intend to make it a separate application altogether? That could work. I wouldn't want to integrate it into WZ itself however.
I think WZ starter used to do this.
by UrbanVoyeur
25 May 2007, 04:46
Forum: Development
Topic: AI blocking itself and what happen with flying trucks?
Replies: 12
Views: 3916

Re: AI blocking itself and what happen with flying trucks?

lav_coyote25 wrote: ...i just try and build maps that the ai can use to kick everyones butt.... ;D
Omnius, the machine evermind thanks you for your support. :)
by UrbanVoyeur
25 May 2007, 04:20
Forum: Development
Topic: AI blocking itself and what happen with flying trucks?
Replies: 12
Views: 3916

Re: AI blocking itself and what happen with flying trucks?

all i know is you have to keep gateways completely away from base entrances - or the ai WILL!!!!!! lock itself in.  not might but WILL!!!!. that and the ai placing structures on bridge type or driveway type areas.... again if the driveway is not wide enuff :ie: 3 to 5 squares - you will notice the ...
by UrbanVoyeur
24 May 2007, 22:45
Forum: Development
Topic: AI blocking itself and what happen with flying trucks?
Replies: 12
Views: 3916

Re: AI blocking itself and what happen with flying trucks?

Pathfinding was never changed and scripted AI has no access to the pathfinding. Interesting - was it building spacing? formations? better spacing of attacks and staging areas? The other advanced AI's in some of the older scripts almost never encountered bottlenecks, unlike the current AI. Of course...
by UrbanVoyeur
24 May 2007, 13:04
Forum: Development
Topic: AI blocking itself and what happen with flying trucks?
Replies: 12
Views: 3916

Re: AI blocking itself and what happen with flying trucks?

as for the ai getting stuck in its base.... that is the fault of the map maker... see the section in the world editor... here I don't entirely agree. Some of the old AI mods had better pathfinding code that prevented these bottlenecks. At some point, the several AI issues  -  pathfinding, formation...
by UrbanVoyeur
23 May 2007, 12:57
Forum: Other Talk
Topic: Building limits
Replies: 18
Views: 5361

Re: Building limits

the makewdg.exe came with the original editworld...  which can be found on the warzone2100.de site here... this particular editor does NOT work with any of the new releases... the beta 32 bit world editor can be found ( i think) in the downloads section on this site.  and it DOES work with the new ...
by UrbanVoyeur
22 May 2007, 21:08
Forum: Other Talk
Topic: Building limits
Replies: 18
Views: 5361

Re: Building limits

I've got it from the original source release of WZ. I'm not sure what "WZCK_v20_Final_source" is supposed to be. See makewdg.c Erm, I think you're mixing things up with PieSlicer, which is something quite different. It was the Warzone Customizer Kit v2.0. There's VB code in there for MakeWDG, but I...
by UrbanVoyeur
22 May 2007, 14:33
Forum: Other Talk
Topic: Building limits
Replies: 18
Views: 5361

Re: Building limits

As for pumpkin's makewdg, I've got the source code, but it's a real pain in the arse to compile (i.e. I haven't succeeded at that yet). Do you mean the "WZCK_v20_Final_source" Do you have VB 6.0? I've been able to compile it under VB 6, but it has some issues that need cleaning up before it can com...
by UrbanVoyeur
20 May 2007, 14:11
Forum: Development
Topic: OK!!! here we go again!!!!
Replies: 18
Views: 3306

Re: OK!!! here we go again!!!!

added giel's comments to the wiki.
by UrbanVoyeur
20 May 2007, 07:26
Forum: Development
Topic: OK!!! here we go again!!!!
Replies: 18
Views: 3306

Re: OK!!! here we go again!!!!

Ok - i added it to the wiki here: http://wz2100.net/wiki/development:codi ... d_branches

Thanks for the clarification, though I should have read some other threads and saved you trouble..