What makes a 2.3.x mod incompatible with master builds?

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Arreon
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What makes a 2.3.x mod incompatible with master builds?

Post by Arreon »

There are tons of mods that I'd like to try, but they're only compatible with 2.3.8. The problem is that I like master builds much better for at least one reason. In the master builds, turrets and artillery don't focus on one target anymore. They spread across multiple targets and fire more efficiently. I can't tell you how much fun I've had shelling an enemy base from a distance :3 .

But sadly, that's only on master builds. :annoyed:

I honestly don't know why it's so hard for someone to release a patch with master's targeting system, or even just point me to the code that controls it. I've asked around many times, but I don't get an answer, unless you count the condescending answers I get from a dev sometimes :annoyed: .

I would in all honesty do the work myself if I knew how to, but I've never studied programming languages before and the best I can do is change variables and copy and paste. I can't even make a playable mod without problems, unless it's in an open folder. (Zarel knows what I'm talking about :P )

In case you're wondering how would I be able to change the code if I don't even know how to effectively change the code and make it work, I want to see it so I can compare it with the targeting system code on 2.3.8.

So far, I don't see any sign that it's being worked on for 2.3.9, and I get the feeling it's either on the back-burner, or not enough people really care about it. I'll bet that most players on 2.3.8 don't even know that this improved targeting system exists on the master builds, but it solves that annoying problem with *everything* attacking one enemy at a time and wasting a whole lot of ammo.

But here's the question I ask right now: what makes a mod from 2.3.8 incompatible with master builds? I've found a couple things already while searching through the .txt files. The top line, where all the category names are are differently labeled in the two versions. Also, in master, you can actually select AIs in the menu. Also, if you try and run an old AI on master, you'll get a crash with something like a MAX_PLAYERS error. It's because of the two extra player slots in master builds. Also, scavengers can be played on at least 1-9 player maps in master.

These are some of the differences I found that make the two versions incompatible with each other when it comes to mods, but I think there's a lot more than just what I have here.
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medusa
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Re: What makes a 2.3.x mod incompatible with master builds?

Post by medusa »

condescending answers is what they do best. :roll:
cybersphinx
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Re: What makes a 2.3.x mod incompatible with master builds?

Post by cybersphinx »

Arreon wrote:I honestly don't know why it's so hard for someone to release a patch with master's targeting system,
Lack of time / interest, see below.
or even just point me to the code that controls it. I've asked around many times, but I don't get an answer
We don't all read every forum post, and at least in my case, when I lack the time to answer immediately I often forget about it later.
In case you're wondering how would I be able to change the code if I don't even know how to effectively change the code and make it work, I want to see it so I can compare it with the targeting system code on 2.3.8.
Have a look at https://github.com/Warzone2100/warzone2 ... c9a7d539cc and https://github.com/Warzone2100/warzone2 ... bd3ce98b04 then (the patches from #1350 seem lost, but probably the newest are applied anyway - it mentions balancing though as a reason to not apply it to 2.3 as well). Not sure if there were relevant changes later, you'd have to look through the commit logs for the affected files for that.
So far, I don't see any sign that it's being worked on for 2.3.9, and I get the feeling it's either on the back-burner, or not enough people really care about it.
Right. As far as us "official" developers are concerned, 2.3 is in low-effort mode, since getting master into shape takes enough time as it is.
But here's the question I ask right now: what makes a mod from 2.3.8 incompatible with master builds?
The general answer: master changes (and 2.3 doesn't to not break compatibility). As for the specifics, someone else would have to answer that. And I guess someone should write some documentation about the changes.
medusa wrote:condescending answers is what they do best. :roll:
Actually, that's ruining grate games.
We want information... information... information.
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Re: What makes a 2.3.x mod incompatible with master builds?

Post by medusa »

cybersphinx wrote:
medusa wrote:condescending answers is what they do best. :roll:
Actually, that's ruining grate games.
Image :lol2:
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Arreon
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Re: What makes a 2.3.x mod incompatible with master builds?

Post by Arreon »

I thought of an idea after reading the code:

If both a direct fire and indirect weapon can kill or “doom” an AI object, direct fire weapons should take priority and stop all indirect fire on that AI object. That would theoretically solve a lot of the artillery-based self-damage when a really fast unit comes too close to a base.

Also, even though I have no idea of how to program anything or write scripts, they actually kinda make sense in some areas.
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