View topic - ValidAIs.lua



All times are UTC + 1 hour


Post new topic Reply to topic  [ 88 posts ]  Go to page Previous  1, 2, 3, 4, 5
Author Message
 Post subject: Re: ValidAIs.lua
PostPosted: 20 Jul 2012, 21:11 
Spring Developer

Joined: 31 May 2009, 23:08
i personally think it should be up to the game-devs to have an up-to date ValidAIs.lua... fetching this information from an ai imo is much more complicated. also there should be some setting to use all ais in the lobby and ignore that file.

(added my thoughts to the feature request: http://springrts.com/mantis/view.php?id=2923)


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 20 Jul 2012, 21:50 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I am fine with this.


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 24 Jul 2012, 11:11 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
I've added my own suggestion, basically extends what Abma proposes with a validgames.lua that provides a default for if validAIs.lua doesn't mention anything. That way I can still add support for games with no maintainer or mid-release cycle, but a game dev can still say No as validAIs.lua has the final say


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 24 Jul 2012, 22:09 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
if validAIs.lua has the final say, and doesn't include your AI, how does validGames.lua help you?

edit: nvm skimread and missed 'deafult if validais doesn't provide anything'

That seems to assume validAIs includes a blacklist as well as whitelist?


Last edited by FLOZi on 24 Jul 2012, 22:45, edited 1 time in total.

Top
 Online Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 24 Jul 2012, 22:42 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Validai for a dated project can be covered with a mutator. That is of course presuming the project still works.


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 27 Jul 2012, 17:08 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
@Flozi yeah, a blacklist would also save the game dev the testing hassle. By default if an AI is not mentioned in the game, and the AI makes no attempt to declare support, then no support of any kind should be assumed.

Indeed, but for bleeding edge "Smoth hasn't woken up yet" or "I have 100 mutators because AF was rather prolific one week", it lets AI devs iterate fast.

Mutators and validGames.lua are a more permanent thing since releasing and installing a new game then distributing it amongst all players is more hassle than me pressing rebuild and hosting a game.

Mutators also induce coupling. My AI now has a proto-game to go with it, though that could be useful in its own right on some occasions


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 27 Jul 2012, 18:44 
Kernel Panic Co-Developer
User avatar

Joined: 16 Nov 2004, 13:08
ValidAIs.lua is mainly intented to prevent newb from accidentally adding non-working AI.

I wouldn't want extra complication and multiple files of conflicting shades of grey for cases that don't even happen.

Also, if you're devving, you probably know how to unpack mods and edit configs


Top
 Offline Profile  
 
 Post subject: Re: ValidAIs.lua
PostPosted: 27 Jul 2012, 19:11 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
zwzsg wrote:
ValidAIs.lua is mainly intented to prevent newb from accidentally adding non-working AI.

I wouldn't want extra complication and multiple files of conflicting shades of grey for cases that don't even happen.

Also, if you're devving, you probably know how to unpack mods and edit configs



If you're a content dev you need only ever concern yourself with validAIs.lua, validGames.lua is an AI developer thing, and I'd much prefer to have a flag in settings saying "ignore both on this machine"


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 88 posts ]  Go to page Previous  1, 2, 3, 4, 5

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.