base files here:
http://sourceforge.net/p/spring1944/cod ... ets/craig/
game/map-specific configs here:
http://sourceforge.net/p/spring1944/cod ... igs/craig/
Interestingly, it runs primarily unsynced gadget code. His comments from the commit where it was rewritten to run unsynced:
* Major technical change: the AI now runs as unsynced code.
- CPU usage due to the AI happens only on one client, instead of all.
- AI is actually susceptible to network lag now, unfortunately.
- Desync bugs like the one in v2 can not exist anymore.
- Architecture is more similar to GlobalAI. (AI DLLs)
- There is a clear piece of framework code for building unsynced LUA AIs.