Mod detection

Mod detection

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Mod detection

Post by AF »

Ok, I'm now fiddling with my AI. It can tell if you're on OTA and fi you're arm or core. But it cant tell the difference between XTA and OTA or XTA and AA or OTA and AA.... Also having there been no release for TAWorld domination I havent a clue where to begin on there.

And I'm not sure what best todo for swta either.

The point of this si at the moment everything should work dynamically EXEPT the initial build order. It would also be useful at a later point when I expand upon the attack system.

So what should the initial build order for the commander be in swta & TAWD, and what test should I perform to distinguish between OTA/XTA/and AA, and something that isnt specific to a particular version of AA or XTA either.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

For SWTA use the 0.60 release of my version over on FU. That one still has some crashes though, so it may be best to wait until the next major release of Spring and the next SWTA version I'm working on...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, I guess I can release a public beta soon, anyone willing to upload it for me?

Attack has a copy of a recent version, so he could upload it or someone could message me on MSN, Yahoo, what have you.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Fnordia said something about a new mod info file thing for the next version, go badger him about it. :P
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

:idea:get the AI manager to look in the spring dir. if it see's OTA_Settings... it should assume its OTA if its not got any extra files it should asssume its XTA, and if it has a file called AA.txt in it it should assume its AA, would be pretty easy to do...i think...not like i can program or anything but that might help
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Sometimes people rename or recomrpess files min3mat
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

yeah but in the readme explicitly state that a txt file called AA.txt OTA.txt etc MUST be in the TASpring folder when playing single player otherwise the AI won't work properly, although few people read the readmes nowadays! XD
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Min3mat, if the AA.txt file was present yes maybe I could do that, but that doesnt mean AA is the mod being used, there may also be an OTA.txt or an XTA.txt.

And right now I think the source doesnt have that fully implemented so i need other ways of figuring out. It would also be useful if someone created a new mod based on OTA that it could still detect OTA traits and behave as if it where playing a normal game rather than simply saying there isnt any media installed.
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hrmph
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Joined: 12 May 2005, 20:08

.

Post by hrmph »

Can you just get the health of a single unit and compare it to a value to decide whether it is OTA or XTA?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Thats the sort of thign I'm thinking of.

Such as looking for a unit in AA thats always been there and has a particular aspect that hasnt changed. etc...

In other words something about a mods unit stats that has been the same throughout its history with spring.
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