Posted: 18 Apr 2006, 23:41
Okay, got a new version again, 1.13. I spent a lot of time trying out that MFC threading and getting frustrated before giving up on that. I also cut the max number of buffered commands from eight to four, although some commands aren't buffered at all.
@ignesandross: Feel free to test however you like. If you have any questions, send me a message or email.
About the D-Gun commands, I'm going to have to just ignore the 2nd, 3rd, etc. attackers until the commander has set off a d-gun shot, only the system never says when a shot is given off, so it's hard to tell.
I'm also going to have to crack down on a lot of these little bugs, especially the one where a unit is started and abandoned immediately, it can cause an Adv. Builder to have a mex demolished, and then never replace it!
I'm moving to a more object-oriented approach, and get the code moved into CUnit objects so that units are directly told what to do, instead of the huge amount of code I currently have in the GlobalAI.cpp file. Hopefully, I should be able to get everything cleaned up so that OTAI won't have so many problems.
@ignesandross: Feel free to test however you like. If you have any questions, send me a message or email.
About the D-Gun commands, I'm going to have to just ignore the 2nd, 3rd, etc. attackers until the commander has set off a d-gun shot, only the system never says when a shot is given off, so it's hard to tell.
I'm also going to have to crack down on a lot of these little bugs, especially the one where a unit is started and abandoned immediately, it can cause an Adv. Builder to have a mex demolished, and then never replace it!
I'm moving to a more object-oriented approach, and get the code moved into CUnit objects so that units are directly told what to do, instead of the huge amount of code I currently have in the GlobalAI.cpp file. Hopefully, I should be able to get everything cleaned up so that OTAI won't have so many problems.