[GroupAI] Dynamic background Music V3
Moderators: hoijui, Moderators
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- Posts: 250
- Joined: 22 Jul 2006, 19:58
Code: Select all
void CGroupAI::GiveCommand(Command* c){
}
I'm currently asking ppl to pm me in the lobby to help test builds with more data to fix the crash issue.
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- Posts: 250
- Joined: 22 Jul 2006, 19:58
Heres a replacement build for v2 to push it upto v3 without downloading the OTA soundtrack and all 28MB again.
http://spring.unknown-files.net/file/30 ... 2-3_patch/
http://spring.unknown-files.net/file/30 ... 2-3_patch/
It was mentioned in #main and I made it clear anybody using OTA based mods such as BA or CA and doesnt have the original game, is already breaking the law, regardless of wether they use the soundtrack or not.
Theres also question other wether Atari owns the IP of that soundtrack as it might have been assembled from existing sources.
Theres also question other wether Atari owns the IP of that soundtrack as it might have been assembled from existing sources.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Its not as easy as that.
When people were adding events to the skirmish AI itnerface here there and everywhere, nobody decided to give any to the groupAI interface.
As a result you onyl have the following events:
Init
Update
CommandGiven.
The latter is useless as it only does it for commands issued to that group, not the units within it or a unit in the game.
So basically Init and update. Theres no cheat interface, so how do we know if we're winning? well we could measure a decrease in enemies, but then is that because we're winning or because our scouter was blown up?
For the same reason tension is unfeasable.
Basically GroupAI is too limited for any more specific types of events. I'd wait for 0.75 and use lua to generate the music type then pass it to the groupAI however theres even a question fo wether lua <-> GroupAI is even a 2 way street instead of a one way street involving lua chatting and groupAI being mute. However I have one or two ideas regarding lua->groupAI communication should it be true that theres only groupAI->lua communication via IAICallback..
When people were adding events to the skirmish AI itnerface here there and everywhere, nobody decided to give any to the groupAI interface.
As a result you onyl have the following events:
Init
Update
CommandGiven.
The latter is useless as it only does it for commands issued to that group, not the units within it or a unit in the game.
So basically Init and update. Theres no cheat interface, so how do we know if we're winning? well we could measure a decrease in enemies, but then is that because we're winning or because our scouter was blown up?
For the same reason tension is unfeasable.
Basically GroupAI is too limited for any more specific types of events. I'd wait for 0.75 and use lua to generate the music type then pass it to the groupAI however theres even a question fo wether lua <-> GroupAI is even a 2 way street instead of a one way street involving lua chatting and groupAI being mute. However I have one or two ideas regarding lua->groupAI communication should it be true that theres only groupAI->lua communication via IAICallback..
Also there's nothing saying which songs go with which denomination.
Remember dont push for requests. I'm severely limited by groupAIs backwardness and I cant do fades because of MCI.not having a working volume control that doesn't just flip between very very quiet, mute and full volume. You're going to have to wait for a lua widget to decide the music type, which means v0.75 at the very least (although I do have an idea or two, but I also have a few other projects to get working on)
Remember dont push for requests. I'm severely limited by groupAIs backwardness and I cant do fades because of MCI.not having a working volume control that doesn't just flip between very very quiet, mute and full volume. You're going to have to wait for a lua widget to decide the music type, which means v0.75 at the very least (although I do have an idea or two, but I also have a few other projects to get working on)
Having said that, I've had soem thoughts.
If the AI measures at spaced intervals of say 10 seconds, the average damage/hitpoint ratio of all units and stores it then on the next interval, checks the old value against the new value, it might be able to determine loosing that way.
Or, counting units with no weapons and static emplacements, if theres a reduction then that might be considered loosing.
Tension could be increasing numbers of mobile attack units, aka mobile nonbuilders with weapons.
Battle would be a change in the total Health of all units in the negative direction. Battle would be the opposite.
That leaves only winning.
Suggestions? Thoughts?
In the mean time can somebody determine which of the OTA soundtracks belong to what categories.
If the AI measures at spaced intervals of say 10 seconds, the average damage/hitpoint ratio of all units and stores it then on the next interval, checks the old value against the new value, it might be able to determine loosing that way.
Or, counting units with no weapons and static emplacements, if theres a reduction then that might be considered loosing.
Tension could be increasing numbers of mobile attack units, aka mobile nonbuilders with weapons.
Battle would be a change in the total Health of all units in the negative direction. Battle would be the opposite.
That leaves only winning.
Suggestions? Thoughts?
In the mean time can somebody determine which of the OTA soundtracks belong to what categories.