Re: [warzone2100-dev] Template mod compatibility

2010-03-10 Thread DylanDog
There are not that many mods that work with 2.3 anyway. I'd estimate half of them are already adapted (NTW, Dydo). Perhaps it is easier to just fix the 1-2 mods that exist and are still not adapted? - Per FYI - as soon as I have some time I am going to update few warzone txt files by

Re: [warzone2100-dev] Template mod compatibility

2010-03-07 Thread Per Inge Mathisen
On Sun, Mar 7, 2010 at 7:21 AM, Guangcong Luo za...@wz2100.net wrote: Previously, the player column was something like 5 = available to human, and 1, 3, 4, 5, and 6 = available to AI. This is WELL DOCUMENTED [1], and is used this way in all Pumpkin code, old mods, new mods, etc. What's with

Re: [warzone2100-dev] Template mod compatibility

2010-03-07 Thread Guangcong Luo
On Sun, Mar 7, 2010 at 2:09 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: What's with the screaming all caps? It's for emphasis. I'd normally use italics/bold, but, y'know, ASCII medium. Since the above documentation was written at the same time as the faulty code I was fixing, I could

[warzone2100-dev] Template mod compatibility

2010-03-06 Thread Guangcong Luo
Hey, everyone! Per recently committed a template overhaul to trunk. It was very nice, and improved template loading significantly (though I think it may the cause of the new borg template bugs), but there's one thing I want to address: The changed `template.txt` format for mods. Previously, the

Re: [warzone2100-dev] Template mod compatibility

2010-03-06 Thread Kreuvf
Guangcong Luo wrote: I'm proposing another change that restores backwards-compatibility: rename the column to available_to_humans, and have 5 or YES be available to humans (and every template is available to AIs). Then, for new `template.txt`, the column would always be either YES or NO.