2009/5/27 bugs buggy buginato...@gmail.com:
That is why we should revert, and fix this error another way, like I
explained before.
Do you have a good way of fixing the error? If you do, I welcome it.
Otherwise, I think this bugfix is more important than skirmish
savegame compatibility (campaign
On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote:
Another idea - when the script loader breaks like it does here, just
restart the AIs?
Won't work for campaign scripts.
- Per
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On Thursday, 28 May 2009 at 2:31, Zarel wrote:
Do you have a good way of fixing the error? If you do, I welcome it.
[Wed May 27 2009] [20:27:10] cybersphinx Hm. Making the truck template
unchangeable (perhaps for player 0 only) should fix it as well, without
compatibility problems.
[Wed
On Thursday, 28 May 2009 at 11:35, Per Inge Mathisen wrote:
On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote:
Another idea - when the script loader breaks like it does here, just
restart the AIs?
Won't work for campaign scripts.
Special case for skirmish?
2009/5/28 Per Inge Mathisen per.mathi...@gmail.com:
Won't work for campaign scripts.
Campaign scripts aren't broken, so that's not an issue. :P Besides,
skirmish AI changes a lot more than campaign AI does.
-Zarel
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On 5/28/09, Zarel zarelxx...@gmail.com wrote:
2009/5/27 bugs buggy buginatxx...@gmail.com:
That is why we should revert, and fix this error another way, like I
explained before.
Do you have a good way of fixing the error? If you do, I welcome it.
Otherwise, I think this bugfix is more
2009/5/28 bugs buggy buginato...@gmail.com:
I still don't think you understand the issue, if we have 2 members for
each struct, x1=10, x2=20, y1=5, y2 = 6, then it is fine.
If one of the structs now has 3 entries, it doesn't match the data, so
the first struct will now have 10,20,5 and the
2009/5/28 Zarel zare...@gmail.com:
...why? I am indeed suggesting that we reset all values, and I don't
see why the savegame would be affected. Remember, this is in skirmish,
not campaign. The worst that happens is that the AI is disoriented for
a few seconds while it recounts its units and
On Wednesday, 27 May 2009 at 8:14, Per Inge Mathisen wrote:
Due to a small change in scripts that change the behaviour that the AI
copied whatever truck the human player had, skirmish savegames (only)
are incompatible between rc1 and upcoming rc2. Should we revert the
change or let it be?
Hi all,
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's
possible,
but savegame compatibility is important (esp. for campaign, which
doesn't seem
affected - this time).
If campaign still works then leave it. That is the most important.
Regards, Freddie.
PGP.sig
On 5/27/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Due to a small change in scripts that change the behaviour that the AI
copied whatever truck the human player had, skirmish savegames (only)
are incompatible between rc1 and upcoming rc2. Should we revert the
change or let it be?
On 5/27/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Due to a small change in scripts that change the behaviour that the AI
copied whatever truck the human player had, skirmish savegames (only)
are incompatible between rc1 and upcoming rc2. Should we revert the
change or let it be?
2009/5/27 Christian Ohm chr@gmx.net:
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible,
but savegame compatibility is important (esp. for campaign, which doesn't seem
affected - this time).
Wouldn't it just be a matter of suppressing this error?
error
On 5/28/09, Zarel zare...@gmail.com wrote:
2009/5/27 Christian Ohm chr@gmx.net:
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible,
but savegame compatibility is important (esp. for campaign, which doesn't
seem
affected - this time).
Wouldn't it just be
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