Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
> On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:
> > Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
> >> On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
> >> > Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
> >> >> > My idea to this would be to let Make generate the redundant files.
> >> >> >
> >> >> > Thus the question:
> >> >> > What are the differences between the different player files?
> >> >> >
> >> >> > I'll then try to find out if and how Make can create that.
> >> >> >
> >> >> > --Dennis
> >> >>
> >> >> Slo file are identical, for now.
> >> >>
> >> >> Vlo files have 2 differences:
> >> >> On the first line:
> >> >>
> >> >> script "playerX.slo"
> >> >>
> >> >> X is AI slot (player) number, 0-based.
> >> >>
> >> >> And 4th line:
> >> >>
> >> >> player          INT     X
> >> >>
> >> >> where X is again the player number, identical to the first X at the
> >> >> first line.
> >> >
> >> > Did that for the autotools build. Raw Makefiles, XCode and MSVC need
> >> > to get their rules, too, if they want to autogenerate the files, too.
> >>
> >> It simplifies things when compiling wz, but it is still inconvenient
> >> when working with Aivolution, too many steps are necessary to convert
> >> player0.slo and player0.vlo into the input that autotools expects right
> >> now. Being able to just drag-and-drop player0.slo and player0.vlo
> >> without caring about anything else would have been easier. Can the
> >> automake file be adapted for this?
> >
> > Too many steps?
>
> I obviously have to use player0.slo and player0.vlo file when testing
> Aivolution:
>
> Step 1: copy player0.slo and player0.vlo files into mod folder
> Step 2: Replace 0 with X in player0.slo
> Step 3: Add .in exntention to playerX.slo
> Step 4: Replace 0 with X in player0.vlo
> Step 5: Add .in exntention to playerX.vlo
> Step 6: open playerX.slo.in for editing
> Step 7: replace script "player0.slo" with script "playerX.slo"
> Step 8: replace "player INT 0" with "player INT X"
I would propose doing it differently:

1: Do some fun editing in playerX.slo.in
2: Run make
3: Have fun

I guess there must be some reason why this is impossible... Why?

--Dennis

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