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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