
$ git diff --word-diff HEAD HEAD^ WEAPONS.dec
$ git difftool [--tool=<tool>] HEAD HEAD^ WEAPONS.dec
Gustavo6046 wrote:Oh, and another tip.
Using external modules instead of subclassing weapons, one does not need to replace all weapons ingame and break compatibility with other mods. That's why in ZetaBot I simply made a module system. It's a bit simpler, though sometimes a little bit tiresome (but I am working on a simple weapon class to counter that, to make the bulk easier to "transcribe").
TDRR wrote:1. Modules are harder to implement in a sensible way in DECORATE/ACS
2. Adding mod compatibility is just a matter of copy-pasting one line twice on each weapon
3. I still would break compatibility with many mods if i did use the module system
plus using modules would likely break spectating, which works fine as it is.
About the whole DIFF thing, yeah it didn't help at all, i still couldn't pin down the exact issue.
Gustavo6046 wrote:Did you know there was a bot of mine before the ZetaBot? It was also in DECORATE. It used to be called the DecoBot. It was discarded because DECORATE wasn't good enough.
You chose to use DECORATE. Pathing can't be done in DECORATE without serious targeting hacks that may potentially have the bot lose track of its target.
If you want to make serious DECORATE-compatible code, without it being too tiresome, you may want you take a look at my ZDCode. It is simple, clean, and compiles to DECORATE
(though you'll need Python 3 to use it, as I can't bundle self-containde Windows executables anymore, because I'm on Linux, etc)2. Adding mod compatibility is just a matter of copy-pasting one line twice on each weapon
Good point.3. I still would break compatibility with many mods if i did use the module system
I disagree. How so? The module system was designed so that a weapon is only picked up if it is the very same class as a module. Even subclasses are discarded, so there is no risk of a false positive. And I believe compatibility is better, since you don't need to subclass and replace existing weapons.plus using modules would likely break spectating, which works fine as it is.
Spectating is the least of issues.
Enjay wrote:I haven't had a chance to check with v8 yet but, in case you are interested, in a DM map with low gravity (set at 200 in MAPINFO), air control (0.25 in MAPINFO) and the opportunity to fall off high buildings:
it was my impression that these usually superior bots fared worse than the default Cajun bots. Not too surprisingly, the default bots don't do desperately well in an environment like this but the TDBots had even more -ve frags from falling into the Abyss than the stock Cajuns did. Also, they seemed less able to cope with the air control - their (usually) enhanced movement seemed to make them change directions quite frequently while not making as much forward progress as the Cajuns and, as a result, they seemed to travel slower when in the air and for shorter distances.
The map isn't currently in a form that is worth releasing (I made the map using a personal resource file and I will need to extract the relevant textures, DECORATE items, models etc to make it so).
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