AI doesn't follow the limits #1236
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Per commented They do. Not enough info to work on. Closing since anonymous. |
Buginator commented Replying to Warzone2100/old-trac-import#1236 (comment:1):
http://forums.wz2100.net/viewtopic.php?f=10&t=4306 Fixing that now... |
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Buginator commented (In [8713]) Actually set the limits if people don't set them. fixes ticket #1236 |
Buginator commented (In [8741]) frontport [8713] "Actually set the limits if people don't set them. fixes ticket #1236" |
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i-NoD commented This is an overkill solution IMO. As you might guess the limits were set before without using limiter and all its drawbacks. There was a discussion somewhere on the forums about this problem already... If i'm not mistaken '2.3\data\base\multiplay\skirmish\rules.slo' file contains the default values which are overridden by limiter value. This issue should be solved simply by syncing values between rules.slo and multilim.slo. |
i-NoD uploaded file |
i-NoD commented I still think that such use isn't appropriate for limiter. Beside, using limiter adds a few seconds to load time, especially in trunk with all textures uploaded twice just to default some structure... This patch works for skirmish, but i can't test it in multiplayer :( |
Buginator commented Replying to Warzone2100/old-trac-import#1236 (comment:6):
Hmm, I thought that the limits never worked for anything before svn/2.3. In any case, will try this patch soon, but I still believe that the resetDataHash() is needed, and why did you comment out the LasSat stuff? |
i-NoD commented Replying to Warzone2100/old-trac-import#1236 (comment:7):
From what I know there are two limiting methods: a)through limiter screen, b)defaults through skirmish rules. Defaults don't apply (it's done through some sneaky script after the actual match has started) if there is already a limiter set. And I think defaults aren't sent through net along with other options (unlike the limiter data), as they are applied locally...
Laser Satellite default value is hard-coded, so it can be omitted. This can be verified easily: start default game, cheat one lastsat, but you can't cheat second. |
Buginator commented Replying to Warzone2100/old-trac-import#1236 (comment:8):
I guess it would be a MP game, since people were saying that if you don't enter the limiter screen, then everything was unlimited.
The host's defaults / whatever they set are sent in sendOptions(), check the code after this comment //Send the number of structure limits to expect
Ahh, ok, makes sense. :) |
i-NoD commented Replying to Warzone2100/old-trac-import#1236 (comment:9):
I don't get it. I saw something about limitless vtolpads (and they were missing indeed), but everything... doubtly...
Yeah, I know. That code sends the values from temporary structure that is used by limiter screen. Later on "The defaulter" script applies its own default values plus it adds those override values sent from the host. After a second look I believe that MP defaulter is different from OP skirmish limiter |
Crymson commented Your patch don't merge in cleanly. |
Fastdeath commented Is this still valid? |
NoQ commented No. Close? (: |
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resolution_fixed
type_bug
| by anonymousIf you limit the amount of shit everyone can make that does not apply to the AI. They don't seem to have any limits.
Issue migrated from trac:1236 at 2022-04-15 20:16:34 -0700
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