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AI doesn't follow the limits #1236

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wzdev-ci opened this issue Dec 16, 2009 · 21 comments
Closed

AI doesn't follow the limits #1236

wzdev-ci opened this issue Dec 16, 2009 · 21 comments

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resolution_fixed type_bug | by anonymous


If 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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Per changed status from new to closed

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Per set resolution to needinfo

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Per commented


They do. Not enough info to work on. Closing since anonymous.

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wzdev-ci commented Dec 18, 2009

Buginator commented


Replying to Warzone2100/old-trac-import#1236 (comment:1):

They do. Not enough info to work on. Closing since anonymous.

http://forums.wz2100.net/viewtopic.php?f=10&t=4306

Fixing that now...

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Buginator changed resolution from needinfo to fixed

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Buginator commented


(In [8713]) Actually set the limits if people don't set them.

fixes ticket #1236

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Buginator commented


(In [8741]) frontport [8713]

"Actually set the limits if people don't set them.

fixes ticket #1236"
and [8725] "Reset the hash array when needed."

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i-NoD changed resolution from fixed to ``

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i-NoD changed status from closed to reopened

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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.

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i-NoD uploaded file limiter.patch (2.8 KiB)

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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 :(
Logically, i can assume it should work too since structure limit were synced in 2.0, 2.1, it just needed to be updated.

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wzdev-ci commented Feb 17, 2010

Buginator commented


Replying to Warzone2100/old-trac-import#1236 (comment:6):

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 :(
Logically, i can assume it should work too since structure limit were synced in 2.0, 2.1, it just needed to be updated.

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?

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wzdev-ci commented Feb 17, 2010

i-NoD commented


Replying to Warzone2100/old-trac-import#1236 (comment:7):

Hmm, I thought that the limits never worked for anything before svn/2.3.
Are you referring to OP skirmish or MP games? I can't say for MP, as i don't play them.

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...

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?

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.

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wzdev-ci commented Feb 17, 2010

Buginator commented


Replying to Warzone2100/old-trac-import#1236 (comment:8):

Replying to Warzone2100/old-trac-import#1236 (comment:7):

Hmm, I thought that the limits never worked for anything before svn/2.3.
Are you referring to OP skirmish or MP games? I can't say for MP, as i don't play them.

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.

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...

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

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?

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.

Ahh, ok, makes sense. :)

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wzdev-ci commented Feb 17, 2010

i-NoD commented


Replying to Warzone2100/old-trac-import#1236 (comment:9):

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.

I don't get it. I saw something about limitless vtolpads (and they were missing indeed), but everything... doubtly...

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

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
and is declared in
\data\mp\multiplay\script\multiplay.slo and .vlo pair
it should be updated too.

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Crymson commented


Your patch don't merge in cleanly.

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wzdev-ci commented May 2, 2011

Fastdeath commented


Is this still valid?

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NoQ commented


No. Close? (:

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Per changed status from reopened to closed

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Per changed resolution from `` to fixed

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