[return]

participating authors as listed.

 

more about A.I.Boost

 Part of the ongoing discussions on Artificial  Intelligence
- Please read the sections on A.I. for more information.
- Also see the source for AIBOOST by SPEEDY... here
- I have decided to pretty much leave things as is so you can see the steps taken to develop... 
Troman
 




Ok, first of all, what we are going to achieve is to integrate AIBoost into WZS, ie, reduce the number of different WZS versions from 2 to 1.

The problem: AIBoost comes with 16 AI's (4 different AI's, both with 4 different versions) and that is I think it's ... too ... what's the word for it? ("unübersichlich"), ok, you got it, Speedy.

I would like only 1 copy of each AI to be shown, but I don't know how it could be done.

Maybe we will find a solution, if you will tell me in what the difference there is between all the different versions marked with ##, ++ and +. I mean it script-wise. Ie, what did you change in the scripts?

## is supposed to be the hardest one, right? Did you add any extra code to it, or did you just change numbers, like how many units to send, how much time to wait, how much power AI gets etc? If these are just numbers which are changed in the different versions, then, I think I have a solution.

So, please, explain me, how AIBoost works and what the differences are between +, ++ and ##.
speedy
 





 

okay, I'm here now.
first AIBoost comes with TWO versions each AI - and one of it is the original.
but as I have now SIX AI's it's makes a sum of twelve, that's right.
If you download the newest file you will find a file called aiBoost.addon.txt where all things are in which have to be integrated into the AI's to make "a better AIBoost"-AI - BUT!!!! you can play AIBoost WITH ANY UNMODIFIED AI script file because now all additions to any AI are scripted in the mod itself including GAVAs, Chronosphere, LasSat Strikes and of course cheating as set per sliders and in the structure limits screen.
You seems to have an older version of AIBoost, yes 1.8beta1 comes with 4 versions each AI, you're right
the difference was the amount of cheating. But that's now done in the mod itself, so no more problems about that.
BUT some code HAS TO BE INCLUDED especially for the player (for the A.I. it would be better but not necessary).

okay, going into details:
CODE

/////////////////////////////////////////////////////////////////////

public  STRUCTURESTAT gate;   // add_by_speedy
public INT    numTemplatesX;
public TEMPLATE  tmplX[5];
public BODY   blackholebody;

/////////////////////////////////////////////////////////////////////

event checkForStarGate(every, 100) // add_by_speedy
{
if(player == selectedPlayer)
{
 if((isStructureAvailable(gate,player)) and (isHumanPlayer(player)))
 {
  count = 0;
  while(count < numTemplatesX)
  {
   addTemplate(tmplX[count], player);
   count = count + 1;
  }
  makeComponentAvailable(blackholebody,player);
  setEventTrigger(checkForStarGate, inactive);
 }
}
}

/////////////////////////////////////////////////////////////////////

tmplX[0]   TEMPLATE   "SK-Cobra-Track-TK"   // Transporter: Killer/Cobra/Tracks // add_by_speedy
tmplX[1]   TEMPLATE   "SK-Bug-Hover-HMG"    // Transporter: Killer/Skorpion/Tracks
tmplX[2]   TEMPLATE   "SK-Panther-Track-TK"   // Transporter: Killer/Panther/Tracks
numTemplatesX  INT     3
gate    STRUCTURESTAT  "GateDeactivated"    // gate
blackholebody  BODY    "Body3MBT"     // Retaliation

/////////////////////////////////////////////////////////////////////

numStructs  INT     6
structs[5]  STRUCTURESTAT  "Sys-SensoTowerWS"    // add_by_speedy

numDefStructs INT     31       // mod_by_speedy: 26 w/o extra stuff, 31 with
defStructs[26] STRUCTURESTAT  "Emplacement-MdART-pit"  // add_by_speedy
defStructs[27] STRUCTURESTAT  "Emplacement-HvART-pit"
defStructs[28] STRUCTURESTAT  "Emplacement-Rocket06-IDF"
defStructs[29] STRUCTURESTAT  "Emplacement-HvART-pit2"
defStructs[30] STRUCTURESTAT  "Sys-SensoTowerWS"

numExtraStructs INT     10       // mod_by_speedy: 6 w/o extra stuff, 10 with
extraStructs[6] STRUCTURESTAT  "X-Super-Cannon"    // add_by_speedy
extraStructs[7] STRUCTURESTAT  "X-Super-MassDriver"
extraStructs[8] STRUCTURESTAT  "X-Super-Missile"
extraStructs[9] STRUCTURESTAT  "Sys-SensoTowerWS"

numTemplates INT  72          // mod_by_speedy: 71 w/o extra stuff, 72 with
tmpl[12]  TEMPLATE   "SK-Veng-Track-Gauss"  // add_by_speedy
tmpl[13]  TEMPLATE   "SK-Veng-Hover-Gauss"
tmpl[14]  TEMPLATE   "SK-Veng-Track-PulseLsr"
tmpl[15]  TEMPLATE   "SK-Veng-Hover-PulseLsr"
tmpl[16]  TEMPLATE   "SK-Veng-Hover-Scourge"
tmpl[71]  TEMPLATE   "SK-Veng-Track-MKIII"  // add_by_speedy

numVtolTemplates  INT   18       // mod_by_speedy: 17 w/o extra stuff, 18 with
vtols[17]  TEMPLATE   "Sk-Ret-Vtol-plas"   // add_by_speedy



going through this:

First block: variable declarations that has to be added for the player ai files (for blackhole body script and transmitter script - because there IS a problem with templates when you would use that in a mod!!!!!)
Second block: procedure for these two scripts, also neccessary for player ai files
Third block: variable initialisations for these two scripts, same...
these are NECCESSARY !!!!

the next are additional templates for the different AI files to make them "harder" because these units were made stronger or they will build up a stronger defense... that's it.
Difficult to implement automatically because you don't know the array numbers and you have to adjust the max length of these arrays.

So another way would be to have an ini file with AIBoost mod which is loaded automatically when the mod is selected and then all AI's with (let's say a) ## at the end will be shown - none else, and in "normal" non mod mode you will see only the "normal" AI's... or even better: in this ini file you could specify WHAT AI files could be loaded...

possible ?

-------------------------------------------------------------------------------------------

But I don't think that's the problem about AIBoost because you CAN have more version of WZStarter on the same machine! I don't even install WZStarter during AIBoost install!!!

The problem is that AIBoost is ONLY COMPATIBLE WITH 1.11 !!
Do you or Strata or anybody else knows of a way to integrate the main features of 1.11 into AIBoost (Strata, I think this could be possible because with this wew file you have ALL neccessary information about this mod AND 1.11 (because you "KNOW" anything about 1.11 in WZCK), so it should BE possible somehow) ?
 
Troman
 




 
QUOTE
The problem is that AIBoost is ONLY COMPATIBLE WITH 1.11 !!

*Cough* I didn't know that, that might change a lot, but, let's forget about that for a sec.

I was thinking about the way to implement AiBoost into WZS and I definitely don't want to hard-code anything, so ini would be the best solution.

QUOTE
So another way would be to have an ini file with AIBoost mod which is loaded automatically when the mod is selected and then all AI's with (let's say a) ## at the end will be shown - none else, and in "normal" non mod mode you will see only the "normal" AI's... or even better: in this ini file you could specify WHAT AI files could be loaded...


Yep, that's almost what I had in mind.

Here's what I have so far: all WZS AI's are stored in one directory. When WZS loads AI's, it is looking for them in 1 directory.

AIBoost will install its AI's into a different directory, within WZS, like "/MODs/AIBoost AI's/".

WZS will be able to load so called "global ini" files (I had to name them somehow). You press a "load global ini" button (or call it "WZS configuration" if you wish) and WZS will look for global INIs stored in a certain directory, like "/MODs/Global INIs/".

After all inis are loaded, WZS will show a list of available INIs, there will be 2 at the beginning, original WZS settings and AIBoost.

Once AIBoost configuration is selected, WZS loads the approriate ini file (AIBoost ini), the content of the INI file will look similar to this:

QUOTE
FreezeAIUpdating()


Prevents WZS from loading AIs from the default AI directory (WZS refreshes the list from time to time)


QUOTE
DeactiveAllAIs()

This will hide all loaded AIs, they will not be shown in the AI list anymore, it is empty now.

QUOTE
LoadAI_FromPath(STRING AI_Name, STRING AI_Path)


This function will load AIs one by one, by their filenames, from AI_Path dir, it will be AIBoost directory with AIBoost AIs in this case.

Call this INI function for all modified AIBoost AIs, like

CODE
LoadAI_FromPath("Turtle AI +", "%WZSDir%\MODs\AIBoost\")


%WZSDir% is a placeholder for WZS directory in any ini file.

Or, if you want to leave all existing AIs (AIBoost comes with original versions anyway), then just leave out DeactiveAllAIs() and add AIBoost AIs to the current list.

OK, now we have another problem: there is a required wdg, that comes with AIBoost, right? This wdg probably has combined WaterAI and GK AI data, right? Or what is it?

OK, at this point MOD ini files will take over. Each wdg file, each AI file and each rules file, will be able to have an ini file (config file) assigned to it, it will contain info about the author, the description of the MOD/AI/Rules file, along with information like "required WDG files", for MODs.

So, there will be an ini file for each AIBoost AI, which will set its required file, description etc, so when any of the AIBoost AIs is loaded (or any other AI/Rules that has ini with a required wdg file assigned), WZS will look for the required file and put it into Warzone directory. That simple (or that duifficult, up to you ).


So, I will summarize it all now:
User chooses global AIBoost INI -> WZS loads it, removes original AIs, adds AIBoost AIs. -> User chooses AI, launches the game -> WZS loads AI ini file -> WZS copies wdg file, required for this AI into Warzone dir.

User closes WZ, decides to unload AIBoost -> he chooses original WZS global INI which has a function like ReleaseAIs() -> WZS removes all AIs from the list and reloads AIs from the original WZS AI dir.


That's it.

Of course INI files will support more commands/functions, like, it will be possible to choose a rules file, to enable alliances etc etc etc, anything that is needed can be added, all I want is to keep it generic, like RJ said:

QUOTE
I understand what your saying about ziping previously installed WZS but I still think if just ONE WZS can handle it all that this would be best. Not just for what 'AI Boost' is doing but for what others might create on their own down the road.... stuff we can't even guess at right now.


And that's what I think too.

So, now back to the 1.11. What's the problem with it? I've heard AIBoost is based on 1.11? What the .... doesn't 1.11 come as a single wdg file, like 1.10? I've heard pieces if information here and there about this issue. If it's a single WDG, then there's no problem, there can be more than 1 required wdg file, WZS will be able to handle that.

Ok, now tell me what you think Speedy.

I hope I didn't forget anything.
 
speedy
 





 
wow.

good ideas, nothing to say against it

ini file idea is good, if no ini file for a mod (or map) is in there then it would be handled like "a file which is in this directory - no more no less"

ini file for ai files, also good idea, but not really needed - actual version takes *all* files located in the {ai-filename} directory and copies it to the warzone directory. so aiBoost-ai's don't need additional mods (f.e. waterAI IN aiBoost does need his waterAI.mod-file because it is integrated in the aiBoost.mod) so there wouldn't be any additional directories for these ai's. simple that. BUT: as it is a problem is the actual version too WZStarter does NOT delete THESE additional files when you UNCHECK these ai's. So WZStarter has to check if any files are correlated to an ai file and when there are such files than these files HAS TO BE deleted WHEN these ai's aren't selected.
It's not a problem for me if you want an ini-file for each ai but you can use your existing way too, that doesn't matter for me.

Patch1.11
now, sorry, patch1.11 isn't a single file (Dec00.wdg). And what IS REALLY problematic is, that it can't be deactived (or even deinstalled!!!).
that's the problem.
I've written it in the petition forum... please check that there.
Perhaps someone could help here...

good ideas on these!! thanx, Troman!
speedy.
Troman
 





 
QUOTE
ini file idea is good, if no ini file for a mod (or map) is in there then it would be handled like "a file which is in this directory - no more no less"


Yep, it would work the old way then, like it is working now.

QUOTE
ini file for ai files, also good idea, but not really needed - actual version takes *all* files located in the {ai-filename} directory and copies it to the warzone directory.


Hehe, I also thought like this and I even made the latest WZS (not released yet) work this way, but, look at this example:

You have, say, 5 MODs, which are based on 1.12 and can not work without 1.12. With the method you suggested it would mean, that every MOD (or AI) will have a copy of 1.12 in its directory ... well.. doesn't really sound good, does it?
I mean different MODs can share the same WDG file, and that's why I want all sharable WDG files to be stored in a single directory, like "/MODs/Required WDGs/".
And they will be linked to AIs, MODs, rules with help of ini files. It already sounds ... hmm.. more professional maybe? At least, I know, that's the better way, I think you will agree now too. And another advantage: you will only have to update only 1 WDG file and all MODs linked to it will use the updates file, you don't have to check every single folder or MOD to replace its outdated required WDG file. And, if I will ever add auto-update feature for MODs, it will be much simpler to download and update only one file instead of 5.


QUOTE
BUT: as it is a problem is the actual version too WZStarter does NOT delete THESE additional files when you UNCHECK these ai's.


WHoops, WZS does have this feature, but looks like there was a bug and it didn't work, I did fix it and it works almost perfect now, it delets WDG required files which are no longer needed and may cause MOD conflicts.


QUOTE
now, sorry, patch1.11 isn't a single file (Dec00.wdg). And what IS REALLY problematic is, that it can't be deactived (or even deinstalled!!!).
that's the problem.


Ok, can anybody give me the source for 1.12? I think I can make a single wdg, similar to 1.10.

BTW, Speedy, I was looking for the link for the latest AIBoost, but couldn't find it, not even on warzone2100.de, it was something like 'Coming soon', so, I probably downloaded an out-dated version.

Can you give me the link? I have to know what I have to deal with.

EDIT:
QUOTE
And what IS REALLY problematic is, that it can't be deactived (or even deinstalled!!!).

Why can't it be deactivated, can't you deactivate it in WZS? And what do you mean with 'It can't be uninstalled'?
Troman
 





 
Forgot to add: it will be also possible to load 'Global INI' with a comamnd line.

That means you can just make a shortcut and when WZS starts it will already have AIBoost loaded, so it will be like having a second copy of WZS, like you do it now, Speedy.
Stratadrake
 
 




 
QUOTE
doesn't 1.11 come as a single wdg file, like 1.10?


Yes v1.11 operates using a single WDG file, dec00.wdg . HOWEVER, remember that LA (or somebody?) bundled v1.11 up with a bunch of other crap (like extra EW tilesets), so the installation turned out to be one big MESS.

Personally I still have no objections to making a v1.11 package with JUST a readme file and the WDG, it could even be called "v1.11 Lite".
speedy
 





 

ONE wdg for 1.11, yes that would help alot.
Troman, yes, I understand now what you're meaning, good point!
the dl-link is somewhat hidden in the beta tester topic and difficult to find for non-german-speakers, right...

 here is the direct dl-link (version 1.8beta2R4) ( removed the link due to beta version will have changed)

Seems we get a very nice teamwork, Troman!!
thanx in your effort!
(and of course you others too!!!)

speedy
 




 
QUOTE

QUOTE
And what IS REALLY problematic is, that it can't be deactived (or even deinstalled!!!).


Why can't it be deactivated, can't you deactivate it in WZS? And what do you mean with 'It can't be uninstalled'?


because it's not just this wdg file (Dec00.wdg), it OVERRIDES some other files in the warzone directory (besides adding more files like tilesets (as mentioned by Strata))! I don't really know WHAT files are overriden and if these new files are neccessary for 1.11 or only goodies and if they are needed for aiBoost... but "we" should check that...
Stratadrake
 
 




 
The following files are included in the v1.11 Patch:

mapDatasets\WarzoneDataC#.eds
mapDatasets\C#Edge.ebr
mapDatasets\C#Types.ett
texpages\tertilesc#.pcx
Additional tilesets for use with EW. Not officially supported by EW -- requires hacking LND files to change active dataset. LND files are easy to hack though (plain text).
texpages\bdrops\credits.pcx Newst.org advertisement on WZ credits screen (upon exit).
dec00.wdg v1.11 Core File
stats\Names.txt
stats\ObjectList.txt
Updated files for Edit World (new templates,etc.)
multiplay\skirmish\player#.slo
multiplay\skirmish\player#.vlo
Standard v1.10 AI files
ReadMe.txt Readme file for v1.11
multiplay\skirmish\rules.slo
multiplay\skirmish\rules.vlo
multiplay\skirmish\sktech.slo
multiplay\skirmish\sk#tech.vlo
Standard v1.10 Ruleset
update.rtf updated "List Of Updates" file.


Only the dec00.wdg file is actually necessary to run v1.11 . Despite that v1.11 is a self-extracting archive, you should be able to open it up in your Zip handler utility and extract the files manually.

 
speedy
 
 





 
THAT'S ALL ???
thought that there were a lot more...

okay, this should be very easy now.
Have to test it WITH ONLY THIS Dec00.wdg. And when this is true it would be very easy to integrate this file in the "needed files for aiBoost" category in WZS so even people wouldn't see that they have 1.11 running
that means: aiBoost IS 1.10 compatible.
YEAH !!!!!
good Work!
we are coming closer....
Troman
 





 
Ok, great, thanks for clearing that up, Strata.

Speedy, at this point I think you have to know that it could take weeks, maybe even months (yes, you never know) untill you will be able to use INI functions for AIBoost, so if, you want to release AIBoost in the meanwhile (another beta or something) I think you should do that, because I don't know when I will have it finished.
I just don't want you to wait for WZS and get disappointed, because it takes so long.

I have to 'work' this week and half of the next week, and in the end of November I will have much more time to work on WZS.
speedy
 




 
no problem, Troman,
but now I can take this Dec00.wdg with me and then ALL people having 1.10 out there CAN play aiBoost... (but for sure I have to mention somewhere that if they don't want to play aiBoost anymore, they also have to uncheck Dec00...)
and as another result of our discussions I will make (beginning in the next release) one more downloadable installation version - called as aiBoostLite - and this will come WITHOUT WZStarter and will only copy the additional ai scripts into the WZStarter - ai files - directory. (When WZStarter is INSTALLED there should be registry entry, right ? have to check that... otherwise I have problems checking WHERE this WZStarter is installed...)
I think with that both done - for the meantime - no one has to be afraid of screwing up his warzone version when installing aiBoost...
so don't get in a heavy hurry...
speedy
 
 





 
@Strata
the name Dec00.wdg.
As I recall, when calling makeWdg I also write down some dependencies like what wdg is needed for this new mod, right ?
So I could rename Dec00.wdg to anything else, lets say aiBoostPart1.wdg and specify THAT name as the dependency when recompiling my "real" aiBoost-wdg. Is this correct ?
Troman
 





 
WZS doesn't make any registry entries on its own. But, when it is installed with an installer, I think the registry entry is created automatically for WZS, but I was already thinking about that, I think all Warzone utilities should make a registry entry, so other programs could easily find them.

I want user to be able to start WZCK, Pie Slicer and other Tools from WZS and registry entried would help alot (could get rid of the "Please choose your WZCK" dir stuff).
Stratadrake
 
 





 
QUOTE
I want user to be able to start WZCK, Pie Slicer and other Tools from WZS and registry entried would help alot (could get rid of the "Please choose your WZCK" dir stuff).


You know how VB is when it comes to registry stuff, 'twould really be not much easier than having to manually specify them anyway

An easier solution could be to create a specific (.ini-like) file in a specific location (root directory C drive?) and store WZ mod-related data there.

Either way, we'd have to agree on a common format for whatever cross-referencing data is needed.

QUOTE
As I recall, when calling makeWdg I also write down some dependencies like what wdg is needed for this new mod, right ?
So I could rename Dec00.wdg to anything else, lets say aiBoostPart1.wdg and specify THAT name as the dependency when recompiling my "real" aiBoost-wdg. Is this correct ?


If you're talking dependencies as in WDG prerequisites/corequisites (-s switch on MakeWDG) then the answer is no.

Every WDG has, as part of its file header, an internal name and ID number -- for the v1.11 WDG the internal name/ID is "dec" #12. The actual filename is pretty much irrelevant, aka for user recognition only, which means that if you have a mod that specifies v1.11 (dec #12) as a requirement, Warzone will be looking at the internal name & ID numbers to find a match, not at the actual filenames.

speedy
 
 





 
QUOTE (Stratadrake)
QUOTE
As I recall, when calling makeWdg I also write down some dependencies like what wdg is needed for this new mod, right ?
So I could rename Dec00.wdg to anything else, lets say aiBoostPart1.wdg and specify THAT name as the dependency when recompiling my "real" aiBoost-wdg. Is this correct ?


If you're talking dependencies as in WDG prerequisites/corequisites (-s switch on MakeWDG) then the answer is no.

Every WDG has, as part of its file header, an internal name and ID number -- for the v1.11 WDG the internal name/ID is "dec" #12. The actual filename is pretty much irrelevant, aka for user recognition only, which means that if you have a mod that specifies v1.11 (dec #12) as a requirement, Warzone will be looking at the internal name & ID numbers to find a match, not at the actual filenames.

so it's just easier ???
(I only have to rename this Dec00-file instead of recompiling my mod ??? very kewl.)

(edit)
only wanted to mention:
aiBoost IS playable with just the 1.10 patch AND the dec00.wdg, have checked that (reinstalled warzone, patched to 1.10 then aiBoost-installation + dec00.wdg)! Nothing more is needed. Or better said: After renaming it to aiBoost1.8.needed.wdg nobody "really" would see that he's running 1.11... hehe...
(/edit)

 
Troman
 
 




 
QUOTE
You know how VB is when it comes to registry stuff, 'twould really be not much easier than having to manually specify them anyway


No, haven't worked with Registry stuff in VB. What's wrong with it? Does VB have a limited access to the registry?

QUOTE
An easier solution could be to create a specific (.ini-like) file in a specific location (root directory C drive?) and store WZ mod-related data there.


It can't be that bad, what could be worth creating a file in the root dir of a HD?

Dunno, I don't really want it to work this way, I'm sure we can make registry work for this. I can only speculate right now, since I have no experience with registry stuff and VB, but I think it's still better than creating a file on HD. Of course if there's no other way, then we could create a file.. maybe in Windows dir, so it wouldn't disturb that much, but tell me first why you dislike the registry idea.

I will check out registry APIs tomorrow, when i'm back from work.

speedy
 




 
QUOTE (Troman)
QUOTE
You know how VB is when it comes to registry stuff, 'twould really be not much easier than having to manually specify them anyway


No, haven't worked with Registry stuff in VB. What's wrong with it? Does VB have a limited access to the registry?

QUOTE
An easier solution could be to create a specific (.ini-like) file in a specific location (root directory C drive?) and store WZ mod-related data there.


It can't be that bad, what could be worth creating a file in the root dir of a HD?

Dunno, I don't really want it to work this way, I'm sure we can make registry work for this. I can only speculate right now, since I have no experience with registry stuff and VB, but I think it's still better than creating a file on HD. Of course if there's no other way, then we could create a file.. maybe in Windows dir, so it wouldn't disturb that much, but tell me first why you dislike the registry idea.

I will check out registry APIs tomorrow, when i'm back from work.

google --> vb registry key --> plenty of stuff !!!

like http://www.ilook.fsnet.co.uk/vb/vbreg.htm



oh, and I don't like programs which copy or generate files in OTHER THAN THE SPECIFIED directory... -->
so ONE registry entry should be enough...
Kevin
 





 
I have a little program lying around that does several usefull functions collected over time from various sources. com terminal (maybe ip too?, have to add sometime), windows screen settings, system shutdown (esp logoff, doesn't close the program ), run stuff (the simple way, yippe), and a tree based registry editor, bieng of primary intrest. I think I remembered that correctly. Used to use it at school

i'm looking for it now...
edit:

why I called it "exp" I don't really remember..
exp.zip

some of the code is really old, so don't criticize...
Stratadrake
 




 
QUOTE
Does VB have a limited access to the registry?


You betcha, VB's has built-in registry functions but they only apply to the following registry path: HKEY_CURRENT_USER\Software\VB and VBA Program Settings.

You need the API to have full access to the Registry.

QUOTE
Of course if there's no other way, then we could create a file.. maybe in Windows dir


Root directory is easier, because the Windows directory can go by different names on different machines (and you'd need an API call to fetch the Windows directory variable).

Kevin
 
anything wrong specifically with using the windows api?
speedy
 
the link I provided should give you complete access to the full registry...
Troman
 




 
QUOTE
anything wrong specifically with using the windows api?


Hmm, that's exactly what I think, Strata. What's the problem with API?

I'm sure you know that VB hides many API function and we don't even notice it, so, what's the different between using limited VB equivalents and using API directly?

You can take a look at WZS source, there's a module called Registry, it has all necessary API, I have found them somewhere on the net, never tested them, but they must work.

As far as I know Bones used API function to write WDG Explorer settings into the registry, I was going to replace the main WZS configuration ini file with registry settings too, it's less problematic.
Stratadrake
 





 
QUOTE
anything wrong specifically with using the windows api?


Not really.
Troman
 





 
Ok then, I thought you were a so called 'API-hater' and I'd have had to convince you that API is better than creating a file on HD. Many people who work with VB prefere not to use API at all, because it's considered 'not safe' to use it in VB.

Already know what key/path you are giong to use?

Speedy: dunno, if you aready did so, but if you are going to add GK to AIBoost, then download the fixed GK AI. I fixed that problem with screen jumping. It was discussed in the AI forum. You probably already have the updated version, but I thought I'd remind you anyway.

speedy
 





 
QUOTE (Troman @ Nov 6 2003, 09:17 PM)
Speedy: dunno, if you aready did so, but if you are going to add GK to AIBoost, then download the fixed GK AI. I fixed that problem with screen jumping. It was discussed in the AI forum. You probably already have the updated version, but I thought I'd remind you anyway.

it's already in the R4, thanx
Stratadrake
 





 
QUOTE
Already know what key/path you are giong to use?


Not a clue.
Troman
 




 
Speedy, it's done. AIBoost is intergated.

But WZS is not ready to go public yet, I think only about 40-50% of all the new features are ready now.

That's how AIBoost.ini file looks like now:

CODE

AuthorName = "Speedy"
AuthorEmail = ""

//--------------------------------
// INI FUNCTIONS
//--------------------------------

FreezeAIUpdating()
DeactiveAllAIs()
LoadAI_FromPath("AIBoost AI", "%WZSPath%Mods\AIBoost\AIs\")


And this is the original INI file:
CODE

ReleaseAIs()


Any function that is needed can be added later.

I also made WZS remember settings for each Global INI file, so that when you switch to AIBoost.ini, WZS will load settings last used for AIBoost. With settings I mean WZS settings, like WZ directory, selected AIs, selected Rules file, screen resolution etc.
And this stuff is all 'generic', you can have as many AIBoost-like MODs as you like.
speedy
 



 


that's nice, Troman !!!
btw, did you eliminate that starter.ini-bug (had something to do with the language of the OS... false/falsch, true/wahr --> 0, 1)

when do you think it could be "shipped" with aiBoost in a beta tester environment ?

speedy

speedy
 





 
or do you could send me (for aiBoost) a version WITH this bugfixed thing ?
(I'm getting TOO much pm's end emails about stratings problems with aiBoost (but that's this bug...)

thanx Troman!

speedy
</