Beta Candidate here we come!
#1
Posted 05 February 2005 - 06:09 AM
I think its now at a point where v1.0 can likely commence. Its pretty much perfect or an outstanding v1.0 release candidate!
I'm very proud to call this our first major release.
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#4
Posted 05 February 2005 - 06:42 AM
Im rather friendly with Respawns webmaster...no wait thats me
Lol
Though in all honesty there are several dedicated DOW sites that will host it. But be warned, the focus has moved away from mini mods towards full blown 3d model mods. So you may not get the attention you guys deserve.
Either way let send me a copy of your release news and i'll post it on respawn for you.
Giskard
#5
Posted 05 February 2005 - 06:53 AM
I already know too many people who have been waiting for this moment since Oct. After tonight, I'm firmly convinced it will sell itself + the knowledge we all have will further assist the community in bringing all that was omitted into DoW into the limelight. There is simply too much exciting elements in DoW to overlook before the expected expansion.
I'm working on the front-end graphic panel + the migration docs to bring a new War40k civ into DoW and give it AI. The latter is actually simpler than you think. Would take about 30mins to do it PROVIDED the modders have the unit/buildings/abilities/weapons/research names that the game is looking for.
Hosting shouldn't be an issue: the footprint of the first release will be ~200kb or less. The gfx panel should be ~50kb. I'll be quite proud to see it go out. Been waiting for this moment since Oct.
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#6
Posted 05 February 2005 - 07:04 AM
So you might want to hit the issue in your primary release.
Take the time and get it right. Perhaps get a few teams on board that want the AI and know how to code to give you feedback on the process.
Giskard
#8
Posted 05 February 2005 - 08:42 AM
Your biggest problem will be explaining how to apply the new AI to an existing mod with changes already made. Not everybody will understand the code. The difference being Unit and building files are configs where as the AI is actual script code.
So you might want to hit the issue in your primary release.
Take the time and get it right. Perhaps get a few teams on board that want the AI and know how to code to give you feedback on the process.
Giskard
I already have it down pat! I have the first draft already done. Further, UltDrake (lead scripter for the Imperial Guard - Cadian Inquisition) was the original AI migrator so with help we can't go wrong. I'm not sure we want to include documentation in the First Public AI release of how to transplant AI to new civs. Thats my ticket at present. UltDrake, myself, and our team will help spearhead the War40k Civ mod->AI transition. I fully understand how the AI gets translated - I'll be writing docs so anyone can do it but, of course, I will submit it here for evaluation.
As for disabling/commenting out AIlog in the Public release.. yep.. no way thats getting by.. heheh..
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