[CODE] Match, Gauntlet, & AI Test modes

All code submission.
Atriel
Posts: 239
Joined: Wed Dec 22, 2010 8:17 pm
Location: Spain

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Atriel » Tue Mar 12, 2013 10:18 am

holgern wrote:You are right. deckmenu is now deleted between matches. I polished the code a little bit. I think the code is almost ready for svn.
You're a crack, men! :mrgreen:

I want to see you your contribution finally in th SVN!. Thanks for your input to this fantastic game!. :D
Atriel

holgern
Posts: 65
Joined: Sat Feb 02, 2013 4:50 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by holgern » Thu Mar 14, 2013 8:10 pm

In this version i corrected a small bug by which the number of played games are not restored after continiuing a tournament.
Attachments

[The extension zip has been deactivated and can no longer be displayed.]

[The extension zip has been deactivated and can no longer be displayed.]


Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Zethfox » Thu Mar 14, 2013 10:15 pm

in a percentage, how close do you think your current patch is to svn ready?

holgern
Posts: 65
Joined: Sat Feb 02, 2013 4:50 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by holgern » Fri Mar 15, 2013 7:55 pm

After playing some matches, i think my current patch is almost svn ready. It doesnt break anythink and do not crash. I think the patch is 95% ready.

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Zethfox » Fri Mar 15, 2013 11:32 pm

ok this weekend i will do a bit more testing myself, then if i dont notice anything major we will continue from there :)

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Zethfox » Mon Mar 18, 2013 6:39 pm

Any updates or are we set on this as the svn commit version?

holgern
Posts: 65
Joined: Sat Feb 02, 2013 4:50 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by holgern » Tue Mar 19, 2013 2:10 pm

I did not found any new bugs, so there are no new updates. Ithink the lates patch can go to the svn.

By the way, can i help somewhere else with c++ coding? I would love to help on the AI. I mean this is the next point after creating a tournament, the opponents should be strong. At the moment i win almost every game against the AI. I would love to change this....

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Zethfox » Tue Mar 19, 2013 4:02 pm

The decks for wagic are extremely dated, play against ex's decks found in a thread called ai decks. they'll change your mind

excessum
Posts: 220
Joined: Wed Jan 16, 2013 5:03 am
Contact:

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by excessum » Wed Mar 20, 2013 12:24 am

I noticed that the latest version 2.14 has some bugs with the recent SVN releases (r4727 to r4737):
1) Selecting random for player deck will immediately crash the game while selecting an individual deck works.
2) The game will hang in mid-game during demo matches randomly, although I can still return to the main menu and start a new game without problems.
3) The fast mode option, if selected, used for demo matches carries over into player-controlled matches. I actually prefer this since the animations and phase transitions are much smoother under fast mode.

Zethfox
Posts: 3022
Joined: Thu Jun 10, 2010 11:28 pm

Re: [CODE] Match, Gauntlet, & AI Test modes

Post by Zethfox » Wed Mar 20, 2013 3:12 pm

Everyone needs to get this fast mode out of thier head. fast mode gets 2 massive thumbs down from me. I've explained before the dangers of fast mode. i actually think it would be best to remove it entirely from being a option players can activate.

Post Reply