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News:

» We have a temporary downloads section!
Posted April 14, 2008. By Banshee.


Hello everyone! Once in a while, a miracle happens and I pay a visit to this site (aka Script Develpment Initiative, for those who are looking at CnCGuild/Revora). Last time, in the last year, I've fixed the new network bar. Today I've noticed that the situation was far worse. The news wasn't even displaying, there was a long dead banner still trying to show up (and giving a big 404 error on its face) and the Padbfile thing will never be restored.

So, it was time to act, I thought. And the action happened:


-> News was restored.

-> I've made a temporary downloads section, although some of the contents there I have no clue on what do they do. And I didn't add an old version of Akkrand's AI.

-> The dead banner will no longer bug you with 404 errors.


And that's it. This site is old, hardly updated, but still fully functional.

Comments: 0 | View Comments



» Back up!
Posted October 31, 2004. By Mithril.
The Revora Creative Network finally has a server again. Too bad it went down when there was a big discussion in the SDI forum about EA's bugs with DeeZire, Thudo, Lion and Akkrand.

There is a kind of new "ZH community patch" being developed over at the DeeZire forums. For this reason (and for other, more invisible reasons) I have decided to make a "bug free" ZH SkirmishScripts.scb as far as it is possible. For that to work I obviously need to identify the bugs first.

If you know of any AI related bugs in ZH (please remember the definition of 'bug', this is not an AI improvement but a bug fix) please post them in this thread.

Comments: 1 | View Comments



» Akkrand AI Update 1.15 + TFH + NoSilence SCB
Posted August 29, 2004. By Mithril.
The already famous "Lightning" Akkrand has worked on his AI again and advanced to version 1.15. He didn't say much about the changes - however there is evidence to assume that he has improved the plane and bombtruck AI. Grab his AI HERE.

There's also a new file available; the No Silence between Music ZH Scripts. Ever wondered why there's such a long silence between the music tracks? Well this .scb reduces the silence length effectively - you won't be playing without listening to the ZH tracks often.

Furthermore there's a huge update over at The Finest Hour. They have an ingame shot of the Ferdinand\Elephant, renders and ingame shots of the French Popup Turret, firing 135mm grenades, a new fuel tank system that will allow the player to target a part of a vehicle designated as its fuel storage tank with a generals ability, the destruction of that fuel tank takes the vehicle with it! Finally there is a preview of a USA mission map and a render of the M18 Hellcat.

Comments: 3 | View Comments



» Akkrand AI Update 1.09 + Bombtrucks!
Posted August 10, 2004. By Mithril.
The Akkrand AI Version 1.09 is up, actually we can call him Lightning Akkrand now!

It includes some changes with the dynamic attack paths again, more refined logic and new battlebus behavior. Here's a quote from the thread:

"I've made a whole bunch of changes to the Dynamic Attack Paths that I use in my AI - it does a bunch of stuff with timers, counting how long each probe takes to get killed after it first gets attacked, and then comparing the timers of the various probe teams after they're all dead to determine which entrance to use... There are things that can screw it up a bit, but it seems to make more informed decisions, and it especially useful when there are multiple entrances flagged 'without defences', or if all the entrances are flagged 'with defences'..."

There's a new tutorial up as well, about Getting the Bombtruck to disguise properly. Now this isn't the best form of the solution, but as soon as you got the gist of this you will be able to fine tune the logic, like Akkrand did with the Dynamic attack paths.

Comments: 0 | View Comments








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