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 Forum index » Modding Central » Tiberian Sun Editing Forum
AICHECK for TS (fork)
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Jun 09, 2020 3:26 pm    Post subject:  AICHECK for TS (fork) Reply with quote

For those who missed it, AICHECK is a cross-checker for the main ini files, developed for RA2, with belated additions for YR, and other requests. This is 99% the same codebase, with a few things corrected to work with TS.

I extracted the ini files from the tibsun.mix in the CnCNet release, and one thing that strikes me is the declaration lists being hopelessly out of order. AICLEAN which was written to clean this stuff up should be run at least once to correct such things, but it has to be properly configured and won't save comment sections, only inline comments, should you use it.

Anyway the results are pretty decent, the remaining error logging is similar to a good RA2 mod with the normal AICHECK, that is not loaded with false positives or excessive junk.

Feedback/suggestions welcome, as I do not mod TS and know little about its quirks. As always, you need to edit the .tcl to configure directories and filenames, which all have to be present with adequate permissions to read.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 09, 2020 7:52 pm    Post subject: Reply with quote

cool, nice to see a TS version. thanks.

i see already a false positive in the screenshot.
Particles read the shp file directly and don't need/read any art.ini section.

That message about the infantry [Sides] is also strange. it seems it read the following section as an entry in the infantrytypes list.


Is it possible to compile this into a standalone exe without the necessity of installing an additional tcl runtime?
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jun 09, 2020 9:11 pm    Post subject: Reply with quote

I think the [Sides] error is because I switched to [Houses] for loading the countries, and it became an unhandled section, rather than ignored.

I'm not expecting it to be bug free, but I wasn't going to be too thorough until it had more testing outside.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jun 11, 2020 11:19 am    Post subject: Reply with quote

This is neat.

I assume any unspecified warhead in VoxelAnims and debris-type Animations defaults to what's specified by C4Warhead= in the rules (or maybe FlameDamage2=). This is why Warhead=Meteorite actually works without issues, even though such a warhead doesn't exist.

I wonder why the other warheads and buildings are listed as errors, they are all declared and used.

Both Visceroids are a special case and hence don't require art sections. They are defined by LargeVisceroid and SmallVisceroid in rules. Also, AFAIK Owner only uses Houses, not Sides, but apparently having a non-existing House as the Owner doesn't cause any errors in the game.

Interestingly, if the prerequisite is a category like FACTORY, the game doesn't care about letter case, hence the error with "Radar". Owner doesn't care about letter case either, it seems.
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jun 11, 2020 11:45 pm    Post subject: Reply with quote

I tend to think the missing warhead just uses the stats to some internal defaults, the same situation is in RA2 where "Special" is undefined. From what little testing I've done, it seems to be a basic 100% with no special flags or limitations, not actually special in any way.

The goal is to highlight things that are normally wrong or possibly unwanted, so you need to see _all_ cases that break the norm. Like I mentioned about missing art data errors demanding a section header for the object in art.ini even if it has no flags, a lot of it is about being consistent.

For my mod I totally revamped and shuffled my [Animations] with no ill effects, because I've also given everything using/referencing anims a valid value, something that exists and is properly defined. You'd be amazed how many glitches are covered up by these gaps from missing/duplicate entries or objects.

Anyway if you can, please test and report as many strange outputs or unhandled use cases you find. I'm not expecting any crashes, but if you see one, that's why there's a pause in the batchfile, you should be able to screencap it for me...

Of course if no one actually cares I'll abandon the fork as-is....?
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Jun 19, 2020 4:43 pm    Post subject: Reply with quote

Ok since this is turning out to be a dead end of interest... AICHK-TS 1.1

Slightly trimmed of RA2 stuff, and a few borky things fixed for better TS compat.

Final version I imagine. Enjoy, or don't.


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