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Сообщить о проблеме с переводом
In case you refer to M.A.X. Port could it be that you are using a frame rate limiter of any kind on your system?
For clarification: The GNW engine, engine of the original game, does not have a conventional render loop. The game does not use vertical synchronization and could attempt to flip video card back buffers to redraw part of the screen at variable frame rates that try to stay below 30 FPS. Using external frame rate limiter applications will cause hick ups, stutters and delays. The delays effectively rob the game from available time to calculate paths, hence the light bulbs. If you use a frame limiter, please disable it while playing M.A.X. Port.
Give it a try. :)
At the moment an error in an unrecoverable game has just been resolved, and I can continue it. thank you so much!!!
There were other map editors made by various developers for the M.A.X. Reloaded and M.A.X. Gold projects. Some of the tools and maps can still be found here: https://www.maxr.org/showtopic.php?id=420 for example.
M.A.X. Port supports arbitrary map sizes starting from v0.7.0, but there is no in-game menu support for new maps yet. Original maps need to be replaced still by custom maps. This also means that scenario and campaign missions will not work while an original map is replaced by another one with different tile layout.
Hope this helps.
In the settings.ini I found these lines:
[TEAMS]
red_team_name=Player 1
green_team_name=Green Team
blue_team_name=Blue Team
gray_team_name=
red_team_player=1
green_team_player=2
blue_team_player=2
gray_team_player=0
red_team_clan=7
green_team_clan=6
blue_team_clan=5
gray_team_clan=7
Is it possible to enable some sort of a 2vs.2 situation (player+AI vs. AI+AI)?
If no, what are these settings for?
Thanks for the info in advance!
Originally the max.ini configuration file was not meant to be edited by end users. All settings were supposed to be changed via the sound card setup utility or the game itself. The above settings are changed by the game in an event driven way based on player interactions. Whenever a new game is started the above settings store each teams' team-name, team-type and team-clan. It makes no sense to change these settings by hand by users as they are stored into saved game files and restored from there on load overwriting whatever was found in the ini configuration file. The game flushes, or updates the latest settings in the ini configuration file when the user exits the game. A cunning player might use this as a cheat or exploit. We start a new game, save it, exit it and we learn what clans the other players rolled simply by looking into the ini configuration file.
Team-type 1 is human player. Team-type 2 is computer player. Clans, like Musashi or Axis Inc, have numeric indices corresponding to their clan names. But all this is irrelevant as none of these settings matter much. When the user starts a new or loads an old game all these settings will be ignored or overwritten eventually.
The M.A.X. 1 & 2 computer AI uses a complicated task manager system. There are 46 different task types in the first game. E.g. move, survey, attack, obtain unit, path request, rendezvous, and so on. Most of these tasks evaluate various situations based on team-type and similar unit parameters. Adding a new alliances feature or back porting the original feature from M.A.X. 2 into M.A.X. 1 is possible, but would require a lot of rework or redesign. The M.A.X 1 reconstructed source code is 4 MiB C/C++ without inline documentation and 762 KiB of it is basically the task system. That much needs to be adapted.
In a previous post you wrote about the cheap hacks the devs introduced with patch 1.04:
"The arch enemy is selected by an algorithm that determines who is the strongest opponent, the most probable winner team, and if there is any human player among the teams, that player’s weight is now orders of magnitude bigger than any other criteria effectively defeating the sole purpose of the selection algorithm."
If there is a value that determines the AI's 'arch enemy', is there no way to change that value to make the AI fight a specific opponent? Or put another way: When 1.04 introduced the "AI ignoring each other to focus on the player" principle, doesn't it mean there could be a way to manipulate that design flaw in such a way that we can set individual enemies for every team?
And on to interpreting the settings.ini: I started a new game with green and blue as opponents. That's why grey has no team name, clan 7, 6 and 5 are numbers representing the clans.
What made me think about setting allies in the first place was that in the beginning of the game I saw both blue and green approaching my base with tanks and scouts, ignoring each other completely. I saved the game and noticed this in the ini:
red_team_player=1
green_team_player=2
blue_team_player=2
gray_team_player=0
M.A.X. Port does not provide a Mac build. As far as I can tell the source code is in general portable. The software is built upon the SDL2 framework and the miniaudio library for sound. Both of them support macOS.
GitHub recently added public free to use macOS arm64 (M1) virtual machines to be able to build software on those native environments so finally support could be added.
I never used a Mac nor a macOS for more than 5 minutes. But most importantly macOS has its own base directory standards and it requires its own app bundling tools and related quirks. I have no Apple Developer account either to sign and notarize the application. Learning these things would take me months and I am busy with other work packages. So lets hope that someone else with these skills will make it happen sooner or later... sorry that I cannot help.
200+ would be nice. Last time i tried it years ago it crashed way sooner.
As the original MS-DOS executable has 200+ bugs, reaching to turns 200+ means that you have to make compromises.
- Play with enhanced graphics disabled to save system RAM (MS-DOS emulated RAM). Every time you start the game you need to disable that feature in the main menu Setup screen!
- Play against a single computer player, not more.
- Do not let the computer player amass a big army. E.g. do not use bunker tactic. The more units, the more computer AI tasks, the more glitches and save file corruptions.
- Use maps only that have minimal water tiles, make sure that the computer and you are on the same continent. This way many of the air and sea transporter computer AI glitches can be minimized.
- Do not play against Master and God tier computers. They are cheating. They always know the position of all of your units and due to that they attempt to amass a defense army to match your military power. We do not want computers to amass big armies as that leads to bugs eventually...
An alternative option that might work. There is a software called Wine. This is an emulator for Windows applications that is available for macOS too. With this emulator you could attempt to run the Windows version of M.A.X. Port which contains more than a 100 bug fixes. If you do attempt this and it works let me know as version 0.7.0 is somewhat outdated and the latest GitHub actions automated builds expired already so I would trigger the builds again and then you can download the latest version with a free GitHub account.
Hope this helps.