![]() We appreciate the ability to cross-compile and distribute static binaries which don't have external dependencies. We picked Go because we wanted an easy build and distribution process. TpubDBrCAXucLxvjC9n9nZGGcYS8pk4X1N97YJmUgdDSwG2p36gbSqeRuytHYCHe2dHxLsV2EchX9ePaFdRwp7cNLrSpnr3PsoPLUQqbvLBDWvhīeancounter is implemented in Go. beancounter compute-balance -type multisig -block-height 1438791 -backend btcd -addr localhost:8334 -rpcuser mia -rpcpass ilovebrownies The benefit is however a higher level of guarantee that the transaction history is accurate. Setting up a Btcd node can take some time (the initial sync takes ~7 days) and requires maintaining the node up-to-date. Btcd is a Bitcoin full node which implements transaction indexes. There is also potential privacy exposure. Using Electrum servers is easiest but requires trusting public servers to return accurate information. The servers are queried for transaction history for specific addresses. When using these servers, Beancounter behaves in a similar fashion to an Electrum client wallet. If you're curious, here's why we decided to write Beancounter in the first place.īeancounter currently supports two types of backends to query the blockchain:Įlectrum public servers. The tool is designed to scale and work for wallets with a large number of addresses or a large number of transactions, with support ranging from simple watch wallets to more complicated multisig + segwit. Any help here would be appreciated.Beancounter is a command line utility to audit the balance of Hierarchical Deterministic (HD) wallets at a given point in time (or block height). I could just use beancounter's mod by dropping it into the override folder but from my understanding of this it overwrites the improved ai k_ai_master file which enables the ai to be more intelligent of a sense. I want to play this game but it's much too easy and it seems combining these two mods would make the ai in this game a lot less predictable and hopefully more of a challenge by doing this. I am new to using mods and don't know jack about modding or scripting/coding idk what the proper term would be but I would appreciate any help. I then proceeded to boot up the game and test it out on a fight and got the same results that i had before doing all of this. If (!GetPlayerRestrictMode() & !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1))Īfter which I took the k_ai_master file from the insane difficulty folder within Beancounter's HC mod, renamed it Hardcore_Mod, and dropped it into the TSLPATCHDATA folder where the k_ai_master file is located within the Improved AI mod. But I still don't know what recompile means and in the topic linked above Qui-Gon glenn says " k_ai_master needs to be recompiled drawing from beancounter's versio n." // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: The next step in my thought process was to delete /* and */ from line 158 and line 161 to enable the text between them at least that's what I told it would do as shown below. the HCMod source placed in this folder and the scripts recompiled. Note that the code at line 158 needs to be uncommented as well, ![]() ST: Uncommenting the line below would include beancounters hardcore mod in the AI. My initial thought process was to uncomment the // next to #include "Hardcore_Mod" as shown below. The reason I am even making this topic is because I'm still confused on what exactly to do to combine both of these mods to work properly together. ![]() Before we start, yes I am aware that this topic has been talked about in a separate thread here on this forum.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |