If you only play online, you can use the executable, rename it to spring.exe and overwrite the old one. If you play against AI, you should reinstall. Autohosts should be upgraded ASAP.
Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
You must be doing somethign completely wrong, as that part of the code wasn't even touched. But I'm sure I can track this down using my telepathic abilities to see how your script looks like and what is wrong with it.
Since you make and newpost new release, I assume you know a bit about the changelog.
Auswaschbar wrote:
You must be doing somethign completely wrong, as that part of the code wasn't even touched.
That part of the code was touched, denial is not an acceptable answer. And I'm not the one doing something completly wrong, since it is broken even when I'm not using my stuff but both official lobbies.
Following script, generated by my own Kernel_Panic_3.X_Launcher.exe: - Works in 0.79.1.0 - Does not work in 0.79.1.1: All AI spawns in the top left corner instead of their proper startpos.
Code:
// To run this script, drag and drop over Spring.exe // // K.P.L. (Kernel Panic Launcher) Generated Script // Very Hard: 1v3 - Player is n┬░1 in [0..3] and good (Network)
[MODOPTIONS] { // KP specific: nowalls=1;// Because the AI can't handle them nospecials=0;// Set to make it simpler ons=4;// Shielded gamemode, 0 for disabled, 2 for weak, 4 for ultra sos=0;// Initial amount, 0 for disabled colorwars=0;// Time in minutes before doom, 0 for disabled
// Generic, but still applying to KP: GameMode=1; // 0 for "Kill everything!" // 1 for "Kill all factories!" // 2 for "Kill the Kernel!" ghostedbuildings=1; fixedallies=0; MaxUnits=512; MinSpeed=0.1; MaxSpeed=10;
// Irrelevant for KP: StartMetal=1024; StartEnergy=1024; }
HostIP=localhost; HostPort=1377; IsHost=1;
StartPosType=0;// 0 for fixed, 1 for random, 2 for chosen MyPlayerNum=0; MyPlayerName=Single_Player; NumPlayers=1; NumUsers=4; NumTeams=4; NumAllyTeams=2;
// List of human controlled players: [PLAYER0] { name=Single_Player; Team=1; Spectator=0; }
// List of AI controlled players: [AI0] { Name=Enemy Bot; ShortName=Kernel Panic AI; //Version=?; Team=0; Host=0;// Number of the PLAYER hosting the AI } [AI2] { Name=Enemy Bot; ShortName=Kernel Panic AI; //Version=?; Team=2; Host=0;// Number of the PLAYER hosting the AI } [AI3] { Name=Enemy Bot; ShortName=Kernel Panic AI; //Version=?; Team=3; Host=0;// Number of the PLAYER hosting the AI }
// List of ally teams: This is for assymetrical alliances [ALLYTEAM0] { NumAllies=0; } [ALLYTEAM1] { NumAllies=0; }
// List of restrictions NumRestrictions=0; [RESTRICT] { } }
Following script, generated by SpringLobby 0.0.1.10475 - Works fine with Spring 0.79.1.0. - Does not work under Spring 0.79.1.1: It awaits "choose pos", which never happens in AI battle.
Following script, generated by TASClient 0.48 beta - Works fine under 0.79.1.0 - Does not work under Spring 0.79.1.1: It awaits "choose pos", which never happens since I'm speccing AI battle. Using CTRL+ENTER make both AI spawn at 96,96 instead of their proper start pos.
If I'd allowed to interpret without devs insulting me, I would say that: - StartPosType=1; is broken for AI (but not humans), it makes AI always spawn at 96,96 - When there are 0 human player, it waits for "choose pos" while it should not.
Note: When running Spring.exe directly, pick mod, map, and AI, the behavior is same between 0.79.1.0 and 0.79.1.1: I have a message "waiting for player, press Ctrl enter" (not "choose pos"), and when I do press Ctrl Enter, the AI spawn in a correct start pos.
With Springlobby (actual build from last night) the AI bots spawn only in the left uper field of the map...
So ATM it is useless for Human-VS-AI play .....
And the problem with massive lags in the Game is still here. Dont know is this engine or mod related. It is only coming by BA or CA mod. And both runs in the past (4-5 month) fine so i think it is mod related, or the mods use a new function of the engine.
You are both right. I noticed the same problem with the debug builds I've been building for myself. It is because of the inclusion of NTAI in the build environment. NTAI comes with it's own modified copies of TdfParser.cpp, TdfParser.h, and tdf_grammar.hpp in /AI/Skirmish/NTai/AI/NTai/Helpers/. After renaming those files with a NTAI_ prefix and changed the ifndefs as well, StartPosX=x; & StartPosZ=z; work as before to load AI bots in their proper location.
NTai's files in /AI/Skirmish/NTai/AI/NTai/Helpers/ :
I'm new to git so I don't know why I'm having a problem connecting. I made a fork repository and the problem is the same with both. Any attempt to push gives me an error, "Putty Internal Error: Wrong Port Number". ssh -v git@github.com tells me I'm connecting on port 22 and authenticating fine with the account I made there. I went into my router settings and added a port forwarding rule for SSH port 22 and that didn't help either.
github has relatively good guides, it is not too difficult, if you follow them closely. you do NOT have to forward a port on your router for sure!
i included your patch.. i can't imagine this really helps though... well if it would give problems, we still can remove it again (like the class TdfParser beeing defined 2 times or something).
I don't have enough C++ knowledge or experience yet to say what is the best solution. NTAI_tdf_grammar.hpp is the same as the /rts/System/ counterpart except for one less include ( #include <list> ) and of course that everything else is wrapped inside namespace ntai {}, just like the other files. The TdfParser class is quite different from the /rts/System/ version though and merging them just for a single AI doesn't make sense to me (and is outside of my ability). It would be a lot of careful search and replace but NTai's TdfParser class could be renamed as the files and defines were.
NTai uses the ntai namespace and conflicts with this are indicative of issues elsewhere
Eitherway there is no reason for this conflict to exist, other than flaws in the way either is being built. NTai given the necessary headers should build standalone. I don't appreciate my project being hemmed in to fix a build system that's not adequate. I sure hope youve changed my project files ( and if not reverted the changes youve made to my copy of TDF Parser )
*note: the above text is to be read in a hostile tone, I am not happy, not one bit*
thats the point.. i am pretty sure it is not doing this. the only possible problem could be, thta NTai fails, but as AF said, he uses a namespace, so not even that is possible.. my guess is that Societal tested Auswaschbars fix together with his changes, and assumed his changes fixed it. sorry, no offence, is just what seems most likely to me.
I have a particular pet peeve of build systems not doing their job resulting in the code its building needing changing. Sure if tis a compile syntax error but if its perfectly fine then why change it, change the build system
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