View topic - Shard 0.35RC2 & 0.31.1 Not So Ballsey



All times are UTC + 1 hour


Post new topic Reply to topic  [ 550 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 28  Next
Author Message
 Post subject: Re: Shard
PostPosted: 23 Nov 2010, 21:15 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Tests showed it did things in BA, although evorts had a lua crash, capitalisation was the culprit, I haven't had a chance to check over for more errors with capitalisation and filenames yet


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 08 Jan 2011, 22:09 
Kernel Panic Co-Developer
User avatar

Joined: 16 Nov 2004, 13:08
Shard Ballsey 0.31 was tested against Spring 82.7.1 with Kernel Panic 4.1 and found working.

I am shocked!


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 09 Jan 2011, 17:27 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
hooray ^_^


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 21 Feb 2011, 14:08 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Minor Update:

Work is going very slowly, I shall have ADSL ~ march 9th maybe afterwards, but until then my progress is crippled by mobile broadband and has been since mid january =(


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 22 Feb 2011, 19:44 
Conflict Terra Developer
User avatar

Joined: 29 Aug 2009, 19:12
Location: Also Richmond
Glad to hear the project is not dead.


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 23 Feb 2011, 23:16 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
oksnoop2 wrote:
Glad to hear the project is not dead.

Image


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 16 Mar 2011, 23:04 

Joined: 03 Sep 2006, 21:31
Can I get a linux 64 build? or source to build one?


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 16 Mar 2011, 23:42 
Spring Developer
User avatar

Joined: 22 Sep 2007, 08:51
there is no independent build file for Shard on linux, so you have to compile it through/with spring.

for the current release version of spring:
get the spring sources, unpack them, then:
Code:
wget http://sourceforge.net/projects/springrts/files/springrts/spring-0.82.7.1/spring_0.82.7.1_src.tar.gz/download
tar xfvz spring_0.82.7.1_src.tar.gz
cd spring_0.82.7.1
cd AI/Skirmish
git clone git://github.com/Tarendai/Shard.git
cd ../..
cmake .

for the last part onwards (cmake .), see:
http://springrts.com/wiki/Building_Spring_on_Linux


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 17 Mar 2011, 23:58 

Joined: 03 Sep 2006, 21:31
Thanks, got it working. Used the BA script with TA and worked. Just need to remind myself of never again test a new AI with 5k unit cap :shock:


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 18 Mar 2011, 09:55 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
heh did the AI fill the cap and slow the sim down? I had stages with NTai where it would fill up brazillian battlefields till there were traffic jams of con units searching for places to build.

Currently I haven't focused on BA much, so the support is incomplete, but could be improved dramatically, very easily/quickly. If you do anything to taskqueues.lua please let me know, and if you have any suggestions, feel free =)


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 18 Mar 2011, 22:33 

Joined: 03 Sep 2006, 21:31
Yup, 2 AIs filled everything, but the BA script is only buildinng LLT, pewees, solar and mexes. Build a single strong mech and watch the world fall. But couldnt manage to play much, it got too slow. I'm still learning LUA itself and geting a hold of the general structure, the first think I want to ask, is there a way to know which units an certain unit can build? I think it follows somewhat the same C/Java API, right? Is there any editor with code complete for LUA?

Edit: what I'm trying to do is this:
Code:
build (Unit unit)
    foreach Unit childUnit: unit.unitsItCanBuild
      if !childUnit.unitsItCanBuild then
        queueBuild(unit, childUnit)
    end;
    foreach Unit childUnit: unit.unitsItCanBuild
      if childUnit.unitsItCanBuild then
        build(childUnit)
    end


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 19 Mar 2011, 02:30 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
At the moment no, in the next version yes, or via gadget communication, yes


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 22 Mar 2011, 02:57 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
Hey AF, I started using Shard because it seems cool. Got it basically functioning as much as building units and attacking me, but i'm not very capable of making it do much more than this. main goal is to have the ai detect various lus locals and change behaviour accordingly (for instance, withdrawing a unit when it becomes overheated, re-attacking when its cooled down, using jump jets, returning to base to repair, and capturing flags)

just wondering if you'd like to help me out :>


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 22 Mar 2011, 13:06 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Sure, though I don't know how much time I have for a lengthy sit down, and I have to tweak one or two things anyway regarding construction placement.

I assume you'll need to start on gadget<->Shard Comms? Do you have any objections to whatever arises being used as an example/tutorial?


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 22 Mar 2011, 20:53 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
New additions in next release:

  • Greater clarification of which unit objects are shard unit logic objects, and which are engine API objects
  • Support for the Spring Gadget API in Shard
  • Better memory management on unit deaths


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 22 Mar 2011, 21:41 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
http://darkstars.co.uk/2011/shard-attacks/

A discussion explaining how Shards attacking works. How it figures out which units to attack with, when to attack, and where to attack


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 24 Mar 2011, 07:42 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
tl;dr
if you want to document shard so others can actually use it, don't do it with chatlogs.

This is a documention:
http://love2d.org/wiki/love

This is useless:
[20:29:26] note
[20:29:31] that the entire attacking system can be either
[20:29:33] sidestepped
[20:29:35] or replaced
[20:29:53] all it would take is either your own behaviours, thats then assigned to attacker units


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 24 Mar 2011, 08:54 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Chat log is better than nothing

Chat log in blogpost is better than chat log sitting on a hard drive is better than nothing

While documentation isn't ready, this is the next best thing until I finish plugging that gap


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 29 Mar 2011, 22:52 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Momentary hiccup, my main machine has died, new one arrives thursday. No data has been lost. I still have my macbook so I am still contactable ( and still have developer tools ). Ill have my new machine setup Friday/Thursday evening, followed by a 5 day weekend ;D


Top
 Offline Profile  
 
 Post subject: Re: Shard
PostPosted: 31 Mar 2011, 18:55 

Joined: 28 Feb 2011, 02:44
hoijui wrote:
there is no independent build file for Shard on linux, so you have to compile it through/with spring.


I see that the Shard github project is now hooked into the main Spring github tree.

https://github.com/spring/spring/commit/031c57db389734ac2fb6a38d65803e351f948fae

I'm assuming this means that more people can now look forward to being pwn3d by Shard in future Spring releases on all platforms?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 550 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 28  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.