View topic - SPADS AutoHost beta release



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PostPosted: 12 May 2011, 19:07 

Joined: 31 Mar 2011, 18:42
When I add AI into game, it dies just after the game starts. How can I play with AI using SPADS ?


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PostPosted: 13 May 2011, 01:17 

Joined: 17 Mar 2009, 00:20
BiBim can you make an update to change the mapoptions on the autohosts please? been waiting long for this, and some maps have mapoptions so we would love to play it with different style


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PostPosted: 13 May 2011, 03:16 
Lobby Developer

Joined: 06 Dec 2007, 11:12
McArcher wrote:
When I add AI into game, it dies just after the game starts. How can I play with AI using SPADS ?

AIs should work with SPADS, can you check the generated start script (var/startscript.txt) ?


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PostPosted: 13 May 2011, 03:19 
Lobby Developer

Joined: 06 Dec 2007, 11:12
Senna wrote:
BiBim can you make an update to change the mapoptions on the autohosts please? been waiting long for this, and some maps have mapoptions so we would love to play it with different style

bibim wrote:
I finally added mapoptions support in SPADS, they can now be changed in the same way as modoptions (SPADS >= 0.9.9).


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PostPosted: 13 May 2011, 22:03 

Joined: 17 Mar 2009, 00:20
ah didnt saw it sorry, anyway thanks for the support and keep the cool job:)


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PostPosted: 14 May 2011, 20:24 

Joined: 31 Mar 2011, 18:42
bibim wrote:
McArcher wrote:
When I add AI into game, it dies just after the game starts. How can I play with AI using SPADS ?

AIs should work with SPADS, can you check the generated start script (var/startscript.txt) ?

haven't found such file.


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PostPosted: 14 May 2011, 20:58 

Joined: 17 Mar 2009, 00:20
hmm yeah the map options works only if the autohost has the map stored
can do u fix that to works without need it to have stored?


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PostPosted: 15 May 2011, 11:55 

Joined: 15 May 2011, 11:40
Helo Bibim, it was who had the problem with AI, as MrArcher said before.

Startscript looks like this

Code:
[GAME]
{
  Mapname=Conversation;
  Gametype=Balanced Annihilation V7.31;

  startpostype=0;

  AutohostPort=8454;

  HostPort=8452;

  AutoHostName=Pisces;
  AutoHostCountryCode=CZ;
  AutoHostRank=0;
  AutoHostAccountId=190710;

  IsHost=1;

  NumPlayers=1;
  NumTeams=2;
  NumAllyTeams=2;

  [PLAYER0]
  {
    Name=[CZ]Pavouk106;
    Password=<some hash here>;
    Spectator=0;
    Team=0;
    CountryCode=CZ;
    Rank=4;
    AccountId=170192;
  }
  [AI0]
  {
    Name=Bot1;
    ShortName=RAI|0.601;
    Team=1;
    Host=0;
  }

  [TEAM0]
  {
    RgbColor=0.54118 1.00000 0.00000;
    TeamLeader=0;
    Side=ARM;
    Handicap=0;
    AllyTeam=0;
  }
  [TEAM1]
  {
    RgbColor=0.00000 0.00000 1.00000;
    TeamLeader=0;
    Side=ARM;
    Handicap=0;
    AllyTeam=1;
  }


I set the startpostype to 0 (should be fixed or random, AI should have no problem with both of them). AI is RAI, but AAI, KAIK and E323 does the same. They all dies right after game starts (counting goes to zero and you gain control of your comm). When the game is counting (3 -> 0), there is written "AI-bot" in player list and right after it, there is "dead team".

SPADS is running on mITX Atom based motherboard, I (Pavouk) am connecting from Core i5 (in the same subnet as host) machine and it's me who added the bot (is it my PC which computes bots actions or SPADS autoost PC does this?).

I have no problem with running all types of bots on my Core i5 machine when I host the game on it.


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PostPosted: 15 May 2011, 20:00 

Joined: 31 Mar 2011, 18:42
Pavouk106, where did you get this "startscript" file from? I have searched in entire disk C and haven't found any file (WinXP, C:\, "startscript" as a search-word, system and hidden files were included into search).


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PostPosted: 15 May 2011, 20:09 
Spring Developer
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Joined: 22 Sep 2007, 08:51
it is called script.txt, created by the lobby client, usually in your spring install dir.


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PostPosted: 16 May 2011, 09:26 
Lobby Developer

Joined: 06 Dec 2007, 11:12
Senna wrote:
hmm yeah the map options works only if the autohost has the map stored
can do u fix that to works without need it to have stored?

SPADS actualy reads the map options from the map archive, so allowing map options for maps which aren't available locally would require having a database of mapoptions available somewhere, which isn't planned in near future for SPADS.

McArcher wrote:
Pavouk106, where did you get this "startscript" file from? I have searched in entire disk C and haven't found any file (WinXP, C:\, "startscript" as a search-word, system and hidden files were included into search).

I was speaking of the file generated by the autohost on the server, to launch the dedicated-server binary.


Last edited by bibim on 16 May 2011, 10:04, edited 1 time in total.

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PostPosted: 16 May 2011, 09:35 

Joined: 15 May 2011, 11:40
MrArcher - I'm not on mmy PC now, so I can't tell exactly, but it's in SPADS/var directory I think (SPADS\var in Windows I suppose - I run Linux).

Bibim - Is this the correct startscript? I haven't found anything which would look better (as startscript).

I will definitely have to look on my Spring compile options, I'm beggining to think I have not allowed bots support, but I was sure I have checked that before compiling.

Or maybe try to run autohost on my main PC, where bots are ok. If it's fine there, I should search for bug in my Atom server. I suppose it's my mistake, not Bibim's (autohost's).


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PostPosted: 16 May 2011, 10:17 
Lobby Developer

Joined: 06 Dec 2007, 11:12
Pavouk106 wrote:
Bibim - Is this the correct startscript? I haven't found anything which would look better (as startscript).
It is the file I asked for, yes. I didn't check it in details yet, but at first sight it seems ok...

Pavouk106 wrote:
I will definitely have to look on my Spring compile options, I'm beggining to think I have not allowed bots support, but I was sure I have checked that before compiling.

Or maybe try to run autohost on my main PC, where bots are ok. If it's fine there, I should search for bug in my Atom server. I suppose it's my mistake, not Bibim's (autohost's).
I don't think the problem is related to your server. Basically spring-dedicated only routes network packets between clients, it doesn't require anything special to host games with AIs managed by clients.


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PostPosted: 17 May 2011, 18:48 

Joined: 15 May 2011, 11:40
Bibim> I have AI compiled in my server Spring. I tried to find some sign of bug, but the best log I could find says almost nothing. It's on my desktop PC (which computes AI) in .spring/infolog.txt. There are many lines in it, but only these looks interesting

Code:
[CZ]Pavouk106 added point: Start 0
ERROR: Unknown skirmish AI specified: 
Skirmish AI "Bot1", which controlled team 1 is now dead
Game has ended


Skirmish AI was set to NullAI and I also tried CppTestAI in this case. Both of them should work, because they do nothing... But no luck :-( You can try yourself, game is hosted by user "Pisces" and should be on 24/7. Feel free to try it yourself.

EDIT: Another player tried it for me, bots not working again :-( Problem will be in my SPADS (configuration) or in Spring server or (which is unlikely) in my network configuration (games with human players are ok).


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PostPosted: 17 May 2011, 21:39 
Lobby Developer

Joined: 06 Dec 2007, 11:12
Thanks for the report.
It should be fixed now, can you re-try ?


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PostPosted: 18 May 2011, 11:00 

Joined: 15 May 2011, 11:40
bibim wrote:
Thanks for the report.
It should be fixed now, can you re-try ?


You mean update SPADS (I had stable, but switched to unstable) and then try with AI again? I'm not on my PC now, so I can try it in about 8 hours from now if update of SPADS is needed and normal (random) user have privileges to update it (I suppose only users that I set up in configuration file can do things like updating SPADS).


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PostPosted: 18 May 2011, 11:07 
Lobby Developer

Joined: 06 Dec 2007, 11:12
SPADS auto-updates itself (check autoUpdateDelay global setting), so there is no need to launch a manual update.

I saw your bot was configured for unstable, so I updated the unstable repository and your bot auto-updated.

I recommend not using unstable release though, as it is more likely to contain severe bugs than other releases (you can revert to testing or stable once you checked the problem is solved in unstable, I will apply the patch to other releases...).


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PostPosted: 18 May 2011, 15:05 

Joined: 15 May 2011, 11:40
Confirmed by friend - played battle against AI and AI wasn't dead right after starting countdown. Thanks Bibim, good work.

Can I ask (just curious) what was bad?


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PostPosted: 18 May 2011, 16:00 

Joined: 31 Mar 2011, 18:42
I forgot one detail. The game, in which AI died, was a game with start positions, selected in game, i.e. i drew 2 starting zones (with a !split commnd) and assigned AIs to 2 different alliances.

Did you manage to start the game with AI with the same settings?


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PostPosted: 18 May 2011, 16:03 
Lobby Developer

Joined: 06 Dec 2007, 11:12
Pavouk106 wrote:
Can I ask (just curious) what was bad?
There was an incompatibility with the way your lobby client provides the AI version in the ADDBOT command.
That's why you had "ShortName=RAI|0.601;" in your startscript, instead of "ShortName=RAI; [...] Version=0.601;".


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