Well even if i make it a small area command around the target feature i can see the correct order when selecting the unit in observer mode, the problem is the unit is just not doing anything.
It has a dotted line connecting it, a radius but does not move at all (in some rare cases a nonsensical movement towards the spot it was built and back and then stops).
I'm in the process of rebuilding Shard for 0.83, Abma and Hoijui have helped me fix some issues I had, now I just need VS10 builds of certain libraries e.g. Boost
i think i fixed the second thing, but i need more context for the first one. best... give whole log. there is no lua.h in the C++ wrapper, and i guess youd rather use your own (Shards), and not the engine one. maybe you can do it right, by defining the right include dirs.
ahhh right :/ stupid, stupid windows! well... i guess the solution is, to make sure you include the wrappersources with a prefix path, as in, instead of Lua.h, you include Wrapper/Cpp/Lua.h. of course the spring cmake scripts wolld have to generate that prefix path... will also have to look into this later, when i am back home. hit me if i seem to have forgotten.
Currently the AI interface is incompatible with VS2010 and refuses to compile. V84 of spring brings fixes that should fix the majority of the problems, but this does not fix all the issues, and Shard still fails to compile under VS2010.
The last progress I'm aware of was Hoijuis fix for the stdbool.h issue, which exposed a further issue regarding const correctness and undefined values.
That'll be git master, which is included when you try to build Spring from git master. Seems the OS X build bundled shard in too although I don't mind that as I can't build it for OS X myself anyway. Shard should build on OSX and linux. Its Visual Studio 2010 & Windows I'm having trouble with.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Got a dll courteousness of buildbot and hoijui pointing me to it, but all it does is spam this: [f=0000000] <SkirmishAI: Shard 3.0-Easy (team 0)>: added UnitHandler module
Enough to the point that in 30 seconds, infolog ended up having 37k + lines.
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