It should work fine with 85.0 ( I don't think there have been any major changes to the AI interface and this was built from git master/develop sources several days ago anyway )
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
After the match with that void game yesterday I thought it would be nice if ai-configs could be included with the mod? iirc currently they have to be in engine folder\ai\shard etc. Not sure if that is already possible/possible at all but it seemed like a good idea or something.
"The behavior of next is undefined if, during the traversal, you assign any value to a non-existent field in the table. You may however modify existing fields. In particular, you may clear existing fields. "
are the values changed in the modules loop?
can the loop be rewritten without the use of ipairs?
I have no reason to trust that build though I'm not even sure if it's compiled and linked with the correct parameters.
Also, even if you were correct with your theory, this would lead to the issue being present in shard regardless of which compiler built the binary. So the issue would be replicated on the visual studio build as it would be a lua problem not a C++ one
Lua is implemented in native code, and undefined behavior could mean, it works one way when compiled with compiler X, and an other way when compiled with compiler Y.
You could try it but since v85 was released and the VS build was put out by myself, I've seen no reports or feedback of the issue.
So far all problems Ive encountered except this since I put out the VS build have been caused by misconfigured Shard installs that weren't set up correctly.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Code:
[f=0000000] -> Version: 85.0 [f=0000000] -> Connection established (given id 0) [f=0000000] Player TehNewGuy finished loading and is now ingame [f=0000000] Switching to Overhead (TA) style camera [f=0000000] Switching to Free style camera [f=0000000] GameID: 796ff54e6e15fba5e764005e1cdf4421 [f=0000000] SkirmishAI (ID = 0, team ID = 1) is using cheats! [f=0000000] ResourceMapAnalyzer by Krogothe, initialized for resource 0(Metal) [f=0000000] <SkirmishAI: Shard 0.36rc1 (team 1)>: Shard by AF - playing:EvoRTS on:EvoRTS-RiverGlade-v02 [f=0000000] <SkirmishAI: Shard 0.36rc1 (team 1)>: added UnitHandler module [f=0000000] <SkirmishAI: Shard 0.36rc1 (team 1)>: added AttackHandler module [f=0000000] <SkirmishAI: Shard 0.36rc1 (team 1)>: added MetalSpotHandler module [f=0000000] <SkirmishAI: Shard 0.36rc1 (team 1)>: added Sleep module [f=0000000] STATS:plist,TehNewGuy [f=0000004] Skirmish AI "Enemy" (ID:0, Short-Name:"Shard", Version:"0.36rc1") took over control of team 1 [f=0000160] <SkirmishAI: Shard 0.36rc1 (team 1)>: Error in IGame::GetResource (arg 2), expected 'int' got 'string' stack traceback: [C]: ? [C]: ? [C]: in function 'GetResource' ...ring 85\AI\Skirmish\Shard\0.36rc1\ai\preload\api.lua:114: in function 'GetResource' ...rmish\Shard\0.36rc1\ai\EvoRTS\lowenergybehaviour.lua:16: in function 'UnitIdle' D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\unit.lua:72: in function 'UnitIdle' ...ring 85\AI\Skirmish\Shard\0.36rc1\ai\unithandler.lua:97: in function 'UnitIdle' D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\ai.lua:85: in function <D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\ai.lua:75> [f=0000320] <SkirmishAI: Shard 0.36rc1 (team 1)>: Error in IGame::GetResource (arg 2), expected 'int' got 'string' stack traceback: [C]: ? [C]: ? [C]: in function 'GetResource' ...ring 85\AI\Skirmish\Shard\0.36rc1\ai\preload\api.lua:114: in function 'GetResource' ...rmish\Shard\0.36rc1\ai\EvoRTS\lowenergybehaviour.lua:16: in function 'UnitIdle' D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\unit.lua:72: in function 'UnitIdle' ...ring 85\AI\Skirmish\Shard\0.36rc1\ai\unithandler.lua:97: in function 'UnitIdle' D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\ai.lua:85: in function <D:\Spring 85\AI\Skirmish\Shard\0.36rc1\ai\ai.lua:75> [f=0000547] User exited [f=0000547] Statistics for RectangleOptimizer: 34% [f=0000547] Path cache hits 0 0% [f=0000547] Path cache hits 0 0% [f=0000547] Statistics for local connection: Received: 1916 bytes Sent: 6403 bytes
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