View topic - Shard 0.35RC2 & 0.31.1 Not So Ballsey



All times are UTC + 1 hour


Post new topic Reply to topic  [ 555 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 28  Next
Author Message
PostPosted: 21 Dec 2011, 18:40 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
I tested with BA last night and it worked, use the lua from the git repo


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 14:51 
Spring Developer

Joined: 31 May 2009, 23:08
works fine here too.

what i did:

grabbed http://springrts.com/dl/buildbot/defaul ... 0_Shard.7z and extracted to spring dir and then replaced with AF's dll.


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 16:23 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
Of note there's a 0.36RC1 I was passing around yesterday for testing, it appears to be working within optimum parameters:

http://www.darkstars.co.uk/downloads/vi ... .36RC1.zip

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 )


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 16:31 
Moderator
User avatar

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.


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 16:56 
Spring Developer

Joined: 31 May 2009, 23:08
@AF:

about the endless loop: i found that:

http://www.lua.org/manual/5.1/manual.html#pdf-next

"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?

like

Code:
function AI:Init()
for i=1,#modules do

end
end


(i'm not so good in lua, this is why i ask...)


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 17:57 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
during the loop it shouldn't unless forebodings copy has some modules that attempt it ( in which case why would you want to =s )

As of yet Ive been unable to reproduce his issue, and since he used an unsupported build Id need confirmation it persists in a clean install of .36RC1


Top
 Offline Profile  
 
PostPosted: 22 Dec 2011, 17:59 
Spring Developer

Joined: 31 May 2009, 23:08
to reproduce: just use http://springrts.com/dl/buildbot/defaul ... 0_Shard.7z ...


Top
 Offline Profile  
 
PostPosted: 23 Dec 2011, 03:55 
AI Coder
User avatar

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


Top
 Offline Profile  
 
PostPosted: 23 Dec 2011, 10:00 
Spring Developer
User avatar

Joined: 22 Sep 2007, 08:51
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.


Top
 Offline Profile  
 
PostPosted: 23 Dec 2011, 12:08 
Spring Developer

Joined: 31 May 2009, 23:08
Quote:
I have no reason to trust that build though I'm not even sure if it's compiled and linked with the correct parameters.


i hope you trust me ;-)

how can the function be rewritten this style? (without ipairs?)

Code:
function AI:Init()
for i=1,#modules do

end
end


Top
 Offline Profile  
 
PostPosted: 23 Dec 2011, 15:51 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
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.


Top
 Offline Profile  
 
PostPosted: 23 Dec 2011, 15:53 
Spring Developer

Joined: 31 May 2009, 23:08
the mingw build from the buildbot still causes the endless-loop... i thought this is clear.

and i would try it with the rewritten function when i would knew how to write it, that it does the same.


Top
 Offline Profile  
 
PostPosted: 24 Dec 2011, 07:24 
Evolution RTS Developer
User avatar

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


Top
 Offline Profile  
 
PostPosted: 24 Dec 2011, 11:52 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
That issue is an old one, see ~1 month back when I changed the function names so that the two functions sharing that name were separated.


Top
 Offline Profile  
 
PostPosted: 26 Dec 2011, 17:20 
User avatar

Joined: 20 Aug 2009, 19:49
Wait-function in buildques is broken, often does not resume producing after expired.

Edit:
also in default attackhandler you have a line
Code:
pz = pos.x - math.fmod(pos.z,600)


where it should read
Code:
pz = pos.z - math.fmod(pos.z,600)


one letter changed suddenly Shards attacks make sense...


Top
 Offline Profile  
 
PostPosted: 27 Dec 2011, 22:38 
Spring Developer

Joined: 31 May 2009, 23:08
thanks, commited: https://github.com/Tarendai/Shard/commi ... 04fc330242


Top
 Offline Profile  
 
PostPosted: 28 Dec 2011, 18:39 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
AF wrote:
That issue is an old one, see ~1 month back when I changed the function names so that the two functions sharing that name were separated.



That was a direct unzip of 36rc1.


Top
 Offline Profile  
 
PostPosted: 28 Dec 2011, 21:28 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
IIRC you were told of the issue quite a while ago, but no fixes were ever contributed, as such the evorts behaviour in question was never updated.

Thankyou for the fix to attacking, and I will look at the wait issue when I next get a chance.


Top
 Offline Profile  
 
PostPosted: 31 Dec 2011, 01:04 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
I don't understand what you just said. Should I? Or was that @ abma?


Top
 Offline Profile  
 
PostPosted: 31 Dec 2011, 01:18 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
You've already reported the bug and been given the fix, its further back in the thread.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 555 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 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.