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by Veylon
21 Feb 2009, 07:10
Forum: Help & Bugs
Topic: SpringLobby and trouble with maps
Replies: 5
Views: 1463

Re: SpringLobby and trouble with maps

I have a solution. Installing the new Vista SpringLobby gave the same problem. HOWEVER, placing my base, mods and maps in c:\users\myusername\spring directories did fix the problem, leading me to believe that SpringLobby is simply ordering UnitSync.dll to search for the files in the wrong place. Or ...
by Veylon
20 Feb 2009, 22:28
Forum: Help & Bugs
Topic: SpringLobby and trouble with maps
Replies: 5
Views: 1463

SpringLobby and trouble with maps

Alright. Springlobby (version 1.10423) does not show maps when I choose single player and select a mod and map, and crashes if I hit "start". In multiplayer, it crashes if I hit "Host New..." and then "Host", OR if I try to join a game. It seems to be related to UnitSync not being deinitialized, and...
by Veylon
07 Sep 2006, 00:23
Forum: Feature Requests
Topic: Multiplayer Campaing
Replies: 20
Views: 1051

The mod could be different each day for each planet, and the map could be a randomly chosen appropriate map to that planet. Like, today if you pick mars, it'll be AA, but tomorrow it might be XTA or FF. Then, once you pick the planet, it'll be a mars-style map. So XantheTerra or mars or whatever. Bu...
by Veylon
31 Aug 2006, 23:59
Forum: Engine
Topic: Spring with Kill/Loss window
Replies: 25
Views: 2126

Screenshots or death. OK, OK. I'll get them, just give me a little bit. The Kill window shouldn't have a bug after 32000+ kills. If you get more than two billion I make no promises. Right now, it's one point per kill. If you want damage, metal produced, or some other score feature, I'll work on giv...
by Veylon
29 Aug 2006, 23:33
Forum: Engine
Topic: Spring with Kill/Loss window
Replies: 25
Views: 2126

Spring with Kill/Loss window

Yeah! I finally got the rts source to compile. No sound or LUA, but it has a kill/loss window, and the tooltip shows how far you are towards finishing up capturing, reclaiming, or resurrecting. Download it here: http://www.fileuniverse.com/?p=showitem&ID=3743 . Let me know what you think. Edit: Scre...
by Veylon
19 May 2006, 20:18
Forum: AI
Topic: How to make the AI Cheat
Replies: 9
Views: 1105

I wasn't thinking so much in terms as making hundreds of units coming out of thin air (as is interesting to see), as much as using information cheats, like finding out where the enemies are headed or seeing everything on the map. You know, the "traditional" AI advantages. Also, I found a hack to get...
by Veylon
11 May 2006, 20:56
Forum: AI
Topic: HandleCommand Features
Replies: 11
Views: 1426

Well, i suppose if you kept a list of what's around, you could copy what's going to get deleted and then reinsert it...or something...

Anyway, I'll fiddle with the different ways and see what comes up.
by Veylon
11 May 2006, 20:52
Forum: AI
Topic: How to make the AI Cheat
Replies: 9
Views: 1105

Well, it worked with 0.70b3, so I'll have to double-check it with 0.71b1. I'll bring a demo file or screenshots next time or else everyone can wait for the source code in OTAI's next version. I've also found that it's possible for the AI to very easily get other players' data. Should that be somethi...
by Veylon
09 May 2006, 22:13
Forum: AI
Topic: How to make the AI Cheat
Replies: 9
Views: 1105

How to make the AI Cheat

I hope that this hasn't been posted somewhere else, but here's how to make the AI Cheat without anyone having to type ".cheat". You have to call the GetCheatInterface() from the GlobalAICallback you get in the GlobalAI::Init(). This returns a pointer to a AICheats class or NULL if in a multiplayer g...
by Veylon
09 May 2006, 22:05
Forum: AI
Topic: HandleCommand Features
Replies: 11
Views: 1426

Cool. Now I don't have to make the letters out of lines. Thanks a lot!
by Veylon
03 May 2006, 21:30
Forum: AI
Topic: OTAI Thread
Replies: 104
Views: 17686

Alright... Plenty of questions here... All from AF... If you want to package OTAI with XE8, I'd be perfectly fine with that. I like AI vs AI battles as much as anyone. As for code cleaning, right now I'm pulling most of the code out of the GlobalAI.cpp and putting it into individual unit type classe...
by Veylon
25 Apr 2006, 21:01
Forum: AI
Topic: Anti stall algorithm
Replies: 41
Views: 3868

It shouldn't have to be up to the modder to tell that AI makers how to make AIs! The formula for calculating stall is fairly simple: [/code] Stall=False if(Resource + (Income - Usage) * BuildTime < 0) Stall = true If you want to factor in the costs of future projects, all you have to do is figure ou...
by Veylon
18 Apr 2006, 23:41
Forum: AI
Topic: OTAI Thread
Replies: 104
Views: 17686

Okay, got a new version again, 1.13. I spent a lot of time trying out that MFC threading and getting frustrated before giving up on that. I also cut the max number of buffered commands from eight to four, although some commands aren't buffered at all. @ignesandross: Feel free to test however you lik...
by Veylon
10 Apr 2006, 02:02
Forum: AI
Topic: Selfdestructing units
Replies: 8
Views: 662

Does your AI refer to the unit later, after destruction? That could likely be the problem, if your AI is trying to get information about it later.
by Veylon
05 Apr 2006, 21:10
Forum: AI
Topic: Unit Learning Algorithms
Replies: 53
Views: 3234

Very interesting topic. I'll put my two cents in: Context is everything. Figuring out how something happened is the biggest barrier to AI learning. What is an "event" is much harder than interpreting it once you have it. If 20 peewees, 10 Hammers, a Jethro, and a flea are ordered to attack a LLT pos...
by Veylon
28 Mar 2006, 23:28
Forum: AI
Topic: QAI Advanced AI Thread
Replies: 21
Views: 1928

Well, good luck! It takes a lot of time and imagination to do AI programming, and we could all use the challenge.
by Veylon
28 Mar 2006, 23:21
Forum: AI
Topic: OTAI Thread
Replies: 104
Views: 17686

All right! New Version: OTAI 1.11 - Command Buffering has replaced most calls to the callback, limit of eight commands per frame. - Finally got around to using Krogothe's new metal class (with minor changes). - Adjusted when/how to put up defenses so that a field of LLTs aren't used to cover one mex...
by Veylon
23 Mar 2006, 21:45
Forum: AI
Topic: OTAI Thread
Replies: 104
Views: 17686

I've been sorting by the command type. Attacks and builds and self-destructs get high priority, move gets medium, and reclamation and resurrection get low priority. What I would like is a way of randomly choosing a pending command, but weighted for priority, so that sometimes a low-priority command ...
by Veylon
23 Mar 2006, 20:54
Forum: AI
Topic: Academic research papers on AI in RTS games
Replies: 8
Views: 2574

Impressive!

I wasn't aware that any serious work was being done on real-time AI. I would like to see how a "real" AI would handle all the various confusions and mods in Spring.
by Veylon
23 Mar 2006, 20:46
Forum: AI
Topic: OTAI Thread
Replies: 104
Views: 17686

Actually, several containers sort on their own, whenever something is added to them (set, mostly). All you need is to define a less-than operator to deal with them. // Header class UnitInfo { UnitInfo(); ~UnitInfo(); int priority; friend operator<(UnitInfo &A, UnitInfo &B); }; operator<(UnitInfo &A,...

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