Search found 7 matches
- 28 Apr 2012, 12:25
- Forum: AI
- Topic: Speeding-up game execution
- Replies: 8
- Views: 2388
Re: Speeding-up game execution
Several more questions: I see I can set in [modoptions] maxspeed=100; minspeed=100; Will setting the minspeed too high cause any errors in the game simulation? Will the game slow down to complete all the calculations needed per frame if I set minspeed too high? Is there a limit to how high I can set...
- 21 Apr 2012, 10:50
- Forum: AI
- Topic: Speeding-up game execution
- Replies: 8
- Views: 2388
Speeding-up game execution
I wrote a BA playing AI for my thesis. I need to run a few hundred games to collect data. What can I do to speed up game execution? Can running spring-headless speed things up? In game I can press +/- to speed-up/slow-down the game. Is there a way to do this from my agent? I didn't see anything in t...
- 21 Apr 2012, 10:42
- Forum: AI
- Topic: How to handle units getting stuck?
- Replies: 4
- Views: 2649
How to handle units getting stuck?
I created a Skirmish AI that plays BA for my thesis. I'm pretty much done and quite happy with it except for one issue. Every few games or so the commander will get stuck on a solar panel flap and just keeping 'bouncing' into it forever. This kills the game. I need to run several hundred games to co...
- 27 Dec 2011, 21:50
- Forum: AI
- Topic: [Solved] Synched commands using vanilla c interface
- Replies: 0
- Views: 1157
[Solved] Synched commands using vanilla c interface
Command ID must be set to -1 Thanks to abma for pointing me in the right direction. Original post: Is anyone familiar with the following error? [f=0000010] Unhandled net msg (76) in server from 0 I wanted to test out a Skirmish AI agent using the plain c interface (I used NullAI as a base.) Using t...
- 24 Aug 2011, 15:37
- Forum: Map Creation
- Topic: New mapconv that works flawlessy on linux
- Replies: 54
- Views: 53189
Re: New mapconv that works flawlessy on linux
Typemap on spring it's just 0-255 value matrix , each value in 0.255 range is a terrain type Right. The old programs used the red channel from RGB colorspace and your program uses the luminance channel from, I assume, LUV colorspace. Either one works, but they are incompatible. I only used the red ...
- 24 Aug 2011, 06:25
- Forum: Map Creation
- Topic: New mapconv that works flawlessy on linux
- Replies: 54
- Views: 53189
Re: New mapconv that works flawlessy on linux
tizbac, your are amazing! This is great. Some issues I had (mostly because I learned on mapconv.) I will document here so others don't make the same mistakes: 1) Typemap uses the luminance value instead of the red channel (so edit typemap in grayscale mode) 2) Metalmap and Typemap are expected to be...
- 23 Aug 2011, 21:30
- Forum: Map Creation
- Topic: New mapconv that works flawlessy on linux
- Replies: 54
- Views: 53189
Re: New mapconv that works flawlessy on linux
Perfect timing! Just what I needed. I've been struggling to get textures to work with the main branch of mapconv on linux for the past 2 days. Thanks for putting this together, tizbac--it works great. Any plans on adding feature map support?
-ljd
-ljd