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by lamer
04 Sep 2016, 12:20
Forum: AI
Topic: Java AI crashes with external libraries
Replies: 4
Views: 1506

Re: Java AI crashes with external libraries

WRT 'kinda': On Nuclear_Winter map Bla1AI built only eco and constructors till 10th minute, then spammed military units, ok so far. But after mexing half of the map and when scout didn't find NullAI in corner Bla1AI seized its activity - constructors, scout, everything went idle. I had to /cheat and...
by lamer
04 Sep 2016, 02:03
Forum: AI
Topic: Java AI crashes with external libraries
Replies: 4
Views: 1506

Re: Java AI crashes with external libraries

Probably just messed up installation (wrong version of AIInterface.jar + JavaOO-AIWrapper.jar)? Compiled Bla1AI+spring103.0 from link above and it kinda even killed NullAI. (Tested with basic replacement of NullOOJavaAI stuff by Bla's SkirmishAI.jar + AIInfo.lua) Checkout other working spring103 AI ...
by lamer
09 Jul 2016, 16:06
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 39917

Re: MacOS SpringRTS OSX Build

Code: Select all

Undefined symbols for architecture x86_64:
...boost...bla...boost...
ld: symbol(s) not found for architecture x86_64
collect2: error: ld returned 1 exit status
Seems compiled but error at link-time.
Miscompiled boost? wrong boost's gcc options?
by lamer
27 May 2016, 08:22
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 39917

Re: MacOS SpringRTS OSX Build

Code: Select all

Unable to find any JVMs matching version "(null)".
No Java runtime present, try --request to install.
CMake Error at /opt/local/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148 (message):
  Could NOT find Java (missing: Java_JAVA_EXECUTABLE Development)
Install JDK?
by lamer
08 Mar 2016, 20:25
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 39917

Re: MacOS SpringRTS OSX Build

Faster-rate LOS update requires OpenGL 3+. Mac OS X doesn't have OpenGL compatibility profiles for 3+ version and thus operates only in 2.1. See https://www.opengl.org/wiki/Core_And_Compatibility_in_Contexts, "Platform Issue (MacOSX)" section. Also Mac drivers are too strict and may result in errors...
by lamer
07 Feb 2016, 16:18
Forum: Community Blog
Topic: [engine] Spring update February 2016
Replies: 9
Views: 1676

Re: [engine] Spring update February 2016

I don't think I've made the functions to grab that info, but essentially that depends on the game and how often it makes use of this feature. That'll make AIs utterly blind to dynamic units. Consider Zero-K and its dynamic commanders. If the game doesn't use it, current AIs should function the same...
by lamer
07 Feb 2016, 01:03
Forum: Community Blog
Topic: [engine] Spring update February 2016
Replies: 9
Views: 1676

Re: [engine] Spring update February 2016

Lua
Lots of new things here as well, I'll mention the new ability to change the damage table of a unit’s weapons (previously only possible in the WeaponDefs) or even projectiles in flight!
Any pitfalls for native AIs?
by lamer
01 Jan 2016, 22:08
Forum: Feature Requests
Topic: Better Teams Interface for AI
Replies: 6
Views: 959

Re: Better Teams Interface for AI

I have concerns about ongoing work . Developed implementation: a) Add new Ally(Created|Finished|Destroyed|Damaged) events. I think it brings inconsistency: Unit(Given|Captured) is already sent to allies. My opinion about proper implementation: b) New Ally(Created|Finished|Destroyed|Damaged) events a...
by lamer
29 Dec 2015, 02:21
Forum: AI
Topic: [Java] Clear factory build queue [solved]
Replies: 4
Views: 1335

Re: [Java] Clear factory build queue [solved]

From what i see alt and control should be sufficient, e.g. 192 (tested)

Code: Select all

getUnit().executeCustomCommand(2, cmds, 192, frame + 50)
by lamer
28 Dec 2015, 12:45
Forum: Feature Requests
Topic: Better Teams Interface for AI
Replies: 6
Views: 959

Re: Better Teams Interface for AI

awk scripts are responsible for generation of newOO wrappers (for any language). Search for *.awk inside spring/AI/.
As long as you followed naming conventions with some specific comments new events should be autogenerated.
Don't forget to test it!
by lamer
22 Dec 2015, 11:56
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 2492

Re: Issues using OpenGL with an AI

You can only have one context active in a thread, and each context can only be active in one thread at a time. Not exactly, threads has nothing to do with context. In simple case: there is GPU controled by OpenGL which is a state machine. Context describes its state. All there is to do is properly ...
by lamer
22 Dec 2015, 00:41
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 2492

Re: Issues using OpenGL with an AI

I think mantis issue is related. The heck glfwMakeContextCurrent(NULL) for? Try

Code: Select all

previousContext = glfwSomethingGetCurrentContext();
...init...
glfwMakeContextCurrent(previousContext);
Regardless, CircuitAI's DebugDrawer.cpp proves that context switch works.
by lamer
16 Dec 2015, 13:53
Forum: AI
Topic: Sensor maps
Replies: 5
Views: 1593

Re: Sensor maps

Logic in IsPosInRadar is not for native AI either (checks for jammers?). Ended up with additional sensor maps only.
PR
by lamer
16 Dec 2015, 12:40
Forum: AI
Topic: Sensor maps
Replies: 5
Views: 1593

Re: Sensor maps

Need help! Will it be cheating to use int LuaSyncedRead::IsUnitInLos(lua_State* L); int LuaSyncedRead::IsUnitInAirLos(lua_State* L); int LuaSyncedRead::IsUnitInRadar(lua_State* L); int LuaSyncedRead::IsUnitInJammer(lua_State* L); for native AI? Seems they test exact position of unit (without wobble)...
by lamer
12 Dec 2015, 21:56
Forum: AI
Topic: Sensor maps
Replies: 5
Views: 1593

Re: Sensor maps

Added airLos, sonar, seismic, sonarJammer maps (locally so far). And before pushing PR i also found int LuaSyncedRead::IsPosInLos(lua_State* L); int LuaSyncedRead::IsPosInRadar(lua_State* L); int LuaSyncedRead::IsPosInAirLos(lua_State* L); // IsPosInJammer Those probably would be also useful, becaus...
by lamer
09 Dec 2015, 00:23
Forum: AI
Topic: Sensor maps
Replies: 5
Views: 1593

Sensor maps

There is Map::GetLosMap, Map::GetRadarMap and Map::GetJammerMap in AI interface (both legacy and newOO). But what about sonar, how can i GetSonarMap? In Zero-K underwater objects should be tested against SonarMap rather than RadarMap. I also found few more maps that probably could be useful and i wa...
by lamer
03 Dec 2015, 12:52
Forum: Help & Bugs
Topic: Springlobby freezing longer than 60sec
Replies: 17
Views: 1456

Re: Springlobby freezing longer than 60sec

As a workaround to outdated Arch Linux builds i use package from AUR.
by lamer
03 Dec 2015, 12:25
Forum: AI
Topic: AI Bandwidth Limit
Replies: 4
Views: 898

Re: AI Bandwidth Limit

Delay and split in time commands so it won't send 1000 of them in same frame.
Don't resend commands (like move positions) if they didn't change.
by lamer
02 Dec 2015, 17:48
Forum: Help & Bugs
Topic: Springlobby freezing longer than 60sec
Replies: 17
Views: 1456

Re: Springlobby freezing longer than 60sec

@Usaga, system is Arch Linux 64bit. I'll try to bisect the faulty changes (or play more with workarounds). @Forboding Angel, checked. Indeed i have sdd's but there is proper springignore.txt in each of them. EDIT: https://github.com/springlobby/springlobby/issues/604 @Usaga: oops, indeed it was 3000...
by lamer
01 Dec 2015, 16:04
Forum: Help & Bugs
Topic: Springlobby freezing longer than 60sec
Replies: 17
Views: 1456

Re: Springlobby freezing longer than 60sec

My observations: Springlobby freezes after 10 seconds on linux since 0.226 (or a bit earlier). The version i use that works fine is 0.225-135-ge09e16e. Tried to update lots of times (until ~0.240), always hangs. I even deleted ~/.spring and ~/.springlobby folders to no success. Didn't try workaround...

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