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by Bobris
05 May 2006, 17:23
Forum: AI
Topic: HandleCommand Features
Replies: 11
Views: 2493

Yes, like this:

Code: Select all

AIHCAddMapPoint amp;
amp.pos=float3(1000,0,1000);
amp.label="Hello World";
mAICallback->HandleCommand(&amp);
These new map painting commands are exactly same that "human" can do in normal play. So they are visible to alies and in replays.
by Bobris
05 May 2006, 08:24
Forum: AI
Topic: HandleCommand Features
Replies: 11
Views: 2493

Example is here: AIHCQuerySubVersion amq; if (mAICallback->HandleCommand(&amq)>=1) { // new functions are supported AIHCAddMapLine aml; aml.posfrom=float3(1000,0,1000); aml.posto=float3(1200,0,1000); mAICallback->HandleCommand(&aml); } Of course you can skip now checking of subversion if you...
by Bobris
27 Apr 2006, 14:02
Forum: AI
Topic: Include files
Replies: 11
Views: 1523

Again STL from VC 2003 and STL from VC 2005 are not compatible, so using STL in any dll interface is just plain wrong decision as you have to use same STL, or make hacks already written by me here on this forum.
by Bobris
31 Mar 2006, 10:54
Forum: AI
Topic: SAI 0.15 - (with Source)
Replies: 35
Views: 6040

I already written here Relese STL replacement (not totaly complete, but you get idea) which allows to use debug version of AI (compiled by VS2005) and release version of Spring (compiled by VS2003).
http://taspring.clan-sy.com/phpbb/viewt ... c&start=19
by Bobris
05 Mar 2006, 20:14
Forum: AI
Topic: AI changes of 0.70b1
Replies: 22
Views: 3571

I forgot to write that it is needed for debug version in VC8, because debugging STL in VC8 has different memory layout.
by Bobris
05 Mar 2006, 18:01
Forum: AI
Topic: AI changes of 0.70b1
Replies: 22
Views: 3571

This is part of code, which allows me to use debug version in VC8 of AI and release version of Spring. Maybe it can be helpfull to somebody ... #include <vector> #include <map> #include <set> #include <deque> #include <string> #include <hash_map> #include <math.h> #include <assert.h> namespace relea...
by Bobris
04 Mar 2006, 17:24
Forum: AI
Topic: HandleCommand Features
Replies: 11
Views: 2493

Actually it is in IAICallback.h. In 0.70b2 there was nothing. And I added this: // HandleCommand structs: const int AIHCQuerySubVersionId=0; struct AIHCQuerySubVersion ///< result of HandleCommand is version of this sub interface { AIHCQuerySubVersion(): commandId(AIHCQuerySubVersionId) {} int comma...
by Bobris
04 Mar 2006, 17:21
Forum: AI
Topic: Group AI and labeled point
Replies: 5
Views: 1222

Didn't test it my self, but I don't see reason why not ...
by Bobris
04 Mar 2006, 11:10
Forum: AI
Topic: Group AI and labeled point
Replies: 5
Views: 1222

They will be acessible from 0.70b3. Without even need to change AI Interface. Example: AIHCQuerySubVersion amq; if (mAICallback->HandleCommand(&amq)>=1) { // new functions are supported AIHCAddMapPoint amp; amp.pos=float3(1000,0,1000); amp.label="Hello World"; mAICallback->HandleComman...
by Bobris
27 Feb 2006, 22:43
Forum: News
Topic: New version, 0.70b1
Replies: 74
Views: 40086

Wait for 0.70b2 which will actually report errors of mistakes. Talking about mod springwdb4.sd7: There was problem with T-80UD because dash was not in allowed characters for name, but in b2 again will be. So no need to fix. in ALharpoon.tdf you have this: weaponvelocity=400; /855km/h so comment does...
by Bobris
25 Feb 2006, 20:57
Forum: News
Topic: New version, 0.70b1
Replies: 74
Views: 40086

To Caydr: I am behind of lazy loading of build pic. Problem is that it takes 10 seconds to load all build pic in AA mod. And generaly all AI has to load all units in begining. But I don't think that your problem with UI responsiveness is because of this, because it is only first time and must take o...
by Bobris
19 Feb 2006, 23:26
Forum: AI
Topic: Slowness of AICallback->GetUnitDefList
Replies: 10
Views: 1997

I just did some mesuaring: (sources from SVN) Original time: 15s Then I commented out loading of BuildPic: 5s Then I commented out loading of sounds: 3s So best way to speed it up is be more lazy with loading of BuildPic. Then probably change these 2 std::vectors into one std::map in Sound.cpp Then ...
by Bobris
17 Feb 2006, 08:06
Forum: AI
Topic: Slowness of AICallback->GetUnitDefList
Replies: 10
Views: 1997

VTune show me that during that call 50% time is spend in "fmod" function. I will investigate more from there this come or if it is even true.
by Bobris
14 Feb 2006, 23:59
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 173457

Thanks for this. I was succesfully build Spring using VS2005, current SVN sources. Only things which I have to change. Imported rts project from 7.1. Broken includes to "bitmap.h". Fix include in "rts.rc" to "resource.h". Added /NODEFAULTLIB:"LIBC" to linker -...
by Bobris
14 Feb 2006, 17:22
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 173457

I could undestand that it should not be in svn because it has no use for Linux guys. And even vclibs for 7.1 are not in SVN. But I expect it could be on FileUniverse.
by Bobris
14 Feb 2006, 00:10
Forum: AI
Topic: Slowness of AICallback->GetUnitDefList
Replies: 10
Views: 1997

I will try to speed it up. As soon as I will compile Spring with VS2005 :-)
by Bobris
13 Feb 2006, 23:59
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 173457

content of vclibs for VS2005

Can someone provide content of vclibs for VS2005?
by Bobris
12 Feb 2006, 17:59
Forum: AI
Topic: Slowness of AICallback->GetUnitDefList
Replies: 10
Views: 1997

Slowness of AICallback->GetUnitDefList

Hi, On my PC then I am first AI this method takes 13 seconds in AA mod. Then I looked at sources of UnitHandler and SunParser I see a lot inherently slow code. But I didn't try to prove it, as I didn't try to compile Spring myself (for development of AI using VS2005 and release version of Spring). C...

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