Search found 835 matches
- 31 Mar 2021, 21:28
- Forum: Balanced Annihilation
- Topic: BA12 runs on 105 (with proof)
- Replies: 9
- Views: 20832
Re: BA12 runs on 105 (with proof)
Great to see :) Where can it be downloaded?
- 14 Jan 2021, 23:26
- Forum: AI
- Topic: How to build x64 version of AI
- Replies: 3
- Views: 7895
Re: How to build x64 version of AI
Thank you very much for the hint ivand!
After playing around with mingw installer, cmake, and messed up path variables for a few hours I finally got it to work :)
After playing around with mingw installer, cmake, and messed up path variables for a few hours I finally got it to work :)
- 12 Jan 2021, 20:45
- Forum: AI
- Topic: How to build x64 version of AI
- Replies: 3
- Views: 7895
How to build x64 version of AI
Hello, with the latest 105 release for me the time has finally come to switch to x64. I have a working setup of spring executable and lobby. However I am failing to run my self compiled AI. I assume it does still build a 32bit version. So far, I tried the following: 1. Checkout the git commit tagged...
- 21 Dec 2020, 23:47
- Forum: AI
- Topic: AAI with improved support for water maps
- Replies: 10
- Views: 18349
Re: AAI with improved support for water maps
Update: I raised another PR that brings support for BAR. Next topics on my list: - Improve combat unit selection - Rework air: selection & handling of air units - Extend combat behavior (currently only very basic selection of targets and reaction to enemy attacks) - Improve placement radar &...
- 10 Dec 2020, 17:17
- Forum: Balanced Annihilation
- Topic: BA 11
- Replies: 10
- Views: 11291
Re: BA 11
Hello, I noticed new versions of BA11 have been "released".
Is one of them compatible with Spring 104.0.1?
Is one of them compatible with Spring 104.0.1?
- 10 Dec 2020, 10:21
- Forum: Off Topic Discussion
- Topic: More "BA" questions, split from The end of the maintenance branch
- Replies: 68
- Views: 60843
Re: The end of the maintenance branch
@Ares: If I understood it correctly you are currently in charge of maintaining/developing BA, correct? What are your plans to upgrade BA? At the moment I have a BA 10.24 which works with the latest maintenance build and a BA11 which does not (the game starts but no commanders appear). If I understoo...
- 09 Dec 2020, 17:57
- Forum: Engine
- Topic: The end of the maintenance branch
- Replies: 181
- Views: 649815
Re: The end of the maintenance branch
Sounds great :) I really admire how much work you (and other people) have been putting in the whole "BAR universe" (engine development, maps, game content, ...)! As far as I understood ivand's (and others) changes compared to the maintenance branch will break the existing mods/games. Just ...
- 03 Dec 2020, 14:48
- Forum: AI
- Topic: AAI with improved support for water maps
- Replies: 10
- Views: 18349
Re: AAI with improved support for water maps
@Abma (or other Devs): I just merged my PR to the spring/AAI submodule. I hope this is okay. However, the integration workflow is not really clear to me - sorry for asking again: Would the next step be to update the version of the AAI submodule in the spring/spring repo? Is there an overview at what...
- 02 Dec 2020, 22:37
- Forum: AI
- Topic: AAI with improved support for water maps
- Replies: 10
- Views: 18349
AAI with improved support for water maps
Some updates from me: I just created a PR to the AAI submodule containing my work of the previous weeks. Apart from many smaller fixes and internal cleanup, I worked on the support for water maps. As you can see on the screenshots, AAI now works again on both "pure" water maps as well as a...
- 11 Nov 2020, 10:47
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Everybody seems to sending invites to discord channels I am not very familiar with discord... Is there a link where I can download the mod itself (no installer please, I do not want to touch my running spring + build environment)?
- 02 Nov 2020, 20:08
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Thanks, it worked :) Hopefully, the last compilation error - more recent versions of GCC seem to be much stricter than the older MinGW version I use... Btw: Where can I find some more information about the buildsystem of spring? Where can I obtain logs etc. such that you dont have to send me logs in...
- 01 Nov 2020, 20:42
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
do you plan to do more changes? Yes, I have already a few improvements under development and many more ideas :) if so, IMHO it maybe makes sense to give to push commits to the spring/AAI ... I did not understand what exactly is meant by that. Are referring to updating which "version" of t...
- 01 Nov 2020, 20:35
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Sorry I have been away for a few days. I already raised a PR that hopefully fixes the issue.
Thanks again for asking!
Thanks again for asking!
- 27 Oct 2020, 19:28
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Thank your very much for merging, abma!
What is your preference in the future? Regular smaller PRs every few commits?
(in my professional life as as SW development consultant my hair would stand on end if someone raised such huge PRs :D )
What is your preference in the future? Regular smaller PRs every few commits?
(in my professional life as as SW development consultant my hair would stand on end if someone raised such huge PRs :D )
- 26 Oct 2020, 21:51
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
@Abma: I finally created a (huge) PR :) Next time, I will not wait that long. @IceXuick: I checked the page but have not found time to try BAR yet. From what I have seen AAI should work with BAR, too. A proper config file (I assume BAR no longer uses the internal unit names from TA/BA) would be requ...
- 22 Oct 2020, 21:18
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Thanks for the nice words ;) I test AAI with BA10.24. I figured out that detection of Metal Makers is currently broken; apart from that it runs very well (i.e. stable). Is BAR very much different to BA or is it just visual/balance changes? Can you build AIs yourself? You could check out my fork (lin...
- 21 Oct 2020, 21:57
- Forum: AI
- Topic: AAI under development again :)
- Replies: 26
- Views: 29993
Re: AAI under development again :)
Even though I still have many ideas for improvements I think AAI is now in a state where it can be used again.
@Abma: is there anything I should consider before raising a PR? How is the AI version increased?
@Abma: is there anything I should consider before raising a PR? How is the AI version increased?
- 17 Sep 2020, 20:20
- Forum: Off Topic Discussion
- Topic: AI Interface: GetLosMap() might be broken (or wrong usage?)
- Replies: 5
- Views: 8630
Re: AI Interface: GetLosMap() might be broken (or wrong usage?)
It is bugged: one-time function, i see no way to reset empty state of internal temporary holder. Luckily you can write and execute similar code to what's inside brackets. ... You can find and save for the future true callback struct during init event in AIExport.cpp; ex. :lol: When I was checking t...
- 16 Sep 2020, 22:14
- Forum: Off Topic Discussion
- Topic: AI Interface: GetLosMap() might be broken (or wrong usage?)
- Replies: 5
- Views: 8630
AI Interface: GetLosMap() might be broken (or wrong usage?)
Hello, I have been debugging the partially broken attacking behaviour of AAI and it seems that the LOS map it gets via const unsigned short* GetLosMap(); contains only zeroes. Am I using it wrong? From the documentation in the header I took that values != 0u indicate that the AI currently has sight ...
- 01 Sep 2020, 16:17
- Forum: Engine
- Topic: What command must be given to cloak units? (for AI players)
- Replies: 7
- Views: 5607
Re: What command must be given to cloak units? (for AI players)
Any good idea how a generic solution could look like? I do not want to hardcode a cloak command ID only valid for BA/BAR.
I could add the exact id to the mod configuration file of AAI and read it at startup.
I could add the exact id to the mod configuration file of AAI and read it at startup.