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by lale
21 Jun 2007, 00:24
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

The new build works without hiccups. Solobuild and singlebuild seems improved, but not perfect. DJ: Build rules by Metal production is useful. But has some pitfalls that are important to realize, before applying: 1) If you use metal-P as rules for upgrading (to L2), the balance will change dramatica...
by lale
17 Jun 2007, 13:21
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Tried NtaiLALE.rar in respect to factories. When solobuild=corstorm; and corlab=corstorm; The corstom will be produced by several factories in parallel. I├óÔé¼Ôäóve tested this with upto 30 factories running in parallel. Do factories use the build-placement-algorithm? (thread?):?:, If not then a ├óÔ...
by lale
17 Jun 2007, 02:03
Forum: Engine
Topic: How to search the source
Replies: 22
Views: 2911

If u only need to read the source, you might not need to download it. enter: "site:spring.clan-sy.com/svn/spring/trunk/ airhoverfactor" in googles searchbox ofcouse google might not have an uptodate search "picture" (cache) try it here: http://www.google.com/search?hl=en&q=si...
by lale
17 Jun 2007, 01:37
Forum: Engine
Topic: How to search the source
Replies: 22
Views: 2911

Install linux: :lol:
Use rgrep -r "airhoverfactor" in shell, on root folder.
by lale
17 Jun 2007, 01:20
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Yep, assuming again that building->id is a static (the same) number for all corsolar├óÔé¼Ôäós being built. Your implementation is spot on :!: This would eb an ideal solution because threading isnt the only delay were this could occur, ti could occur while the units enroute to the construction site. ...
by lale
17 Jun 2007, 01:04
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Ok I├óÔé¼Ôäóm going back to solution 1 for a moment. In the below I made two important assumptions: struct GetBuildPlacement { GetBuildPlacement(int unit,pos unitpos,unitdef UnitDef,int target,int spacing) : unit(unit){} void operator()() { boost::mutex::scoped_lock lock(io_mutex[target.id]); if ((...
by lale
17 Jun 2007, 00:53
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

OK I got the message, :| the problem is still due to multithreading (though I do not know what the ├óÔé¼┼ôEnd()├óÔé¼┬Ø statement does) So basically in the log: [09:28] < Frame: 17063 >CKeywordConstructionTask::Build() :: HeerMedVehYard [09:28] < Frame: 17063 >CKeywordConstructionTask::Build solobuil...
by lale
16 Jun 2007, 00:18
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Well the new redownload, solved the ├óÔé¼┼ônot build anything but mex├óÔé¼┬Ø problem. And NTAI seems to be working as usual. BUT: This has had no impact on solobuild (and probably not on single build either) First: I had expected to se some: (when CORHP is solobuild) [00:19] < Frame: 597 >next task?...
by lale
15 Jun 2007, 23:11
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

OK The mux thing seems to work. But somehow the call from inside the functor to OkBuildSelection makes OkBuildSelection always return false for everything but mex├óÔé¼Ôäós ?? I├óÔé¼Ôäóv tested with this simple setup: [AI] { singlebuild=corlab,corck; solobuild=corhp; antistall=0; [NORMAL] { Corcom=co...
by lale
15 Jun 2007, 21:19
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

3 Steps to realize this solution for NTAI Important!. Please note that I do NOT know the exact name and accurate reference to BuildPlacement algorithme entry in the following, I call it: "GetBuildPlacement" 1) Insert a: boost::mutex io_mutex[5000]; //5000 equals max number of different un...
by lale
15 Jun 2007, 20:55
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Solution 1: Consider this example: #include <unistd.h> #include <boost/thread/thread.hpp> #include <boost/thread/mutex.hpp> #include <boost/bind.hpp> #include <iostream> boost::mutex io_mutex[5000]; //5000 equals max number of different units in a any given spring mod. char *targetname[4]={"no...
by lale
15 Jun 2007, 20:19
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

5 searches 5 threads OK I├óÔé¼Ôäóm going to assume :!: , that the only thread(s) "relaxing" solo- / singlebuild is the BuildPlacement SEARCH thread(s). I├óÔé¼Ôäóve got 2 solutions for you: 1) Based on Boost::Mutex array Bad: ├óÔé¼┬ó Only 1 thread of BuildPlacement per unittype seeking con...
by lale
14 Jun 2007, 23:24
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Thanks for the very elaborate answer, I just need to clear the question in red below, so I can surgest a solution. One thread for each search. 5 searches 5 threads and so on. CManufcturer is now simply a helper class that manages construction plans and so on. OK so I got the general concept of the t...
by lale
14 Jun 2007, 20:58
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

AF: Now that your room has cool a little, I├óÔé¼Ôäóm warming this thread with a possible solution to Solobuild and SingleBuild :-) But first I need to clear some assumptions and misconceptions about the flow during a UnitIdle call. I├óÔé¼Ôäóve tried to reconstruct the flow of Unitidle: CManifacture:...
by lale
12 Jun 2007, 10:12
Forum: AI
Topic: scout & transport in Ntai?
Replies: 10
Views: 1669

Re: scout & transport in Ntai?

1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving. You can use the build tag b_scout to build a unit classified as a scout by NTAI. BUT There are no separate scout handling in NTAI, as: 1) NT...
by lale
11 Jun 2007, 19:39
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

I├óÔé¼Ôäóm going to troll you a little IK ;-) If you were a player against NTAI, and you realized that the game you currently are playing is going to be lost to NTAI. Would you feel that your ├óÔé¼┼ôentertainment├óÔé¼┬Ø time is well spent seeing NTAI take that last mex from you, or would you rather ...
by lale
09 Jun 2007, 00:05
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

While testing above a came accross another "feature" / issue: After a while a construction unit stop running its task list. :-( (might also affect factories, but I can't remember seing this) In this case the corca made an final entry: GlobalAI1: [01:26:39] < Frame: 155990 >next task? Glob...
by lale
08 Jun 2007, 23:37
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

Update to above post. Im mystified. Im running a new test, on a 16x16 map. This time the corca rebuild the first destroyed mex, after about 8 minuts. But the second mex, has yet to be rebuild. After 1› hour. Also I destroy a thirde mex, after 30 minuts, now after 50 minuts, and still no reaction ...
by lale
08 Jun 2007, 22:12
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

IK
from your posted config file:
IK wrote:[-] < Frame: 0 >Mod TDF loaded
[-] < Frame: 0 >Junk in buffer :=noenemiesdistance600;
[-] < Frame: 0 >Junk in buffer :;
[-] < Frame: 0 >error in buffer
Could there be a syntax error (missing semicolon) in config file?
by lale
08 Jun 2007, 22:09
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 352535

While the second issue, about destroyed enemy mexes, is acceptable. (but not too good for 1944 mod) The first one gives headache. In a large map (32x32) where sides are strongly divided, eg: NTAI controles left side of map, player right. - And this "control" also implies that no enemy unit...

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